survey

Description (in English)

Earlier this year, I started corporate poetry as an exploration into how corporate language related to that other corpora that is our body. Through a series of interactive “rooms,” this work aimed to repurpose the language of a variety of familiar online forms and platforms (Google Forms, Survey Monkey, Zoom and Qualtrics, among others) in order to domesticate the neoliberal intent of these data gathering technologies.

(Source: http://thenewriver.us/room-1-and-room-2/)

Pull Quotes

We let them in so they can count us; at our most vulnerable, 

wearing pajama bottoms.

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Description (in English)

Meaning Maker is a guided interactive response structure tailored to specific styles of experience.

Meaning Maker enables users to round out and develop closure with any given experience.

When used over time, Meaning Maker becomes a powerful and useful tool to assist in understanding and evaluating one's life experiences and activities.

Making distinctions is essential for human survival.

 (Source: Meaning Maker project "about" page)

By Scott Rettberg, 28 June, 2013
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Abstract (in English)

An extensive online project surveying the history and concepts of digital literature, with an emphasis on French traditions particularly in digital poetry.

Description in original language
Abstract (in original language)

Ce Basiques se propose d'explorer les contrées de la littérature numérique. Ses approches sont diverses et relèvent de conceptions parfois antagonistes. Elle forme un continent ancré dans des cultures variées qui dialoguent entre elles en son sein parce qu'elle les mixe et les questionne. La littérature numérique s'insère ainsi pour partie dans la continuité de démarches littéraires parfois anciennes, mais présente par ailleurs des points de rupture d'avec elles. C'est pourquoi son rapport avec les littératures issues des traditions classiques demeure conflictuel, souvent à son corps défendant, et ce, sans doute, pour longtemps encore. Que cela ne t'empêche pas, ami lecteur, de l'explorer. Elle te réservera bien des surprises, enflammera ton imaginaire comme il sied à toute littérature et saura te procurer toute une alchimie d'émotions, tant affectives qu'intellectuelles, sur des modes inattendus et vierges de toute rengaine.

(Source: Bootz's introduction to the project)

By Elisabeth Nesheim, 7 March, 2013
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978-0714847825
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304
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All Rights reserved
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Abstract (in English)

Art and Electronic Media is part of the Themes and Movements series published by Phaidon Press. This book demonstrates the formidable history of artistic uses of electronic media, a history that parallels the growing pervasiveness of technology in all facets of life. Over 200 artists and institutions from more than 30 countries are represented. The centrality of artists as theorists and critics is reflected in the focus on artists’ writings. The goal is to enable the rich genealogy of art and electronic media to be understood and seen – literally and figuratively – as central to the histories of art and visual culture.

Like other volumes in the Themes and Movements series, the book is divided into three main sections: Survey, Works, and Documents. The richly illustrated Survey provides an overview of the field beginning in the early 20th century and focusing on the period from the 1950s to the present. The Works section includes nearly 200 additional color plates with extensive, descriptive captions. The Documents section consists of theoretical writings, primarily by artists, that played an important role in defining various electronic art practices.The book investigates the field of electronic adn digital art through the following themes:

Motion, Duration, IlluminationCoded Form and Electronic ProductionCharged EnvironmentsNetworks, Surveillance, Culture JammingBodies, Surrogates, Emergent SystemsSimulations and SimulacraExhibitions, Institutions, Communities, Collaborations

(Source: Publication website)

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Abstract (in English)

(From syllabus:) Digital literature exists at a unique crossroads between two very different media: games, and stories told with words. How can the needs of gameplay be balanced with the sometimes contradictory needs of storytelling? Is a creator of these works an author or a designer? Should interactive stories be beta tested or workshopped? How can one write prose meant to be manipulated by an audience?

This intensive hands-on course, half writing/design workshop and half survey of contem- porary work, will explore the many thriving micro-genres in the neutral zone between games and literature, including hypertext stories, parser-based interactive fiction, simulation- and system-based prose, and spatial and collaborative narratives. We will try out as many inter- active stories as we can, focusing on accessible work less than ten years old to emphasize the living and still-evolving state of digital literature. We’ll also learn several tools for making our own digital fictions, conducting a series of experiments culminating in a final project: a major piece of creative writing in a digital mode. The work we explore and create will help frame our discussions about what these evolving new media say about storytelling in the 21st century.