networks

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Description (in English)

Using visual QR codes embedded into combinations of traditional quilt blocks drawing on piecing and applique, the reader will discover fragments of a quilter’s story using any QR-reader capable smart phone. The primary object of installation is an original quilt, designed using high-contrast panels of fabric to allow the QR reader to decode additional meaning in what will appear to the human eye as an abstract piece steeped in traditions of pieced and quilted textile art. This installation thus combines two traditions of meaning: one analog, the language and traditions of quilt blocks, and one digital, the interconnected hypertext trails of communication unlocked through finding the QR codes. By providing a tangible interface to a re-imagined, oft-forgotten, and somewhat "broken" era of the web, the quilt tells the story of its imagined creator, a quilter working during the “early” days of the web in 1999. The narrative draws on connections made at a distance, and is told through sites that recall the aesthetics and networks of the time (primarily LiveJournal, Webrings, and Geocities) while using one of the earliest mechanisms of “augmented” reality. These fragmented elements capture the sense of embedding one’s self into crafts both digital and tactile, and leaving behind a record of one’s passing through threads whose knots can never truly be unraveled.

By Scott Rettberg, 2 May, 2018
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Guest lecturer by Greg Niemeyer at the University of Bergen, May 02, 2018. As the University of Bergen develops a new strategy to become a leader in innovative approaches to digital media and culture, the Berkeley Center for New Media provides a compelling model of cross-campus engagement.

The University of Bergen program in Digital Culture, the departments of Media, Art, Design, and Media City Bergen are pleased to welcome Greg Niemeyer, the co-founder of the Berkeley Center for New Media, to UiB. Professor Niemeyer will give a presentation on BCNM's innovative interdisciplinary approach to critical and artistic engagement with new media.

The Berkeley Center for New Media (BCNM) is a focal point for research and teaching about new media. It is led by a highly trans-disciplinary community of 120 affiliated faculty, advisors, and scholars, from 35 UC Berkeley departments, including Architecture, Philosophy, Film & Media, History of Art, Performance Studies, and Music; the Schools of Engineering, Information, Journalism, and Law; and the Berkeley Art Museum. BCNM is located at a global center for design and information technology and based in a public research university known for alternative thinking.

The mission of BCNM is to critically analyze and help shape developments in new media from cross-disciplinary and global perspectives that emphasize humanities and the public interest.

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By Hannah Ackermans, 29 October, 2015
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This workshop will be offering the participants both a theoretical and practical introduction to interactive narratives in "419-fictional environments" created by scammers and scambaiters. We seek to understand different sides of online fraud and through creative storytelling reflect on issues like online privacy, virtual representation and trust within networks. We also draw parallels to other practices and cultures like: gaming, transmedia storytelling or creative activism. Through a participants take the first steps of creating their fictional characters and infiltrating a scammers storyworld to observe and interrupt their workflow.

We explore how persuasive narratives are setup, how characters are designed and how dialog is exchanged to build trust between the acting parties. We will use social media and various content generators and other tools to orchestrate internet fiction, creating entrance points to a story world and spreading traces of information online. By reflecting on scam bait experiences we enter a discussion around the topic of interactive narration connecting to the participants' and their general work in this field.

With the term "419-fictional environments" we refer to computer mediated story worlds where advance-fee fraud is used as a confidence trick to lure the victim into paying a fee in advance, with the future hopes of getting a larger amount of money in return. The origins of advance-fee fraud dates back to the 16th century and is known as the "Spanish prisoner", Internet and new communication systems have rapidly increased the opportunities for the scammers to reach victims. At the same time they have helped the scammers to hide their personalities and their working practices. Scammers can work with standard office computers on a global level, tricking their victims by impersonating: fundraising Charity NGO’s, State Lottery institutions, Conference/Art Festival organizers or as romance seeking lovers on Dating websites. These types of cyber crime are often called "419-scams", "419" referring to the Nigerian Criminal Code dealing with cheating and fraud.

The workshop will give participants valuable first hand insights into raising awareness about online advance-fee fraud scams and to raises issues of trust betwixt and between real and virtual. This by exploring the practice's of scambaiters. Scambaiters are persons who reply to scam emails, being fully aware that the emails are written by scammers. "Scambaiting involves tricking Internet scammers into believing you are a potential victim". This means that the scambaiters turn the tables and lure the scammers into incredible story-plots, always giving the scammers the feeling that they will get a lot of money. Scambaiters do this for different reasons. Tuovinen et al. illustrate three possible motives: community service (social activism), status elevation and revenge. The workshop provides a base to discuss if components of scambaiting culture can be used in terms of community service in form of creative activism. We also welcome discussion around the game like interaction that takes place between the scammer and the scambaiter. How storyworlds are build, which tools to stay anonymous are used, how characters are designed and dialog exchanged to build trust between the actors.

(Source: ELO 2015 catalog)

By Scott Rettberg, 8 July, 2013
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2005-04-19
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CC Attribution Non-Commercial Share Alike
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Pull Quotes

Memmott's work reveals the co-originary status of subjectivity and electronic technologies. Instead of technologies being created by humans, this work imagines digital technology present from the beginning, with subjects and technologies producing each other through multiple recursive loops. To develop this idea, Memmott devises an idiosyncratic language, a revisioning of classical myths, and a set of coded images that invite the reader to understand herself not as a preexisting self with secure boundaries but as a permeable membrane through which information flows.

By Jill Walker Rettberg, 29 June, 2013
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9783770528813
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504
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Approved by librarian
Abstract (in English)

English translation: Discourse Networks 1800/1900

Description in original language
Abstract (in original language)

Als Aufschreibesystem bezeichnet Kittler in seiner Medientheorie primär technische Einrichtungen, die dem Speichern von Daten dienen, aber auch „das Netzwerk von Techniken und Institutionen […], die einer gegebenen Kultur die Adressierung, Speicherung und Verarbeitung relevanter Daten erlauben“

Mediengenealogish unterscheidet Kittler dabei vor allem drei Phasen, die er als Aufschreibesysteme 1800 und 1900 bezeichnet. Die nachfolgende Phase, die man vielleicht als "Aufschreibesystem 2000" bezeichnen könnte, blieben bei Kittler ohne Namen.

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Abstract (in English)

This course introduces students to the study of digital media. Moving from video games to alternative art installations, from cyberpunk fiction and films to social media sites, it focuses on the theory, history, politics and aesthetics of digital media. Special attention will be paid to the tensions between our perceptions of technology and its actual operations and to technology’s intersections with social/cultural formations (gender, sexuality, race, global flows) and with issues of control and freedom.

By Meri Alexandra Raita, 3 March, 2012
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ISBN
978-0-262-03332-9
Pages
x, 352
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All Rights reserved
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Approved by librarian
Description (in English)

Sydney's Siberia is a zoomable poem.

It is not technology making our wires, nodes and swimming data streams, our ever growing networks, beautiful. Instead it is the stories/poetics, the forever coalescing narratives that form the inter/intranet into a vitally compelling mosaic To explore, simply mouse-over/navigate to an appealing square, click and click, read, contemplate connections and repeat. Sydney’s Siberia recreates how networks build exploratory story-scapes through an interactive zooming, clicking interface. Using 121 poetic/story image tiles, the artwork dynamically generates mosaics, infinitely recombining to build new connections/collections based on the users movements.

 

I ♥ E-Poetry entry
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By Eric Dean Rasmussen, 31 August, 2011
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465-502
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CC Attribution Non-Commercial No Derivatives
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Abstract (in English)

Note: Tabbi's essay was posted on July 22, 2009, on the online forum On the Human, hosted by the National Humanities Center where it generated 35 additional posts. It was reprinted, along edited versions of these responses, in Beyond the Screen: Transformations of Literary Structures, Interfaces and Genres (Transcript, 2010). These responses are archived separtedly in the ELMCIP Knowledge Base As "Responses to 'On Reading 300 Works of Electronic Literature: Preliminary Reflections.'"

Pull Quotes

[T]he often-noted "obsolescence" of works published in perpetually "new" media is an institutional and cognitive problem as much as a technological challenge.

Whatever transformations the Humanities undergo in new media, a condition for the field's possibility has to be the ability to re-read, and the freedom to cite, the work of peers and precursors.

An evolving glossary of electronic literary terms... has to be applied to works consistently and with an awareness of tag clouds forming throughout the Internet... Moreover, the terms will have to change as the kind of work produced in electronic environments change, and these changes can be tracked.

What scholars can then construct is not so much a universal set of categories defining 'electronic literature,' 'net literature,' or 'digital or online literature,' but rather a practice capable of producing a poetics.

What I'm reading, for the most part, doesn't often differentiate between between 'critical' and 'creative' writing; the most prolific e-lit authors are also programmers and designers who seem to be as comfortable conversing with scientists and technologists as with other writers.