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  1. How We Think: Digital Media and Contemporary Technogenesis

    How do we think? N. Katherine Hayles poses this question at the beginning of this bracing exploration of the idea that we think through, with, and alongside media. As the age of print passes and new technologies appear every day, this proposition has become far more complicated, particularly for the traditionally print-based disciplines in the humanities and qualitative social sciences. With a rift growing between digital scholarship and its print-based counterpart, Hayles argues for contemporary technogenesis-the belief that humans and technics are coevolving-and advocates for what she calls comparative media studies, a new approach to locating digital work within print traditions and vice versa. mines the evolution of the field from the traditional humanities and how the digital humanities are changing academic scholarship, research, teaching, and publication. She goes on to depict the neurological consequences of working in digital media, where skimming and scanning, or "hyper reading," and analysis through machine algorithms are forms of reading as valid as close reading once was.

    Eric Dean Rasmussen - 17.02.2012 - 09:33

  2. Lesningens visjoner: Om å lese i et multimedialt miljø

    A discussion of the Poetry Beyond Text project, which examined reading of concrete and digital poetry from a cognitive perspective, and a 2011 exhibition in Dundee, Scotland associated with the project, which included works by John Cayley and Simon Biggs.

    Scott Rettberg - 25.03.2012 - 12:45

  3. Visions of Reading

    Expanded English version of "Lesningens Visjoner: Om å lese i et multimedialt miljø" published in Norwegian in Vagant 2/2011.

    A discussion of the Poetry Beyond Text project, which examined reading of concrete and digital poetry from a cognitive perspective, and a 2011 exhibition in Dundee, Scotland associated with the project, which included works by John Cayley and Simon Biggs.

    Scott Rettberg - 25.03.2012 - 21:00

  4. Bookend; www.claptrap.com

    Bookend; www.claptrap.com

    Patricia Tomaszek - 29.04.2012 - 15:17

  5. Reading (De)coherent Hypertexts: a Creative Performance Based on a Close Reading of the German Hyperfiction Zeit für die Bombe

    Reading (De)coherent Hypertexts: a Creative Performance Based on a Close Reading of the German Hyperfiction Zeit für die Bombe

    Eric Dean Rasmussen - 02.05.2012 - 12:04

  6. Reading Hypertext and the Experience of Literature

    Hypertext has been promoted as a vehicle that will change literary reading, especially through its recovery of images, supposed to be suppressed by print, and through the choice offered to the reader by links. Evidence from empirical studies of reading, however, suggests that these aspects of hypertext may disrupt reading. In a study of readers who read either a simulated literary hypertext or the same text in linear form, we found a range of significant differences: these suggest that hypertext discourages the absorbed and reflective mode that characterizes literary reading.

    (Source: abstract.)

    Eric Dean Rasmussen - 10.05.2012 - 16:00

  7. Electrifying Detail: Writing and Reading Triggers in Textual Zoom

    What can be said about the detail as an aesthetic category within the framework of an emergent electronic culture? The paper does not aim to draw a standpoint on the subject but rather to identify possible paths of reflection and inquiry starting from a particular model: a form of zoomable text (z-text) and interface (zoom-editor) allowing the text to be structured on levels of detail and explored by zoom-in and zoom-out. The questions that we intend to address concern the role of detail as a trigger fostering both the writing and the reading process. As an essential ingredient of the zooming paradigm - urging the writer to say and the reader to ask more about what has already been said - the detail acquires a prevalent character, that of trigger of the textual unfolding and core of the interface functionality.

    Eric Dean Rasmussen - 19.06.2012 - 14:56

  8. Slow Games, Slow Poems: The Act of Deliberation in "Slow Year"

    “Video games are actions,” declared Alexander Galloway in a manifesto that stakes out the
    essential differences between videogames and other forms of expressive culture, such as
    literature, photography, and cinema. But what about videogames in which action looks like
    inaction? What about videogames in which action means sitting still? What about a videogame
    that purports to be less a game and more a meditation—a work of literature? In this paper
    I explore a prominent yet remarkably understudied example of a slow game—a game that
    questions what counts as “action” in videogames. This game is A Slow Year (2010), designed
    for the classic Atari 2600 console by Ian Bogost. Comprised of four separate movements
    matching the four seasons, A Slow Year challenges the dominant mode of action in videogames,
    encouraging what I call “acts of deliberation.” These acts of deliberation transform the core
    mechanic of games from “action” (as Galloway would put it) into “experience”—and not just
    any experience, but the kind of experience that Walter Benjamin identifies as Erfahrung, an

    Eric Dean Rasmussen - 21.06.2012 - 12:55

  9. Post-Chapter Dialogue, Simanowski and Ricardo

    Post-Chapter Dialogue, Simanowski and Ricardo

    Eric Dean Rasmussen - 27.06.2012 - 11:33

  10. Post-Chapter Dialoge, Raley and Ricardo

    Post-Chapter Dialoge, Raley and Ricardo

    Eric Dean Rasmussen - 27.06.2012 - 11:38

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