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  1. Flickering Connectivities in Shelley Jackson's Patchwork Girl: The Importance of Media-Specific Analysis

    Flickering Connectivities in Shelley Jackson's Patchwork Girl: The Importance of Media-Specific Analysis

    Eric Dean Rasmussen - 14.03.2011 - 20:44

  2. Scott Rettberg’s Writerly Text, “The Meddlesome Passenger”: Reading as Writing/Consumption as Production

    A reading of Rettberg's "The Meddlesome Passenger" as a postmodern metafiction, in Roland Barthes' terms of the "writerly" text.

    Scott Rettberg - 25.03.2011 - 10:41

  3. The Nihilanth: Immersivity in a First-Person Gaming Mod

    The Nihilanth: Immersivity in a First-Person Gaming Mod

    Rita Raley - 05.05.2011 - 15:28

  4. Editor's Introduction: Writing.3D

    Editor's Introduction: Writing.3D

    Rita Raley - 05.05.2011 - 15:49

  5. Code.surface || Code.depth

    This essay begins by identifying a central idea in the critical discourse on code art and code poetry: code is a deep structure that instantiates a surface. The AP Project’s Jonathan Kemp and Martin Howse, for example, explain that their work makes “manifest underlying systematics,” that can make the digital “physical, audible and visible through geological computing.” In what sense, if at all, can we trace a computing operation down to a foundation, bottom, or core? Why do we maintain this cultural imaginary of code and how has it come into being? Moreover, how have the metaphors of software engineering – particularly the notion of structured layers and multitier architectures – been put to artistic use? The thematizing of layers, surfaces, and spatial metaphors has become quite intricate in new media writing practices, as I will demonstrate in a reading of “Lascaux.Symbol.ic,” one of Ted Warnell’s Poems by Nari, and recent projects by John Cayley, including Overboard and Translation.

    Rita Raley - 05.05.2011 - 16:06

  6. The Digital Loop: Feedback and Recurrence

    The Digital Loop: Feedback and Recurrence

    Rita Raley - 05.05.2011 - 23:28

  7. Understanding New Media Art Through Close Reading. Four Remarks on Digital Hermeneutics

    With the increasing importance of digital media in all areas of social and cultural life, it is necessary to define a conceptual framework for understanding the social changes it generates. This implies to introduce students and readers to the new methods of critically interacting with media in digital culture. Conference presentations and publications develop the theoretical background and methods needed in scholarship and education to approach the new topics. At various universities, scholars discuss the consequences of such developments under the umbrella terms of digital literacy, digital humanities, or “electracy.” Nevertheless, scholars also must concentrate on the aesthetic aspects of digital media, investigating in new artistic genres emerging from or changes in existing genres brought about by digital media.

    Patricia Tomaszek - 06.05.2011 - 14:31

  8. The Monstrous Book and the Manufactured Body in the Late Age of Print

    The Monstrous Book and the Manufactured Body in the Late Age of Print: Material Strategies for Innovative Fiction in Shelley Jackson’s Patchwork Girl and Steve Tomasula’s VAS: An Opera in Flatland 

    Patricia Tomaszek - 06.05.2011 - 14:51

  9. Reading Time: For a Poetics of Hypermedia Writing

    Reading Time: For a Poetics of Hypermedia Writing

    Eric Dean Rasmussen - 11.05.2011 - 12:05

  10. Immersion versus Interactivity: Virtual Reality and Literary Theory

    Virtual Reality has been defined as an "interactive, immersive experience generated by computer " (Pimentel and Texeira).This paper investigates the possibility of the literary implementation of these two dimensions. While immersion plays an important role in theories of fiction based on the concept of possible world and of game of make-believe, it presupposes a transparency of the medium that goes against the grain of postmodern aesthetics. Postmodern literature emulates the interactive aspect of VR in a metaphorical way through self-reflexivity, and in a more literal way through hypertext, but both of these attempts involve the sacrifice of the pleasure derived from immersion. In computer-generated VR, by contrast, immersion and interactivity do not stand in conflict but support each other. The difference in behavior between VR and literature is seen to reside in the participation of the body. While textual worlds are created through a purely mental semiotic activity which presupposes an external point of view, the worlds of VR are created from within through an activity both mental and physical.

    Scott Rettberg - 19.05.2011 - 17:09

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