Search

Search content of the knowledge base.

The search found 225 results in 0.019 seconds.

Search results

  1. Fight Like a Girl: Digital Storytelling For Self-Motivation Strategies Used By Women Athletes in Muay Thai

    This short paper is an excerpt from my major research project, a knowledge translation project which seeks to create an accessible interactive fiction piece to teach self-motivation strategies utilized by women athletes. This project consists of an interdisciplinary literature review and interviews focused on how women self-motivate as amateur athletes in Muay Thai. This data will then be used in a knowledge translation project involving a game creation, including writing a script for the game based on the interviews to encompass a "typical" woman fighter in Muay Thai, inputting this script into the Twine program to generate a playable game, and doing a quality assurance roll out to ensure the game works in its technical aspects. 

    This paper focuses on audience and accessibility, and how new media storytelling can be a pedagogical tool as well as entertainment. By using a narrative, arts-based approach as the framework, the goal of the project is to communicate with consumers on an emotional level in a meaningful way. 

    Amirah Mahomed - 19.09.2018 - 14:13

  2. Literature after the Technological Singularity

    I consider an expanded version of the technological singularity, that moment at which humanity will be transformed in an unrecognizable way – the biggest gap in human history. As I see it, the singularity may result either from the superintelligence of bootstrapping AIs or from superstupidity as we, using technology, cause our own species to go extinct. What will literature be like after this event? It seems hard enough to write a poem that will be of interest to the next generation or to produce an electronic literature work that can be read and accessed in a practical way after a few decades. My argument, however, is that only literature deeply engaged with computation will have any chance to remain relevant after the extinction or radical transformation of all human life. This includes work done by Christian Bök in xenopoetics – but because of the compositional process of the core poem of The Xenotext Project, not because of the proposed genetic encoding of that text.

    Amirah Mahomed - 19.09.2018 - 14:37

  3. PoéticaSonora: Prototyping in Montreal a Digital Audio Repository for Latin American Sound Art and Poetry

    This poster and lightning talk will introduce PoéticaSonora (http://poeticasonora.mx), an international research group developed by professors and students from Concordia University (Montreal) and UNAM (Mexico City) seeking to question the primacy of textual dimension in art and literature by addressing the legibility of sound, the nexus between sound and inscription, and the evasiveness of voice in print and other writing systems. It seeks to archive, preserve, and disseminate works by Latin American sound artists and poets in digital audio format (mainly in Spanish, but not limited to this language), as well as to facilitate the study of these authors and trends. Founded in 2016, it operates under two complementary axes, preservation and activation. While many academic and artistic events are hosted throughout the year, mainly in Mexico City, fieldwork and archival research is regularly conducted to gather audio files for our main project, the Digital Audio Repository for Sound Art and Sound Poetry (DARLA, work-in-progress name https://poeticasonora.me/searchhome).

    Amirah Mahomed - 19.09.2018 - 14:47

  4. Probing the gaps between datasets and interfaces in electronic literature

    The contrast between the conceptual and material realities of data harvesting and of digital interfaces is a captivating subject matter I will tap into to make visible the physicality of the internet and to subvert destructive dominant, colonial narratives with respect to the natural environment and climate. 

    This intervention will use poetry and photography/video as electronic literature to shed light on the conceptual language used online (e.g., on social media, corporate websites, online magazines, etc.) to discuss datasets in relationship to digital interfaces. Furthermore, it will address an identifiable gap within this language, which can be viewed in the production of massive amounts of electronic waste. 

    Amirah Mahomed - 19.09.2018 - 14:53

  5. Opening up the Silent World: Narrating Interaction in a Digital Comic

    This paper examines Minna Sundberg’s ongoing and award winning digital web comic Stand Still. Stay Silent as a type of e-literature increasingly found in the “gap” between digitized comics and graphic novels on the one hand and born digital e-lit on the other. While the Sunberg’s process of production will be briefly noted, the main focus explores how the comic thematizes modes of interactivity that Sundberg also encourages in her readers/followers via forms of social media. Set in a post-apocalyptic world , the comic is an ongoing tale of exploration and discovery, where a group young explorers have left the havens of plague-free safe zones in order to see what is left of the rest of the world. The supernatural elements associated with the plague, or “the illness,” are also associated with a past that somehow went wrong. Writing of “Beasts, Trolls, and Giants,” the narrator explains, “They are a shadow of our past, a distorted echo of what once there was.” Avoiding the shadow of the past and the monstrosities it has produced is a powerful theme, carrying an implied social critique that deserves examination.

    Amirah Mahomed - 19.09.2018 - 15:17

  6. A Project Gutenberg Poetry Corpus

    In this paper, I present the Gutenberg Poetry Corpus: a corpus of over three million lines of poetry (in annotated JSON format) automatically curated from Project Gutenberg. Project Gutenberg, a collection of machine-readable texts in the public domain, was originally instigated in the early 1970s with a hand-typed copy of the US Declaration of Independence. More recently driven by the volunteer efforts of a decentralized group of proofreaders, Project Gutenberg now consists of more than 54,000 texts, mostly English- language literature from the 18th and 19th centuries. Researchers in the humanities and in computational linguistics have made use of Project Gutenberg for decades, and more recently its use in data-driven computational creativity has grown. I relay the methodology used to automatically filter and identify lines of poetry from the larger Gutenberg corpus, discuss the potential of this corpus for research and creative work, and then present a series of my own experiments that use this corpus as their primary source material.

    Susanne Årflot Løtvedt - 26.09.2018 - 14:15

  7. Electronic Literature as an approaching tool to emerging ways of reading

    What is reading? As a transitive verb, and in the strict action, it is to pass the view by the signs that we recognize from our mother tongue, written in a text to understand them and turn them into sounds. The act of reading goes beyond the interpretation of an inherited code. Reading is a cognitive visual/motor activity and meaningful of reality. 

    When we read a text, our thinking manages a bunch of received information that little by little it is organizing according to its maturity, experience, cognitive processes, intuition and conceptualization. The order in which it happens does not matter. What is important is the fact that when it is read, the construction and appropriation of both historical and a-historical concepts is happening. But, what happens when we read Electronic Literature? 

    Technology, following the proposal of Marshall McLujan, is an extension of our own body. For that matter, clothing is an extension of our skin. The shoes are an extension of our feet. 

    June Hovdenakk - 03.10.2018 - 15:21

  8. Making PIE: Closing the gap between story and experience

    “Making PIE: Closing the gap between story and experience” elaborates and expands on existing relationships between story and experience, using e-lit and game examples to demonstrate the importance of PIE environments for creative and scholarly communication.

    sondre rong davik - 03.10.2018 - 15:24

  9. Congress of Fakery

    We live in a time of “fake news”... and not just “fake news” fake news for real people and real news about fake people, but fake news about fake news for fake people about fake people. So what does it mean to be “fake” in an age of accelerating information? The Congress of Fakery, a roundtable conversation on frauds, hoaxes, and other forms of informational flimflam by artists in the realm of electronic literature, aims to take up this question with a specific eye on its history, epistemology, practice, and possibilities for future fakery. Gaps we will address are: the real and the fake, the fake and the imaginary, the sender and receiver, differing cultures of reception, official and unofficial, and other rifts in the flow of information.

    Jane Lausten - 03.10.2018 - 15:25

  10. A Republic of Blackboxes: Hijacking Users Devices for the Greater Good

    After Edward Snowden revealed the extent of the National Security Agency's spying program, people worldwide suddenly realised the degree to which their computing devices were gathering personal information that could be accessed by anyone with both the means and the inclination. The games Blackbox and République play with our relationships with our mobile devices, the former by cheekily revealing the functions of the titular blackboxes we hold in our hands, and the latter by crafting a dystopian society in which the player's phone becomes a tool primarily due to its centrality to surveillance culture.

    Li Yi - 03.10.2018 - 15:34

Pages