Search results for "display/tomasula"

Results 201 - 220 of 241 Page 11 of 13
Sorted by: Relevance | Sort by: Date Results per-page: 10 | 20 | 50 | All

Lit Mods

A lesson in sabotage Modifying a machine Alter the machine so that it won’t work without you So far improve it that you alone are good enough for it Give it a secret fault that you alone can repair Yes, alter it so that any other man will destroy it If he works it without you That’s what we call: modifying a machine. Modify your machine, saboteur! —Brecht, The Collected Poems of Bertolt Brecht (435) Introduction This essay traces different genealogies of “modification” and “modding” in art, games, and literature in pre-digital and digital contexts. Though it departs from “art […]

Appealing to Your Better Judgement: A Call for Database Criticism

Like so many in comparative literature, I knew exactly two works of electronic literature as a BA student: Dakota by Young-Hae Chang Heavy Industries and Shelley Jackson’s My Body — a Wunderkammer. I loved both of these works, but was skeptical about the future of digital literature considering we only encountered it in classes, never in daily life. Imagine my delight when I found out about public electronic literature databases! It felt like entering a candy shop, filled with so many works I could browse through endlessly. Works that I liked, works I did not like, and works that I […]
Read more » Appealing to Your Better Judgement: A Call for Database Criticism

Unhelpful Tools: Reexamining the Digital Humanities through Eugenio Tisselli’s degenerative and regenerative

By the moment users become aware of what is happening in amazon, one of Eugenio Tisselli’s most recent works, they have already become complicit in a simple, digital rehearsal of this precious biome’s destruction. Running a block of code that we have been instructed to copy and save as “amazon.HTML”, we witness a forest of green “trees” (represented by the “*” symbol) become replaced by brown numerals at an ever-increasing speed until, after a few minutes, the screen becomes almost entirely covered by these ever-changing digits, soon resembling an indecipherable, illogical stock ticker where once there was a peaceful forest. […]
Read more » Unhelpful Tools: Reexamining the Digital Humanities through Eugenio Tisselli’s degenerative and regenerative

Being the Asterisk: Noah Wardrip-Fruin and the Future of Game Studies

!! U B THE * !! Many Main-Run Features Starring U! She read it through and then went back to the first line, puzzled. U B the asterisk? Was she tootoxed or not toxed enough? You be the ass to risk. Gina nodded. For all she knew, she was looking at the secret of life. — Pat Cadigan, Synners (1991, 142) Noah Wardrip-Fruin excels at illuminating the not-so-obvious, regularly serving up Eggs of Columbus, concepts that seem entirely self-evident once he has explained them, but which somehow elude understanding until he opens our eyes. Consider his indispensable ELIZA effect, the […]
Read more » Being the Asterisk: Noah Wardrip-Fruin and the Future of Game Studies

“the many gods of Mile End”: CanLit Print-Culture Nostalgia and J.R. Carpenter’s Entre Ville

While Canadian poets have made forays into digital writing, one could be forgiven for questioning whether there is an identifiably Canadian substrate of new-media poetry. bpNichol, whose First Screening (1984) seems somehow as influential as it is sui generis, is one option. Still, the work is of a piece with Nichol’s other work, which ranges wildly across and between genres and formats; Nichol is a shapeshifter, or possibly something like Canadian poetry’s William Gibson – a technology-obsessed weirdo who, although partially or coincidentally Canadian, is identifiable more as someone who jacks in to the cyberspace of Neuromancer (1984) than as […]
Read more » “the many gods of Mile End”: CanLit Print-Culture Nostalgia and J.R. Carpenter’s Entre Ville

“language isn’t revolutionary enough”: In/Human Resources and Rachel Zolf’s Gematria

“Mass affluent consumers’ key satisfaction drivers aspi- / rational by most common queries of most-common- / English-words-engine: fuck Q1 sex Q2 love the shit god i” (Zolf) “Capitalism is profoundly illiterate.” (Deleuze and Guattari) In the acknowledgements of Human Resources (2007), Rachel Zolf sardonically admits that “Funding from the Canada Council for the Arts [CCA] and the Ontario Arts Council [OAC] Writers’ Reserve gave [them] invaluable time and space to write” (2). The credit is caustic, given the text’s dual role as a book of poetry and a self-help guide for navigating the “Canada Council Art Bank,” an institution according […]
Read more » “language isn’t revolutionary enough”: In/Human Resources and Rachel Zolf’s Gematria

Digital Ganglia and Darren Wershler’s “Nicholphilia”

The focus of this essay will be Darren Wershler’s NICHOLODEON: a book of lowerglyphs and its living, digital manifestation as a ganglion of texts and links in its online version, NICHOLODEONLINE. Wershler creates a textual homage to the influential Canadian avant-garde poet, bpNichol, in NICHOLODEON, which is a “book” initially published as a print version in 1997 and then later in an online iteration as NICHOLODEONLINE in 1998. The materiality of each iteration differs drastically from the traditional appearance and presentation of its book version to its online manifestation. NICHOLODEONLINE is a moving and dynamic aggregate of pathways—it is a […]
Read more » Digital Ganglia and Darren Wershler’s “Nicholphilia”

Reconfiguring Flatness on Screen: A Short History of Cover Designs for Chinese Web Novels

Hardly any readers of Chinese Web novel would pay much attention to the “cover” for the serial narrative they are fervently pursuing. This is not surprising, given that the book design and Web design are converging in the digital age (Mod); moreover, it is the serial design of the narrative and the platform that compels a reader’s return to the novel. Indeed, if the book is disappearing into the Web, what is the point of salvaging a book cover for a Web novel? If the Web novel, as a branch of e-literature, is essentially “a writing-centered art” that explores “the […]
Read more » Reconfiguring Flatness on Screen: A Short History of Cover Designs for Chinese Web Novels

Post-Digital Debates and Dialogues from the electronic book review

  Video recording of the Post-Digital Dialogues and Debates from electronic book review Zoom book launch September 17th, 2020 Scott Rettberg: We’re very excited to be doing a book launch tonight for Post-Digital: Volume One and Volume Two. Joe Tabbi, who’s the editor, is here with us. Just to say a bit about the volumes before Joe gets into it. I wouldn’t say it’s the ‘best of’ the electronic book review,’ exactly, but it’s a selection of texts from ebr from the past 25 years that the journal has been published. ebr is one of the leading – and it […]
Read more » Post-Digital Debates and Dialogues from the electronic book review

How to Re-Hijack Your Mind: Critical Making and the ‘Battle for Intelligence’

Pharmacological Design So you have realized, or admitted to yourself, that digital media really have reformatted your mind. You feel ill at ease in those few moments when you do not have your smartphone. You have a stack of books on your bedside table; if they are not dusty already, they soon will be. But the phone in your hand is also a book, after a fashion—an unending book that seems to adapt to your desires. “You” in the preceding paragraph is in fact me. With effort and the proper conditions, I can still find myself in a sustained state […]
Read more » How to Re-Hijack Your Mind: Critical Making and the ‘Battle for Intelligence’

Restoring the ‘Lived space of the body’: Attunement in Critical Making

When we introduce critical making projects to our students, they are excited to think about themselves as designers and about the materials they will work with. However, they do not consider how their making process fits into larger systems. For example, when prototyping augmented reality experiences, students focus on what they can get players to do: how they can anchor stories to spaces on and off campus and create interactions around them. They are less attentive to the fact that their players are people and that their AR stories are anchored in community spaces. For this reason, students need help […]
Read more » Restoring the ‘Lived space of the body’: Attunement in Critical Making

Researching Writing Technologies through the Speculative Prototype Design of Trina

Trina: A Design Fiction brings together speculative computing (Drucker, SpecLab), speculative software (Fuller), and speculative design (Dunne and Raby) in equal measure. The story is a feminist reconfiguration of language, bodies, and writing technologies, co-authored by myself and Janet Sarbanes. In Trina’s collaged photo-graphics, text, image, and environment coalesce. We read/watch/listen as Trina traverses the gendered politics of typewriters and guns, Left Bank literary expats, and the personnel files of E. Remington & Sons, interrupted by perfunctory sessions with an AI therapist. The graphic story is told entirely through the interactions between Trina and her speculative software prototypes, designed in […]
Read more » Researching Writing Technologies through the Speculative Prototype Design of Trina

“Is this a game, or is it real?”: WarGames, computer games, and the status of the screen

Computer games, programming, and hacking have been linked since the nascent years of computing. WarGames, a film about computer games, programming, and hacking, was released in the summer of 1983, at the tail-end of the Golden Age of Video Games when early arcade and home video games were at the height of popularity. The film’s viewers in 1983 would have been acquainted with computer games like Space Invaders (1978), a shooter game with a striking soundtrack and bit-mapped graphics, and Zork (1980), an adventure game in which the user navigates a maze via text-based interactions with the program. When the […]
Read more » “Is this a game, or is it real?”: WarGames, computer games, and the status of the screen

Speculative Interfaces: How Electronic Literature Uses the Interface to Make Us Think about Technology

This paper follows the threads of speculative interfaces through electronic literature and the digital humanities, arguing not only that the speculative interface is a key attribute of electronic literature, but also that speculative interfaces are an important methodology in the digital humanities. I will discuss the interfaces of three works of electronic literature, each written decades apart: Christopher Strachey’s M.U.C. Love Letter Generator (1952), Michael Joyce’s afternoon: a story (1990) and Kate Pullinger’s Breathe (2018). Each of these creates a new, speculative interface: Strachey programmed a mainframe computer to generate love letters, Joyce pioneered hypertext fiction, and Pullinger created a […]
Read more » Speculative Interfaces: How Electronic Literature Uses the Interface to Make Us Think about Technology

Contemporary Posterity: A Helpful Oxymoron

What does it mean to be post? In a time of countless movements of post-[x], the value of the prefix itself becomes of interest: what happens to a concept when we turn it into a ‘posterity’? In the light of recent discussions surrounding post-humanism within electronic literature (cf. Literary and Aesthetic Posthumanism), as well as the questions surrounding post(?)-pandemic platforms discussed at the 2021 ELO Conference (cf. ELO 2021), it seems that we are far from being post-post, and the prefix continuously returns in different forms to allow us to discuss ongoing, multidirectional, and complex changes with a sense of […]

Neocybernetic Posthumanism and the AI Imaginary: Artificial Communication in Kim Stanley Robinson’s Aurora

Since its consolidation in the late 1940s, cybernetics has been the primary locus for defining the posthuman as a comingling of computational devices, cyborg amalgamations, and AI entities. At the same time, in its development to the present moment, other lines of cybernetics have performed a series of self-reflections, generating cogent conceptual and philosophical responses to their original technoscientific premises. That process has endowed contemporary systems theory with a range of important differentiations. Foremost among these is the distinction between first-order and second-order cybernetics. First-order cybernetics maintains traditional scientificity in its stance of objective detachment toward the systems it designs […]
Read more » Neocybernetic Posthumanism and the AI Imaginary: Artificial Communication in Kim Stanley Robinson’s Aurora

Repetition and Defamiliarization in AI Dungeon and Project December

Introduction Recent advances in machine learning provide new opportunities for the exploration of creative, interactive works based around generative text. This paper compares two such works, AI Dungeon (Walton, 2019) and Project December (Rohrer, 2020a), both of which are built on the same artificial intelligence (AI) platforms, OpenAI’s GPT-2 and GPT-3. In AI Dungeon, the player can choose from several predetermined worlds, each of which provide a starting point for the story generation. However, while interacting with the system within this world, the player can stop, edit, modify, and retry each utterance, allowing the player to iteratively “sculpt” the AI’s […]
Read more » Repetition and Defamiliarization in AI Dungeon and Project December

Week One: Introduction to Critical Code Studies

Software as Literature In 2006 Mark Marino released his Critical Code Studies Manifesto. This essay laid the groundwork for a recognized field of Critical Code Study: reading code as a work of literature. Everything involved in creating software, the code, the comments, the repository commit messages, the data structures, can be objects of interpretation. I am writing this in the middle of the COVID-19 pandemic, unemployment is high, but people are hiring COBOL developers. The unemployment insurance machines are in COBOL, and they are breaking. There are technical reasons why these systems are failing. What else will we find? From […]
Read more » Week One: Introduction to Critical Code Studies

Week Two: Indigenous Programming

Main thread: http://wg20.criticalcodestudies.com/index.php?p=/discussion/70/week-2-indigenous-programming-main-thread Despite being taught around the world, programming languages are written primarily in English. Why is English our default? While an increase in support for the international text encoding standard Unicode has allowed developers to create computing languages in their native tongues, their widespread adoption is far from the norm. In Week Two of the Critical Code Studies Working Group, Dr. Jon Corbett (a Cree/Saulteaux Métis media artist, computer programmer, and sessional faculty at the University of British Columbia), Dr. Outi Laiti (a Sámi Associate Researcher at the University of Helsinki’s Indigenous Studies program and project manager at […]

Electronic literature as a method and as a disseminative tool for environmental calamity through a case study of digital poetry ‘Lost water! Remains Scape?’

The terms “making” and “building” have circulated for some years in the field of Digital Humanities (see Drucker 2009; Svensson 2010; Stephen and Rockwell 2012; Klein 2017; Endres 2017). These terms indicate empirical and pragmatic approaches and have brought a paradigm shift in the graphic tools and digital technologies used for visualization. These approaches in the humanities deploy the information and innovative visualizations to reinforce and supplement the conventional hermeneutics. This transformation is underpinned by interdisciplinary and transdisciplinary collaboration and brings together a range of stakeholders and experts from different fields such as writers, artists, researchers, and the public. Scholars […]
Read more » Electronic literature as a method and as a disseminative tool for environmental calamity through a case study of digital poetry ‘Lost water! Remains Scape?’