Search

Search content of the knowledge base.

The search found 16 results in 0.009 seconds.

Search results

  1. Creative Material Computing in a Laboratory Context

    Principles for organizing a laboratory with material computing resources are articulated. This laboratory, the Trope Tank, is a facility for teaching, research, and creative collaboration and offers hardware (in working condition and set up for use) from the 1970s, 1980s, and 1990s, including videogame systems, home computers, an arcade cabinet, and a workstation. Other resources include controllers, peripherals, manuals, books, and software on physical media. In reorganizing the space, we considered its primary purpose as a laboratory (rather than as a library or studio), organized materials by platform and intended use, and provided additional cues and textual information about the historical contexts of the available systems.

    (Source: A technical report from The Trope Tank Massachusetts Institute of Technology 77 Massachusetts Ave, 14N-233 Cambridge, MA 02139 USA http://trope-tank.mit.edu)

    Natalia Fedorova - 17.01.2013 - 18:42

  2. Digital Humanities in Practice: Project Work on Developing a Scholarly Database of Electronic Literature (DIKULT 207, Autumn 2013)

    Digital Humanities in Practice: Project Work on Developing a Scholarly Database of Electronic Literature (DIKULT 207, Autumn 2013)

    Elisabeth Nesheim - 23.08.2013 - 11:50

  3. A Site for Collaborative Reading of E-Lit

    As scholars experiment with collaborative, multimodal approaches to analyzing electronic literature, the tools, methods, and practices of such collaboration become increasingly an issue. How do we share, edit, archive, and publish arguments that address and evolve across multiple types of data, platforms, and disciplines? How can the approaches (data visualization, code analysis, textual explication, bibliographic history, etc.) be shared in ways that other scholars can engage not just with the final interpretations but also with the processes that lead to them? Recent publications such as 10 PRINT CHR$ (205.5 + RND (1)); : GOTO 10, represent the value of such collaborative efforts in combining media archaeology, platform studies, software studies, and Critical Code Studies. Our own work in collaboratively close reading William Poundstone’s “Project for Tachistoscope: [Bottomless Pit],” which we presented at ELO 2010 (held at Brown University) and are now developing as a book for Iowa UP, has prompted us to reflexively consider how the processes of our own collaboration might prove generative to other scholars.

    Stig Andreassen - 25.09.2013 - 15:20

  4. Platform Studies Series

    Platforms have been around for decades, right under our video games and digital art. Those studying new media are now starting to dig down to the level of code to learn more about how computers are used in culture, but there have been few attempts to go deeper, to the metal — to look at the base hardware and software systems that are the foundation of computational expression.

    Platform Studies investigates the relationships between the hardware and software design of computing systems and the creative works produced on those systems.

    Alvaro Seica - 19.02.2014 - 15:12

  5. Racing the Beam: The Atari Video Computer System

    The Atari Video Computer System dominated the home videogame market so completely that "Atari" became the generic term for a videogame console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential videogame console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics.

    Alvaro Seica - 19.02.2014 - 15:13

  6. Interview with Leonardo Flores

    Leonardo Flores tells about his beginnings in the field of electronic literature and his current project on electronic poetry. He then makes an in-depth description of the paradigmatic change from printed literature to electronic literature with special attention on the expectations of readers who are new to new media works and the tradition, so to speak, of experimentalism in literature. With the same accuracy he ponders about the status of science of electronic literature and ends the interview with some considerations about the important issue of preservation.

    Daniele Giampà - 12.11.2014 - 19:48

  7. Digital Humanities in Practice (DIKULT 207, Spring 2015)

    Digital Humanities in Practice (DIKULT 207, Spring 2015)

    Alvaro Seica - 21.01.2015 - 15:25

  8. Unraveling Twine: Open Platforms and the Future of Hypertextual Literature

    As the technical affordances that shaped early electronic literature’s frontiers have become commonplace, hypertextual structures abound in our experiences of online texts. Many tools make it easier than ever to generate these types of works, but one of the most interesting for its demonstrated literary potential is Twine: a platform for building choice-driven stories easily publishable on the web without relying heavily on code. In software studies, a platform is defined by Ian Bogost and Nick Montfort as a hardware or software system that provides the “foundation of computational expression.” This definition can encompass any of the tools we use to develop procedural content, as Bogost noted on his blog: “a platform…is something that supports programming and programs, the creation and execution of computational media.” Examining Twine as a case-study among current open, non-coder friendly platforms probes the future of interactive narrative on the web—a future that, outside the traditional scope of the electronic literature community, is highly determined by the affordances of platforms and the desires of their user-developers.

    Thor Baukhol Madsen - 19.02.2015 - 15:42

  9. A Stitch in Twine: Platform Studies and Porting Patchwork Girl

    This presentation asks what we can learn about a foundational work of electronic literature – Shelley Jackson’s Patchwork Girl – by porting it to a new platform. More than this, it asks what we can learn about the source and target platforms of such a porting exercise.

    Hannah Ackermans - 13.11.2015 - 13:23

  10. The Road to Assland: The Demoscene and Electronic Literature

    The demoscene is a European subculture that gathers computer programmers, who generate computer art in real time, the origins of which date back to the 80s. The most important genre created by the scene are demos – programs of which the sole aim is to impress the audience and demonstrate the abilities of the computer and the programmer. The demos are created in real time during demoparties, their effects are generated by a processor processing input data according to the created algorithm. The demoscene and its works are examples of pioneer creative computing in the field of digital media, at the intersection of computer science, media art and underground subculture. The aim of this paper is to attempt a description of the literary esthetic of the demoscene in scene genres such as demos, real-time texts, interactive fiction or zines. Special attention will devoted to the analysis of these genres in from the perspective of camp, pastiche, trash, bad taste. The point of departure will be the activity of the group Hooy-Program, and one of its members, the demoscener Yerzmyey, the author of various works, including the work of interactive fiction The Road to Assland.

    Hannah Ackermans - 16.11.2015 - 11:27

Pages