ideology

By Ana Castello, 2 October, 2018
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ISBN
0271025700
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All Rights reserved
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Abstract (in English)

In a series of comparative essays on a range of texts embracing both high and popular culture from the early modern era to the contemporary period, The Ideology of Genrecounters both formalists and advocates of the "death of genre," arguing instead for the inevitability of genre as discursive mediation. At the same time, Beebee demonstrates that genres are inherently unstable because they are produced intertextually, by a system of differences without positive terms. In short, genre is the way texts get used. To deny that genres exist is to deny, in a sense, the possibility of reading; if genres exist, on the other hand, then they exist not as essences but as differences, and thus those places within and between texts where genres "collide" reveal the connections between generic status, interpretive strategy, ideology, and the use-value of language.

(Source: Penn State University Press catalog copy)

By Hannah Ackermans, 16 November, 2015
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In his seminal essay “What Is an Author?” Michel Foucault maintains that we can only accept literary discourses if they carry an author’s name. Every text of poetry or fiction is obliged to state its author, and if, by accident or design, the text is presented anonymously, we can only accept this as a puzzle to be solved, or, one could add, as an exceptional experiment about authorship that is verifying the rule. This was in 1969. In the meantime, a profound change of all forms of social interaction has been taking place. Amongst them are works of electronic literature that use the computer in an aesthetic way to create combinatory, interactive, intermedial and performative art. One could argue, of course, that electronic literature as new media art often only is a proof of a concept addressed to the few tech-savvy select. However, these purportedly avant-garde pieces break the ground for developments that might happen barely noticed, and by this serve an important political, ideological, aesthetic and commercial purpose. Amongst these developments is a change of the seemingly irrevocable rule of the author in literary discourses. In the realm of digital writing, there is a group of texts that seem to systematically depart from the supremacy of the author function. None of them makes this its objective nor its topic. It just happens that digital writings with a certain set of common features in their production and reception processes do away with the author function and allows to focus, as Foucault hypothesizes, on the modes of existence of these discourses, their origin and circulation, and their controller.

In my paper, I would like to look at the production and reception processes of a number of canonical digital literary texts, amongst them Toby Litt’s blog fiction Slice, the huge collaborative writing project A Million Penguins, Reneé Turner’s mash-up fiction She…, Michael Joyce’s Afternoon, and Charles Cumming’s Google-Maps mash-up The 21 Steps. They all share what I call delayed textonic authorship, i.e. contributions to and modification of the text that happen further to the end in the continuum of production and reception. They also share various expressions of uneasiness with traditional authorial roles and ultimately a departure from the supremacy of the author function. Looking at the primary texts, one can see various forms of disintegration of the author function, amongst them escape from one text into another, the indistinguishability of authors and characters, scolding of the authors by the editors, disorientation over the limits of one’s own text, and the renouncement of authorship.

In my paper, I would like to visualize the structural novelties in the production/reception processes of such texts by using the new model of the textual action space. I would also like to showcase the particularities of dealing with shifts of the author function and show that the departure from the author function does, indeed, not only allow us, as Foucault has predicted, to look at the modes of existence of discourses, their origin and circulation, and the underlying power structures; this is precisely what we are forced to look at when the author function is absent in aesthetic discourse. The insights gained by analysing electronic literature this way enable us to fundamentally rethink the possible commercial ends of literary production.

(Source: ELO 2015 Conference Catalog)

By Hannah Ackermans, 3 November, 2015
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Abstract (in English)

Many publishers—pure players or “traditional” publishers—are now exploring the field of digital literatures by producing enhanced e-books aimed at young readers. Whether they are ePub3 e-books or apps for mobile devices, more and more of these digital works are created for commercial purposes and try to settle in the cultural industry market by adapting to the evolution of digital reading. This new generation of publishers is only now discovering the poetic potential of hypertext narratives and the endless possibilities that derive from the hybridisation of text, image, sound and video. Yet they find themselves facing many obstacles throughout the design process. Psychologically, digital reading is often associated with disorientation, cognitive overload and discontinued ways of reading (as opposed to the immersive reading experience known with printed novels) (Gervais 1999 ; Baccino 2011). Economically, few examples of profitable models exist. Technically, many constraints emerge, on the one hand from the open and standardised ePub format, on the other from the ideology imposed by the software and hardware industry. Bearing these elements in mind, publishers remain reluctant to offer hyperfictions to their readers and prefer investing in “traditional” models inherited from the print (i.e. models that still rely on pages, tables of content and linear reading) as well as fun, educational games, all of which tend to standardise new reading experiences. The first part of this paper will present the results of an empirical study carried out with a dozen of digital publishers of children’s literature (Tréhondart 2013). The study tries to define how publishers conceive hypertext and their expectations and fears towards interactivity: the fear of losing the reader, the belief that animations might be preposterous, etc. It also aims at defining the socio-technical and socio-economic aspects that hold back the development of “commercial” digital literature.
The second part of this presentation will present the creative research project The Tower of Jezik , a hyperfiction for young readers initiated during the 2014 Erasmus program in Digital Literatures held in Madrid. Originally designed for web browsers, this project is being remediated in ePub 3 by one of the author of the article, as part of the Textualités Augmentées research and creation workshop at Paris 8 University. Through the semio-pragmatic (Jeanneret, Souchier 2005) and semio-rhetoric (Saemmer 2013) approaches of the work (design models, hypertext rhetorics, features of reading) and the presentation of its script, we will try to suggest a hyperfiction model that steps away from the standardised models used in the digital publishing industry, while simultaneously exploring the semiotic, cultural and ideological constraints imposed by the ePub 3 format.

(source: ELO 2015 conference catalog)

By Hannah Ackermans, 3 November, 2015
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Abstract (in English)

The presentation will explore narrative, intertextual and ideological aspects of The Numberlys iPad/iPhone app (http://www.numberlys.com/). The app, produced by Moonbot Studios and released in 2012, received an American Annie award for excellence in the field of animation in 2013.
The Numberlys is a fanciful tale about the origin of the alphabet. In a world where ways of organization and communication are based on numbers and nobody has a name, only a number, five friends decide to build the alphabet by transforming numbers into letters. By inventing the alphabet the five protagonists let the inhabitants acquire a personal name. Thus the app raises existential questions concerning the construction of identity and our needs for recognition.
The story is set in a futuristic cityscape inspired by the German-Austrian filmmaker Fritz Lang’s landmark 1927 silent film Metropolis. Other intertextual references include ABC books, German expressionism, popular early fantasy epics like King Kong, Flash Gordon and Superman, the Macintosh tv-commercial 1984 and more. Thus The Numberlys seems to address both children and adults.
By referring to the sci-fi universe of Metropolis, the depiction of an urban dystopia, The Numberlys may be understood as a critical commentary of a contemporary metanarrative: technology as a manifestation and a result of progress. Consequently traditional notions of history and nature are questioned in an unusual way.
The tale is worked out as a hybrid of a sequential film and an interactive game. Constructing a media rich mixture of linear storytelling and nonlinear, user driven components, the app challenges conceptions of narration, game activity and reader response.

(source: ELO 2015 conference catalog)

By Kathi Inman Berens, 19 September, 2014
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Abstract (in English)

Lori Emerson's Reading Writing Interfaces is a media archeology of the interface. A critique of the "invisible" interface, the "magic" of iOS that "just works," Emerson analyzes how interfaces promote or occlude human agency in computational environments. Anti-telelogical in order to interrupt the "triumphalist" narratives of progress that can characterize much writing about media, Reading Writing Interfaces stages its four chapters and postscript ("The Googlization of Literature") as "ruptures" to emphasize failure as a key element of media development.

By Maya Zalbidea, 7 August, 2014
Publication Type
Year
ISBN
978-8477235538
8477235538
Pages
171
License
All Rights reserved
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Librarian status
Approved by librarian
Abstract (in English)

This book introduces and defines the new field of digital literature, answering to the question of the introduction of hypertext if it has suposed a reconfiguration of the literary paradigm in all its areas: theoretical, creative and educational. The theory, ideology and politics of hypertext are examined from a view of a theory of the hypertextual links, which proposes an original typology that is used as a tool for the analysis of literary digital texts (Source: Aurea Library) (Translated by Maya Zalbidea Paniagua).

By Cheryl Ball, 20 August, 2013
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ISBN
9780881333893
Pages
XII, 420
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All Rights reserved
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Approved by librarian
Abstract (in English)

Look up the book's content: http://www.gbv.de/dms/bowker/toc/9781577663188.pdf

Understanding the processes of rhetorical criticism--the systematic investigation and explanation of symbolic acts and artifacts--creates opportunities for more effective communication. When we are aware of the various options available in the construction of messages and how they function to produce effects, we have the tools needed to question the messages in artifacts rather than responding uncritically. Sonja Foss, who has an enviable talent for synthesizing complex rhetorical concepts and processes into clear explanations, presents nine methods of rhetorical criticism. She carefully explains and illustrates the theory behind each method with abundant examples of applications. Interesting and lively essays, some written by students, encourage readers to develop their critical skills. Useful bibliographies list additional samples for each type of criticism. Rhetorical criticism is not a process confined to a few assignments in a rhetorical or media criticism course. It is an everyday activity we can use to understand our responses to symbols of all kinds and to create our own symbols to generate the responses we desire.

Also by Sonja K. Foss and available from Waveland Press:

with Karen A. Foss and Robert Trapp, Contemporary Perspectives on Rhetoric, Third Edition (ISBN 9781577662051);

with Karen A. Foss and Cindy L. Griffin, Feminist Rhetorical Theories (ISBN 9781577664963); with Mary E. Domenico and Karen A. Foss, Gender Stories: Negotiating Identity in a Binary World (ISBN 9781577667919);

with Karen A. Foss, Inviting Transformation: Presentational Speaking for a Changing World, Third Edition (ISBN 9781577667216);

with Karen A. Foss and Robert Trapp, Readings in Contemporary Rhetoric (ISBN 9781577662068);

with Karen A. Foss and Cindy L. Griffin, Readings in Feminist Rhetorical Theory (ISBN 9781577664970).

Titles of related interest also available from Waveland Press: Hauser, Introduction to Rhetorical Theory, Second Edition (ISBN 9781577662211) and Sillars-Gronbeck, Communication Criticism: Rhetoric, Social Codes, Cultural Studies (ISBN 9781577661719).

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

In this essay we describe and theorize upon a spam data set hidden in the source code of HTML pages at the Bureau of Public Secrets, a website housing English translations of the Situationist manifestos and communiqués.

We attempt to build upon a fruitful coincidence: what happens when internet interventionists, “code taggers” on a lucrative Spam mission, meet interventionists of the analog era, Situationist "wall taggers”? The textuality of both groups is aimed at reaching efficiency in a networked structure, be it socially or algorithmically coded; both engage a material and performative inscription so as to activate their discourse (i.e. to make it more efficient).

We witness the action of a mode of writing modeled on graffiti and following the Situationist axiom: “Slogans To Be Spread Now By Every Means.” By focusing on the comparable gesture of verbal propagation (slogans and spam lexicon as social viruses) and the instructional performativity of these texts, we trace a set of theories based on the fiction that Spammers and Situationists have appropriated one another’s tactics.

(Source: Authors' introduction)

Description (in English)

Terminal Time is a history "engine:" a machine which combines historical events, ideological rhetoric, familiar forms of TV documentary, consumer polls and artificial intelligence algorithms to create hybrid cinematic experiences for mass audiences that are different every single time. History as it was meant to be told! History is in your hands! Through an audience response-measuring device (applause-meter) connected to a computer, viewing audiences respond to periodic questions reminiscent of marketing polls. These questions occur every 6 minutes during the story. The loudest applause determines the winning answer. Your answers to these questions allow the computer program to create historical narratives that mirror and even exaggerate your biases and desires. Just clap, watch and enjoy. At long last, Terminal Time gives you the history you deserve! The Terminal Time engine uses the past 1,000 years of world history as "fuel" for creating these custom-made historical documentaries. Each program generated by the machine can be either projected on a screen or broadcast on television monitors. (Although the video and sound are constructed in the computer, the signal is compatible with standard video technology.) Each program lasts approximately 30 minutes.

(Source: Artists' description from the Terminal Time site)

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Technical notes

The Terminal Time project runs on a Macintosh G3, with at least 128 MB RAM, ultra wide scsi hard drive and external connector. All programs and the entire AV library it draws upon are stored on a 36 gigabyte external drive. It also uses a 2 channel powered mixer and uni-directional microphone interface to its applause metering system. It requires only a standard data projector or video converter and sound system to play in any venue.

The Terminal Time Artificial Intelligence architecture is based on 3 major components: knowledge base, ideological goal trees, and story experts. The knowledge base is a vast knowledge web, which utilizes the top 3000 terms from the Cyc Corporation's upper Cyc ontology, as well as several thousand custom classifications. Ideological goal trees are utilized to choose and join historical events found in the database in accordance with viewer responses. Story experts utilize narrative conventions to plan, compose and evaluate final story texts.

Once the narrative generation system renders the final narration. Video and audio tracks are selected to illustrate the 6 minute story segment. This search is based on weighted keyword indexing on each video "clip." Each clip may contain as many as 10 keywords from over 300 used in the database. Once video and audio clips are selected, they are joined into a storyboard in Terminal Time's multimedia architecture.

Lastly, the multimedia architecture renders the final story, cutting and splicing video audio and narration tracks in real-time to show to the audience.

(Source: Technical notes from Terminal Time site)