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  1. Is There a Message in the Medium? The Materiality of Language

    The initial argument of this essay is absurdly simple, obvious, literal: language must be embodied and thus its particular medium is—literally, ontologically—the matter, the flesh, the materiality of any message that it articulates. Marshall McLuhan urged us to recognize that media signify, that the matter in which the message is embodied also traces differences that were already what we have come to call ‘writing’ in a poststructuralist, Derridean sense: grammatological practices. However, McLuhan’s copula was not ontological. It expressed a concern that these other, parallel messages were more significant than any linguistic message they embodied. This same anxiety has reached a kind of apotheosis in recent criticism of digital literature—from Christopher Funkhouser and Roberto Simanowski—revenant as no less than our ancient fear of cannibalism. The message of the medium literally consumes the materiality of language: its own body, flesh of its flesh. But this cannibalism would only be literal—and thus taboo, thus truly terrifying—if McLuhan’s copula were ontological.

    Eric Dean Rasmussen - 30.08.2011 - 12:34

  2. Primal Affective Ground and Digital Poetry

    Since the first symbolic scripts emerged, language has always been visual. My own work explores how language's visual can be read both as art and as poetry; how affect is amplified by sound; how generative and combinatorial layouts of text-video-sound open art from linear readings into infinite variations perspectives.
    For ELO, I am interested in creating an artist talk that utilizes content derived from two essays on digital poetry written for my comprehensive exams in the summer of 2009. The original essays are entitled: "Affecting Language: interdisciplinary explorations of emotion (new media, neuroscience, phenomenology and poetry)" and "Defining Creative Conduits: mediations on writing in digital media". Since both essays (as take-home exams) were each written over a brief 72 hour span, I look fwd to the opportunity of synthesizing and refining their argument into a presentation format.
    (Source: Author proposal)

    Eric Dean Rasmussen - 20.03.2012 - 12:42

  3. Sound Rites: Relationships Between Words and Sound in New Media Writing

    While discussion of the relationship of image and word has been prominent in the discourses
    surrounding new media writing, the role of sound is rarely addressed in this context, even
    though words are sounds and sounds are a major component of multimedia. This paper
    explores possibilities for new theoretical frameworks in this area, drawing on musico-literary
    discourse, intermedia theory and inter-cultural theory, and using ideas about semiotic and cultural exchange as a basis.

    Eric Dean Rasmussen - 14.06.2012 - 15:17

  4. See Spot Link. Link, Spot, Link: How to read and appreciate electronic literature (Workshop)

    Abstract
    What is the difference between reading on screen and reading electronic literature? Between an e-book and an e-lit piece? Electronic literature, or eliterature, uses computer technology as an integral part of the work to convey meaning. Find out about the literary art of links, images, sounds, and motions. Make connections between images and text, between sounds and words, between motions and implications. Uncover an exciting new world where writers expand beyond the page and embrace the screen with an array of new literary techniques.

    Agenda
    This workshop will cover 4 basic elements of electronic literature: links, imagery, motion, and sound. For each element, we will read a portion of works to see these elements in action, take part in an exercise to explore writing using these elements, and discuss techniques to recognize and understand these elements.

    Scott Rettberg - 07.01.2013 - 15:41

  5. From Audio Black to Artful Noises: Looking at Sound in Electronic Literature

    The interplay between sound and image was a vexed issue for practioners and critics of the 20th century art screen art. As the story goes, some argued for a "complex interaction of sound with image" (Kahn 142) others for the political necessity of non-synchronized sound. Early on, "the dream" of "correlating sound and image" through localization (Altman) to deploy sound so as "to reinforce the reality effect" and to "induce[...] spectators to center their gaze." (Polet). There is a sense of disappointment in this trajectory, from the "talkie"to Dolby Surround, by which the sound track comes to maintenance of an illusionistic 3-dimensional visual space. 

    Scott Rettberg - 08.01.2013 - 11:36

  6. (R)Evolutionary Communication: Defining and Refining Digital Literature, Art and Storytelling

    As an educator as well as Director of Digital Media Studies at the University of Detroit Mercy, my pedagogical and personal interests lie in how to use media to incorporate inter-disciplinary studies; to use sound, images as well as visual and narrative compositions to communicate multi-dimensional ideas, passions and concepts. In relation to this inter-disciplinary approach, I incorporate the concept of "mixing" to weave together space, design, technology, story-telling and critical discourse. One of the concepts I try to reinforce is that 'space' includes the psychological as well as the physical. In addition, I teach digital media students that "design" is the intentional approach to choreograph the experiential and that digital technology is a tool for exploring these ideas. Accepting this, I challenge the students to consider: how does the user/viewer experience and process the interaction between digital media and the "narrative" of the everyday? 

    Scott Rettberg - 09.01.2013 - 14:35

  7. Space for writing: a sidelong glance at the history of immersive spatial hypertext

    The Cave Writing Workshop is an advanced experimental electronic writing workshop founded by Robert Coover, exploring the potential of text, sound, and narrative movement in immersive three-dimensional virtual reality. It brings together teams of undergraduate and graduate fiction writers, poets and playwrights, composers and sound engineers, graphic designers, visual artists, 3D modelers and programmers, to develop, within the environment of Brown’s “Cave” in the Technology Center for Advanced Scientific Computing and Visualization, projects that focus on the word. From 2002 onward writers have explored the possibilities of spatial hypertext in an immersive environment. What this paper proposes is an exploration of the history of the twin currents of hypertext and virtual reality that merged to create this particular form of expression, going back to the early hypertext systems developed at Brown University in the 1960’s by Ted Nelson/van Dam/et al and work in immersive virtual reality at University of Illinois’ CAVE in the early 1990s.

    (Source: Author's abstract for ELO_AI)

    Audun Andreassen - 14.03.2013 - 14:42

  8. The New-Media Novel: The Intersection of Film, E-Lit & Story

    Advances in authoring tools are allowing a new kind of novel to emerge that resides at the intersection of print, film, and e-lit. I’d like to propose a reading from TOC: A New-Media Novel as its example of the new-media book.

    Often created by a team of collaborators working in sound, animation, and language, these new-media novels involve many of the same challenges and pleasures of working in film, theater or other collaborative arts. And yet, unlike theater or film, these multimedia novels are books: they are read; they offer the same one-on-one personal experience readers have always had through reading traditional novels. The first part of the presentation will be a tour through TOC: A New-Media Novel by Steve Tomasula, with art and design by Stephen Farrell, animation by Matt Lavoy, programming by Christian Jara, and music, art, and other contributions from 13 other artists.

    Audun Andreassen - 10.04.2013 - 13:03

  9. Minecrafted Meaning: The Rhetoric of Poetry in Game Environments

    This essay is a synopsis of my fourth chapter from my dissertation. My research consists of game-poems and how they fundamentally alter the experience of “reading” poetry. Ultimately, my argument is that poetic experience is no longer initiated by text, but by the kinetic, audible, visual, and tactile functions in the digital environment that I label as trans-medial space; in effect, these functions sustain the poetry experience, and, thus, require the reader/user of the poem to play, rather than read, as a new form of “reading” the digital game-poem in order experience and interpret a poem’s meaning.

    Jill Walker Rettberg - 28.06.2013 - 09:05

  10. Internet Radio and Electronic Literature: Locating the Text in the Act of Listening

    This essay suggests sound(s), especially when designed/utilized to provide immersive contexts, can provide a valid literary experience and may be considered, like reading and writing, a central element in the digital narratives of electronic literature. Specifically, 1) Sound (vocal and other) provides the basis for narrative, the heart of every literary experience; 2) Rather than sound(s) in electronic literature, sound(s) might be heard as electronic literature; sound(s) might form the basis for new works of electronic literature; 3) Evolving considerations of Internet radio, especially with regard to mobile, interactive, social audio networks, with content drawn from radio drama and radio art, may provide models for these new forms of electronic literature that are deep, rich, engaging, and immersive literary experiences that locate the text not (solely?) in the acts of reading and writing, but also in the act of listening.

    Scott Rettberg - 04.10.2013 - 11:32

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