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[…]Tom Ray’s Tierra attained early notoriety. Around the same time, some robotics researchers were working with emergent paradigms of robot behavior; many of these were grouped around Luc Steels in Belgium and Rodney Brooks at MIT. Since the late 1980s, the notion of semi-autonomous software entities has proven a rich catalyst for experimentation in both the fine and the applied ends of the electronic arts. In recent years, complex autonomous entities called agents have been a subject of much excitement, and subgenres of research such as “socially intelligent agents” have arisen. In my presentation at one such gathering, the 1997 […]
[…]and evaluation, which includes the explicit and implicit goals of the project creating it, the group dynamics of that project, and the sources of funding that both facilitate and circumscribe the directions in which the project can be taken. An agent’s construction is not limited to the lines of code that form its program but involves a whole social network, which must be analyzed in order to get a complete picture of what that agent is, without which agents cannot be meaningfully judged. 2. An agent’s design should focus, not on the agent itself, but on the dynamics of that […]
[…]machine, simulated on the reader’s computer, which the reader must learn to operate and decode. All three approaches received substantial critical applause, a lasting following, and (perhaps most importantly) have inspired numbers of subsequent hypertext artists. Joyce’s lyrical hypertextuality finds recent echoes, for example, in Chapman’s (2001) Turning In, Strickland’s (1998) True North, as well as Arnold and Derby’s (1999) Kokura. Moulthrop’s hyperbaton is key to Coverly’s (2000) Califia, Cramer’s (1993) “In Small & Large Pieces,” Eisen’s (2001) “What Fits,” and Amerika’s (1997) Grammatron. McDaid’s artifactual approach, dormant for some years, finds recent expression in Bly’s We Descend, Malloy and […]
[…]Markku (2001). “The Gaming Situation.” Game Studies 1, no.1 (July 2001). http://cmc.uib.no/gamestudies/0101/eskelinen. Frasca, Gonzalo (1999). “Ludology Meets Narratology: Similitude and Differences between (Video) Games and Narrative.” http://www.jacaranda.org/frasca/ludology.htm. Fuller, Mary, and Henry Jenkins (1994). “Nintendo and New World Narrative.” In Communications in Cyberspace, edited by Steve Jones. New York: Sage. Gunning, Tom (1990). “The Cinema of Attractions: Early Film, Its Spectator and the Avant Garde.” In Early Cinema: Space, Frame, Narrative, edited by Thomas Elsaesser with Adam Barker. London: British Film Institute. Jenkins, Henry (1991). What Made Pistachio Nuts?: Early Sound Comedy and The Vaudeville Aesthetic. New York: Columbia University Press. […]
[…]from the urban ghettoes, Rose’s study was one of the first, and still probably the best, critical studies of rap. Sobchack, Vivian. Screening Space: The American Science Fiction. New York: Ungar, l988. Zorn. John. “John Zorn on his Music” [Liner notes]. Spillane. Electra/Nonesuch, 1987. ____________. The Big Gundown: John Zorn plays the music of Ennio Morricone. Icon Records (Electra/Nonesuch), 1976. Lester BOWIE. I borrowed the term “avant-pop” from the title of a 1986 album by Lester Bowie, the great jazz trumpet player and composer best known for his work with the wildly inventive Art Ensemble of Chicago. Listening to the […]
[…]kind, with constant interruptions, embedded interfaces requiring attention, requests for response, codes to remember, and the constant need to back up and track versions of the document being read, composed, or read-as-composed. The electronic disturbance is creatively disruptive, to be sure, but not in the way that literature is disruptive. Writers seeking to break from established forms and hierarchies have always, it is true, worked against the “line” of print. In postmodern fiction nonlinearity (of plot, design, and sentence construction) has been the rule rather than the exception, as Conte points out (following George P. Landow in Hypertext 2.0: The […]
[…]Current political analyses of digital being cannot even figure out how to apply existing criminal codes to Internet MUDs, or intellectual property laws to ordinary software piracy. Historical awareness of digital beings, even if one adopts the omnipresent pose of De Landa’s robot historian, clearly pales next to their anonymous proliferation in the workings of informational society. Perhaps some future historical preservationists will unpack the hard drives of old PCs to chronicle the doings of digital beings as telecommuting, cybersexed, hyperreal-estated lifeforms. Perhaps they will work to save the codes of some major personage’s PDA as his or her biotronic […]
[…]lays out all the textual loops for the bit-player to click through in advance. To fabricate a critical ecology in the context of hypertext writing, one seeks to maintain a certain duplicitious relation to the medium. On the one hand, one manufactures the critical ecology according to some of the rules of the hypertext game. (It is especially necessary to simulate the medium when the text is appearing on the Net, of course.) On the other hand, the critical ecology comes designed with an infrastructure that enables it to play itself out of some of the hypertext game’s constrictions. The […]
[…]critical technical practices: it entails having one foot in an AI Lab and the other in science studies or cultural studies. I.e., the other foot needs to be in an area that can give one perspective on the limits of what one is doing back at the lab. Perhaps, following Noah (Wardrip-Fruin and Moss, 2002), one needs three feet to participate in a critical technical practice. That may be the case, but my point is simply that those of us who right now call what we do a critical technical practice have all, at one time or another, found our […]
[…]translates the universal flashing LED, the lingua franca of the peizo electric squeal, the date code, the bar code, the telephone ringer adapter that translates that familiar ring, the tingling insistent trill of an incoming call, into “a well-known phrase of music”Patent #5014301 (May 7, 1991). (an approach that has since become popular in cell phones, where this function is useful in differentiating whose phone is ringing), or the unrelated patent that translates the caller identification signal into a vocal announcement. Within the translators there are distinct attitudes; for instance, the impassive reporting, almost a “voice of nature.” This is […]