antecedents

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Abstract (in English)

This course will provide an introduction to genres of cultural artifacts particular to the network and the computer, specifically computer and network art, electronic literature, and computer games. Traditional conceptions of genre and categories of cultural artifact, such as art object, performance, novel, poem, and game are undergoing redefinition in the context of digital culture, and new genres of cultural artifacts are emerging, which require new models of textual analysis specific to the computational media and network context in which these artifacts are produced and distributed. DIKULT103 provides an overview of these emerging genres, and an introduction to the models of academic discourse and analysis particular to them. Students in the course will learn to analyze contemporary digital artifacts on a textual and structural basis, within the general framework of genre studies.

Teaching Resource Referenced
By Scott Rettberg, 22 August, 2014
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Year
ISBN
978-0-19-993710-3
978-0-19-993708-0
Pages
xiv, 224
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Approved by librarian
Abstract (in English)

Digital Modernism examines how and why some of the most innovative works of online electronic literature adapt and allude to literary modernism. Digital literature has been celebrated as a postmodern form that grows out of contemporary technologies, subjectivities, and aesthetics, but this book provides an alternative genealogy. Exemplary cases show electronic literature looking back to modernism for inspiration and source material (in content, form, and ideology) through which to critique contemporary culture. In so doing, this literature renews and reframes, rather than rejects, a literary tradition that it also reconfigures to center around media. To support her argument, Pressman pairs modernist works by Pound, Joyce, and Bob Brown, with major digital works like William Poundstone's "Project for the Tachistoscope: [Bottomless Pit]" (2005), Young-hae Chang Heavy Industries's Dakota, and Judd Morrissey's The Jew's Daughter. With each pairing, she demonstrates how the modernist movement of the 1920s and 1930s laid the groundwork for the innovations of electronic literature. In sum, the study situates contemporary digital literature in a literary genealogy in ways that rewrite literary history and reflect back on literature's past, modernism in particular, to illuminate the crucial role that media played in shaping the ambitions and practices of that period.

Table of ContentsIntroduction

Chapter 1 - Close Reading: Marshall McLuhan, From Modernism to Media StudiesChapter 2 - Reading Machines: Machine Poetry and Excavatory Reading in William Poundstone's Electronic Literature and Bob Brown's ReadiesChapter 3 - Speed Reading: Super-Position and Simultaneity in Young-hae Chang Heavy Industries's Dakota and Ezra Pound's CantosChapter 4 - Reading the Database: Narrative, Database, and Stream of ConsciousnessChapter 5 - Reading Code: The Hallucination of Universal Language from Modernism to CyberspaceCoda - Rereading: Digital Modernism in Print, Mark Z. Danielewski's Only Revolutions

(Source: OUP catalog copy)

Critical Writing referenced
Type
Language
Year
Record Status
Abstract (in English)

This course will provide an introduction to genres of cultural artifacts particular to the network and the computer, specifically computer and network art, electronic literature, and computer games. Traditional conceptions of genre and categories of cultural artifact, such as art object, performance, novel, poem, and game are undergoing redefinition in the context of digital culture, and new genres of cultural artifacts are emerging, which require new models of textual analysis specific to the computational media and network context in which these artifacts are produced and distributed. DIKULT103 provides an overview of these emerging genres, and an introduction to the models of academic discourse and analysis particular to them. Students in the course will learn to analyze contemporary digital artifacts on a textual and structural basis, within the general framework of genre studies.

Critical Writing Referenced
By Luciana Gattass, 15 September, 2013
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Year
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Abstract (in English)

Concrete Poetry: product of a critical evolution of forms. Assuming that the historical cycle of verse (as formal-rhythmical unit) is closed, concrete poetry begins by being aware of graphic space as structural agent. Qualified space: space-time structure instead of mere linear-temporistical development. Hence the importance of ideogram concept, either in its general sense of spatial or visual syntax, or in its special sense (Fenollosa/ Pound) of method of composition based on direct-analogical, not logical-discursive juxtaposition of elements. "ll faut que notre intelligence s’habitue à comprendre synthético-idéographiquement au lieu de analytico -discursivement" (Apollinaire). Elsenstein: ideogram and montage.

(English translation by the authors)

Pull Quotes

Forerunners: Mallarmé (Un coup de dés, 1897): the first qualitative jump: "subdivisions prismatiques de l’idée"; space ("blancs") and typographical devices as substantive elements of composition. Pound (The Cantos); ideogramic method. Joyce (Ulysses and Finnegans Wake): word-ideogram; organic interpenetration of time and space. Cummings: atomization of words, physiognomical typography; expressionistic emphasis on space. Apollinaire (Calligrammes): the vision, rather than the praxis. Futurism, Dadaism: contributions to the life of the problem. In Brazil: Oswald de Andrade (1890-1954): "in pills, minutes of poetry. João Cabral de Melo Neto (born 1920—The Engineer and The Psychology of Composition plus Anti-Ode): direct speech, economy and functional architecture of verse.

Concrete Poetry: tension of things-words in space-time. Dynamic structure: multiplicity of concomitant movements. So in music-by, definition, a time art-space intervenes (Webern and his followers: Boulez and Stockhausen; concrete and electronic music); in visual arts-spatial, by definition-time intervenes (Mondrian and his Boogie-Woogie series; Max Bill; Albers and perceptive ambivalence; concrete art in general).

Ideogram: appeal to nonverbal communication. Concrete poem communicates its own structure: structure-content. Concrete poem is an object in and by itself, not an interpreter of exterior objects and/ or more or less subjective feelings. Its material word (sound, visual form, semantical charge). Its problem: a problem of functions-relations of this material. Factors of proximity and similitude, gestalt psychology. Rhythm: relational force. Concrete poem, by using the phonetical system (digits) and analogical syntax, creates a specific linguistical area-"verbivocovisual" -which shares the advantages of nonverbal communication, without giving up word's virtualities. With the concrete poem occurs the phenomenon of metacommunication: coincidence and simultaneity of verbal and nonverbal communication; only-it must be noted-it deals with a communication of forms, of a structure-content, not with the usual message communication.

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planopiloto.pdf (1.51 MB)
By Luciana Gattass, 19 August, 2013
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Abstract (in English)

Based on personal memory and research, this writing focuses Brazilian Concrete Poetry’s
magazines NOIGANDRES and INVENÇÃO, evaluating their importance as media for a new poetic practice.

(source: author)

Description in original language
Abstract (in original language)

Com base na memória pessoal e pesquisa, este escrito enfoca as revistas da Poesia
Concreta brasileira NOIGANDRES e INVENÇÃO, avaliando sua importância como veículos de uma nova prática poética.

(Fonte: autor)

By Scott Rettberg, 17 August, 2013
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Abstract (in English)

“The Emergence of Electronic Literature” exhibit includes objects and artifacts, books, computers and software, posters and ephemera documenting the rise of the field of electronic literature over the past four decades. Electronic literature includes literary works that take advantage of the context of the computer and the contemporary networked environment. This broad category of digital work includes genres such as hypertext fiction and poetry, kinetic poetry, computer art installations with literary aspects, interactive fiction, novels that take the form of emails, SMS messages, or blogs, poems and stories that are generated by computers, network-based collaborative writing projects, and literary performances online that develop new ways of writing. The field is essentially focused on potentially transformative uses of the computer to develop new literary genres, and the experiments that contemporary writers and artists are conducting within the new communications paradigm.

(Source: Introduction to the exhbition catalogue)

Event type
Date
-
Address

University of Bergen Arts and Humanities Library
Bergen
Norway

Short description

Electronic literature has emerged as a field of creative practice and academic study over the course of the past several decades. Since the 1990s, the University of Bergen has been one of the central institutional players in the emergence of this field of practice along with peer institutions such as MIT, Brown University, and UCLA. This exhibition, including computers and computer programs, vintage works of electronic literature in original packaging, books, posters and ephemera of events, video documentaries, the ELMCIP Electronic Literature Knowledge Base and the ELMCIP Anthology of European Electronic Literature, will serve both to familiarize library patrons with the emergence of this field and with the special role that the University of Bergen has played in its development.

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The Emergence of Electronic Literature exhibition poster
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Versão do poema do mesmo título de Augusto de Campos (1963) utilizando cartões perfurados de computador.

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Description (in English)

With these probabilities, we randomly selected series of numbers, using a pseudo-random number routine, that were used to select the triads for cv and vc sets. The most common sets in Portuguese, such as CA, BO, AL, ES, etc., appeared more often than the rare sets such as ZU, UX, etc. Thus, some possible words include, for example, CACETE, BOLADA, ACABAC, etc. (all swear words, for which there was no censure!). The generated words clearly sounded similar to real words in Portuguese. A fraction of the “words” actually exist. Next, a number was assigned to indicate if the word was formed by sets of high or low probability of existing in Portuguese. If the number was high (high probability), it was in fact more likely that the “word” actually existed. Lists of words were created and, during the 1986 exposition at the MAC/USP, a computer was programmed to reproduce “BEABÁ”, and visitors could take their own printouts with words generated by the computer, which were always unique.

(Source: Author. English Translation: Luciana Gattass)

In Brazil, the first artistic experience with computer that we know was "Abecê" (Abecedary), idealized by Waldemar Cordeiro with Giorgio Muscati's collaboration, professor of Physics in the University of Sao Paulo, in 1968. It was a generating program of words composed of six letters, which worked in a computer IBM, type 360/44, with entrance for perforated cards, memory of 32 Kbytes and an exit for lines printer.

(Source: Jorge Luiz Antonio, "Trajectory of Electronic Poetry in Brazil: A Short History", 2007: 5)

Description (in original language)

Este programa foi concebido como um primeiro passo para gerar "palavras" ao acaso. A forma mais simples de gerar "palavras" ao acaso, seria sortear conjuntos de letras de vários comprimentos (por ex., conjuntos de cinco letras). Os conjuntos gerados teriam pouca semelhança com palavras de uma língua, se bem que, por acaso algumas das "palavras" geradas poderiam existir. Para gerar "palavras" com sonoridade semelhante à de uma determinada língua, devemos descobrir algumas de suas regras características . No caso do português, definimos as seguintes regras para nossas primeiras tentativas: a) As "palavras" teriam seis (6) letras . b) As "palavras" alternariam vogais (v) e consoantes (c). c) As probabilidades da escolha dos conjuntos vc e cv deveriam refletir as probabilidades com que estes conjuntos aparecem na língua portuguesa. Assim as palavras seriam do tipo cvcvcv ou vcvcvc. Para atribuir as probabilidades, deveriamos fazer um estudo detalhado das probabilidades com que, por ex., os vários pares cv e vc (ou tríades cvc e vcv) aparecem na língua purtuguesa, particularmente nas palavras com seis letras. Por simplicidade, verificamos num dicionário quantas linhas eram usadas para palavras que se iniciavam com os pares ab, ac, ad ....az,....eb,ec,.....ub, uc,.....uz,ba,be,.....zu. De posse dessas probabilidades, sorteamos, usando uma rotina de números ao pseudo-acaso, séries de números que foram usados para escolher tríades de pares cv e vc. Os conjuntos mais comuns na língua portuguesa, como CA, BO, AL, ES etc., apareciam mais freqüentemente do que os conjuntos raros como ZU, UX etc. Assim, algumas possíveis palavras seriam por ex. CACETE, BOLADA, ACABAC etc. (não havia censura para possíveis "palavrões"!). As palavras geradas tinham uma sonoridade claramente semelhante à sonoridade das palavras realmente existentes na língua portuguesa. Uma fração das "palavras" geradas existia realmente. Posterirmente foi atribuido um número que indicava se a palavra era formada por conjuntos de alta ou baixa probabilidade de existir na língua portuguesa. Se verificou que se o número era grande (alta probabilidade), era de fato mais provável que a "palavra" realmente existia. Foram realizadas algumas listagens de palavras e, por ocasião da Exposição de 1986 no MAC/USP, foi programado um micocomputador para reproduzir o "BEABÁ" e os visitantes podiam levar uma folha pessoal, com palavras geradas pelo micro, que era diferente de qualquer outra. (Fonte: autor)

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