graphic

By Raoul Karimow, 12 September, 2017
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06-08-2017
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1553-1139
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Abstract (in English)

Though scholars of literature and the arts remain skeptical, Strunk explores some of the ways "videogames are making the transition into being objects worthy of artistic attention."

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Critics have only in the recent past made the case for videogames as culturally legitimate pieces worthy of academic study

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By Sumeya Hassan, 6 May, 2015
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The Cave may be considered as an actual existing epitome of media, that is, “new” and “digital” media. Despite the proliferation of 3D stereo graphics as applied to film fi and games, the experience of immersion is still novel and powerful. Potentially and in theory, the Cave simulates human experience in an artificial fi environment that is socalled virtually real. Moreover, because of its association with computational, programmabledevices, anything— any message or media— can be represented within the Cave in the guise of real-seeming things. Caves could and, in fact, have allowed for the exploration of textual—indeed, literary—phenomena in such artificial fi environments. Caves have been intermittently employed for works of digital art, but uniquely, at Brown University, thanks to the pioneering efforts ff of postmodern novelist Robert Coover, there has been an extended pedagogical and research project of this institution’s Literary Arts Department to investigate, since 2001, the question of what it might mean to write in and for such an environment. Simple frontend software was developed by undergraduates at Brown which allows writers who are not programmers or computing graphics specialists to create textual objects and develop narrative and poetic structures for the Cave’s artificial fi immersive worlds (Baker et al. 2006; Cayley 2006a). So far, the best-known and most discussed digital literary work to emerge from this project is “Screen” by Noah WardripFruin et al. (2002; see also Carroll et al. 2004), although this project uses technologies prior to the development of Brown’s Cave Writing software as such.

(Johns Hopkins University Press)

By Jill Walker Rettberg, 25 September, 2013
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Abstract (in English)

Digital literature foregrounds its own medium, and it foregrounds the graphic, material aspects of language. Experiments with the new medium and with the form of language are generally presented and interpreted within a framework of the historical avant-garde or the neo-avantgarde. This paper aims to take a new perspective on the emerging digital materiality of language.
The analysis of the work of work that use digitalized handwriting or graffiti-like drawing (for example in Jason Nelson, the digital artist of hybrid works between games, literature and video) leads to the conclusion that the effect of this materiality is an ambivalent relation to affect, reality and the body.
In other words: an ‘absent presence’ is foregrounded. The paradoxical and spectral merging of presence and absence makes these forms of digital literature an expression of a specifically late postmodernist stance towards representation of the ‘real’. Complicity with the media-culture goes hand in hand with an ironic approach of the mediatedness of the world and the body.

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Mahasukha Halo -- snapshots, pleas, and confessions from a future world of alien sex and alien gods, where humans do the dirty work and put on the dirty shows. Lost missionaries, sex addicts, hyacinth men, and post-millenium religious fanatics poulate these street scenes where sex and religion are polyvalent, and body parts proliferate. (Source: Eastgate)

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Description (in English)

A graphic narrative for children created in Hypercard. Has been cited as an inspiration for Myst and other graphic narratives. To keep the story going, readers would click on visual objects on the screen.

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Technical notes

Hypercard. Download runs on Mac OS 6- OS 9.