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  1. Technologies That Describe: Data Visualization and Contemporary Fiction

    [insert abstract here]

    (Source: author's abstract)

    Presented on Saturday, 7 January at the 2012 MLA Convention, panel 442, "New Media, New Pedagogies," arragned by the Division of Prose Fiction. Other panelists included John David Zuern, Jay Clayton, and the moderator, Rebecca L. Walkowitz.

    Eric Dean Rasmussen - 19.01.2012 - 10:56

  2. 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

  3. Hypertext and Ethnographic Representation: A Case Study

    This study explores the ways in which ethnographic data might be represented within a hypertext format. It begins with an analysis of the historical roots of the technology to determine key characteristics that differentiate it from other media. Three characteristics surface through this analysis: multilinearity, multivocality, and multimodality. The current study examines these characteristics from a more critical stance to determine what is possible in practice. To this end, three ethnographic hypertexts are analyzed to determine strengths and weaknesses. From this analysis, a set of design implications emerge that provides a framework for a case study entitled The Congo Prototype . The Congo Prototype is built from an extensive study of a museum located in Belgium, The Royal Museum for Central Africa (RMCA), along with interviews with colonial veterans who served in the Congo up until Independence. This work offers the reader specific techniques that might be incorporated into future works, and at the same time, provides a stand alone ethnographic study of numerous narratives revolving around the Belgian Congo.

    Patricia Tomaszek - 20.04.2013 - 14:10

  4. 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

  5. Inventing the Medium: Principles of Interaction Design as a Cultural Practice

    Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field.

    Scott Rettberg - 21.08.2014 - 12:04