Search

Search content of the knowledge base.

The search found 60 results in 0.014 seconds.

Search results

  1. Towards a Multimodal Analysis of da Rimini's Dollspace

    From the publication:

    In her article "Towards a Multimodal Analysis of da Rimini's Dollspace" Maya Zalbidea
    Paniagua analyzes Francesca da Rimini's Dollspace <http://dollyoko.thing.net/> (1997-2001). By analyzing Dollspace Zalbidea Paniagua reinforces the proposition that studies on material aesthetics and intermediality encompass a process of rethinking the notion of boundaries across material structures. This is clearly shown in da Rimini's Dollspace, where ambivalence cuts across discursive genres and distinct material formats of image, text, and audio. Hypertext engages the user/participant in a dialogue with the machine and, in the case of Dollspace, across people's sexual attitudes. Dollspace seeks to do more than to just shock the user: it wants to haunt its user to become an intersubjectively embodied act.

    Patricia Tomaszek - 21.09.2011 - 13:15

  2. Making Sense of the Digital as Embodied Experience

    From the publication: In their article "Making Sense of the Digital as Embodied Experience" Serge Bouchardon and Asunción López-Varela Azcárate discuss a digital creation — Loss of Grasp <http://lossofgrasp.com/> — created by Serge Bouchardon and Vincent Volckaert. The work is about the notions of grasp and control. Through an analysis of Loss of Grasp, Bouchardon and López-Varela Azcárate show how the Cartesian understanding of private isolated experience, independent of reality external to it, has given way to a communal understanding of experience in which the subject constitutes itself by mirroring himself/herself on its objects, producing a mutual engagement or cocreativity among interdependent intersubjects: the experience of the creators, the experience of the user/participant, and the experience of the semiotician. The first seeks to make the reader live through the experience while telling him/her a story. The second attempts to understand what lies behind the artistic creation.

    Patricia Tomaszek - 21.09.2011 - 13:27

  3. Basquiat meets Mario Brothers? Digital poet Jason Nelson on the meaning of art games

    An interview with the self-described digital poet Jason Nelson on the semiotic pleasures of playing and creating "art-games," indie works produced outside corporate game studios, which, Nelson predicts, will eventually be recognized as the most significant art movement of the 21st century. While explaining how he came to be a digital author, Nelson addresses topics such as his continued love of Flash as a production tool, despite its likely obsolesence, his appreciation for gamescapes that allow for aimless wandering, and the intense reactions his art-games provoke in players. Alluding to the fact that Digital Poet is not the most lucrative of professions, Nelson signals his desire to design "big budget console games," provided he could do so on his terms. 

    (Source: Eric Dean Rasmussen)

    Eric Dean Rasmussen - 28.09.2011 - 12:44

  4. New Media in the Academy: Labor and the Production of Knowledge in Scholarly Multimedia

    Despite a general interest in exploring the possibilities of multimedia and web-based research, the humanities profession has been slow to accept digital scholarship as a valid form of intellectual endeavor. Questions about labor, peer-review, and co-authorship often arise in academic departments’ attempts to evaluate digital research in the tenure and promotion process. In this essay, we argue that these tensions stem from a general misunderstanding of the kinds of "work" that goes into producing scholarship in multimedia form. Multimedia work, we suggest, places scholars in an extended network that combines minds, bodies, machines, and institutional practices, and lays bare the fiction that scholars are disembodied intellectuals who labor only with the mind. We argue that while traditional ideas of what "counts" as scholarship continue to privilege content over form, intellectual labor over physical labor, and print over digital media, new media’s functional (and in some cases even biological) difference from old media contributes to a double erasure, for scholars working in multimedia, of both their intellectual contributions and their material labor.

    Eric Dean Rasmussen - 29.09.2011 - 08:31

  5. Possiplex: Ted Nelson ’59 and the Literary Machine

    Possiplex: Ted Nelson ’59 and the Literary Machine

    Eric Dean Rasmussen - 06.10.2011 - 17:38

  6. Friending the Past: The Sense of History and Social Computing

    Reflecting on the relation between the media ages of orality, writing, and digital networking, Liu asks the question: what happens today to the “sense of history” that was the glory of the high age of print? In particular, what does the age of social computing—social networking, blogs, Twitter, etc.—have in common with prior ages in which the experience of sociality was deeply vested in a shared sense of history? Liu focuses on a comparison of nineteenth-century historicism and contemporary Web 2.0, and concludes by touching on the RoSE Research-oriented Social Environment that the Transliteracies Project he directs has been building to model past bibliographical resources as a social network. (Source: author's abstract)

    Eric Dean Rasmussen - 20.10.2011 - 13:05

  7. eLiterature questa (s)conosciuta. Storia e stato dell’arte, definizione e sistemi affini, generazioni e classificazione dei generi

    Questo contributo profila il fenomeno della letteratura elettronica chiarendo alcuni equivoci e indicando le caratteristiche salienti che rendono una forma letteraria digitale ascrivibile a tale fenomeno. Esso offre inoltre una breve storia e l’attuale stato dell’arte della letteratura elettronica, analizza le condizioni necessarie per ascrivere un’espressione digitale all’ambito della eLiterature e descrive le interazioni che avvengono tra eLiterature, Net Art, Game Theory e Computer Science. Esso offre infine una panoramica sulle generazioni e i generi di letteratura elettronica, mostrandone le caratteristiche salienti.

    Fabio De Vivo - 20.10.2011 - 16:12

  8. "Terminal Hopscotch": Navigating Networked Space in Talan Memmott's Lexia to Perplexia

    "Terminal Hopscotch": Navigating Networked Space in Talan Memmott's Lexia to Perplexia

    Eric Dean Rasmussen - 22.11.2011 - 08:03

  9. The New Place of Reading: Locative Media and the Future of Narrative

    Locative technologies hold out the promise to transform literary space in all of its dimensions, including its represented spaces, reading interfaces, and the very spaces within which literature is produced and consumed. Yet, despite the growing use of location-based technologies, authors and readers alike have been slow to take to site-specific narrative due to limitations inherent in both the current design of locative media systems and our received notions of what constitutes the narrative experience.

    Patricia Tomaszek - 22.11.2011 - 16:06

  10. Performing Digital Texts in European Contexts

    Performing Digital Texts in European Contexts: collecting, recollecting and commenting on digital texts and contexts operating in the inter-zones where digital media, literature, visual art and performance practices meet.

    J. R. Carpenter - 25.11.2011 - 13:02

Pages