Book (monograph)

By Alvaro Seica, 8 April, 2015
Author
Publication Type
Language
Year
Publisher
Pages
167
License
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Abstract (in English)

Pedro Barbosa’s pioneering work introduced computer-generated literature (CGL) in Portugal in 1975. Having worked with Abraham A. Moles at the University of Strasbourg, Barbosa published three theoretical-practical volumes of his programming experiences with the FORTRAN and BASIC languages. These volumes deal with combinatorics and randomness, developing algorithms able to ally computing and literary production, bearing in mind a perspective of computational text theory. (Source: Author's text)

Platform referenced
By Thor Baukhol Madsen, 12 March, 2015
Author
Publication Type
Language
Year
ISBN
978-0801845932
Pages
ix, 316
License
All Rights reserved
Record Status
Librarian status
Approved by librarian
By Marius Ulvund, 12 March, 2015
Author
Publication Type
Language
Year
ISBN
9780226468044
Pages
xvii, 614
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Abstract (in English)

Women, Fire, and Dangerous Things: What Categories Reveal About the Mind is a non-fiction book by the cognitive linguist George Lakoff. The book, first published by the University of Chicago Press in 1987, puts forward a model of cognition argued on the basis of semantics. The book emphasises the centrality of metaphor, defined as the mapping of cognitive structures from one domain onto another, in the cognitive process.[1] Women, Fire, and Dangerous Things explores the effects of cognitive metaphors, both culturally specific and human-universal, on the grammar per se of several languages, and the evidence of the limitations of the classical logical-positivist or Anglo-American School philosophical concept of the category usually used to explain or describe the scientific method. The book's title was inspired by the noun class system of the Dyirbal language, in which the "feminine" category includes nouns for women, water, fire, violence, and certain animals. (Source: http://en.wikipedia.org/wiki/Women,_Fire,_and_Dangerous_Things )

By Joe Milutis, 6 November, 2014
Author
Publication Type
Language
Year
Publisher
ISBN
9781780997049
Pages
296
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Abstract (in English)

Failure, A Writer’s Life is a catalogue of literary monstrosities. Its loosely organized vignettes and convolutes provide the intrepid reader with a philosophy for the unreadable, a consolation for the ignored, and a map for new literary worlds. "The unfinished, unreadable, unpublishable — the scribbled and illegible, the too slowly published, the countless unpublished, all that does not seem to count at all. . . . here lie all manner of ruins. From Marguerite Duras to Google Maps, Henri Bergson to H.P. Lovecraft, Orson Welles to Walter Benjamin to a host of literary ambulance drivers (not to mention the FBI, UFOs, and UbuWeb), _Failure, A Writer's Life_ charts empty spaces and occupied libraries, searches databases bereft of filters, files spam and porn and weather reports into their respective _konvoluts_, and realizes the full potential of cultural inscription. In a series of snapshots concatenated in the best surrealist mode, Milutis has curated a catalogue of curiosities as essential to understanding our current cultural condition as they are eccentric. With Nietzschean _witz_ and self-reflexive bravura, he teases out the occult links between heterogeneities in the tradition of Allen S. Weiss and Greil Marcus. In the process, Milutis redefines the 'virtual' as something much broader and more interesting than digital simulacra: as the unmanageable storehouse of memory and the inevitable expanse of forgetfulness. Here, in all its glamorous success, is the horizon of failure." ~ Craig Dworkin

By Alvaro Seica, 26 September, 2014
Publication Type
Language
Year
Publisher
ISBN
9781349995394
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Abstract (in English)

Selfies, blogs and lifelogging devices have become important ways in which we understand ourselves. Jill Walker Rettberg analyses these and related genres as three intertwined modes of self-representation: visual, written and quantitative. Rettberg explores topics like the meaning of Instagram filters, smartphone apps that write your diary for you, and the ways in which governments and commercial entities create their own representations of us from the digital traces we leave behind as we go through our lives. This book is open access under a CC BY license. (Source: Publisher's blurb)

By Alvaro Seica, 29 August, 2014
Publication Type
Language
Year
Publisher
ISBN
978-0415960564
Pages
x, 198
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Abstract (in English)

The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies–which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception–can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Façade, Nintendo’s Wii, and Will Wright’s Spore, the book explores the ways in which textual studies concepts–authorial intention, textual variability and performance, the paratext, publishing history and the social text–can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made. (Source: Routledge)

Creative Works referenced
By Scott Rettberg, 22 August, 2014
Publication Type
Language
Year
ISBN
978-0-19-993710-3
978-0-19-993708-0
Pages
xiv, 224
License
All Rights reserved
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Abstract (in English)

Digital Modernism examines how and why some of the most innovative works of online electronic literature adapt and allude to literary modernism. Digital literature has been celebrated as a postmodern form that grows out of contemporary technologies, subjectivities, and aesthetics, but this book provides an alternative genealogy. Exemplary cases show electronic literature looking back to modernism for inspiration and source material (in content, form, and ideology) through which to critique contemporary culture. In so doing, this literature renews and reframes, rather than rejects, a literary tradition that it also reconfigures to center around media. To support her argument, Pressman pairs modernist works by Pound, Joyce, and Bob Brown, with major digital works like William Poundstone's "Project for the Tachistoscope: [Bottomless Pit]" (2005), Young-hae Chang Heavy Industries's Dakota, and Judd Morrissey's The Jew's Daughter. With each pairing, she demonstrates how the modernist movement of the 1920s and 1930s laid the groundwork for the innovations of electronic literature. In sum, the study situates contemporary digital literature in a literary genealogy in ways that rewrite literary history and reflect back on literature's past, modernism in particular, to illuminate the crucial role that media played in shaping the ambitions and practices of that period.

Table of ContentsIntroduction

Chapter 1 - Close Reading: Marshall McLuhan, From Modernism to Media StudiesChapter 2 - Reading Machines: Machine Poetry and Excavatory Reading in William Poundstone's Electronic Literature and Bob Brown's ReadiesChapter 3 - Speed Reading: Super-Position and Simultaneity in Young-hae Chang Heavy Industries's Dakota and Ezra Pound's CantosChapter 4 - Reading the Database: Narrative, Database, and Stream of ConsciousnessChapter 5 - Reading Code: The Hallucination of Universal Language from Modernism to CyberspaceCoda - Rereading: Digital Modernism in Print, Mark Z. Danielewski's Only Revolutions

(Source: OUP catalog copy)

Critical Writing referenced