Search

Search content of the knowledge base.

The search found 59 results in 0.012 seconds.

Search results

  1. On the Record: Notas para Errata Erratum - Projeto Duchamp Remix no Museu de Arte Contemporânea de Los Angeles (MOCA)

    On the Record: Notas para Errata Erratum - Projeto Duchamp Remix no Museu de Arte Contemporânea de Los Angeles (MOCA)

    Luciana Gattass - 24.10.2012 - 16:48

  2. Internetliteratur. Zu einer modernen Produktions- und Rezeptionsasthetik des netzgenuinen deutschsprachigen Schrifttums

    Internetliteratur. Zu einer modernen Produktions- und Rezeptionsasthetik des netzgenuinen deutschsprachigen Schrifttums

    Johannes Auer - 06.11.2012 - 11:48

  3. Cibercultura e divisão social do trabalho intelectual no Brasil: em nome da consolidação institucional nacional de um novo campo interdisciplinar de estudos Contribuição à memória da fundação da ABCiber

    Opening speech for the 2nd National Symposium of ABCiber – Brazilian Association of Cyberculture Researchers (PUC-SP, 10-13 Nov 2008), intended as a memory of the intellectual and institutional context of the articles compiled in this work. The article discusses the advances achieved in relation to the data presented in the opening speech of the previous Symposium (PUC-SP, 25-29 Sep 2006), upon the foundation of ABCiber, especially insofar as it refers to the collective work of progressive construction of the field of studies about the relationships between digital technologies/networks, their modalities of collective and individual appropriation, and the social, cultural, political, and economic organization of contemporary transnational capitalism.

    Luciana Gattass - 06.11.2012 - 21:40

  4. The Gothic in Contemporary Interactive Fictions

    This study examines how themes, conventions and concepts in Gothic discourses are remediated or developed in selected works of contemporary interactive fiction. These works, which are wholly text-based and proceed via command line input from a player, include Nevermore, by Nate Cull (2000), Anchorhead, by Michael S. Gentry (1998), Madam Spider’s Web, by Sara Dee (2006) and Slouching Towards Bedlam, by Star C. Foster and Daniel Ravipinto (2003). The interactive fictions are examined using a media-specific, in-depth analytical approach.

    Scott Rettberg - 23.01.2013 - 23:37

  5. Virtual Communities and Collective Narratives: From Tokyo to Mercedes, Buenos Aires.

    The spread in the use of blogs, bulletin boards and wikis during the first half of the present decade gave rise to discussions about the possible applications of these emerging technologies to a wide range of collaborative enterprises. From building Internet communities to authoring encyclopedias, or producing collective narratives in the form of fan-fictions, blog-fictions or wiki-novels, users from around the world have been exploring the opportunities for innovation, socialization, and artistic creation brought forth by these collaborative platforms. This paper examines the intersections between two of the most influential collective narratives produced in recent years in cyberspace: Train Man, the Internet story of a 23-year-old geek (otaku) who relies on an online community to reduce his geekiness and find a girlfriend; and A Fat Woman Weblog (Weblog de una mujer gorda), the story of a middle class family from Mercedes, Argentina, as told from the perspective of an Argentine housewife (a fictional character impersonated by Hernán Casciari).

    Audun Andreassen - 14.03.2013 - 14:29

  6. Making Sense: aspects of the literary in electronic environments

    This paper investigates the manner in which e-literature is reconstructing and intensifying some of the sensory capacities of literary language. The interactive nature of many works, as well as their use of image and sound and the fact that the ‘surface’ text is produced and informed by a ‘deeper’ level of generative code, means that new critical concepts, vocabularies and ways of reading adequate to this new situation need to be developed. Katherine Hayles. John Cayley, Talan Memmot, and Rita Raley, have all written authoritatively on the importance of software and code in determining approaches to electronic poetics, and the difference this makes to how we understand new media writing. Matt Kirschenbaum makes the distinction between formal and forensic materiality in order to break down the emergent logics at play in the digital ‘text’. We introduce a different perspective, one that focuses on the ecology of the body (its distribution) in its engagement with different forms.

    Audun Andreassen - 14.03.2013 - 14:36

  7. Between Experiments and Traditions: Italian and Portuguese E-poetry

    This paper aims at analyzing the historical evolution of poetry experiments in Italian and Portuguese languages. Poetry has always been interested in experimenting with new ways of writing; however the computer and internet media make the experiments with the language a basic question. The first part of this paper will refer to a historical approach tracing the most important breakpoints in the poetry development in Italian and Portuguese languages during the last century. We will focus above all on Italian Futurism and visual poetry and we will connect Italian visual poetry tradition to Brazilian concrete poetry to identify the main characteristics and to define the links between these movements and the contemporaneous epoetry environment. In the second part some Italian Portuguese e-poetries will be presented and analyzed. A close-reading of some famous works will be proposed trying to identify the strategic elements which constitute the poetics of digital text - the infographic images, the poeticity of the elements, theirs [il]legibility, the pluri-signification of the relation image.

    Audun Andreassen - 14.03.2013 - 15:41

  8. The materialities of close reading: 1942, 2009

    Today, we not only see video games and online role-playing games interpreted, in print-based scholarly journals, by way of classical literary and narrative theory (to the dismay of the radical ludologist), but we also see the inverse: classical novels interpreted by way of role-playing games staged in computerized, simulated environments (as in Jerome McGann's IVANHOE Game). The use of classical theory for the study of contemporary video games and video games for the study of classical literature, however, does not necessarily mean that we now inhabit a mixed up muddled up shook up literary-critical world. In fact, these examples might mark opposite sides of a continuum of critical practice, and underscore the logic of analyzing a text in a given medium with the tools of a different – and complementary – medium.

    Audun Andreassen - 20.03.2013 - 09:54

  9. Mobile Media Narratives: From Site-Specific Stories to Locative Hypertexts

    With the move from personal computing to pervasive computing, electronic literature has inhabited physical sphere of ubiquitous computing. This study analyzes examples of narratives that employ mobile technologies (from cell phones to GPS receivers) to interact with site-specific electronic literature. Drawing from examples such as [murmur], PETlab’s Re:Activism project, and Blast Theory’s Rider Spoke, this paper argues for a spatio-temporal embodiment that is produced in correspondence with the mobile interface. [Murmur] is an oral history project utilizing mobile phones is currently running in 11 cities worldwide. Signs posted throughout the city prompt mobile phone users to call a specific number and record a narrative about that site. Other passersby are able to listen to the recorded narrative when the number is later called. Similarly, Re:Activism is a mobile phone story-game that has players restage scenes of contestation that occurred throughout New York City, led by SMS messages about the site.

    Audun Andreassen - 03.04.2013 - 09:50

  10. Pipe Bomb: Exploding Code in the Work of Rene Margritte and Jodi

    Following Michel Foucault's brief works of art criticism, Rene Magritte's paintings, and Jodi's websites, this essay performs a close reading of HTML code using the aesthetic logic of the calligramme. To begin I construct a genealogy of critical image production surrounding Magritte's now classic 1928-29 painting La trahison des images. A slowly decomposing relationship between language and images begins with Scott McCloud's reductive materialism in Understanding Comics (1993) in which McCloud's comic book avatar lectures on the material and mimetic aspects of Magritte's pipe for purely ironic effect. Unlike McCloud's attempts to distill materiality down to traditional media types, Henning Pohl's La trahison des images numeriques (2009) implicates both pipe and text within a transcendental image-space beyond medium specificity which, like Giselle Beiguelman's //**Code_up (2004), promotes the fantasy of diving into data. Douglas R.

    Audun Andreassen - 03.04.2013 - 15:13

Pages