creative computing

By Hannah Ackermans, 16 November, 2015
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Abstract (in English)

The demoscene is a European subculture that gathers computer programmers, who generate computer art in real time, the origins of which date back to the 80s. The most important genre created by the scene are demos – programs of which the sole aim is to impress the audience and demonstrate the abilities of the computer and the programmer. The demos are created in real time during demoparties, their effects are generated by a processor processing input data according to the created algorithm. The demoscene and its works are examples of pioneer creative computing in the field of digital media, at the intersection of computer science, media art and underground subculture. The aim of this paper is to attempt a description of the literary esthetic of the demoscene in scene genres such as demos, real-time texts, interactive fiction or zines. Special attention will devoted to the analysis of these genres in from the perspective of camp, pastiche, trash, bad taste. The point of departure will be the activity of the group Hooy-Program, and one of its members, the demoscener Yerzmyey, the author of various works, including the work of interactive fiction The Road to Assland. The group is treated as characteristic of the general phenomenon. Demoscene creators, programmers, and computer geeks are both artists and programmers, who can appreciate the aesthetics of the programs written for demos and who are aware of the possibilities and limitations of the platforms they use. Platform studies methodology shall be applied to the study of the achievements of Yerzmyey, a scener working with the ZX Spectrum 48 and 128 from 1989, in order to enable focus on the material, formal and historical aspects of programming and language. Media archeology focusing on the textual aspect of the demoscene may be an important discovery for researchers of the beginnings of digital literature and genres of digital-born texts.

(source: ELO 2015 Conference Catalog)

By Alvaro Seica, 19 February, 2014
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Platforms have been around for decades, right under our video games and digital art. Those studying new media are now starting to dig down to the level of code to learn more about how computers are used in culture, but there have been few attempts to go deeper, to the metal — to look at the base hardware and software systems that are the foundation of computational expression.

Platform Studies investigates the relationships between the hardware and software design of computing systems and the creative works produced on those systems.

By choosing a platform, new media creators simplify development and delivery in many ways. Their work is supported and constrained by what this platform can do. Sometimes the influence is obvious: A monochrome platform can't display color, a video game console without a keyboard can't accept typed input. But there are more subtle ways that platforms interact with creative production, due to the idioms of programming that a language supports or due to transistor-level decisions made in video and audio hardware. In addition to allowing certain developments and precluding others, platforms also encourage and discourage different sorts of expressive new media work. In drawing raster graphics, the difference between setting up one scan line at a time, having video RAM with support for tiles and sprites, or having a native 3D model can end up being much more important than resolution or color depth.

Particular platform studies may emphasize different technical or cultural aspects and draw on different critical and theoretical approaches, but they will be united in being technically rigorous and in deeply investigating computing systems in their interactions with creativity, expression, and culture. While being addressed to readers without a computer science background, the Platform Studies books will drive deep into the workings of computers, opening an exciting new level for scholars, students, and general readers.

(Source: http://platformstudies.com/)

By Scott Rettberg, 19 February, 2013
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January 2012, TROPE 12-02
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Abstract (in English)

Creative text generation projects of different sizes (in terms of lines of code and length of development time) are described. “Extra-small,” “small,” “medium,” and “large” projects are discussed as participating in the practice of creative computing differently. Different ways in which these projects have circulated and are being used in the community of practice are identified. While large-scale projects have clearly been important in advancing creative text generation, the argument presented here is that the other types of projects are also valuable and that they are undervalued (particularly in computer science and strongly related fields) by current structures of higher education and academic communication – structures which could be changed.

(Source: Author's abstract)

By Elisabeth Nesheim, 9 August, 2012
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Ever since computers have been programmed, people have programmed them together. From almost the first days of programming, people have also programmed them unofficially, for fun, to create literary and artistic works, games, and technically impressive feats that suggest new directions for computing.

This paper look into how programmers have worked together in the area of creative computing, and provide a brief discussion of three types of creative programming practices.

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By Patricia Tomaszek, 22 July, 2011
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The talk takes the audience through how a single one-line Commodore 64 BASIC program can serve as a Rosetta Stone, helping people understand the interconnected cultural and technical aspects of creative computing, practices of using the computer expressively and recreationally in innovative ways.

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