hacking

By Jill Walker Rettberg, 5 January, 2018
Publication Type
Year
Journal volume and issue
94
Record Status
Abstract (in English)

This article examines an aesthetic experience associated with the digital, which is characterized by the ability of the reader to interact, participate, and manipulate literary works created in this format. First, a map of Chilean digital literature will be presented and then two aspects will be analyzed which allow a description of an aesthetic of the digital: hypertextuality and cultural hacking. As a result of this analysis, and considering that digital literature is that which is created to be read on the screen of an electronic device, two poems will be investigated: A veces cubierto por las aguas by Carlos Cociña and Clickable poem@s by Luis Correa-Díaz.These texts allow us to think about the status of literature and poetry in the digital era, linked with an aesthetic experience which emphasizes intervention and the wish to participate.

Description in original language
Abstract (in original language)

En el presente artículo se busca analizar una experiencia estética vinculada a lo digital, que tiene como principales componentes la posibilidad de interactuar, participar y manipular las obras creadas en este formato. Con tal fin, se presentará un mapa de la literatura digital en Chile, para luego profundizar en el análisis de dos aspectos que permiten caracterizar una estética de lo digital: la hipertextualidad y el hackeo cultural. A partir de estos elementos y tomando en cuenta que la literatura digital es aquella creada para ser leída en la pantalla de un dispositivo electrónico, se analizan el poema A veces cubierto por las aguas de Carlos Cociña y el poemario Clickable poem@s de Luis Correa-Díaz. Estas obras nos permiten preguntarnos por el estatus de la literatura y la poesía en la era digital, vinculadas a una experiencia estética que pone énfasis en la intervención y el deseo de participación.

By Filip Falk, 15 December, 2017
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CC Attribution Non-Commercial Share Alike
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Abstract (in English)

Caren Irr on ®TMark.com.

(Source: EBR)

Description (in English)

A computer mystery/romance set five minutes into the future of 1988. I can guarantee at least ONE of the following is a real feature: discover a vast conspiracy lurking on the internet, save the world by exploiting a buffer overflow, get away with telephone fraud, or hack the Gibson! Which one? You'll just have to dial in and see. Welcome to the 20th Century.

(Source: Authors's statement, ELC3)

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Christine Love’s Digital: A Love Story is a visual novel set “five-minutes into the future of 1988” and invites the player back into the early days of the Internet through the interface of an Amiga-esque computer. The graphical interface of white text on a blue background accompanies the metaphor of the local BBS (bulletin board system) as a happening space for conspiracy and flirting. All the core interaction takes place through dialing into this system, which has multiple characters and threads that can be explored through sending out replies to advance the story. The work is strongly grounded in early hacker culture and William Gibsen-inspired models of artificial intelligence.

(Source: Editorial Statement, ELC3)

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Technical notes

Windows, Mac, and Linux versions available (downloadalbe at ELC3 site).

By Alvaro Seica, 19 June, 2014
Language
Year
Record Status
Abstract (in English)

In pervasive gaming, the city is transformed into a platform for public storytelling and play. In this paper I will address the potentialities and challenges inherent in devising a city-specific pervasive narrative. Play is the ultimate learning tool for humans, so much so that researchers see “play as essential not just to individual development, but to humanity’s unusual ability to inhabit, exploit and change the environment” (Dobbs). One of games’ most intoxicating aspects is their pervasive nature.

Pervasive games blend real world interaction with imaginative play. They may or may not be tied to a specific location, but they invade the player’s life. They have the ability through two-way interaction to change the nature of the world around us. A pervasive game might send you emails or ask you to take a photograph of an object or person in your environment and upload it to the game’s site. A pervasive game might make you feel paranoid as you begin to fear you cannot distinguish between game events and ‘real’ life. The game is real, but exists in a different semiotic domain from everyday life (Montola 10). Having much in common with dreams, science fiction, and film noir (where the world is familiar but the rules have changed), pervasive gaming is an ideal tool for engaging players in digital culture. Telephone City: A Mystery is an alternate reality game that I am designing for Wilfrid Laurier University in Brantford. Brantford used to be the number three manufacturing city in Canada and is the place where Alexander Graham Bell invented the telephone. Now ravaged by the tidal forces of globalization, Brantford is a city of obsolete technology, empty factories and haunted industrial sites.

The city functions as equal parts public space, stage, and “operating system” within the game as locals explore it and learn to transform themselves and their environment through social media narratives (de Waal). Starting from the assumption that game strategies are boundary objects, that is to say conceptual moments, acts or places that simultaneously inhabit and intersect social worlds, I will discuss my use of boundary objects as sites of transformation for the players. These social spaces are metaphorical places that function like the informational equivalent of pervasive gaming as they connect people simultaneously with the game through their smartphones and with other players through cooperative action. Phones are both the vehicle of delivery and the subject of the work as they meet in the middle in Telephone City: A Mystery. Phones act are a metaphor and a cardinal technology as they collaborate to transform players, local stories, andcity spaces.

Works Cited

- De Waal, Martijn. “Some notes on the design of pervasive games.” Mobile City: Mobile Media and Urban Design. Blog. (Accessed 13 Dec 2013). Web.
- Dobbs, David. “Playing for all kinds of possibilities.” New York Times Online. (22 April 2013). (Accessed 11 Dec 2013).
- Montola, Markus, Jaakko Stenros, and Annika Waern, Eds. Pervasive Games: Theory and Design. Burlington, MA: Morgan Kaufmann Publishers, 2009.

(Source: author's abstract)

By J. R. Carpenter, 1 October, 2013
Author
Publication Type
Language
Year
ISBN
978-0674015432
0674015436
Pages
208
License
All Rights reserved
Record Status
Librarian status
Approved by librarian
Abstract (in English)

A double is haunting the world--the double of abstraction, the virtual reality of information, programming or poetry, math or music, curves or colorings upon which the fortunes of states and armies, companies and communities now depend. The bold aim of this book is to make manifest the origins, purpose, and interests of the emerging class responsible for making this new world--for producing the new concepts, new perceptions, and new sensations out of the stuff of raw data.

A Hacker Manifesto deftly defines the fraught territory between the ever more strident demands by drug and media companies for protection of their patents and copyrights and the pervasive popular culture of file sharing and pirating. This vexed ground, the realm of so-called "intellectual property," gives rise to a whole new kind of class conflict, one that pits the creators of information--the hacker class of researchers and authors, artists and biologists, chemists and musicians, philosophers and programmers--against a possessing class who would monopolize what the hacker produces.

Drawing in equal measure on Guy Debord and Gilles Deleuze, A Hacker Manifesto offers a systematic restatement of Marxist thought for the age of cyberspace and globalization. In the widespread revolt against commodified information, McKenzie Wark sees a utopian promise, beyond the property form, and a new progressive class, the hacker class, who voice a shared interest in a new information commons.

Source: amazon.com

Pull Quotes

There is a double spooking the world, the double of abstraction. The fortunes of states and armies, companies and communities depend on it. All contending classes - the landlords and farmers, the workers and capitalists - revere yet fear the relentless abstraction of the world on which their fortunes yet depend. All the classes but one. The hacker class.

By Scott Rettberg, 2 November, 2012
Language
Year
License
CC Attribution Share Alike
Record Status
Abstract (in English)

A response to Nick Montfort's "Remediating the Social" keynote talk. Rettberg was subsituting for Rita Raley, who was unable to attend the conference due to Hurricane Sandy's impact on New York. Rettberg provides two examples of collaborative procedural writing practices as a contrast to the social programming examples such as the Demoscene Montfort discusses, and some followup questions on the four main points of Montfort's essay.

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Creative Works referenced
Critical Writing referenced
Description (in English)

The Mystery House Advance Team has reverse engineered Mystery House, the first text-and-graphics adventure game. Members of the Advance Team have reimplemented it in a modern, cross-platform, free language for interactive fiction development, and have fashioned a kit to allow others to easily modify this early game.

Modified versions of Mystery House have been created by the elite Mystery House Occupation Force, consisting of individuals from the interactive fiction, electronic literature, and net art communities:

  • Adam Cadre (Varicella, Photopia)
  • Daniel Garrido, a.k.a. dhan (Ocaso Mortal)
  • Michael Gentry (Little Blue Men, Anchorhead)
  • Yune Kyung Lee & Yoon Ha Lee (The Moonlit Tower, Swanglass)
  • Nick Montfort (Ad Verbum, Implementation)
  • Scott Rettberg (The Unknown, Implementation)
  • Dan Shiovitz (Lethe Flow Phoenix, Bad Machine)
  • Emily Short (Savoir-Faire, City of Secrets)

Visitors to the Mystery House site can play these modded games and can also create their own versions to offer online there. The Mystery House Occupation Kit allows artists and authors, with or without programming experience, to hack at and reshape Mystery House, easily modifying the "surface" aspects. Artists and writers may also choose to undertake more substantial renovations, engaging with, commenting on, and transforming an important interactive program from decades past.

Mystery House is a primitive interactive fiction for the Apple II by Ken and Roberta Williams, who published the game in 1980 through their company, On-Line Systems (later called Sierra). The game was a hit -- Sierra sold more than 10,000 copies in a very small, new market for home computer software. Mystery House accepts one- or two-word typed commands from the user and presents crude, monochrome line drawings and terse textual descriptions. In 1987, in celebration of Sierra's 7th anniversary, Mystery House was placed in the public domain. The modifiable Mystery House Taken Over reimplementation has likewise been placed in the public domain by the Advance Team.

(Source: About MHTO page on the project site)

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Mystery House Taken Over
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Mystery House Taken Over