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Jan Baetens asks Remediation or Premeditation?

[…]remarks, which to me do not seem incompatible with his own appeal for a Foucaldian turn in media studies. True, the media history (essentially the “new media” history) as rewritten by Bolter and Grusin is not chronological at all. Yet in spite of all declarations it remains thoroughly teleological. Behind every change since the Renaissance, the authors see indeed one major drive, the desire for a more direct contact with reality. Of course, the discussion on most of the new media (think of “virtual reality”) enables them to offer some convincing examples of this logic. Besides, the very idea of […]
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A Remediation’s Remediation?

[…]Critique of Cyberhybrid-hype,” in Jan Baetens and José Lambert (eds), The Future of Cultural Studies. Leuven: Leuven UP, 153-171. Jan BAETENS (2003). “The Book as Technotext: Katherine Hayles’s Digital Materialism,” in Image and Narrative , 7. n.p. Jay David BOLTER and Richard GRUSIN (1999). Remediation: Understanding New Media. Cambridge, Mass.: MIT. Katherine HAYLES (2002). Writing Machines. Cambridge, Mass.: MIT. Matt KIRSCHENBAUM (1999), Media, Genealogy, History, in ebr. Rem KOOLHAAS (1995) S.M.L.XL: O.M.A. Rotterdam: 010. Peter LUNENFELD (2000). Snap to Grid. A User’s Guide to Digital Arts, Media, and Cultures. Cambridge, Mass.: MIT. Jakob NIELSEN (2000). Designing Web Usability. Indianapolis: New […]

Game Theories

[…]directly addresses the game/story formulation. Well-known for his work with comparative media studies, Jenkins describes a middle ground between narratologists and ludologists, while also focusing attention on the dynamics of space, which he believes neither camp fully appreciates. Jesper Juul, by contrast, is identified with ludology. His topic here, the operation of time in games, is one that he has previously utilized to differentiate between games and narratives. This essay moves further than the basic distinction, beginning to lay the groundwork for a comprehensive understanding of game time. Celia Pearce, a familiar figure in the game development and location-based entertainment […]

From Virtual Reality to Phantomatics and Back

[…]it is a matter of the advance of technology. Qua philosopher, Kolakowski possessed no privileged critical capacity and was in no position to deliver a decisive judgement of Lem’s speculations, which is why Lem is right to mock the notion of infallibitas philosophica. The situation is not, however, as simple as Lem suggests. It does not follow from the points I have just made that Lem’s speculations about phantomatics truly have been confirmed by any of the recent developments in virtual reality technology. Not only do those speculations not constitute any single and univocal thesis susceptible to a straightforward empirical […]
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Hypertexts and Interactives

[…]Person contributors Phoebe Sengers, Michael Mateas, and Warren Sack combine approaches from both groups.) Yet in general AI and hypertext theorists do not simply diverge, but in fact begin their practices from radically different points. For the authors in this section, Nelson and Engelbart’s hypertext concepts are not simply an unspoken background; these essayists are well-known for their engagement with hypertext, and have directly addressed Nelson and Engelbart’s work, as well as that of hypertexts both preceding and outside of the Web. Thus we have our hypertexts. We find “interactives” in this section’s third essay, by J. Yellowlees Douglas and […]

Ecotourism: Notes on Con-temporary Travel

[…]to know the Huorani who were in this middle-space: already blighted by the Christian identity-codes, they existed away from the traditional villages (about five miles walk into the jungle, forbidden unless you bore the appropriate gifts), yet not yet in the town system. They were at a peculiar, in ways stereotyped scenario, more interesting for me than the river trip I had planned. Living still off the forest, from which they would daily bring in birds and pigs, they were constructing a wooden building in the clearing, in which there would be a canteen – furnished by the family business […]

Unusual Positions

[…]the linear perspective used in three-dimensional rendering, or the various forms of computer code itself. In my digital works my strategy for this exploration has been to develop interfaces that honor and engage more of the body than just “one eye and one finger.” Interfaces, by providing the connective tissue between our bodies and the codes represented in our machines, necessarily engage them both. How and to what extent new interfaces may engage the body, however, is up for grabs. Practical interfaces are about maintaining the user’s sense of control. In this scenario representations on screen must respond to the […]

Camille Utterback responds in turn

[…]narrative structures than others. Even in these instances, the structure of the narrative is critical to the content of the work. In See/Saw, my collaborator Adam Chapman developed a narrative with a structure that is hinged to the physical action of the see-saw. The narrative consists of a cyclical audio monologue that loops without a logical beginning or end, as long as users see-saw continuously. For each phrase in the monologue, Chapman also wrote a split narration – a phrase told from a position of power and a phrase told from a position of compromise. When users stop the see-saw […]

Bill Seaman responds in turn

[…]exploring interface, virtual and physical spatiality, and the potential operativeness (read: code-driven manipulation) of media-elements of which text is just one. 2) “How can we use new technologies to provoke us into a more sensually engaged relation to text in ways that don’t immediately re-inscribe these longstanding practices of repressing sensual response?” Computer-related environments open many potential new qualities of media authorship. This new authorship can be more or less embodied, but we must be clear that the body always becomes implicated in the cybernetic loop. The physics of these environments work through matter/energy exchanges — human/machine/human interaction. The question […]

What Does a Very Large-Scale Conversation Look Like? (sidebar)

[…]as problems. The map above (17.5a) represents about a month’s worth of messages posted to the group sci.environment. The map below (17.5b) represents the same newsgroup one month later. By comparing the two maps you can get some idea of how the group has changed over time. One thing that has remained stable between the two maps is the connection in the semantic networks between the terms “people” and “problem.” This is a clue that perhaps, in this newsgroup, people are seen to be one of the main causes of environmental problems. But a hypothesis like this that one can […]
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