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  1. Distributed Matters: Production of Presence and the Augmented Textuality of VR

    The paper proposes a descriptive (i.e., non-hermeneutical/presence-driven) reading of the virtual reality work Screen by Noah Wardrip-Fruin et al. (2002) designed for Brown University’s CAVE. Because of the non-triviality of its demands, one might argue that Screen is as much about its theme (memory/forgetting) as it is a self-referential study on VR as a literary medium. In this context, seemingly incompatible notions such as those of "flickering signifiers" (Hayles, 1999) and “presence effects” (Gumbrecht, 2004) can operate as coextensive tropes of analysis. Are we to speak of a new phenomenology of language wherein processing protocols precede literary semiosis? Does proprioceptive awareness of the linguistic mark not also trigger a concurrent semiotic reaction obligatorily leading to an act of interpretation?

    Eric Dean Rasmussen - 07.05.2012 - 12:17

  2. Enter the Cut-up Matrix: Some notes on Man and machines in the (Swedish) 1960’s

    This essay, focusing on a slice of Swedish prose fiction from the 1960-70's, raises some questions concerning the artificial subject, along with discussions of game theory and automation. Torsten Ekbom's "strategic model theatre" Spelmatriser för Operation Albatross [1966; Game Matrices for Operation Albatross] is the main object of study. The (often very bizarre) text fragments in this book are, fictionally, generated by a number of computers. The figures acting in this game are devoid of skeletons; they are merely bodies of information, produced by machines. In dialogue with (among others) Norbert Wiener, Lewis Mumford, John von Neumann and Marshall McLuhan, Ekbom's text is found to illustrate a broader context of cybernetics and subjectivity in the 1960's. Finally, by using the shift of epistemological dominant (described by N.

    Patricia Tomaszek - 30.09.2013 - 14:30