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  1. Renderings: An E-Lit Translation Project

    We report on Renderings, which focuses on translating highly computational literature into English. This has involved (1) locating literature of this sort that is written in other languages, (2) applying techniques that are typical of literary translation, (3) using programming and other Web development work to port and reimplement older works that are not easily accessed today, and (4) bringing literary and computational thinking together when the interaction of language and computing demand it. All four of these reveal cultural aspects of computational literature, including the one related to typical translation practices. The need to think in literary and computational terms as seen in (4) is particularly interesting, as is the search described in (1). Translators do not usually frame their search for work to translate as part of the translation task, but this is an explicit part of Renderings, which involves culturally specific investigations and considerations of different communities of practice.

    Hannah Ackermans - 16.11.2015 - 10:38

  2. Academy as Network

    Guest lecturer by Greg Niemeyer at the University of Bergen, May 02, 2018. As the University of Bergen develops a new strategy to become a leader in innovative approaches to digital media and culture, the Berkeley Center for New Media provides a compelling model of cross-campus engagement.

    The University of Bergen program in Digital Culture, the departments of Media, Art, Design, and Media City Bergen are pleased to welcome Greg Niemeyer, the co-founder of the Berkeley Center for New Media, to UiB. Professor Niemeyer will give a presentation on BCNM's innovative interdisciplinary approach to critical and artistic engagement with new media.

    Scott Rettberg - 02.05.2018 - 23:24

  3. Reading Project: A Collaborative Analysis of William Poundstone’s Project for Tachistoscope

    Electronic literature is a rapidly growing area of creative production and scholarly interest. It is inherently multimedial and multimodal, and thus demands multiple critical methods of interpretation. Reading Project: A Collaborative Analysis of William Poundstone’s Project for Tachistoscope {Bottomless Pit} is a collaboration between three scholars combining different interpretive methods of digital literature and poetics in order to think through how critical reading is changing—and, indeed, must change—to keep up with the emergence of digital poetics and practices. It weaves together radically different methodological approaches—close reading of onscreen textual and visual aesthetics, Critical Code Studies, and cultural analytics (big data)—into a collaborative interpretation of a single work of digital literature.

    Ana Castello - 02.10.2018 - 19:40

  4. Collaboration and authority in electronic literature

    This paper explores collaborative processes in electronic literature. Specifically, it examines writer authority as it applies to text, code, and other media. By drawing from cinematic auteur theory, Mitchell’s Picture Theory (1994), Said’s Beginnings: Intention and Method (1975), Cayley’s Grammalepsy (2018), and Flores’s (2019) generational approach to digital literature, this paper highlights unique issues that arise in the creative collaborative production of digital literary works, and the influence these processes have on how these works are ‘read’. The creative processes employed in Montfort, Rettberg, and Carpenter’s respective Taroko Gorge, Tokyo Garage, and Gorge (2009), Jhave’s ReRites (2017–2018), and Luers, Smith, and Dean’s novelling (2016)), as well as reflections on the author’s own collaborative creative experiences (Paige and Powe (2017) with Lowry and Lane, Little Emperor Syndrome (2018) with Arnold, and V[R]erses (2019–) with Breeze) are explored in detail.

    David Wright - 11.11.2020 - 02:59

  5. Digital Methodologies for Analysing and Disseminating Community Research. (A reflection on practice by the artist/researcher)

    The global COVID-19 pandemic has made me further address the value that artistic research has for our mental and psychological health and its significance in community healing. I have, for a while now, used digital technologies to create poetic spaces of shared personal stories interconnecting narratives to bring up issues of power, territory, displacement, historical memory, gender and violence. The need to live, work, socialise at a distance, through digital platforms has highlighted the importance of finding ways to share stories, connect and heal through community creative research practice. How can we engage global communities through electronic literature art practices?

    This paper will explore the use of digital methods and tools to conduct and disseminate research in interdisciplinary projects alongside artists and communities and will address the motivations to researching with participants. It will draw from the findings coming up from our workshop in ‘Creative Digital Practices: Community Platform for Healing and Mapping’, (also submitted to the ELO conference).

    Milosz Waskiewicz - 25.05.2021 - 14:18

  6. Platform Collaboration, Creativity and Determinism in Virtual Reality (VR): An artist paper the making of The Key To Time, a work for VR, domes and CAVEs.

    Addressing conference themes of platform utopias, determinisms, identities, collaborations and modes, this conversational presentation discusses ways that concepts of time, space and narrative are expanded in The Key To Time https://unknownterritories.org/keytotime/. The Key To Time is a surreal and lyrical work for immersive, cinematic art experiences such as domes and 360 degree cinemas as well as for individual viewing on head-mounted virtual reality devices. Bridging 1920's silent film and virtual reality, the surface story draws viewers into a playful exploration of genre, identity and desire. In doing so, the work unravels narrative underpinnings of myths, genres, and technological constructs of time.
     

    Milosz Waskiewicz - 25.05.2021 - 15:17

  7. Share to Heal / Comparte para sanar -- Creative Digital Practices: Community Platform for Healing and Visualisation

    The global coronavirus pandemic has brought up a series of challenges which have made us change our lifestyle by balancing work and family life, education and recreation. It has brought up feelings of uncertainty, isolation, hopelessness, fear, anxiety, depression, stress; impacting on our mental health and well-being as well as our economic situation. This global disaster has hitted harder those people from disadvantaged backgrounds, such as socioeconomic status, physical and health issues, living in violent and abusive relationships and has brought up to light the imbalance in society. For some of us, online platforms have served to make this situation more bearable. We are learning to do what we did before, at a distance. Based on this and previous creative projects where we were already dealing with a community-based goal, the aim of this workshop is to make visible (through sharing) social, personal or collective issues/challenges which have become more apparent during the pandemic. We will be using digital methodologies of collaboration and visualisation to highlight the main concerns of the community taking part in this discussion.

    Milosz Waskiewicz - 26.05.2021 - 14:57

  8. Workshop: Platform Dive: Netprov and Performance in Videoconferencing

    In this workshop we will bounce about in the egg carton of zoom and experiment with ways to dissolve the 6th wall (the camera) (the other 5 being: the 3 walls of the room and the 2 side walls of the image frame) through collaborative story and through dance and physical performance. Building on the practice of netprov — internet improv, online roleplay narrative — we will use words and movement to explore those zones of video meeting practice that have yet to coalesce into social norms: awkward beginnings, sudden disappearances, background guests, dropped connections, mis-timings, garbles, and lags. Each of these can lead to narrative. We also will build on art history and comics to experiment with ways to make the platform’s grid echo and expand shared visual traditions, or, comically, to play against them. We will share and co-create methods and moments you can apply in art and education.

    Milosz Waskiewicz - 26.05.2021 - 15:08

  9. Alternative Play? Twine as a Digital Storytelling Platform

    In this panel moderated by Lai-Tze Fan, we examine Twine at ten, exploring the ongoing influence of this hypertext platform on pedagogy, play, and literature:
     

    What We Talk About When We Talk About Twine (Moulthrop) - Creating digital stories and games involves many cultural registers. Just as important is the unmapped, semi-formal culture that underlies communal, open-source software. In the case of Twine, this can involve distinctions among versions of the core software, associated scripting languages, and "story formats." Learning this buried lore can reveal a technologized "artworld," in Howard Becker's term, and raises questions of hierarchy, value, and the nature of creative work in what is essentially a gift economy – questions that may ultimately apply to any form of art.
     

    Milosz Waskiewicz - 27.05.2021 - 16:12

  10. Netprov in the Classroom: Character Building and Team Building

    This talk shares collaboration strategies and “funnest practices” for using netprov — networked improvisation, online roleplay literature — in the classroom. In sequences of “jump right in” creative games, students explore such topics as character development and character voice in a real-time laboratory of quick creative exchanges (accompanied by mutual encouragement and laughter). By building a bridge between students’ own social media writing practices and learning about historic literature, their creative strategies are expanded and critical connections between canonical texts and contemporary, everyday writing are made. What students may not realize is that netprov also can help break through their own creative blockages and freezes.

    Milosz Waskiewicz - 27.05.2021 - 16:41

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