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  1. Poetry Confronting Digital Media

    Poetry Confronting Digital Media

    Eric Dean Rasmussen - 30.08.2011 - 12:52

  2. Primal Affective Ground and Digital Poetry

    Since the first symbolic scripts emerged, language has always been visual. My own work explores how language's visual can be read both as art and as poetry; how affect is amplified by sound; how generative and combinatorial layouts of text-video-sound open art from linear readings into infinite variations perspectives.
    For ELO, I am interested in creating an artist talk that utilizes content derived from two essays on digital poetry written for my comprehensive exams in the summer of 2009. The original essays are entitled: "Affecting Language: interdisciplinary explorations of emotion (new media, neuroscience, phenomenology and poetry)" and "Defining Creative Conduits: mediations on writing in digital media". Since both essays (as take-home exams) were each written over a brief 72 hour span, I look fwd to the opportunity of synthesizing and refining their argument into a presentation format.
    (Source: Author proposal)

    Eric Dean Rasmussen - 20.03.2012 - 12:42

  3. 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

  4. We have never had a mind of our own: A Poetics of the Integrated Circuit

    The black-and-gray background of the splash page for the performance artist Stelarc’s website appears to be an abstraction of memory blocks, logic boards, and input/output pads. Into it is plugged a block of small white introductory text, a blip of red text listing devices necessary to access the site, and a sketch showing a body wired with EEGs to catch the brainwaves, ECGs to trace the heartbeat, EMG’s to monitor the flexor muscles, and an array of contact microphones, position sensors, and kineto-angle transducers to chart everything else. In this integrated circuit, voltage-in probes the body; voltage-out extends it. In case the point is not yet clear, two neon-bright chunks of text in the middle of the page blink on and off to announce it: “THE BODY IS,” the first lines read all in a rush, then slowly, spelling it out, “O-B-S-O-L-E-T-E.” In this paper, I would like to argue that the transformation from an organic, industrial society to the polymorphous information system Stelac enacts allows us to think back to machine-human collaborations overlooked in expressivist approaches to poetry.

    Audun Andreassen - 03.04.2013 - 16:02

  5. "A Machine Made of Words by a Machine Made of Numbers"- Authorial Presence in Niemi’s Stud Poetry

    Primary Text: Marko Niemi’s Stud Poetry, a demo of which would run during the presentation.

    The paper opens with a brief discussion of the inherently conservative nature of the ELO’s definition of electronic-literature and the critical tendencies which this encourages. It has a strong focus on those critics who identify the forms which electronic literature has taken as an extension of modernist experimentation in the Twentieth Century, while disregarding the new possibilities which programmable media furnishes the poet with.

    These possibilities are manifest in Niemi’s Stud Poetry, a text which has been consistently overlooked since its publication, perhaps because it presents a challenge to the dominant critical trends. Stud Poetry cannot fully be understood in terms of print-based modernist experimentation, Dada or Burroughs, because it would be impossible to achieve without a computer program. Niemi wrote the code which ‘writes’ each poem/game.

    Jill Walker Rettberg - 23.08.2013 - 12:24

  6. 'The frame of the sparkling graphics': the window and the screen in contemporary Irish poetry

    This conference paper discusses the visual tropes of the window and the screen in the work of Derek Mahon and Alan Gillis. More specifically, the focus is on how the architectural window and the digital screen operate as framing devices in their works, and how they enable the poets to interrogate the interrelationship between poetry as verbal discourse, and visual representation. The shift from the architectural window to a digital window on the screen also marks a shift in understanding questions of viewpoint and perspective in contemporary culture.

    Anne Karhio - 05.03.2015 - 18:01