coding

By Vian Rasheed, 18 November, 2019
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Abstract (in English)

The research community of electronic literature is exercising more and more influence in the field of digital culture and there is a growing body of research on the literary, computational, and cultural aspects of born-digital writing, but research into the specific impact of platforms on the production of digital writing has been very limited and often relegated to a peripheric rank. However, platforms play an essential role in shaping the genres and practices of electronic literature that needs to be investigated more deeply to develop better understanding of how our tools and machines shape digital culture. My talk has the objective to reflect the importance of the interface in literary production. At the border of technology and literature, where format and content matter, what is the status of the tool in the creation of works of electronic literature? I will recall the principle that electronic literature is subordinate to the tools it uses and will demonstrate how coding participates in the recognition in the field of digital humanities. I will take the example of the project DHonsite2019, that takes place in Cotonou, Benin, in May 2019 to show how the interface participates in the construction of digital works, no longer remaining on the periphery of literary production. The DHonSite project aims to collaboratively forge a new vision of creative and critical practices of digital forms across cultural differences. Putting in perspective its neutrality and attributing to it the ambition to constitute a space for dialogue and interpretation around texts, the interface thus becomes an element of culture that allows a rebalancing of forces in the field of digital humanities.

By Jane Lausten, 3 October, 2018
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Abstract (in English)

So irretrievably connected is the act of reading to works of print that any comparable digital engagement with a text often seems best considered as a unique activity of its own. Whatever we are doing with words viewed via electronic screens, doggedly poking at them with our fingers, moving them about from document to document with a simple double-click, or jumping erratically from one link to another in an ever-growing, highly fluid hypertext, we are not “reading” them. In her book, Paper Knowledge: Toward a Media History of Documents (Duke UP, 2014), Lisa Gitelman similarly adds, “[w]ritten genres in general are familiarly treated as if they were equal to or coextensive with the sorts of textual artifacts that habitually embody them. . . . Say the word ‘novel,’ for instance, and your auditors will likely imagine a printed book, even if novels also exist serialized in nineteenth century periodicals, published in triple-decker (multivolume) formats and loaded onto—and reimagined by the designee and users of—Kindles, Nook, and iPads” (3). The three latter devices she lists constitute together the most common tools currently available to distribute digital texts. At the same time, they remain strangely distant, perhaps even divided from traditional acts of reading, not to mention, as Gitelman notes, the very foundational genres of writing as a practice.

This paper looks theoretically at the digital text in relation to computational reason, reviewing its recent development as both a new technical object and disciplinary form, distinct from all prior modes of print. To engage with writing in any digital format, as I will argue, is to partake in a highly complex, multifaceted set of new media relationships derived in part from very specific coding protocols. In addition, key to a more substantial interpretation and assessment of all digital written works is the subsequent revision of many long serving, traditional reading competencies previously associated with academic writing and the literary arts. The printed word continues to offer modern culture an effective tool for developing a reflexive, dialectical approach to knowledge, using media to interpret and document how we observe the world around us. Digital, computational modes of writing by contrast emphasize a much more immanent technicity and structure in this very same world, relying on coding to assemble, synchronize, and ultimately predict real-time epistemological models for just about any phenomena. My own ongoing research into human-screen interactivity, much of it based on quantitative field studies conducted in the classroom, seeks to provide a more theoretically in- depth understanding of our current social, cultural and epistemological relationship to digital, screen-based writing. Driving this core analytical aim is the central premise that to work with language as a computational device is to see and use text as a means for directly executing semantic relationships rather than interpreting them self-reflectively, critically, and, to some extent, canon-based. In this way, digital texts in both theory and practice invite us to consider a revisionary mode of knowledge construction, where language combined with programming no longer serves to mediate our reality as we observe it, but instead generates it anew through the ongoing implementation of machine-readable commands. When the act of reading, however, literally originates within the machine itself, it seems useful to describe any texts generated in process as “self-reading,” or even “reader-less,” comparable perhaps to various parallel initiatives within the auto industry today to produce the first fully functional “self-driving” cars. As with this matching revolutionary moment in modern transportation, today’s “text users,”

along for the ride, so to speak, seem quite ready to assume a fundamentally less personal, less critically interactive relationship to the text as its own object and mode of production. Here, and again, distinct from print, the electronic text emerges as part of a much more complex, more intricately defined symbolic network of near-constant knowledge construction. To consume language in the digital era, whether by screen, goggles, or some other wearable device is to participate in an increasingly vast, yet dynamic computational system, while at the same transforming past analogue reading practices into more aesthetically poignant, often politically radical activities.

By Scott Rettberg, 8 June, 2018
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978-0-8173-1895-6
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All Rights reserved
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Approved by librarian
Abstract (in English)

In Animal, Vegetable, Digital, Elizabeth Swanstrom makes a confident and spirited argument for the use of digital art in support of ameliorating human engagement with the environment and suggests a four-part framework for analyzing and discussing such applications. Through close readings of a panoply of texts, artworks, and cultural artifacts, Swanstrom demonstrates that the division popular culture has for decades observed between nature and technology is artificial. Not only is digital technology not necessarily a brick in the road to a dystopian future of environmental disaster, but digital art forms can be a revivifying bridge that returns people to a more immediate relationship to nature as well as their own embodied selves. To analyze and understand the intersection of digital art and nature, Animal, Vegetable, Digital explores four aesthetic techniques: coding, collapsing, corresponding, and conserving. “Coding” denotes the way artists use operational computer code to blur distinctions between the reader and text, and, hence, the world. Inviting a fluid conception of the boundary between human and technology, “collapsing” voids simplistic assumptions about the human body’s innate perimeter. The process of translation between natural and human-readable signs that enables communication is described as “corresponding.” “Conserving” is the application of digital art by artists to democratize large- and small-scale preservation efforts. A fascinating synthesis of literary criticism, communications and journalism, science and technology, and rhetoric that draws on such disparate phenomena as simulated environments, video games, and popular culture, Animal, Vegetable, Digital posits that partnerships between digital aesthetics and environmental criticism are possible that reconnect humankind to nature and reaffirm its kinship with other living and nonliving things.

(Source: University of Alabama Press catalog copy)

Critical Writing referenced
By Hannah Ackermans, 5 April, 2016
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ISBN
9780262632874
Pages
128
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Approved by librarian
Abstract (in English)

"Once you get into the flow of things, you're always haunted by the way that things could have turned out. This outcome, that conclusion. You get my drift. The uncertainty is what holds the story together, and that's what I'm going to talk about." -- Rhythm Science The conceptual artist Paul Miller, also known as Dj Spooky that Subliminal Kid, delivers a manifesto for rhythm science -- the creation of art from the flow of patterns in sound and culture, "the changing same." Taking the Dj's mix as template, he describes how the artist, navigating the innumerable ways to arrange the mix of cultural ideas and objects that bombard us, uses technology and art to create something new and expressive and endlessly variable. Technology provides the method and model; information on the web, like the elements of a mix, doesn't stay in one place. And technology is the medium, bridging the artist's consciousness and the outside world. Miller constructed his Dj Spooky persona ("spooky" from the eerie sounds of hip-hop, techno, ambient, and the other music that he plays) as a conceptual art project, but then came to see it as the opportunity for "coding a generative syntax for new languages of creativity." For example: "Start with the inspiration of George Herriman's Krazy Kat comic strip. Make a track invoking his absurd landscapes...What do tons and tons of air pressure moving in the atmosphere sound like? Make music that acts a metaphor for that kind of immersion or density." Or, for an online "remix" of two works by Marcel Duchamp: "I took a lot of his material written on music and flipped it into a DJ mix of his visual material -- with him rhyming!" Tracing the genealogy of rhythm science, Miller cites sources and influences as varied as Ralph Waldo Emerson ("all minds quote"), Grandmaster Flash, W. E. B Dubois, James Joyce, and Eminem. "The story unfolds while the fragments coalesce," he writes. Miller's textual provocations are designed for maximum visual and tactile seduction by the international studio COMA (Cornelia Blatter and Marcel Hermans). They sustain the book's motifs of recontextualizing and relayering, texts and images bleed through from page to page, creating what amount to 2.5 dimensional vectors. From its remarkable velvet flesh cover, to the die cut hole through the center of the book, which reveals the colored nub holding in place the included audio CD, Rhythm Science: Excerpts and Allegories from the Sub Rosa Archives, this pamphlet truly lives up to Editorial Director Peter Lunenfeld's claim that the Mediawork Pamphlets are "theoretical fetish objects...'zines for grown-ups." (Source: Google Books)

By Sumeya Hassan, 6 May, 2015
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Abstract (in English)

Computer source code is written in a par ticular language, which consists of syntax and semantics. A language’s level is defined fi by how closely tied it is to the computer’s architecture and operation. Some are compiled, others interpreted, and not all languages are lists of instructions or imperatives, for example, functional languages such as Scheme. The “lowest” level languages offer ff the least abstraction from the machine processes, which typically indicates fewer conceptual groupings of processes. In machine languages, for example, instructions go directly to the microprocessor. A highlevel language, such as Java, needs to be compiled, or translated into processor instructions. High-level languages are marked by greater levels of abstraction, and a subset, including BASIC, COBOL , and even SQL , aspire to greater legibility to human readers. Some of the high-level languages, such as Inform 7, which is used to write interactive fiction, a genre of interactive narrative, can accept statements that read like natural language, such as, “The huge green fierce snake is an animal in Mt King” (Crowther and Conley 2011) (see inter active narr ative).

The ontological status of code has been the subject of much debate, particularly whether code can be described in Austinian terms as a performative system, as language that makes things happen. For example, N. Katherine Hayles has argued that “code has become . . . as important as natural language because it causes things to happen, which requires that it be executed as command the machine can run” (2005, 49). However, Wendy Hui Kyon Chun (2008) has warned critics not to confuse source code with executed code and not to treat the code as if it is the hidden essence within the object. Meanwhile, Alexander Galloway stresses the importance of “protocols” over code, arguing that “code only ‘matters’ when it is understood as being the substance of a network” (2006, 57). Such a point complements Friedrich Kittler’s (1995) pronouncement that “there is no software,” but instead a set of electrical signals coursing through the hardware. In that sense, there is also no code. Nonetheless, though code may not be able to claim the concrete physical status of hardware, code studies has developed around the material trace, the par ticular instantiation of an algorithm that is code (see algorithm).

( Johns Hopkins University Press)

By Scott Rettberg, 9 July, 2013
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This essay argues for greater critical attention to the impact of particular development environments and programming languages on the aesthetic forms of new media productions. Examining two examples of Internet-based motion graphics for the ways they have been optimized for web delivery, the author attempts to show that medium-specific coding and design strategies in digital literature set up another signifying surface that intersects with the manifest text on the screen. In this material dimension of the text's signification, we can read the marks of the small- and large-scale technical systems in which the artwork is embedded.

(Source: Author's abstract)

Creative Works referenced
By Patricia Tomaszek, 27 August, 2012
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ISBN
9782940373581
Pages
176
License
All Rights reserved
Record Status
Librarian status
Approved by librarian
Abstract (in English)

The book examines the way digital technology is forcing a complete rethink of creative priorities for artists in the twenty first century. Written from an artist's perspective, the author has had the cooperation of many important practitioners in digital arts in countries across the world. The book is written in an accessible style and alongside examples of work offers practical know-how that will enable to reader to begin using some of the methods described for themselves.The Fundamentals of Digital Art has six sections and each of these takes a specific aspect of the subject.Historical perspectivesDynamic “live” artThe use of data sources in artThe place of programming languagesNetwork considerationsHybrid practice and the blurring of specialist boundaries.176 Pages with 150 colour illustrations

Source: book presentation on accompanying website

By Scott Rettberg, 20 October, 2011
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Abstract (in English)

Malloy's interview with Moulthrop focuses on his early work, his entrée into writing hypertext and his hypertext novel Victory Garden, the "mostly mythical" artists' collective TINAC, and one of his later works, Under Language. The interview appears on the Authoring Software project.

Creative Works referenced
By Patricia Tomaszek, 28 May, 2011
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Appears in
Journal volume and issue
29 (2003)
ISSN
16176901
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All Rights reserved
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Abstract (in English)

Because of their specific history, we think of computer languages and code as symbolic abstractions of natural languages, and computers as universal machines manipulating these symbols. However, today every computer exists in relation to the Internet, whether it is connected or not. Every software is potentially a networked software, a building block of the networks we live within and through. Because of this, code is no longer Text, a symbolic representation of reality - it is reality. To write code is to create and manipulate this reality. Within it, artist-programmers are more land-artists than writers, software are more earthworks than narratives, this creates new and fascinating issues in terms of referentiallity and meaning for the coding artist to delve into.

By Eric Dean Rasmussen, 21 September, 2010
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10-02-2009
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1553-1139
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Abstract (in English)

Sandy Baldwin investigates the manner in which a computer "ping trace" can be classified as a form of digital poetics, and discusses the underlying symbolic practices of both poesis and poetics that encompass coding and computation.