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  1. Expressive Processing: Digital Fictions, Computer Games, and Software Studies

    What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough—or should we look further? In Expressive Processing, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential.

    Wardrip-Fruin suggests that it is the authors and artists with knowledge of these processes who will use the expressive potential of computation to define the future of fiction and games. He also explores how computational processes themselves express meanings through distinctive designs, histories, and intellectual kinships that may not be visible to audiences.

    Scott Rettberg - 20.05.2011 - 11:26

  2. Creativity Support for Computational Literature

    The creativity support community has a long history of providing valuable tools to artists and designers. Similarly, creative digital media practice has proven a valuable pedagogical strategy for teaching core computational ideas. Neither strain of research has focused on the domain of literary art however, instead targeting visual, and aural media almost exclusively. To address this situation, this thesis presents a software toolkit created specifically to support creativity in computational literature. Two primary hypotheses direct the bulk of the research presented: first, that it is possible to implement effective creativity support tools for literary art given current resource constraints; and second, that such tools, in addition to facilitating new forms of literary creativity, provide unique opportunities for computer science education.

    Patricia Tomaszek - 04.07.2011 - 00:40

  3. Collaborations in E-lit

    This essay, a discussion between two esteemed e-poets for whom collaboration is an integral part of their creative practice, appeared in the "The Collaborative Turn" special issue of American Book Review, guest-edited by Davis Schneiderman. In their discussion, Montfort and Strickland survey several common types of e-lit collaboration and provide links to representative examples. Strickland explicitly links the material aesthetics of code poetics to literary theorist Timothy Morton's call for critical thinking that engages the universe's enmeshed interconnectedness, which he dubs "the ecological thought."

    Eric Dean Rasmussen - 29.12.2011 - 11:45

  4. The Flash Community: Implications for Post-Conceptualism

    Complimenting a broader international research paradigm shift, Electronic Literature scholars and practitioners alike have expressed a desire to expand the field to include deep collaborations with other disciplines. In achieving such a goal any original indigenous ideologies and aesthetics may be challenged. This dialectical tension between striving to be niche/identifiable/original in a mixed discipline economy faced with contemporary descriptors of ‘human experience’ such as Baumanr’s Liquid Modernity (2000), Antonelli’s Elasticity (2008) or even Turkle’s "life mix" (2011) remains key to facing this challenge.

    Using new interviews, emergent theories and archival resources this paper argues that the Flash community has already faced the issue of contemporary homogeneity driven by our on-going context of rapid technological change, and can be regarded as an exemplar of post-conceptual experimentalism. After a comparative analysis between the Flash Community and Electronic Literature the paper goes on to explore other new insights and considers the implications of being post-conceptual as a future opportunity and/or risk for Electronic Literature.

    Eric Dean Rasmussen - 23.03.2012 - 07:21

  5. Interactive Fiction Communities: From Preservation through Promotion and Beyond

    The interactive fiction (IF) community has for decades been involved with the authorship, sharing, reading, and discussion of one type of electronic literature and computer game. Creating interactive fiction is a game-making and world-building activity, one that involves programming as well as writing. Playing interactive fiction typically involves typing input and receiving a textual response explaining the current situation. From the first canonical interactive fiction, the minicomputer game Adventure, the form has lived through a very successful commercial phase and is now being actively developed by individuals, worldwide, who usually share their work for free online.

    Eric Dean Rasmussen - 23.03.2012 - 07:24

  6. Nam Shub – A Text Creation and Performance Environment

    Nam Shub is a tool and software art project for the creation, modification and performance of text oriented electronic art ranging from experimental literature to visual sound poetry performances or interactive art installations. The discussed project is the second version or rather a newly developed and enhanced version of HyperString which was presented at e-poetry 2005. This tool will be made available under an open source license in the future so that everybody can not only use but alter and expand it. 

    (Source: Author's abstract)

    Scott Rettberg - 30.01.2013 - 21:23

  7. Writing the World: Toward a Systems Approach to E-Writing

    Code – The Language of Our Time, new media poetics, and p0es1s. The Aesthetics of Digital Poetry, are three widely regarded collections dealing with e-writing and its code from a humanist perspective. As an indication of how emergent this field of study is, in the several essays and papers that treat computer program code in these works, almost no actual code is presented for analysis or as concrete examples of the abstractions that their authors discuss.

    This is altogether understandable. There was no aesthetic arc hovering over and guiding the transition from legacy print writing to e-writing. In fact there was virtually no transition. Ewriting was suddenly there (here). And its foundation, program code, was an immediate fact that few students of literature had been trained to understand. Before they could, a framework had to be built within which this new literature, whose tools of craft are so obscure and esoteric, could be reasoned about and judged. Program code problematizes literary study at its very essence—at the act of creation.

    Scott Rettberg - 30.01.2013 - 21:39

  8. Matter of Time: Toward a Materialist Semiotics of Web Animation

    This essay argues for greater critical attention to the impact of particular development environments and programming languages on the aesthetic forms of new media productions. Examining two examples of Internet-based motion graphics for the ways they have been optimized for web delivery, the author attempts to show that medium-specific coding and design strategies in digital literature set up another signifying surface that intersects with the manifest text on the screen. In this material dimension of the text's signification, we can read the marks of the small- and large-scale technical systems in which the artwork is embedded.

    (Source: Author's abstract)

    Scott Rettberg - 09.07.2013 - 14:13

  9. Authorship and Autership in the Collaborative Development Process of Text-Based Games

    The collaborative development of text-based Multi-User Dungeons (MUDs) has afforded writers an electronic medium for the discussion, production, and publication of e-literature. A MUD is designed to provide an immersive and interactive experience, and is achieved by the creation of a code-based structure that supports a literary text. However, when multiple contributors are involved there is a tension between the inherently fixed nature of literature and the more fluid versioning of software. In many software development environments, ownership over a work is considered to be counter-productive, whereas authorship of literature is assumed more freely and, as a means of contextual explication, is actively encouraged. MUDs must therefore function under colliding principles of authorship and ownership. The production of a large MUD’s literary text is conceived similar to the cinematic production of a film, with the lead designer of a MUD assuming the role of a ‘director’. The production and proliferation of electronic literature presents new and unique challenges to both the longitudinal administration of a MUD and to the coherence of the literary text.

    Jill Walker Rettberg - 23.08.2013 - 12:04

  10. Filología y tecnología: Introducción a la escritura, la informática, la información

    Este manual que te presentamos cumple con uno de los objetivos
    prioritarios de la Facultad de Filología: facilitar, a los que iniciáis estudios en
    nuestra Facultad, el desarrollo de las destrezas transversales básicas para el
    estudiante de Filología: escriturales, informáticas, informacionales. Este
    objetivo se planteó y puso en marcha, hace un año, en el marco de un
    Proyecto de Innovación y Mejora de la Calidad de la Docencia (PIMCD
    279/2007) financiado por el Vicerrectorado de Desarrollo y Calidad de la
    Docencia.

    Maya Zalbidea - 10.03.2014 - 20:42

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