Search

Search content of the knowledge base.

The search found 696 results in 0.019 seconds.

Search results

  1. These terabytes I have tries to shore against our ruins: Digital poetics, the modernist project and modes of cognition

    These terabytes I have tries to shore against our ruins: Digital poetics, the modernist project and modes of cognition

    Theodoros Chiotis - 15.04.2011 - 23:24

  2. Walk This Way: Mobile Narrative as Composed Experience

    Raley examines mobile narratives, contrasting narratives that are simply narratives that are delivered to mobile phones, such as Japanese cell phone novels, with narrative experiences that are specific to their medial situation. That is "narrative that emphasizes the exploration of place and locality but is not strictly annotative." Rayley identifies three key terms of GPS and SMS-based narrative practice: experience, movement, and environment. Rita sees the participant in a mobile narrative as playing a function in the Nelsonian hypertext sense of branching, "performing on request." Having established a categorical frame, Raley reads a number of locative narratives including HundekopfItinerant, Ping, and 34N188W.

    Scott Rettberg - 18.04.2011 - 11:49

  3. No More Teacher's Dirty Looks

    Original publication info: Computer Decisions. 1970. Rpt. in Computer Lib/Dream Machines. 1974. Rpt. in The New Media Reader. 2003.

    Scott Rettberg - 18.04.2011 - 13:06

  4. Responsive Environments

    This paper introduces the concept of a responsive environ- ment which perceives human behavior and responds with intelligent auditory and visual feedback. Several exhibits of responsive environments, implemented by the author, com- bining computer graphics, video projection and two-way video communication are described. VIDEOPLACE, an evolving exhibit which defines a conceptual telecommuni- cation environment uniting geographically separated people in a common visual experience, is discussed at some length. Based on these examples a new art form of composed man- machine interaction is defined. Finally, practical applica- tions are suggested for the fields of education, psychology and psychotherapy.

    (Source: Author's abstract)

    Original publication info: From AFPIS 46 National Computer Conference Proceedings, 423-33. Montvale, NJ: AFIPS Press, 1977. Rpt. in The New Media Reader, 2003.

    Scott Rettberg - 18.04.2011 - 14:00

  5. Introduction à la première partie: Le jeu, comme espace de résistance

    Introduction à la première partie: Le jeu, comme espace de résistance

    Scott Rettberg - 26.04.2011 - 16:05

  6. L'art de game design: caracteréristiques de l'expression vidéoludique

    L'art de game design: caracteréristiques de l'expression vidéoludique

    Scott Rettberg - 26.04.2011 - 16:08

  7. Du jeu vidéo á l'éctriture hybride du réel. World of Electors ou l'at de la re-médiation

    Du jeu vidéo á l'éctriture hybride du réel. World of Electors ou l'at de la re-médiation

    Scott Rettberg - 26.04.2011 - 16:11

  8. De l'espace-temps parfait du jeu à l'esthétique du trouble interactif: engagement, réflexivité et déplacements expressifs

    De l'espace-temps parfait du jeu à l'esthétique du trouble interactif: engagement, réflexivité et déplacements expressifs

    Scott Rettberg - 26.04.2011 - 16:15

  9. Les figures de manipulation face aux conventions du jeu

    Les figures de manipulation face aux conventions du jeu

    Scott Rettberg - 26.04.2011 - 16:16

  10. Formes du vertige dans le web-art, und lecture de desordre.net

    Formes du vertige dans le web-art, und lecture de desordre.net

    Scott Rettberg - 26.04.2011 - 16:18

Pages