Report or White Paper

By Hannah Ackermans, 7 December, 2018
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Abstract (in English)

Funkhouser describes the PO.EX’70-80 project and highlights several elements of the database, praising the taxonomy and preservation/representation of works.

Pull Quotes

Two primary features of PO.EX make it a truly stellar example of a digital archive: (1) an effective, functional taxonomy that enables users to search for works logically; and (2) thorough preservation and representation of the works that are being catalogued within the archive. These crucial aspects of the PO.EX archive are a model of how a digital archive can reach peak effect. PO.EX, communal and focused, presents a scientific and proficient organizational scheme; its contents are not difficult to negotiate and may be used reliably.

Platform referenced
Creative Works referenced
By J. R. Carpenter, 21 December, 2014
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Abstract (in English)

Creative text generation projects of different sizes (in terms of lines of code and length
of development time) are described. “Extra-small,” “small,” “medium,” and “large”
projects are discussed as participating in the practice of creative computing differently.
Different ways in which these projects have circulated and are being used in the
community of practice are identified. While large-scale projects have clearly been
important in advancing creative text generation, the argument presented here is that
the other types of projects are also valuable and that they are undervalued (particularly
in computer science and strongly related fields) by current structures of higher
education and academic communication – structures which could be changed.

(Source: Author's Abstract)

Pull Quotes

Small-scale systems can have many types of significance. They can be picked up and
modified by others, contributing directly to new types of aesthetic cultural production.
They can be instructive and provocative, challenging the ideas that have been
developed using exclusively large-scale systems. They can be used in teaching to prompt discussion or as the basis for student work. And, of course, they can be used to
sketch and explore so that one’s efforts are better applied when later undertaking
medium- or large-scale work.

By Jill Walker Rettberg, 2 July, 2013
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Abstract (in English)

The current paradigm for synthetic reality based interactive fiction features familiar kinds of worlds realistically presented. This approach is unsatisfying in that it excludes several interesting classes of worlds, such as worlds where the user experiences the subjective reality of a character with a substantially different personality. We wish to extend the current
paradigm to include classes of worlds such as these. To achieve this, we survey cinema technique and develop a theory of narrative and roughly sketch a system architecture to support enriched interactive fiction based on analogy with film techniques. This work is significant because it brings us closer to our goal of making interactivefictioninto a rich, high
quality artistic medium.

By Jill Walker Rettberg, 18 June, 2013
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ISBN
978-82-7081-158-8
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Abstract (in English)

A research report commissioned by Arts Council Norway to provide an overview over how literature is affected by the digital. A large portion of the report discusses how authorship and conventional literature is affected by digital media, and how social media and ebooks affect the distribution of conventional literature. There is also a discussion of electronic literature as a separate form.

Description in original language
Abstract (in original language)

Litteratur i digitale omgivelser presenterer statusen for digitale publikasjoner i Norge i 2013, den diskuterer noen av mer prinsipielle problemstillingene som knytter seg til digitalisering av litteraturen, og den rommer en rekke referanser til ulike aktuelle kunnskapskilder. Slik fungerer rapporten både som en introduksjon til feltet, og som et grunnlag for videre diskusjon og forskning.

By Scott Rettberg, 19 February, 2013
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Year
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Series
Journal volume and issue
January 2012, TROPE 12-02
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Record Status
Abstract (in English)

Creative text generation projects of different sizes (in terms of lines of code and length of development time) are described. “Extra-small,” “small,” “medium,” and “large” projects are discussed as participating in the practice of creative computing differently. Different ways in which these projects have circulated and are being used in the community of practice are identified. While large-scale projects have clearly been important in advancing creative text generation, the argument presented here is that the other types of projects are also valuable and that they are undervalued (particularly in computer science and strongly related fields) by current structures of higher education and academic communication – structures which could be changed.

(Source: Author's abstract)

By Scott Rettberg, 19 February, 2013
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January 2012, TROPE 12-01
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Abstract (in English)

A trivial program, one that simply prints “y” or a string that is given as an argument repeatedly, is explicated and examined at the levels of function and code. Although the program by itself is neither interesting or instructive, the argument is presented that by looking at “yes” it is possible to better understand how programs exist not only on platforms but also in an ecology of systems, scripts, and utilities.

(Source: Author's abstract, prepared for the Critical Code Studies Working Group 2012.)

By Scott Rettberg, 30 January, 2013
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Abstract (in English)

Chris Funkhouser's report on the 2003 E-Poetry Festival.

Event Referenced
By Natalia Fedorova, 17 January, 2013
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Language
Year
Publisher
Series
Journal volume and issue
April 2012, TROPE–12–03
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Abstract (in English)

Principles for organizing a laboratory with material computing resources are articulated. This laboratory, the Trope Tank, is a facility for teaching, research, and creative collaboration and offers hardware (in working condition and set up for use) from the 1970s, 1980s, and 1990s, including videogame systems, home computers, an arcade cabinet, and a workstation. Other resources include controllers, peripherals, manuals, books, and software on physical media. In reorganizing the space, we considered its primary purpose as a laboratory (rather than as a library or studio), organized materials by platform and intended use, and provided additional cues and textual information about the historical contexts of the available systems.

(Source: A technical report from The Trope Tank Massachusetts Institute of Technology 77 Massachusetts Ave, 14N-233 Cambridge, MA 02139 USA http://trope-tank.mit.edu)