Search

Search content of the knowledge base.

The search found 14 results in 0.013 seconds.

Search results

  1. Basquiat meets Mario Brothers? Digital poet Jason Nelson on the meaning of art games

    An interview with the self-described digital poet Jason Nelson on the semiotic pleasures of playing and creating "art-games," indie works produced outside corporate game studios, which, Nelson predicts, will eventually be recognized as the most significant art movement of the 21st century. While explaining how he came to be a digital author, Nelson addresses topics such as his continued love of Flash as a production tool, despite its likely obsolesence, his appreciation for gamescapes that allow for aimless wandering, and the intense reactions his art-games provoke in players. Alluding to the fact that Digital Poet is not the most lucrative of professions, Nelson signals his desire to design "big budget console games," provided he could do so on his terms. 

    (Source: Eric Dean Rasmussen)

    Eric Dean Rasmussen - 28.09.2011 - 12:44

  2. Web/Fiction/Design: A brief beta-test of this year’s winner of the ELO Awards, Caitlin Fisher’s These Waves of Girls

    A (literature) award usually comes with publicity as well as responsibility. As this year's ambassador of digital literature, the US-American Electronic Literature Organization chose a webfiction that does not meet the technological standards of current internet or CD-ROM productions. Neither the rather outdated technique of frames, nor Flash (a program for moving images), nor the embedding of sounds have been implemented in a way that is technologically useful (there's nor debating aesthetics) or ar least more or less correct. About 15 years after the "invention" of digital literature (this date, too, is open for discussion), the technology available has become so sophisticated that a single author obviously can no longer live up to the demands as a lonely creative genius. The quality even of praised digital literature seems to indicate that, caused by the raising of technical standards, the future lies in what collaborative writing in hypertext or online "Mitschreibeprojekte" did not mange to establish: the dismissal of authorship in the traditional sense of authoritiy over the text in favor of a plural, diverse team-work.

    (Source: article abstract)

    Jill Walker Rettberg - 01.11.2011 - 14:24

  3. The Flash Community: Implications for Post-Conceptualism

    Complimenting a broader international research paradigm shift, Electronic Literature scholars and practitioners alike have expressed a desire to expand the field to include deep collaborations with other disciplines. In achieving such a goal any original indigenous ideologies and aesthetics may be challenged. This dialectical tension between striving to be niche/identifiable/original in a mixed discipline economy faced with contemporary descriptors of ‘human experience’ such as Baumanr’s Liquid Modernity (2000), Antonelli’s Elasticity (2008) or even Turkle’s "life mix" (2011) remains key to facing this challenge.

    Using new interviews, emergent theories and archival resources this paper argues that the Flash community has already faced the issue of contemporary homogeneity driven by our on-going context of rapid technological change, and can be regarded as an exemplar of post-conceptual experimentalism. After a comparative analysis between the Flash Community and Electronic Literature the paper goes on to explore other new insights and considers the implications of being post-conceptual as a future opportunity and/or risk for Electronic Literature.

    Eric Dean Rasmussen - 23.03.2012 - 07:21

  4. Jason Nelsons hemmelige teknologi

    En diskusjon av Jason Nelsons arbeid og absurdist estetisk.

    Scott Rettberg - 25.03.2012 - 21:27

  5. Disasters Natural and Digital: The Secret Technologies of Jason Nelson

    English version of "Jason Nelsons hemmelige teknologi" published in Vagant 2/2010.

    A discussion of Jason Nelson's work and absurdist aesthetic.

    Scott Rettberg - 25.03.2012 - 21:50

  6. Is Your Computer's Sound on? Fiction on the Flash Platform

    With the arrival of the electronic media, the limits and possibilities for writers of prose fiction changed fundamentally. On the Internet, writers, who had had to depend on the linearity of the signifier in the printed media for the production and consumption of their fiction, explored the new patterns of signification suggested by the computer-based media. And, since the late 1990s, multimedia platforms have appeared, allowing writers to manipulate all kinds of text – video as well as audio, written as well as spoken – in an almost endless variety of ways. My paper takes a look at what happens to prose-fiction when it moves from the world of the printed book to the screen. I'm interested, first and foremost, in the work of contemporary writers who are using the multimedia platform FLASH in their attempts at "adapting" fiction already in print for the computer screen, e.g. Jeanette Winterson, or who have moved beyond hard copy fiction and are producing multimedia events instead, e.g. Alan Bigelow.

    Jill Walker Rettberg - 18.06.2012 - 10:43

  7. The Medium Is the Metaphor

    For one of my courses this fall, my first semester in the new Media, Art, and Text program at Virginia Commonwealth University, I created a short Flash piece on medium and a hypertext project on medium as metaphor, looking at eight texts—four print authors and four new media works. This presentation focuses on these projects.

    Scott Rettberg - 09.01.2013 - 10:20

  8. Intersecting Approaches to Electronic Literature: Close-Reading Code, Content, and Cartographies in “William Poundstone’s “Project for the Tachistoscope: [Bottomless Pit]”

    What does it mean to close read electronic literature? Should one closely engage the screenic content, the programming code, or the operating patterns of a work? This panel proposes that critical analysis need not be limited to one approach or one focal point of attention, and seeks to demonstrate what can be gained when scholars collaborate to apply multiple methodologies to engage a single work. All three panelists will read the same work of digital literature, William Poundstone’s “Project for the Tachistoscope: [Bottomless Pit]” (EL Collection, vol.1), but using three different critical methods with the collaborative goal of approaches that mutually inform and enrich each other. Jessica Pressman will approach the Flash-based animation from the lens of traditional literary hermeneutics, close reading the onscreen literary aesthetics to explore the relationships between form and content as well as locate the points of aporia and mystery that traditional reading strategies are left struggling to explain.

    Audun Andreassen - 10.04.2013 - 11:12

  9. Generation Flash

    This essay that consists from a number of self-contained segments looks at the phenomenon of Flash graphics on the Web that attracted a lot of creative energy in the last few years. More than just a result of a particular software / hardware situation (low bandwidth leading to the use of vector graphics), Flash aesthetics exemplifies cultural sensibility of a new generation. This generation does not care if their work is called art or design. This generation is no longer is interested in "media critique" which preoccupied media artists of the last two decades; instead it is engaged in software critique. This generation writes its own software code to create their own cultural systems, instead of using samples of commercial media. The result is the new modernism of data visualizations, vector nets, pixel-thin grids and arrows: Bauhaus design in the service of information design. Instead the Baroque assault of commercial media, Flash generation serves us the modernist aesthetics and rationality of software. Information design is used as tool to make sense of reality while programming becomes a tool of empowerment.

    (Source: Author's abstract)

    Scott Rettberg - 09.02.2015 - 09:28

  10. Intergrams in My Pocket

    Digital literature authors — particularly those of an experimental bent — are frequently obliged to use multimedia environments whose longevity is questionable at best. When support for such an environment on a new platform is not available, portation of the work may be the most direct strategy for making the work available. An excellent example of such a platform was Hypercard — only available on Macintosh MacOS Classic (and emulators). This paper discusses my experiences in porting Intergrams from Hypercard — first to Windows in 1996, and more recently to Squeak, where it will run on a wide range of platforms. Following on the pioneering recommendations of “Acid Free Bits”, the paper explores the following issues: (1) ability and desirability of digital literature authors to create their own file formats that are open, human-readable, and serve as “texts of description” (in the spirit of Bootz) whose preservation is assured by the simplicity and openness of the file format (as opposed to closed proprietary undocumented file formats often found with multimedia environments). (2) The importance and desirability of using multimedia environments which allow for self description.

    Eivind Farestveit - 19.02.2015 - 14:47

Pages