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Comics as Big Data: The transformation of comics into machine-interpretable information

[…]even with crews whose business model will entirely depend on small donations. However, not all groups share the same ideals about the charitable nature of their work. For instance, scanlating communities do not uniformly share the ethical code prescribing the principle of non-interference with established book publishers who have licensed or are in the process of licensing the translations of manga comics. Some groups will refuse to strictly limit themselves to scanlating discontinued or out-of-print manga and may or may not remove from circulation a scanlation that becomes commercially available by accredited channels, even when they are requested to do […]
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William Gaddis’s Unpublished Stories and Novel-Prototypes: An Archival Guide

[…]85, 86 , 89): the first time to say that he is planning it, the second and third to describe his working conditions (unable to type continuously because of disturbing neighbours, and so writing by hand and making lots of notes), the fourth to describe the “incredible slowness” of his progress on it, working from midnights to 4am. He discusses further struggles with it months later in a letter to Charles Socarides: though it “fits so insanely well with facts of life,” “I watch myself ruin it” through “bad writing,” an example of which he extracts for proof (Letters 97). […]
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ebr: meeting point for conversations

[…]part of the world – geographically and socially speaking – strives to get that connection working. Works Cited Adema, Janeke. “Experimental Publishing as Collective Struggle. Providing Imaginaries for Posthumanist Knowledge Production”. Culture Machine. Journal of Culture and Theory, vol. 23. https://culturemachine.net/wpcontent/uploads/2024/09/CM23_Adema_ExperimentalPublishing.pdf Accessed: Oct. 1, 2024. Arcangel, Cory. Preface. Digital Folklore by Lialina and Espenschied eds., Merz& Solitude, 2009. Barthes, Roland. S/Z. trans. R. Miller. Blackwell, 1974. Berens, Kathi. “Third Generation Electronic Literature and Artisanal Interfaces: Resistance in the Materials”, Electronic Book Review, May 5, 2019, https://doi.org/10.7273/c8a0-kb67. Chun, Wendy Hui Kyong. Programmed Visions. Software and Memory. The MIT Press, 2011. Ensslin, Astrid and […]

Off Center Episode 15: Surveillance Microcosms with Mathias Klang

[…]we’re talking about your project, Surveillance Microcosms, which is a book project you’ve been working on for a while. Mathias Klang: That’s right. I’ve been kicking around the idea for a long time. I thought first, like you do, it’s a small article, and then I realized, no, it’s grown, and then coincided nicely with the Fulbright. So, I thought, this is amazing. I’ll have time to start writing it, planning it out and developing it. I’ve done some really good work. Scott Rettberg: Excellent. When do you think the book’s going to be published? Mathias Klang: I hope by […]
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Critical Simulation

[…]of their designer and players. Pennyís and Frascaís approaches could be characterized as Critical Technical Practices (CTP) ñ procedures incorporating the working methods of both technical research and cultural critique ó though neither essayist uses the term. Phoebe Sengers, in this sectionís final essay, characterizes her work explicitly as CTP. Sengers attempts to formulate new designs for AI agents; such agents, although central to much AI practice (and to many cyberdramatic visions), have customarily engaged in intricate internal behavior that can be difficult for an observer to interpret. Sengersís solution to this problem may be viewed as the inverse of […]

Ian Bogost’s response to Critical Simulation

[…]in First Person in the first person, trying to make sense of what happens when simulation becomes critical, and trying to make sense of it in the sinewy suspensions of First Person. What does it mean for simulation to become critical? In Penny’s conception, it relates to how criticism becomes embodied, how it encompasses and accounts for physical interactions with a work. Penny rightly points out that if embodied involvement in military simulations trains soldiering, then embodied involvement in desktop shooter games must also train something. Another way to frame this idea is like this: if we want to claim […]
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Where do we find ourselves? A review of Herbrechter’s “Critical Posthumanism”

[…]Repair: A Reply to John Bruni, by Stefan Herbrechter   Works Cited Badmington, Neil. “Cultural Studies and the Posthumanities.” New Cultural Studies. Ed. Gary Hall and Clare Birchall. Athens, GA: University of Georgia Press, 2006. 260-72. Biskind, Peter. Easy Riders, Raging Bulls: How the Sex-Drugs-and-Rock ‘N’ Roll Generation Saved Hollywood. New York: Simon & Schuster, 1998. Emerson, Ralph Waldo. “Experience.” The Portable Emerson. Ed. Carl Bode and Malcolm Cowley. New York: Penguin, 1981. 266-90. Harvey, David. Seventeen Contradictions and the End of Capitalism. Oxford and New York: The University of Oxford Press, 2014. Herbrechter, Stefan. Posthumanism: A Critical Analysis. London and New […]
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critical ecologies

[…]the editorship of Stacy Alaimo, who encourages inquiry and debate on new materialisms, animal studies, posthumanism, and science […]

What is Queer Game Studies?

[…]framed by Ruberg and Shaw’s comprehensive introduction, which bears inclusion in any queer studies, games studies or even cultural studies class. The authors establish the significant academic contributions to the study of queerness in games, in tandem with broader queer developments in the industry and the emergence of distinct queer game cultures. Tracing the developments of queer theory and games studies, and stressing their points of intersection, their introduction expands queer game studies beyond investigations into explicit LGBTQ content in games. Queer Game Studies makes its case by sheer accretion of ideas. Cumulatively, the contributions suggest the liberatory possibilities of […]

Critical Making, Critical Design

[…]writing, est. 2020) are proud to announce their first collaboration: a special double issue on “Critical Making, Critical Design” that pairs digital works of making or design with critical and scholarly mediation. See the Table of Contents of The Digital Review issue as well. From prose and art installations to craftwork and video games, creative works are often released without giving artists the opportunity to explain their processes, contexts, and motivations. Else, creative works may be examined through through separate forms of static, print-based scholarly publishing that risk isolating works from their creative impulses and taking works out of their […]