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  1. Canon Goes Mobile: Ludosemiotics of Remediation

    Modern forms of literature frequently question our reading habits, and provoke us to re-define the act of reading and the book form. The “magic” of the book, described by Bezos as its ability to be an invisible device that disappears in the reader’s hands, permitting them to enter a story-world, is nowadays replaced by the “real magic” of non-invisible interfaces. The latest manifestations of these interfaces invite us to do things we usually do not do while reading: to touch, to shout, or to shake the device. In the other words, our reading becomes a very sensual and corporeal action and our “reading behaviour” is important for discovering the meaning of the work. That’s why we need a revision of poetics (Simanowski 2009), like Bouchardon’s theory of gestural manipulation as a literary figure (2014). 

    Scott Rettberg - 29.08.2018 - 14:56

  2. Multimodal Editing and Archival Performance: A Diagrammatic Essay on Transcoding Experimental Literature

    The aim of PO.EX: A Digital Archive of Portuguese Experimental Literature (http://po-ex.net/) is to represent the intermedia and performative textuality of a large corpus of experimental works and practices in an electronic database, including some early instances of digital literature. This article describes the multimodal editing of experimental works in terms of a hypertext rationale, and then demonstrates the performative nature of the remediation, emulation, and recreation involved in digital transcoding and archiving. Preservation, classification, and networked distribution of artifacts are discussed as representational problems within the current algorithmic and database aesthetics in knowledge production.

    (source: abstract DHQ)

    Hannah Ackermans - 07.12.2018 - 10:51

  3. Virtualizing Material Games

    Even before worldwide quarantines added impetus, material gaming had already become increasingly enacted in virtual spaces. Rather than virtual play replacing the material, as some speculated in the early days of videogames, material play has become increasingly entangled with virtuality. These increasingly complementary modes of play offer a rich space for exploring the multifaceted embodied and conceptual activity of play, the blending of material and virtual that in many ways defines games.
    The three panelists encompass a wide range of perspectives, including the perspective of a game maker translating material play into the digital realm, that of a Human-Computer Interaction (HCI) scholar who researched how players interact differently with the Catan boardgame and its digital implementations, and that of a theorist reflecting on how virtual spaces remediate material affects. Together, these diverse perspectives aim to explore the paradoxical yet generative spaces where materiality and virtuality intersect in gaming.

    Milosz Waskiewicz - 27.05.2021 - 16:00

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