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  1. Understanding Knowledge Work

    Alan Liu responds to reviews of The Laws of Cool: Knowledge Work and the Culture of Information by N. Katherine Hayles and Johanna Drucker, both of whom admire Liu's book but believe that it exaggerates the influence of corporate knowledge work while providing an inadequate response to its destructive ahistoricism. Liu proposes that the digital age needs "new-media platforms of humanistic instruction" to supplement critical and theoretical humanistic approaches to help students understand how the human concerns and impulses that give rise to new media productions relate to knoweldge work.

     

    Eric Dean Rasmussen - 19.10.2011 - 14:38

  2. Humanities Games and the Market in Digital Futures

    Humanities Games and the Market in Digital Futures

    Eric Dean Rasmussen - 20.10.2011 - 08:50

  3. How We Think: Digital Media and Contemporary Technogenesis

    How do we think? N. Katherine Hayles poses this question at the beginning of this bracing exploration of the idea that we think through, with, and alongside media. As the age of print passes and new technologies appear every day, this proposition has become far more complicated, particularly for the traditionally print-based disciplines in the humanities and qualitative social sciences. With a rift growing between digital scholarship and its print-based counterpart, Hayles argues for contemporary technogenesis-the belief that humans and technics are coevolving-and advocates for what she calls comparative media studies, a new approach to locating digital work within print traditions and vice versa. mines the evolution of the field from the traditional humanities and how the digital humanities are changing academic scholarship, research, teaching, and publication. She goes on to depict the neurological consequences of working in digital media, where skimming and scanning, or "hyper reading," and analysis through machine algorithms are forms of reading as valid as close reading once was.

    Eric Dean Rasmussen - 17.02.2012 - 09:33

  4. Debates in the Digital Humanities

    Debates in the Digital Humanities

    Eric Dean Rasmussen - 04.05.2012 - 10:05

  5. Literature: Lift this End

    The Internet epistemologist Richard Rodgers describes the latest evolution of digital culture as “the end of the virtual,” a moment at which attention can no longer be confined primarily to integration, encapsulation, or remediation, but must turn instead to natively computational questions and methods. The meaning of this periodic shift is clear enough for the social and information sciences, but less so for the humanities: especially for literature, a field recently split into core and periphery, a home ground of literature-proper set against a hazier outline or outland that has come to be called “the literary.”

    This talk begins by subverting the all-too-familiar topos of end-times or elegiac criticism (the end
    of some world as we know it), by insisting that end may as easily refer to contour or wrapping as
    termination or extinction. That is, an end may also be an edge, a line along which a structure becomes ready-to-hand, or available for manipulation. An end in this sense is an affordance for engagement: commonly, for lifting and carrying.

    Eric Dean Rasmussen - 22.06.2012 - 16:34

  6. Developing a Network-Based Creative Community: Electronic Literature as Model of Creativity and Innovation in Practice (ELMCIP)

    This talk for the Archive & Innovate conference will present to the ELO community a new major research project and research network focused on electronic literature in Europe. ELMCIP is a 3-year collaborative research project that will run from Spring 2010-2013 and funded under the Humanities in the European Research Area (HERA) theme: 'Humanities as a Source of Creativity and Innovation.' ELMCIP involves seven European research partners (University of Bergen, Edinburgh College of Art, Blekinge Technical Institute, Univeristy College Falmouth, University of Jyväskylä, University of Amsterdam, and University of Ljubjlana) and one non-academic partner (New Media Scotland) who will investigate how creative communities of practitioners form within a transnational and transcultural context in a globalized and distributed communication environment.
    The research goals of the project are to:
    • Understand how creative communities form and interact through distributed media
    • Document and evaluate various models and forces of creative communities in the field of electronic literature

    Audun Andreassen - 10.04.2013 - 11:29

  7. Design som medievitenskapelig metode

    The author argues that design of media technologies, media genres and media texts should be an important part of media studies. Design methods in media studies compared to methods in sciences, especially computer science, can yield important results if researchers state their normative position clearly and apply rigorous evaluations of their results. Liestøl’s synthetic–analytic method is analysed as an example of a media design method.

    Jill Walker Rettberg - 05.07.2013 - 15:23

  8. Digital_Humanities

    Digital_Humanities is a compact, game-changing report on the state of contemporary knowledge production. Answering the question, “What is digital humanities?,” it provides an in-depth examination of an emerging field. This collaboratively authored and visually compelling volume explores methodologies and techniques unfamiliar to traditional modes of humanistic inquiry--including geospatial analysis, data mining, corpus linguistics, visualization, and simulation--to show their relevance for contemporary culture.

    Included are chapters on the basics, on emerging methods and genres, and on the social life of the digital humanities, along with “case studies,” “provocations,” and “advisories.” These persuasively crafted interventions offer a descriptive toolkit for anyone involved in the design, production, oversight, and review of digital projects. The authors argue that the digital humanities offers a revitalization of the liberal arts tradition in the electronically inflected, design-driven, multimedia language of the twenty-first century.

    Elisabeth Nesheim - 23.08.2013 - 12:03

  9. Code Before Content? Brogrammer Culture in Games and Electronic Literature

    Electronic literature exists at the intersection of the humanities, arts, and STEM: an acronym that itself defines a contested battleground of technical skills. The lack of diversity in STEM has received considerable scrutiny, and computer-related fields particularly suffer from a lack of diversity. Salter notes that this has contributed to the rise of “brogrammer” culture in disciplines with strong computer science components, and with it a rhetorical collision of programming and hypermasculine machismo. Brogrammer culture is self-replicating: in technical disciplines, the association of code with masculinity and men’s only spaces plays a pivotal role in reinforcing the status quo. Given this dramatic under-representation of women in computer science disciplines, the privileging of code-driven and procedural works within the discourse of electronic literature is inherently gendered. The emergence of platforms friendly to non-coders (such as Twine) broadens participation in electronic literature and gaming space, but often such works are treated and labeled differently (and less favorably) from code-driven and procedural works that occupy the same space.

    Hannah Ackermans - 08.02.2017 - 14:15

  10. Next Generation Student Resources: A Speculative Primer

    A survey of humanities research websites (and how to teach with them) by Susan Schreibman.

    (Source: EBR)

    Filip Falk - 27.09.2017 - 20:23

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