German

Description (in English)

World of Warcraft (WoW) is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe. World of Warcraft takes place within the Warcraft world of Azeroth, approximately four years after the events at the conclusion of Blizzard's previous Warcraft release, Warcraft III: The Frozen Throne.(Source: Wikipedia)

Pull Quotes

For the Alliance!

For the Horde!

Tempest Keep was merely a setback

Bear witness to the agent of your demise

Frostmourne hungers

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World of Warcraft Stormheim Area (from Legion)
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Remote video URL
Technical notes

This game is currently only accessible via the Battle.net service and as such requires a Battle.net account. To play the game, you need to buy at least the Battle Chest (includes the original version and all the expansions but the latest one) and pay for subscription.

By Alvaro Seica, 10 February, 2017
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Language
Year
Publisher
ISBN
978-3-11-021504-5
Pages
x, 969
License
All Rights reserved
Record Status
Librarian status
Approved by librarian
Abstract (in English)

Klaus Peter Dencker, visual poet, Germanist and media theorist, documents the spectrum of forms of optical poetry from its pre-historic beginnings up to the present digital age. The compendium provides a typology of optical poetry, an international historical overview with many illustrations and several chronological tables together with indexes of subjects and names providing access to the comprehensive apparatus of notes. (Source: https://www.degruyter.com/view/product/176646)

Description (in English)

This app developed for the iOS environment is a reworking of a video work titled Unicode (2012) which “shows all displayable characters in the unicode range 0 - 65536 (49571 characters). One character per frame.” The video lasts about 33 minutes and has a sound component which he didn’t use for the app. The app adds a simple user interface which allows speeding up or slowing down the character display, shaking for random access to the characters, and an interactive function that uses the touchscreen interface and the accelerometer. This is a conceptual work which allows us to appreciate the rich palette of characters and symbols written languages from around the world offer and can be accessed when encoded in the Unicode standard.

(Source: ELC 3)

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Unicode Infinite (screenshot)
By Alvaro Seica, 19 February, 2016
Year
ISSN
1932-2016
License
CC Attribution Non-Commercial No Derivatives
Record Status
Abstract (in English)

In the golden age of electronic books (or e-books), the phones, pads, tablets, and screens with which we read have become ubiquitous. In hand around the house or emerging from pockets on trains and planes, propped up on tables at restaurants or on desks alongside work computers, electronic books always seem to be within arms reach in public and private spaces alike. As their name suggests, however, the most prevalent e-books often attempt to remediate the print codex. Rather than explore the affordances and constraints of computational processes, multimodal interfaces, network access, global positioning, or augmented reality, electronic books instead attempt to simulate longstanding assumptions about reading and writing. Nevertheless, the form and content of literature are continually expanding through those experimental practices digital-born writing and electronic literature. Electronic literature (or e-lit) occurs at the intersection between technology and textuality. Whereas writing is a five thousand year old technology and the novel has had hundreds of years to mature, we do not yet fully know what computational and programmable media can do and do not yet fully understand the expressive capacities of electronic literature. In this respect, e-lit does not operate as a fixed ontological category, but marks a historical moment in which diverse communities of practitioners are exploring experimental modes of poetic and creative practice within our contemporary media ecology. If we define literature as an artistic engagement of language, then electronic literature is the artistic engagement of digital media and language. Such works represent an opportunity to consider both the nature of text as a form of digital media--as a grammatization or digitization of otherwise unbroken linguistic gestures--as well as the algorithmic, procedural, generative, recombinatorial, and computational possibilities of language. The history of e-lit includes projects that may not be labeled by their authors as part of this literary tradition and, in fact, some of the most compelling engagements are found in animation, videogames, social media, mobile applications, and other projects emerging from diverse cultural contexts and technical platforms. The Electronic Literature Organization (ELO), founded in 1999, has released two volumes collecting works of significance to the field: the ELC1 (http://collection.eliterature.org/1/) in 2006 and the ELC2 (http://collection.eliterature.org/2/) in 2011. Following this five-year tradition, the Electronic Literature Collection Vol. 3 (ELC3) continues the legacy of curating and archiving e-lit. Since the second volume was published, the rise of social media and increased communication between international communities has brought attention to authors and traditions not previously represented, while authors outside traditional academic and literary institutions are using new accessible platforms (such as Twitter and Twine) to reach broad audiences with experimental forms of both human and nonhuman interaction. As such, the editors of the ELC3 seek to expand the perceived boundaries of electronic literature. In 2015, we disseminated an open call inviting communities from across the web and across the globe to submit their work to this this collection. And although many of the submitted works were produced very recently, we also looked backward and included a number of historical selections reflecting work that was not yet part of the discussion of electronic literature when the previous volumes were curated. The ELC3 features 114 entries from 26 countries,13 languages, and including a wide range of platforms from physical interfaces and iPhone apps to Twitter bots and Twine games to concrete Flash poetry and alternate reality games to newly performed netprov and classic hypertext fiction. By pulling projects from these different spaces and times into the same collection, the ELC3 aims not only to preserve a diverse set of media artifacts but to produce a genealogy that interleaves differing historical traditions, technical platforms, and aesthetic practices. Many of the works in this collection are already endangered bits. Some of the platforms that supported them, such as Adobe Flash and the Unity 3D web player, are quickly becoming outmoded by new standards while material platforms like mobile phones and touch-screen tablets, are always on the cusp of new upgrades and models. This archive attempts to capture and preserve ephemeral objects by including textual descriptions and video documentation along with the source materials that offer a glimpse into the underlying structures of each work. Although metadata and paratexts cannot substitute for the original experience of a work, supplementary media delays the inevitable. Both the greatest threats to the field of electronic literature and its pharmacological raison d'etre is the rapid progression and newness of new media itself. As editors, curators, archivists, and creators ourselves, we hope to preserve some of this history and provide new generations of scholars, authors, and readers with insight into the ongoing experiments in the electronic literature. The Electronic Literature Collection Vol. 3 is not the end of e-lit. Nor is it necessarily the beginning of a new chapter of its history. The ELC3 is a mirror of a specific moment in time occurring across continents, languages, and platforms during the second decade of the twenty-first century. This collection parallels the works collected, operating in symbiotic relation with programs and processes, images and texts, readers and writers—and you. —Stephanie Boluk, Leonardo Flores, Jacob Garbe and Anastasia Salter (Source: http://collection.eliterature.org/3/about.html)

Creative Works referenced
By Heiko Zimmermann, 30 October, 2015
Publication Type
Language
Year
ISBN
978-3-86821-617-2
Pages
xvi,[2], 274
Record Status
Librarian status
Approved by librarian
Description in original language
Abstract (in original language)

Autorschaft und digitale Literatur widmet sich dem Phänomen der Neukonfiguration der Trias Autor, Leser und Text in Literatur, die den Computer als ästhetisches Ausdrucksmedium nutzt. Dabei beantwortet der Band die als beängstigend attribuierte Frage nach dem Autor dieses "neuen Etwas", indem erstmals ein systematisches Beschreibungsverfahren für das Zusammenspiel aller an der Textproduktion und -rezeption Beteiligten vorgestellt wird. Mit dem Entwurf des theoretischen Modells des Textuellen Handlungsraums überbrückt Zimmermann auch die bisher angenommene strukturelle Distanz zwischen gedruckter und digitaler Literatur. Der detaillierten Analyse exemplarischer kanonischer Werke der englischsprachigen digitalen Literatur ist ein grundlegender komparatistischer Überblick über die Entwicklung dieser Literaturform vorangestellt, die in ihren definierenden Eigenschaften gleichsam als Fortsetzung einer viel älteren Literaturgeschichte aufgefasst wird. Auch die Geschichte von Autorschaft und der Reflexion über Autorschaft wird von Zimmermann ausführlich nachgezeichnet. Neben einer umfassenden Diskussion der bisherigen Forschung zur Autorschaft digitaler Literatur bespricht der Band bekannte Probleme der Autor-Leser-Konfiguration wie nichtlineares und kombinatorisches Erzählen, Zwischenwesen wie den Wreader und kollaboratives Schreiben. Von den Ergebnissen der Analyse getragen, diskutiert Zimmermann schließlich Fragen zu Tradition und Theorie angesichts der elektronischen Medienpraxis, zu rechtlichen Rahmenbedingungen und zum Mangel ernstzunehmender digitaler Literatur in Deutschland, sowie zur Produktivität theoretischer Modellierungen. Ein umfassender Index, ein Glossar und ein Kapitel über die Hauptbegriffe im Spannungsfeld um Autorschaft in digitaler Literatur erleichtern auch Neulingen in diesem Bereich die Lektüre. (Source: Author's Abstract)

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Description (in English)

Urban_diary was an installation, realised in Berlin, in which diary entries could be transmitted via SMS. All submissions were displayed on the platform of the underground line 2, located at Alexanderplatz station.

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Description (in English)

Analogue: A Hate Story is a visual novel in the style of many Japanese titles in the same genre . It was first published on the author's website and then on the gaming service Steam. The game tells an interactive story of transhumanism, traditional marriage, loneliness, and cosplay. The journey through the final section of the history of a generation spaceship before its failure. The two major characters you interact with in the story are the ships two remaining AI, an archivist AI named *Hyun-ae and a security AI named *Mute, the two ask the player vastly different questions and give entirely different views on the fall of the generation ship. The player is tasked with finding the truth of the tale by listening to both AI as well as building a sort of relationship with them and can end the story at any time by downloading what data they have and leaving the ship to its final fate, however this presents us with the worst of the possible endings. The choices the player makes throughout the story also affect the sequel of the work Hate Plus continuing the interactive work to show another section of the generationships story and gives more insight into the AI themselves. The game also features more traditional gaming segments where the player must solve puzzles in order to continue the story using a console system similar to modern computers the ending of which locks the player into one of the two AIs paths for the rest of the story, though a third alternate path is possible if the player knows specific keywords to unlock specific conversations early though this would require the player to either have researched the game before playing or have played the game before. The story itself keeps the player engaged by asking questions about the themselves and while the story is primarily about the history of this space ship, some might say the true story is the player and their burgeoning relationship with *Hyun-ae and *Mute

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