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  1. E-Lit in the Gutter: Applying McCloud's Transition Categories to Interactive Fiction

    Scott McCloud’s Understanding Comics has been a staple text in digital media classes for decades. Chapters focusing on topics such as symbolic and iconic representation, relationships between word and image, and the illustration of time provide powerful insights into the creation and interpretation of digital works. McCloud’s analysis of the visual-centric comic medium bears obvious relevance to what we create and see on the screen. For those working in interactive fiction, however, the most useful chapter may be the one dedicated to what cannot be seen. Chapter 3, “Blood in the Gutter”, examines the physical and narrative gaps between frames in a comic strip or book. These gaps, or “gutters” are the visible whitespaces between inked panes and, simultaneously, the conceptual spaces between points in a narrative. McCloud’s examination of these spaces offers valuable insights for both authors and readers of the code-triggered gaps between hyperlinked elements of an interactive fiction. 

    June Hovdenakk - 29.08.2018 - 15:30

  2. A framework for developing multi-modal media-spaces using AI techniques

    The act of integrating physical, virtual and textual conceptual spaces to create a unified new media artifact can be challenging. In our work we embrace a constant state of reconceptualization, as we transition between physical aspects of a performance and AI based manipulations that are both visual (art abstraction) and semantic. In these experiments the AI system works with meaning in terms of semantic keywords about the emotions and descriptions of a work. To fully explore the capabilities of these new immersive, virtual and semantic technologies, we can no longer rely on traditional creation, editing and production techniques, but must develop new practices and styles. We propose a new framework for creating what we refer to as ‘multimodal media-spaces.’ These media-spaces include interactive and video-based work that seek to combine physical, virtual and textual entities. This paper details our framework and its uses in several juried multimedia pieces. In our work we use 360 VR and multi-camera filming, movement performance from amateur and professionals, distortions of space and time using AI cinematic projections.

    Jane Lausten - 29.08.2018 - 15:30

  3. eLITE-CM Project: Developing enriching interactivity in children digitized literature and e-lit

    The market, the academia, parents and even pediatricians have witnessed the growing avalanche of digital products aimed at appeasing adults’ anxieties regarding the education of future generations, of children who have already fallen prey to the fascination of the screens. Among this offer overdose, it is difficult to elucidate which products are actually fulfilling their promises and which are dull, ineffective or even aggravating the evils they are supposedly counteracting. 

    This presentation will address some of the concerns regarding the future of reading education by focusing on the study of two bilingual works: an enriched digitized edition of an old children story and a piece of interactive fiction. Each textual modality requires different strategies to produce engaging forms of interactivity, though in both cases the pedagogical intention is the same: to promote the pleasure of reading. 

    Jana Jankovska - 29.08.2018 - 15:31

  4. Corpus et interfaces: comment penser le partage du sens

    Cet article présente la plateforme #Idéo2017 (http://ideo2017.ensea.fr/plateforme/), qui répond au besoin sociétal d’une meilleure compréhension des événements sociaux, politiques, culturels. Les réseaux sociaux font de plus en plus partie du quotidien, notamment en ce qui concerne la « consommation » de l’information (Mercier, 2014). Le service de microblogging Twitter peut être considéré comme un indicateur pour connaître les réactions de ses utilisateurs sur des sujets sociaux (Longhi et Saigh, 2016 à sur la réforme du statut des intermittents), politiques (Longhi, 2014 ; Conover et al., 2011), économiques, etc. Par conséquent, on peut utiliser ces données textuelles pour extraire les émotions, les sentiments, les opinions, des utilisateurs (Kristen et Dan, 2016). Si des travaux universitaires ou industriels existent, les résultats sont difficilement accessibles pour les citoyens intéressés par ce thème.

    Amirah Mahomed - 29.08.2018 - 15:33

  5. Rethinking Contemporaneity: incoherent, uncertain and speculating about Electronic Literature

    The paradigm of the contemporary has become a vertebral concept to understand what is happening with the relationships between sound/image/text in space/time of emerging contemporary artistic practices like Electronic Literature. It is important to ask the question; why within these practices such concepts can coexist without any problem; and because when they are theorized, they have to be fragmented? 

    This is the origin of a whole series of transformations in the ways of production and how the knowledge given to explain contemporaneity is questioned. Questioning what has been given us includes a complex, non-linear, chaotic, uncertain and, above all, speculative web. 

    The objective of this paper is to find arguments that allow us to understand why artistic practices like Electronic Literature accepts coexistence of concepts like sound/image/text; while theorization is a battlefield that defends the interests of its object of study as a paranoid legitimizing state that decides what we should think as contemporary and what is not. 

    Linn Heidi Stokkedal - 29.08.2018 - 15:34

  6. Scanbed Poetics

    This paper addresses poetry that has begun to probe the scanbed and its sense-making apparatus, optical character recognition (OCR). It surveys a growing list of texts operationalizing the semiotic architecture of digitization to both scrutinize the kinds of ‘reading’ that process performs and to reflect on our contemporary moment of machine generated language and distant, distracted, or otherwise disengaged reading.

    sondre rong davik - 29.08.2018 - 15:38

  7. Social Media: Problems & Projects

    Social Media: Problems & Projects

    Carlos Muñoz - 29.08.2018 - 15:41

  8. 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

  9. 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

  10. 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

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