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  1. Making, Critique: A New Paradigm for the Humanities

    Making, Critique: A New Paradigm for the Humanities

    Eric Dean Rasmussen - 17.02.2012 - 11:13

  2. The Prison-House of Data

    The Prison-House of Data

    Eric Dean Rasmussen - 20.03.2012 - 09:54

  3. Completely Automated

    I have formally performed “Completely Automated” on stage at a few conferences/venues and I think it could be a good fit for HASTAC’s themes. I would be very excited to perform it as part of an evening of performances. Total run-time is a duration of 15 minutes and it occurs in three parts. In the first part, I do a performative reading of a “historical” document that I have forged. To create the language of the forgery, I programmed a computer program to run a text analysis on a group of historical law tracts. I then skimmed the results and authored my own version of an early law tract. Calling on theater training, I perform this poetic text. In the second stage, the live performance overlaps and blends in with a short video that tells the story of how this forged document is digitally archived on google books as an “authentic” text. This video is blended with voice over of poetic text taken from the document. In the last stage I give a final performative reading of the changes that were made to the document when a group of users prepared it for upload in the digital archives.

    Stig Andreassen - 20.03.2012 - 15:14

  4. Debates in the Digital Humanities

    Debates in the Digital Humanities

    Eric Dean Rasmussen - 04.05.2012 - 10:05

  5. Electronic Literature: Linking Database Projects

    Electronic Literature: Linking Database Projects

    Eric Dean Rasmussen - 19.06.2012 - 15:15

  6. Documenting Your Work: A Workshop on Using the ELMCIP Knowledge Base for Authors, Critics, and Teachers of Electronic Literature

    The ELMCIP Electronic Literature Knowledge Base (http://elmcip.net/knowledgebase) is an open-access research database for documenting information about authors, works of electronic literature, critical writing that references those works, publishers, organizations, events, and teaching resources about e-lit. We propose a hands-on workshop session, ideally two hours in length, to be held in a computer lab with a networked computer available for each participant. The workshop will include a presentation of how authors, scholars, and teachers can use the Knowledge Base for professional purposes, to bring readers to their work, to support their research, and to develop their courses. Contributor accounts will be created for all workshop attendees, and the bulk of the session will be devoted to documenting participant’s work in the Knowledge Base itself, actively creating new records. We will focus in particular on documenting works and papers which have been presented at the ELO conferences.

    Eric Dean Rasmussen - 19.06.2012 - 15:23

  7. Communitizing Electronic Literature

    Electronic literature is an important evolving field of artistic practice and literary study. It is a sector of digital humanities focused specifically on born-digital literary artifacts, rather than on using the computer and the network to redistribute, analyze, or recontextualize artifacts of print culture. Works of electronic literature appeal to configurative reading practices. The field of electronic literature is based on a gift economy and developing a network-based literary culture built on the collaborative practices of a globally distributed community of artists, writers, and scholars. This article situates the development of the field of electronic literature within academe, some of the institutional challenges currently confronting the field, and its potential for further development.

    Source: author's abstract (dhq)

    A draft version of this article was presented as "Communitizing Electronic Literature" at the 2008 ELO Conference.

    Patricia Tomaszek - 24.08.2012 - 15:56

  8. Software Studies, a Lexicon

    This collection of short expository, critical, and speculative texts offers a field guide to the cultural, political, social, and aesthetic impact of software. Computing and digital media are essential to the way we work and live, and much has been said about their influence. But the very material of software has often been left invisible. In Software Studies, computer scientists, artists, designers, cultural theorists, programmers, and others from a range of disciplines each take on a key topic in the understanding of software and the work that surrounds it. These include algorithms; logical structures; ways of thinking and doing that leak out of the domain of logic and into everyday life; the value and aesthetic judgments built into computing; programming's own subcultures; and the tightly formulated building blocks that work to make, name, multiply, control, and interweave reality. The growing importance of software requires a new kind of cultural theory that can understand the politics of pixels or the poetry of a loop and engage in the microanalysis of everyday digital objects.

    Patricia Tomaszek - 03.09.2012 - 17:47

  9. Distant Mirrors and the LAMP

    The text of the talk Kirschenbaum delivered at the 2013 MLA Presidential Forum Avenues of Access session on “Digital Humanities and the Future of Scholarly Communication.” The talk is focused on network-based scholarly discourse, and their enhancement and dispersion through a number of different online social network technologies. Kirschenbaum in particular notes the issue of rapid migration from one communication channel to another.

    Scott Rettberg - 07.01.2013 - 10:05

  10. Building the Infrastructural Layer: Reading Data Visualization in the Digital Humanities

    Information visualization is a technique for organizing, representing, and interpreting information visually. Information visualizations can take the form of hand-drawn diagrams, popular “infographics,” or interactive, computer-based visualizations. We see examples of information visualizations produced and displayed in myriad contexts, including: the scientific modeling of the Higgs boson particle, the NY Times 2012 presidential election coverage, the popular infographics exhibited at Visual.ly, corporate PowerPoint presentations, public web galleries like Nathan Yau’s Flowing Data or Manuel Lima’s Visual Complexity, Google’s Ngram Viewer, and finally, in humanities research and pedagogy. Examples in the digital humanities include the Stanford Literary Lab’s use of the Gephi visualization platform to map its own academic community, the Software Studies Initiative’s visualization of thousands of cultural media objects like magazines, manga pages, and paintings, as well as Alan Liu’s Research-oriented Social Environment (RoSE) project that incorporates visualization tools directly into the research process.

    Scott Rettberg - 09.01.2013 - 00:47

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