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  1. Computer Lib: You can and must understand computers now / Dream Machines: New freedoms through computer screens—a minority report

    Computer Lib: You can and must understand computers now / Dream Machines: New freedoms through computer screens—a minority report

    Scott Rettberg - 25.03.2011 - 12:19

  2. Nome

    A multimedia project produced in book, video, and CD form.

    "The poems of Nome pointed to the necessity of thinking not only about the transformations that the exchange of material artifacts implies in the way we interact with the words, but also in the way they modify the meanings of the words in this mediatic ecology system in which contents are made available to reading in different situations (at the museum, at home or in the street), affecting the poetic perception in a network of meanings that connects and individualizes them."

    (Quote from Giselle Beiguelman, "The Reader, the Player and the Executable Poetics: Towards a Literature Beyond the Book")

    Scott Rettberg - 25.05.2011 - 13:58

  3. The New Digital Storytelling: Creating Narratives with New Media

    The New Digital Storytelling: Creating Narratives with New Media

    Eric Dean Rasmussen - 01.11.2011 - 16:55

  4. From Synesthesias to Multimedia: How to Talk about New Media Narrative

    An argument for a multimedia narratology that accounts for both relationships between media within a digital work and how work positions itself within a larger media multiplicty. Punday develops his argument in part through a reading of the multimedia aesthetic in Talan Memmott's Lexia to Perplexia.

    Eric Dean Rasmussen - 08.04.2012 - 09:12

  5. Waiting for Gwodot

    Samuel Becket’s Waiting for Godot, re-mediated for Web. In this project different parts of the play are appropriated for cyberspace. to examine different themes including: hyperlinked narration in cyberspace, experience of reading mediated by information retrieval tools, collaboratively generated content and conformism, our desires and anxieties in cyberspace and the temporal experience across different media. (source: http://sepans.com/sp/works/waiting-for-gwodo/)

    Eric Dean Rasmussen - 23.04.2012 - 13:58

  6. When Digital Literature goes Multimedia: Three German Examples

    In February 2000 Robert Coover noticed the "constant threat of hypermedia: to suck the substance out of a work of lettered art, reduce it to surface spectacle". Coover's message seems to be: When literature goes multimedia, when hypertext turns into hypermedia a shift takes place from serious aesthetics to superficial entertainment. What Coover points out is indeed a problem of hypermedia. If the risk of hyperfiction is to link without meaning, the risk of hypermedia is to employ effects that only flex the technical muscles. Can there be substance behind spectacle? In this paper I discuss three examples of German digital literature which combine the attraction of technical aesthetics with the attraction of deeper meaning.

    Jill Walker Rettberg - 09.10.2012 - 22:12

  7. Passage

    Passage is issued from a multimedia generator which arranges fixed and/or mobile images, literary texts to be read and/or heard and music all of which are on an interactive cederom. Passage can not be reinitialized even if the computer is turned off, so that the reader must always go ahead in his reading. The work is always passing away.

    (Source: Author's description)

    Scott Rettberg - 27.06.2013 - 12:12

  8. A framework for developing multi-modal media-spaces using AI techniques

    The act of integrating physical, virtual and textual conceptual spaces to create a unified new media artifact can be challenging. In our work we embrace a constant state of reconceptualization, as we transition between physical aspects of a performance and AI based manipulations that are both visual (art abstraction) and semantic. In these experiments the AI system works with meaning in terms of semantic keywords about the emotions and descriptions of a work. To fully explore the capabilities of these new immersive, virtual and semantic technologies, we can no longer rely on traditional creation, editing and production techniques, but must develop new practices and styles. We propose a new framework for creating what we refer to as ‘multimodal media-spaces.’ These media-spaces include interactive and video-based work that seek to combine physical, virtual and textual entities. This paper details our framework and its uses in several juried multimedia pieces. In our work we use 360 VR and multi-camera filming, movement performance from amateur and professionals, distortions of space and time using AI cinematic projections.

    Jane Lausten - 29.08.2018 - 15:30

  9. Digital Storytelling in Spanish: Narrative Techniques and Approaches

    This thesis looks at a sample of twelve stories of electronic literature written in Spanish and focuses on the different narrative techniques that these works implement. The techniques range from simple hyperlinks to highly complex functions as in videogames. These works draw from the traditions of print literature as well as from the digital culture that has shaped this era: hypertext, algorithms, text reordering, text fragmentation, multimedia creations, and almost anything else the computer is capable of. As each work discussed here is unique, a different theoretical approach is used for each.

    Steffen Egeland - 17.09.2020 - 11:54

  10. Neo-Baroque aesthetics and contemporary entertainment

    The artists of the seventeenth-century baroque period used spectacle to delight and astonish; contemporary entertainment media, according to Angela Ndalianis, are imbued with a neo-baroque aesthetic that is similarly spectacular. In Neo-Baroque Aesthetics and Contemporary Entertainment, she situates today's film, computer games, comic books, and theme-park attractions within an aesthetic-historical context and uses the baroque as a framework to enrich our understanding of contemporary entertainment media.

    Alisa Nikolaevna Ammosova - 29.09.2021 - 17:20