Search

Search content of the knowledge base.

The search found 22 results in 0.011 seconds.

Search results

  1. Semantisation, Exploration, Self-reflection and Absorption: Our Modes of Reading Hypertext Fiction

    "How do we read hypertext fiction? The question has been widely explored (Moulthrop 1991; Kaplan and Moulthrop 1991; Snyder 1997; Miall and Dobson 2001; Ryan 2001; Gardner 2003; Gunder 2004; Landow 2006; Mangen 2006; Page 2006) and there seems to be a consensus regarding the reader’s experience of hypertext fiction. Many critics actually claim that reading hypertext fiction generates frustration and insecurity. These and other studies describe how their readers react on and respond to hypertext fiction, but, as I see it, they partly fail in that they put to much weight on the reader’s responds and hardly no weight on the fact that hypertext fiction just like print fiction encourage or prefigure different responses and different modes of reading. The consequence is that these studies suffers from limitations witch lessens their valuable contribution to our knowledge about reading hypertext fiction. One reason for this might be that hypertext theory lack established concepts for describing response structures that encourage different modes of reading.

    Eric Dean Rasmussen - 27.01.2011 - 15:13

  2. How We Read: Close, Hyper, Machine

    Article abstract required.

    Guest lecture at Duquesne University.

    Scott Rettberg - 21.03.2011 - 23:40

  3. E-lit From a Librarian's Perspective

    E-lit From a Librarian's Perspective

    Eric Dean Rasmussen - 19.08.2011 - 14:17

  4. Is There a Message in the Medium? The Materiality of Language

    The initial argument of this essay is absurdly simple, obvious, literal: language must be embodied and thus its particular medium is—literally, ontologically—the matter, the flesh, the materiality of any message that it articulates. Marshall McLuhan urged us to recognize that media signify, that the matter in which the message is embodied also traces differences that were already what we have come to call ‘writing’ in a poststructuralist, Derridean sense: grammatological practices. However, McLuhan’s copula was not ontological. It expressed a concern that these other, parallel messages were more significant than any linguistic message they embodied. This same anxiety has reached a kind of apotheosis in recent criticism of digital literature—from Christopher Funkhouser and Roberto Simanowski—revenant as no less than our ancient fear of cannibalism. The message of the medium literally consumes the materiality of language: its own body, flesh of its flesh. But this cannibalism would only be literal—and thus taboo, thus truly terrifying—if McLuhan’s copula were ontological.

    Eric Dean Rasmussen - 30.08.2011 - 12:34

  5. The Digital Poem against the Interface Free

    Recent e-literature by Judd Morrissey and Jason Nelson represents a broad movement in e-literature to draw attention to the move toward the so-called “interface free” – or, the interface that seeks to disappear altogether by becoming as “natural” as possible. It is against this troubling attempt to mask the workings of the interface and how it delimits creative production that Judd Morrissey creates “The Jew’s Daughter” – a work in which readers are invited to click on hyperlinks in the narrative text, links which do not lead anywhere so much as they unpredictably change some portion of the text. Likewise working against the clean and transparent interface of the Web, in “game, game, game and again game,” Jason Nelson’s hybrid poem-videogame self-consciously embraces a hand-drawn, hand-written interface while deliberately undoing videogame conventions through nonsensical mechanisms that ensure players never advance past level 121/2. As such, both Morrissey and Nelson intentionally incorporate interfaces that thwart readers’ access to the text so that they are forced to see how such interfaces are not natural so much as they define what and how we read and write.

    Eric Dean Rasmussen - 05.10.2011 - 09:09

  6. Seven Types of Interface in the Electronic Literature Collection Volume Two

    Seven Types of Interface in the Electronic Literature Collection Volume Two

    Eric Dean Rasmussen - 05.10.2011 - 10:16

  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. Reading Hyperfiction - Mission Impossible?

    During readings of hyperfiction studies I have noticed a peculiar tendency in relation to the study of literature. Most of them focus exclusively on form: complex web-textuality, multilinearity and architecture as well as navigation, inderterminancy and the role of the reader and author. One has to ask: Why do very few of these studies of hyperfiction deal with the content, i.e. the story, the plot? But rather employ these aspects only in relation to form?

    Jill Walker Rettberg - 09.10.2012 - 22:30

  10. Reading Cybertexts - An Empirical Approach

    I am currently planning an empirical study on how people actually read digital texts (plain texts in digital format, hypertexts, cybertexts). I will discuss the preconditions of such study - how the reading platform (computer screen, ebook) affects the act of reading, and what are the interpretive frameworks people employ when confronting unfamiliar cybertexts. Preliminary findings from a pilot research possibly available.

    Jill Walker Rettberg - 09.10.2012 - 22:35

Pages