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  1. Pre-web Digital Publishing and the Lore of Electronic Literature

    This Element examines a watershed moment in the recent history of digital publishing through a case study of the pre-web, serious hypertext periodical, the Eastgate Quarterly Review of Hypertext (1994-1995). Early hypertext writing relied on standalone, mainframe computers and specialized authoring software. With the Web launching as a mass distribution platform, EQRH faced a fast-evolving technological landscape, paired with an emergent gift and open access economy. Its non-linear writing experiments afford key insights into historical, medium-specific authoring practices.

    Access constraints have left EQRH under-researched and threatened by obsolescence. To address this challenge, this study offers platform-specific analyses of all the EQRH’s crossmedia materials, including works that have hitherto escaped scholarly attention. It deploys a form of conceptually oral ethno-historiography: the lore of electronic literature. The book deepens our understanding of the North American publishing industry’s history and contributes to the overdue preservation of early digital writing.

    (Source: Cambridge University Press copy)

    Astrid Ensslin - 15.09.2021 - 10:10

  2. Story machines: how computers have become creative writers

    Story machines: how computers have become creative writers

    Jill Walker Rettberg - 15.07.2023 - 11:01

  3. AI for Games

    What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That's one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI)

    Martijn Holtkamp - 15.03.2024 - 14:06