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  1. Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2015)

    Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2015)

    Alvaro Seica - 04.02.2015 - 13:07

  2. Early Digital Art and Writing

    Decades before digital art and writing became widely transmitted and accessed online, pioneers in these expressive fields relied predominantly on sponsored exhibitions of their work. Prior to the emergence of the World Wide Web (WWW), computer-based practitioners desiring to share their compositions - and audiences interested in these contemporary developments - depended on a small number of sympathetic museums and galleries that promoted such innovations. In the 1960s and early 1970s, these exhibits tended to unite experiments produced by both digital writers and artists. Gradually, as electronic arts expanded in a way that digital writing would not until the proliferation of personal computing and global networks in the 1990s, subsequent exhibitions in the 1970s and 1980s predominantly featured graphical rather than language-oriented works. The arts, historically familiar with formal shifts in media in ways that literature was not, quickly responded to the calling of computerized machinery; writers more gradually adapted to digital possibilities.

    (Source: Author's introduction)

    Thor Baukhol Madsen - 06.02.2015 - 12:30

  3. Trust, representation and use of storytelling in online scams

    Andreas Zingerle, from the University of Linz, visited Digital Culture at the University of Bergen on an Erasmus teacher exchange in week 8 of 2015. Zingerle presented his research on February 16 and also gave a workshop on February 18.

    Zingerle writes:

    My work focuses on human computer and computer mediated human-human interaction with a special interest in transmedia and interactive storytelling. Since 2010 I collaborate with Linda Kronman as the artist group 'kairus.org'. We have worked with the thematic of internet fraud and online scams, constantly shifting our focus and therefore approaching the theme from a number of perspectives like: data security, ethics of vigilante communities, narratives of scam e-mails, scam & technologies. Research subjects are online scammers, vigilante communities of scambaiters and their use of storytelling and technology.

    Alvaro Seica - 17.02.2015 - 14:46

  4. Overboard: An Example of Ambient Time-Based Poetics in Digital Art

    overboard by John Cayley, with Giles Perring, is an example of literal art in digital media that demonstrates an 'ambient' time-based poetics. There is a stable text underlying its continuously changing display and this text may occasionally rise to the surface of normal legibility in its entirety. However, overboard is installed as a dynamic linguistic 'wall-hanging,' an ever-moving 'language painting.' As time passes, the text drifts continually in and out of familiar legibility - sinking, rising, and sometimes in part, 'going under' or drowning, then rising to the surface once again. It does this by running a program of simple but carefully designed algorithms which allow letters to be replaced by other letters that are in some way similar to the those of the original text. Word shapes, for example, are largely preserved. In fact, except when 'drowning,' the text is always legible to a reader who is prepared to take time and recover its principles. A willing reader is able to preserve or 'save' the text's legibility.

    (Source: Author's Abstract)

    Alvaro Seica - 06.05.2015 - 22:01

  5. Between Play and Politics: Dysfunctionality in Digital Art

    Marie-Laure Ryan argues that dysfunctionality in new media art is “not limited to play with inherently digital phenomena such as code and programs,” and provides a number of alternative art examples, while also arguing that dysfunctionality “could [also] promote a better understanding of the cognitive activity of reading, or of the significance of the book as a support of writing.”

    tye042 - 20.09.2017 - 12:32

  6. Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2020)

    Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2020)

    Hannah Ackermans - 12.02.2020 - 16:15

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