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[…]Editions compilation entitled Magnified Section. This book features work by, among others, Critical Art Ensemble, a group with one member, Steve Kurtz, currently enmeshed in legal difficulties, with charges filed against him by the FBI and Department of Homeland Security Joint Terrorism Task Force for illegally trading in biological substances that actually are legal for trade, a prosecution that is widely seen in the artistic community as ideologically based.For more information see the CAE official website. In short, Magnified Section is one of those great publications one can only find done by a micro-press: simultaneous art object and slapdash, cheap […]
[…]How has your academic work fed into your fiction? Siegel: My academic training is in Indian studies and has served me in writing about India in both Love in a Dead Language and Love and Other Games of Chance. I haven’t given up academic endeavors. I’m currently translating a long Sanskrit love poem, the Gitagovinda, for the Clay Sanskrit Library. Burn: How is that going? Siegel: I took on the translation because, although I have some ideas for a new novel, I don’t really want to write fiction any more until I see the fate of the Ponce de Leon […]
[…]but not exactly on the way I write. Many years ago I spent an evening in the company of a group of bright young Dutch writers, decidedly not main-stream. When I remarked that we were all part of a community working towards the same ends, one Dutchman smiled and asked, “How would you feel if you knew you would never have more than a hundred readers?” I saw what he meant. David Bellos has stated: “la traduction normalise, et normalise peut-être trop en français.” Do you agree? Do you think that some languages translate easier than others, or would you […]
[…]opportunities offered by the interaction between computer power, digital technology and literary studies. The earliest are preoccupied with defining the impact of computer tools on literary studies, particularly historical and editorial work. The middle section reverses the question: what can the objects of literary studies – recursive, cumulative, difference-generating, perpetual motion machines – teach digital technology? The concluding section imagines a convergence of the previous two: how can computer technology be used to create generative and multiplicitous space within which to exercise critical intelligence – within which to instantiate the imaginative energy existing between works of art, other works of […]
[…]another game, presumably (given the terms of the criticism) one where the stakes are not merely critical, or merely academic. The gamble in Environmental Renaissance is that systems theory is the right game to rescue cultural studies in the humanities from irrelevancy, just as once poststructuralism was considered the cure for New Criticism’s irrelevancy. But in order to reconnect ecocriticism to a meaningful politics, McMurry argues that we must come to grips still more fully with our disconnection from the object of our critical inquiry – in this case our environment, or environments. The task McMurry announces in the introduction […]
[…]The Beat Generation and America (New York, Random House, 1979). Nicosia, Gerald, Memory Babe: A Critical Biography of Jack Kerouac (Harmondsworth: Penguin, 1983). Podhoretz, Norman, ‘The Know-Nothing Bohemians’, in Beat Down to Your Soul: What Was The Beat Generation ed. by Ann Charters (USA: Penguin Books, 2001), pp. 479-493. ‘Romandson’ ‘Who Gives Form to Noise? Interactive Music’ in Noise, catalogue to accompany Kettle’s Yard exhibition, March 2000 (Great Britain: Kettle’s Yard, 2000). Sargeant, Jack, ‘Towards the Medical’ in The Torture Garden 2 (Great Britain: Creation Books, 2001), pp. 36-40. Shapcott, John, ‘I Didn’t Punctuate It’: Locating the Tape and Text […]
[…]Tom Raworth. Both Niedecker and Raworth may be characterized as mavericks. Both have strong group affiliations but are loners, working in isolation. Both are obsessed, in their condensed, “minimalist” lyric, with the grammaticity and paragrammaticity of language, both are intensely “personal” and yet intensely oblique and constrained love poets. To read Creeley against Niedecker and Raworth suggests, in any case, that in making genealogies, it is high time to go beyond nation and gender boundaries, high time to cast a wider net so as to capture, in Creeley’s words, “whatever is.” Works Cited Creeley, Robert. Contexts of Poetry: Interviews 1961-1971. […]
[…]1981, but personal experience and anecdotal evidence would tend to indicate otherwise. Gaming groups do not tend to adopt “Raid on Innsmouth”-style multiple-character play for Call of Cthulhu despite (or perhaps because of) the timid exhortation of the rulebook concerning the utility of multiple characters (Call of Cthulhu 2004, 28 – 29). Even scenarios designed to be run at gaming conventions, while allowing for wildly variant character groups or settings (since they need not support an ongoing campaign) seldom tamper with the established “horror mystery” narrative structure, although they may compress it to fit in a four-hour time slot.One example […]
[…]in reality” (Chainmail 1971, 7).Page reference taken from the 1975 third printing by Tactical Studies Rules. Chainmail‘s Fantasy Supplement introduced many concepts that have endured through all editions of Dungeons & Dragons, including monsters like elementals and the chromatic dragons and spells like fireball, lightning bolt, and polymorph. Magical swords and arrows appear for the first time, as does the concept of dividing creatures by their philosophical alignment to law and chaos. Yet, despite these creative innovations, Chainmail is not a role-playing game, but rather a set of brief rules specifically meant to be used to simulate battles between large […]
[…]present players with a series of challenges – with one, and only one, solution (generally hard-coded) for each. To open the gates to Hell, you must use the bell, the book, and the candle in a prescribed order. To get past the level boss, you must kill it, and there’s some little trick to doing so. As you move away from hard-coded systems to algorithmically driven ones (games set in 3D spaces with skill-driven combat, for instance, and games with physics engines), it becomes increasingly possible for players to discover ways to interact with the physical environment to solve problems, […]