Search

Search content of the knowledge base.

The search found 176 results in 0.186 seconds.

Search results

  1. Social Media: Problems & Projects

    Social Media: Problems & Projects

    Carlos Muñoz - 29.08.2018 - 15:41

  2. e-Loops in e-Lit: Mechanical Reflexive Reading

    Loops are mostly patterns: patterns based on a predetermined set of repetitions, and that allows for a recognizable sense of progression and movement. It is used and perceived as a structure whose impact on interpretation can be considerable. This presentation focuses on how the loop defined as a shape, a process and a pattern becomes a figure in contemporary electronic literature works and practices. I will investigate this particularity of digital writing by examining how loops condition reading and writing practices. How do e-loops revisit interpretation processes? More specifically, does the loop’s reflexivity echoes the electronic text it produces?

    Li Yi - 29.08.2018 - 15:48

  3. Transforming Theoretical Textual Analysis into an Interactive Digital Game

    This paper will outline the material process and theoretical underpinnings whereby I turned a critical practice of reading a philosophical text, in this case Plato’s Phaedrus, into an electronic, interactive, Twine game. The game, called “Plato’s Phaedrus: a Memory Pharmacy,” is a rhizomatic dialogical game whereby players engage in a procedure of enacting verbal dialectics upon an interactive text that is interspliced with both Platonic passages and transcriptions of contemporary interlocutor's dialectical analysis upon the Phaedrus. The game is played on Twine, an open-source tool for non-linear storytelling. Players choose a character, either Socrates or Phaedrus, and begin by reading aloud scripted lines of the Platonic text. As the dialogue continues, it becomes unclear if the text has departed from the original Platonic dialogue as the content mixes in anachronisms and the style vears upon the colloquial. Soon conversation choices are introduced as players can choose which line to speak aloud, and thereby steer the dialogue in different conversational directions.

    June Hovdenakk - 29.08.2018 - 15:51

  4. Literature Mods

    This paper presents a critical framework about literature mods—modifications of source code and surface of literary works—and a set of new empirical methods—modifying deformances—as a way of reading and analyzing the behavior of digital kinetic poems, since they move in time and space. How to simply read poems behaving as changing events? How to read poems that display at extremely high speed? How to critically analyze surfaces of inscription that may be impossible to be read? What methods of criticism can be set in practice in order to read kinetic poems? The problem of how to read digital poems, how to interpret them, and how to write criticism about them is closely tied to what kind of methods the reader and scholar use. Some of these methods can, and should require practical engagement with the creative works, a point that C. T. Funkhouser (2014) highlights. In fact, that is the type of “computational poetics” methodology that, in “operating” the code and interface, Stephanie Strickland and Nick Montfort (2013) call for.

    Li Yi - 29.08.2018 - 15:57

  5. Se souvenir des morts

    "Le 1er octobre 2015, dix personnes ont été tuées par balle au Umpqua Community College à Roseburg en Oregon. l’université de l’état de Washington où j’enseigne se situe assez près de la scène du massacre pour que les médias traitent la nouvelle comme étant locale et envoient des journalistes sur les lieux. C’était définitivement assez près de la scène pour que je pense: «et si…».

    La fusillade de Umpqua, écrit Nick Wing dans The Huffington Post, a été la 45e fusillade de l’année s’étant produite dans un établissement scolaire, ainsi que la 142e ayant eu lieu depuis la tuerie de la Sandy Hook Elementary School à Newtown au Connecticut en décembre 2012.

    Plusieurs de ces fusillades ont été qualifiées de mass killing, qui se définit par le FBI comme un massacre par arme à feu comprenant quatre victimes ou plus excluant l’auteur de la tuerie. Beaucoup de personnes sont mortes dans nos écoles.

    Antoine Fleury - 31.08.2018 - 15:21

  6. Do Games Really Ever End?

    During the 1990’s, reports of people dreaming about arranging geometric shapes became so widespread that newscasts worldwide dubbed the phenomena the “Tetriseffect.” In The Aesthetics of Play, Brian Upton posits that we play games by acting on internalized analogues of the game’s formal constraints. We need not understand the complexity of its code, so long as “we have constructed a set of internal constraints that correctly predict future evolutions of the game’s state, ... we can make meaningful decisions” (Upton 119). Between play sessions, these mental models of gameworlds allow players to continue playing the game by planning new strategies or considering difficult puzzles, thus never really ceasing to play the game. My proposed paper will build on Upton’s epistemological model of play to explore how we play our favorite games even after the computer has been shut down by looking at activities such as metagaming, coaching, and training in the competitive on-line shooter Overwatch.

    Stian Hansen - 03.09.2018 - 18:41

  7. Digital Deep-Sea Diving: navigating the narrative depths of E-lit and VR

    Immersion is a metaphorical term derived from the physical experience of being submerged in water. We seek the same feeling from a psychologically immersive experience that we do from a plunge in the ocean or swimming pool: the sensation of being surrounded by a completely other reality, as different as water is from air, that takes over all of our attention, our whole perceptual apparatus. We enjoy the movement out of our familiar world, the feeling of alertness that comes from being in this new place, and the delight that comes from learning to move within it. 
    –Janet Murray, Hamlet on the Holodeck

    Akvile Sinkeviciute - 04.09.2018 - 23:04

  8. NeuroSpeculative AfroFeminism

    NeuroSpeculative AfroFeminism is an ambitious and richly imagined project by Hyphen-Labs, a global team of women of color who are doing pioneering work at the intersection of art, technology, and science. The project consists of three components. The first is an installation that transports visitors to a futuristic and stylish beauty salon. Speculative products designed for women of color are displayed around the space, including a scarf whose pattern overwhelms facial recognition software, and earrings that can record video and audio in hostile situations.

    The second part of NeuroSpeculative AfroFeminism is a VR experience that takes place at a “neurocosmetology lab” in the future. Participants see themselves in the mirror as a young black girl, as the lab owner explains that they are about to experience cutting edge technology involving both hair extensions and brain-stimulating electrical currents. In the VR narrative, the electrodes then prompt a hallucination that carries viewers through a psychedelic Afrofuturist space landscape.

    Nataliia Aleksandrova - 04.09.2018 - 23:45

  9. Arriving Simultaneously on Multiple Far-Flung Systems

    Beginning with punch cards, an IBM1130 computer, FORTRAN, and space exploration in the late 1960’s, Arriving Simultaneously on Multiple Far-Flung Systems is a virtual reading machine, created/recreated with JavaScript in a HTML/CSS structure and read “on-the-fly”. With a complex array of randomly-generated texts, the work mirrors the life of Diana, an early aerospace information retrieval programmer, who later worked to bring community networking to rural and urban areas. The gap between the acceptance of women programmers who worked — not only during WWII but also in the decades after WII — and the current dominance of men in the field, is core to this narrative of one woman’s journey through an environment of changing technologies.

    (Source ELO 2018.)

    Maelle Asselin - 05.09.2018 - 09:01

  10. Ludology, Narratology, and the Representation of Women in Visual Novels

    My paper explores the genre of visual novels, a form of digital interactive fiction popularized in Japan. As very little academic work has been undertaken on visual novels thus far, I explore several different methods for analyzing them, and consider what other scholars may find useful and interesting about them in the future. 

    Linn Heidi Stokkedal - 05.09.2018 - 14:54

Pages