computer

Short description

The appearance of new technologies and their exponential growth for several decades has changed our way of understanding knowledge. Although it is already a topic that is part of the contemporary background, it is worth remembering that digital culture and the possibilities of the internet have meant a radical change, only comparable, according to Alejandro Baricco, to the printing revolution.

The incorporation of the network and transmedia resources into the literary environment is fostering new poetics; new forms of textuality that, according to Joan-Elies Adell, go beyond the book and turn the computer or any mobile device into the natural space of the work. Hypertext, interaction, video game ... The very essence of literature is changing. Writers who think of the word in conjunction with HTML code, geolocation, processing or other programming tools. With their creations they come to expel us from our areas of literary comfort.

We are talking about jobs designed for the network, that new agora. We are talking about hypermedia works that, in contrast to orality or printed tradition, investigate within what Ernesto Zapata defines as electronality. We are talking simply about literature in the post-Gutenberg era.

Description (in original language)
La aparición de nuevas tecnologías y su crecimiento exponencial desde hace varias décadas ha cambiado nuestra manera de entender el conocimiento. Aunque ya es un tema que forma parte del background contemporáneo, no está de más recordar que la cultura digital y las posibilidades de internet han supuesto un cambio radical, solo comparable, según Alejandro Baricco, a la revolución de la imprenta.

La incorporación de la red y de los recursos transmedia al entorno literario está propiciando nuevas poéticas; nuevas formas de textualidad que, según Joan-Elies Adell, desbordan el libro y convierten el ordenador o cualquier dispositivo móvil en el espacio natural de la obra. Hipertexto, interacción, videojuego… La esencia misma de la literatura está mutando. Escritores que piensan la palabra de forma conjunta al código HTML, a la geolocalización, al processing u otras herramientas de programación. Con sus creaciones vienen a expulsarnos de nuestras áreas de confort literario.

Hablamos de trabajos pensados para la red, ese nuevo ágora. Hablamos de obras hipermedia que, frente a la oralidad o la tradición impresa, investigan dentro de lo que Ernesto Zapata define como electronalidad. Hablamos, sencillamente, de literatura en la era post-Gutenberg.
Description in original language
Record Status
By Kristina Igliukaite, 15 May, 2020
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978-0-262-08356-0
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169-175
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MIT
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Abstract (in English)

Chris Crawford walks through Deikto, an interactive storytelling language that "reduce[s] artistic fundamentals to even smaller fundamentals, those of the computer: addition, subtraction, multiplication, and division."

The source is the essay-review on www.electronicbookreview.com written by Chris Crawford

Pull Quotes

"The personal computer has been with us for twenty-five years now, and it has revolutionized the world around us. But in the arts, the computer has yet to approach its potential."

"Yes, the computer has dramatically changed the execution of ecisting artistic fields (...). These, however, are matters of applying the computer as a tool rather than exploiting it as a medium of expression."

"Yes, many artists have attempted to express themselves directly through the computer, but their efforts, while laudable extensions of existing artistic media, do not begin to use the computer as a medium in its own right."

All quotes were directly rewritten from the essay.

Description (in English)

Tale of a Great Sham(e Text) The date is 1881.

There are high rents and evictions, there is homelessness. In answer to the extra-ordinary times the Ladies’ Land League is directed by Anna Parnell to organize public meetings and protests. Thirteen women, speak, rally, and inspire female agency. Irish Women realizing their own political potential, moving the struggle away from government to the personal. This is an electronic text, to be created using 13 female voices and a computer. The visuals/text of the electronic text will be created using game development software and electroacoustic compositional techniques, presented as an interactive work within a web browser. The 13 female voices will sound original text created using works by Anna Parnell, processed using electroacoustic compositional techniques. Passive resistance is be combined with a constructive creative programme, developing the self-confidence of the audience and encouraging them to participate.

“The best part of Independence is the independence of the mind.” (Anna Parnell)

Description (in English)

The old-school demo based on scroll-text, which moves up and down the screen. Fifth Demo is a kind of short story about the author’s imaginary struggles with the computer and his attempts to rein it in, as illustrated by the strange behavior of the scroll, allegedly caused by the computer. (source: ELO 2015 catalog)

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By Thor Baukhol Madsen, 17 February, 2015
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Abstract (in English)

In 21st century philosophy of mind, the mind/body problem shares center stage with what
we might call the – equally intractable but arguably more urgent – mind/machine problem.
No doubt informed by the rationalist legacy of Cartesian dualism, its continuum of concerns
moves from better understandings and explanations of our cognitive apparatus with
recourse to computer technology to, in its most extreme iteration, the project of formalizing
and abstracting the (software) program of the mind for use in other, similarly
“computational” media.

The proposed paper begins with the premise that, as a conspicuously hybrid form of human
and computer output, one that often – or perhaps inevitably – supplies critical comment on
that same communion, digital fiction is well placed to interrogate the aesthetic and political
implications of the mind/machine problem. Part of this project certainly entails what David
Golumbia (2009), in his critique of a broader set of beliefs that uncritically privilege the
(progressive and instrumental) power of computation, calls “computationalism.” But
another, perhaps preliminary part is more a matter of where we draw the lines, especially
with regard to the phenomena of thinking, intending, learning, and remembering – and the
substrates that support them.

The medium of digital narratives can preempt or even predetermine both the critical
comment their stories convey and the kind of critical readings they allow. Such readings
often amount, by default, to either a mode of Romantic resistance to technoculture and its
stranglehold on contemporary consciousness, or one of blissful affirmation of our
posthumanist condition. But more commonly we see a profound yet productive
ambivalence that explores the kind of imaginative, expressive, and emotive outputs of
minds and machines; the same kind of aesthetic uncertainty, moreover, avoids necessarily
opposing or equating both entities involved.

The proposed paper will focus on two works of digital fiction to illustrate its claims: Andy
Campbell and Judi Alston’s Nightingale’s Playground (2010), and Fox Harrell’s Mimesis
(2012). Nightingale’s Playground puts forth a vision that celebrates the individuality and
fallibility of the human mind while issuing a deeply ambivalent comment on our inability to
escape the media that enrich, shape, surround, and – for the protagonist Carl Robertson –
quite possibly consume it. Mimesis creates a feedback loop between, on the one hand,
conceptual domains common to literary practice (in its imaginative fashioning of fictional
beings and fictional worlds) and those common to cognitive science on the other (namely
categorical and schematic strategies that guide us epistemologically). More specifically,
using conversational sea creatures as its narrative agents, the text encodes a limited range
of emotional exchanges that simulate subtle forms of social aggression, thereby fashioning
an experience that eschews the totalizing realism of a rational system for that which is a
highly delimited yet highly convincing social one.

Creative Works referenced
Description (in English)

A single-loading VIC-20 demo (3583 bytes) presented on November 30, 2013 at Récursion in Montréal. Nanowatt is a 3.5 KB assembly-language program for a 1981 computer that can display only 22 characters on a line. This demo was completed and first shown publicly at Récursion, a demoparty in Montréal, on November 30, 2013. Montfort developed the concept and programmed the demo working with French and Beckett expert Patsy Baudoin and with Michael Martin, who wrote the music and programmed the music system, Soundnaif. Nanowatt is not simply inspired by Samuel Beckett’s second novel, Watt; it, like Jorge Luis Borges’s famous author Pierre Menard, produces a long passage from Watt (and from the French translation of Watt) verbatim. (Source: Author's description)

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Technical notes

It runs on the Commodore VIC-20, a 1981 computer that displays only 22 characters per line. The 3.5KB program exactly quotes 8KB of English text, then exactly quotes 8KB in French translation, all while music (composed by Michael C. Martin) plays.

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Description (in English)

“a conversation with a machine – a computer. The
vocabulary of the computer is limited to all those parasite sentences, expressions, words which we use so often because of the non-stop text communication between people nowadays. The aim of the project is not to judge, but to make us think how often we use words and symbols mechanically without really meaning them or charge them with real emotions”.

[taken from http://2010.da-fest.bg/en/persons-go/evgenia_sarbeva]

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Description (in English)

An old 3.5" floppy disk found on a deserted road turns out to contain a disturbing narrative.

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Technical notes

Flash version requires Flash Player 6 or higher. Open source version requires Javascript enabled browser. Compatible with iPad.