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Patched In: A Conversation with Anne-Marie Schleiner about Computer Gaming Culture

[…]an interdisciplinary approach and a disciplinary approach. Gaming programs should integrate gender studies, film and television theory, computer science, sociology, digital art, and cultural studies into computer gaming curriculums, (and allow for different emphases.) We also need to discover what would be specific to a discipline of game design and gaming studies. Developing such an interdisciplinary and also disciplinary program would allow for a common language to be shared among programmers and artists, as well as informing gaming culture in general. There is much territory yet to be explored and we should prepare our students to better understand both the […]
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Women in the Web

[…]everyday life and working relations? As a very junior faculty member participating in a women’s studies faculty study group in the mid 80’s, when I tried to explain that I was investigating the politics of making distinctions between what has been called “the oral” and “the written,” a more senior historian impatiently insisted, “Something just is oral or written!” Although each feminist there cared about and taught the importance of denaturalizing cultural categories feminists critiqued, to no one was it obvious that orality and literacy were variations on nature and culture. When I was a postdoc in another university a […]

A Project for a New Consultancy

[…]frame for assessing the options available for meeting Bérubé’s goal of bringing critical studies knowledge to bear on policy making. Bérubé’s decision to work within the mode of journalism, the magazine medium, makes perfect sense in the apparatus of literacy. My response, however, is to reconsider this decision in the light of the shift in our apparatus from literacy to electracy. I am basing my speculations about the nature of electracy on a poststructuralist epistemology. …A further quandary for the poststructural consultant wanting to influence policy using the electronic media has to do with the dissolution of the communications model […]

Videogames of the Oppressed

[…]Design. London: Kogan Page Limited. Eskelinen, Markku (2001). “The Gaming Situation.” Game Studies 1, no.1 (July 2001). http://cmc.uib.no/gamestudies/0101/eskelinen/ Eskelinen, Markku, and Raine Koskimaa, editors (2001). Cybertext Yearbook 2000. Saarijärvi: Publications of the Research Centre for Contemporary Culture, University of Jyväskylä. Frasca, Gonzalo (1998). “Don’t play it again, Sam: One-session games of Narration.” http://cmc.uib.no/dac98/papers/frasca.html. —. (2001). “Videogames of the Oppressed.” M.A. Thesis: School of Literature, Communication and Culture, Georgia Institute of Technology, Atlanta (2001). http://www.jacaranda.org/frasca/thesis/. —. (1999). “Narratology meets Ludology: Similitude and Differences Between (Video)games and Narrative.” Parnasso 3: 365-371. http://www.jacaranda.org/frasca/ludology.htm. Freire, Paulo (2000). Pedagogy of the Oppressed. New York: Continuum. […]

Community of People with No Time

[…]As Richard Coyne notes: “Information is thought to be the essence of life, as in the DNA code. To record and break the code is to have mastery over life” (Coyne 1995, 80). The most common organizational pattern identified in all systems is networking. All living systems are arranged in a network fashion. Since the 1920s, when ecologists began studying food chains, recognition of networks became essential to many scholars, in different forms. Cyberneticists in particular tried to understand the brain as a neural network and to analyze its patterns. The structure of the brain is enormously complex, containing about […]

Meditations on the Blip: a review

[…]matter. Fuller examines three types of software that represent useful interventions into software studies: critical software, social software, and speculative software. The first of these, critical software, is software that investigates software. Fuller describes two modes by which critical software operates. The first looks at evidence of normalized software in order to disclose how the process of normalization becomes manifest. Critical software works “by using the evidence presented by normalized software to construct an arrangement of the objects, protocols, statements, dynamics, and sequences of interaction that allow its conditions of truth to become manifest” (23). Critical software, then, engages the […]

Locating the Literary in New Media

[…]can generate these dreams (a trivial side product of the bodies’ real purpose, which is to go on working, and to expand their networking endlessly). We see it in The Sims and numerous other computer games, in which players conduct virtual characters through career choices, commodity purchases, and social networks. What we don’t get in these highly developed simulations is the cultivation of any capacity to imagine an alternative to the operations of simulation and commodity consumption. Hayles is of course right to point out how, since the telegraph technology of James’s late nineteenth century, information has penetrated ever further […]

Text, Textile, Exile: Meditations on Poetics, Metaphor, Net-work

[…]some poems, some mini-essays. One even sent a power-point presentation. This enactment of net-working across diasporic distance was a way to generate creative energy, which I find is most stimulated through conversation and interaction; hence the need for collaboration in the last decade or so. I asked specifically that they comment, if they could, on the “textuality” of the pieces: that is, how they could be “read.” But I also stipulated that any kind of response – a photograph or a drawing – would be acceptable. I got wonderfully varied answers from a range of poets, friends, and colleagues. Ed […]
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A [S]creed for Digital Fiction

[…]and Bell 2007) with an awareness of close reading as a historical medium specific practice. code: As critics primarily and coders peripherally, we recognize the importance of code in digital fiction, and we do so on a continuum. On the one end, the incorporation and recombination of elements of programming language, binary code, and mark-up conventions implicitly affects the semantic space of the text. On the other end, the same codestuff can be used explicitly, infecting and inflecting the text to defamiliarize the work of art. cybersomatics and corporeality: We believe that the reading of digital fiction involves a different kind of […]

Computers, Cut-ups, and Combinatory Volvelles

[…]Geomancy: The Kids of the Book Machine, The Collected Research Reports of The Toronto Research Group, 1973-1982 (Vancouver: Talonbooks, 1992): 60. * * * Around 1650, Georg Philipp Harsdörffer devised an ingenious ballet. It’s simple: first, give each dancer a board inscribed with a letter of the alphabet; then watch as new words or phrases emerge from dance. The very movement of the dancer’s bodies will act as a combinatory mechanism from which language springs.Jan C. Westerhoff, “Poeta Calculans: Harsdörffer, Leibniz, and the Mathesis Universalis,” Journal of the History of Ideas 60.3 (1999): 465. There is no evidence that Harsdörffer […]
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