posthuman

By Malene Fonnes, 26 September, 2017
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In this review Veronica Vold charts the posthuman environmental ethic in Stacy Alaimo’s Bodily Natures: Science, Environment, and the Material Self and notes how the text draws together issues of race, (dis)ability, and the environment in a way that disrupts the boundaries between bodies and places.

(source: http://electronicbookreview.com/thread/criticalecologies/bodily

By Malene Fonnes, 26 September, 2017
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Beginning his review by reflecting on the book’s cover art, John Bruni speculates that a punk aesthetic runs throughout Alaimo’s posthuman environmentalism. Providing brief treatments of each chapter, he argues that the book’s trans-corporeal understanding of the relationship between bodies and places disrupts “the very heart of what we know about ourselves.”

(source: http://electronicbookreview.com/thread/criticalecologies/punk)

Description (in English)

The End: Death in Seven Colours is a non-linear Internet artwork made in the interactive authoring environment Korsakow. Seven deaths (corresponding to seven colours of the rainbow) are examined through the prism of popular culture and film in a vast, encyclopedic mash-up. The work presents an “exploded view” diagram of our culture’s relationship to death and narrative closure. Like a chose-your-own-adventure conspiracy theory, The End weaves together a paranoid meta-text organized around themes of the unknown, concealment, secrecy, and the shifting boundary between animal, man and computer in the post-human era. The deaths of Alan Turing, Sigmund Freud, Princess Diana, Jim Morrison, Judy Garland, Walter Benjamin, and Marcel Duchamp become the touchstones for many impractical segues and short circuits peppered with recurring motifs such as 4 a.m., His Master’s Voice, Snow White,The Rainbow, Chess, The Man Behind the Curtain, and an array of famous surrealist artworks that find new meaning in their entanglements with these stories.

(source: ELO 2015 catalog)

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By Xiana Sotelo Garcia, 4 August, 2015
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This paper will explore subversive practices of electronic literature as contexts for the experience of agency within various systems of control. Through close readings of covert communication practices in prison narratives alongside the works like Rob Wittig’s Netprovs, Richard Holeton’s slideshow narratives, Nick Montfort’s !#, and Darius Kazemi’s “Tiny Subversions,” this essay will consider poetic interventions against media culture, professionalization, and cybernetic systems in relation to the codes, mnemonic devices, and flights of fancy used by political prisoners and POWs to maintain identity against isolation, torture, and manipulation. In particular, this paper will touch down on the question of “the ends of electronic literature” by exploring the interrelational aspect of writing as a process that is primarily concerned with the creator imagining an other (an “author” reaching out to a “reader,” in the conventional literary sense) and the user finding meaning in the text (the reader having an encounter with the work of literature).

In addition to the mediation of relationships via the text, this paper will also consider various boundaries constructed to restrict communication (imposed by social, technical, and penal systems that attempt to discipline subjects and restrict communication to official channels and approved topics). Further, this paper will consider the micro-practices of resistance, the absurd logics of creativity, eccentricity, and interpretation that generate pleasure for the individual reader while guarding subjective practices from what Lyotard has called “the inhuman.” The goal of this paper is to consider (via electronic literature) “the human” as that which is not only essentially without essence (to paraphrase Stiegler), but which actively strives to maintain individuation against control.

(source: ELO 2015 conference catalog)

By Jill Walker Rettberg, 29 June, 2013
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Abstract (in English)

In this age of DNA computers and artificial intelligence, information is becoming disembodied even as the "bodies" that once carried it vanish into virtuality. While some marvel at these changes, envisioning consciousness downloaded into a computer or humans "beamed" Star Trek-style, others view them with horror, seeing monsters brooding in the machines. In How We Became Posthuman, N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age.

Hayles relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist "subject" in cybernetic discourse, along with the emergence of the "posthuman."

Ranging widely across the history of technology, cultural studies, and literary criticism, Hayles shows what had to be erased, forgotten, and elided to conceive of information as a disembodied entity. Thus she moves from the post-World War II Macy Conferences on cybernetics to the 1952 novel Limbo by cybernetics aficionado Bernard Wolfe; from the concept of self-making to Philip K. Dick's literary explorations of hallucination and reality; and from artificial life to postmodern novels exploring the implications of seeing humans as cybernetic systems.

Although becoming posthuman can be nightmarish, Hayles shows how it can also be liberating. From the birth of cybernetics to artificial life, How We Became Posthuman provides an indispensable account of how we arrived in our virtual age, and of where we might go from here.

(Source: University of Chicago Press catalog copy)

By Scott Rettberg, 23 January, 2013
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217
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Abstract (in English)

This study examines how themes, conventions and concepts in Gothic discourses are remediated or developed in selected works of contemporary interactive fiction. These works, which are wholly text-based and proceed via command line input from a player, include Nevermore, by Nate Cull (2000), Anchorhead, by Michael S. Gentry (1998), Madam Spider’s Web, by Sara Dee (2006) and Slouching Towards Bedlam, by Star C. Foster and Daniel Ravipinto (2003). The interactive fictions are examined using a media-specific, in-depth analytical approach.

Gothic fiction explores the threats which profoundly challenge narrative subjects, and so may be described as concerned with epistemological, ideological and ontological boundaries. In the interactive fictions these boundaries are explored dually through the player’s traversal (that is, progress through a work) and the narrative(s) produced as a result of that traversal. The first three works in this study explore the vulnerabilities related to conceptions of human subjectivity. As an adaptation of Edgar Allan Poe’s famous poem “The Raven,” Nevermore, examined in chapter one, is a work in which self-reflexivity extends to the remediated use of the Gothic conventions of ‘the unspeakable’ and ‘live burial’ which function in Poe’s poem. In chapter two, postmodern indeterminacy, especially with regard to the tensions between spaces and subjective boundaries, is apparent in the means through which the trope of the labyrinth is redesigned in Anchorhead, a work loosely based on H. P. Lovecraft’s terror fiction. In the fragmented narratives produced via traversal of Madam Spider’s Web, considered in chapter three, the player character’s self-fragmentation, indicated by the poetics of the uncanny as well as of the Gothic-grotesque, illustrates a destabilized conception of the human subject which reveals a hidden monster within, both for the player character and the player. Finally, traversal of Slouching Towards Bedlam, analyzed in chapter four, produces a series of narratives which function in a postmodern, recursive fashion to implicate the player in the viral infection which threatens the decidedly posthuman player character. This viral entity is metaphorically linked to Bram Stoker’s vampire, Dracula. As it is the only work in the study to present a conception of posthuman subjectivity, Slouching Towards Bedlam more specifically aligns with the subgenre ‘cybergothic,’ and provides an illuminating contrast to the other three interactive fictions.

In the order in which I examine them, these works exemplify a postmodern development of the Gothic which increasingly marries fictional indeterminacy to explicit formal effects, both during interaction and in the narratives produced.

(Source: Author's dissertation abstract)

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It knows the Clock runner (ASIMO in the video), he is concentrated, he does this every night – memory works on repetition. This robotic replicated action is necessary to tie up visual present with emotional past: “grass means theatre, ice-cream means april”. The process appeases himself with both - once all around is a simple time counting mechanism – and he himself, too. Time machine is on and time runs backwards (Rattapallax)

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By Scott Rettberg, 8 January, 2013
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Most often when critics try to demonstrate the "literariness" of digital poetry, the theory they rely upon derives from the avant-garde practices of the twentieth century. To expand this dialogue with literary traditions, this paper explores the possibility of a digital lyric. Through a textual analysis of selected digital poems, the lyric genre is reconsidered to meet the needs of digital writing in two ways. First, by drawing on key works from posthuman studies (Hayles; Haraway; Turkle) the lyric subject is re-envisioned beyond the limiting (and often assumed) Romantic-era definitions. Second, by revising the lyric subject with concepts from digital studies, a dialogue opens up with other generic traditions of the lyric: notions of brevity, emotional functions of the utterance, and even musical language. As well, the function of the lyric as a communal, performative gesture becomes an especially suitable poetic convention for the digital realm.