hardware

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The Impossible Box is an unruly crowd or an ex-dairy farm valley confused about which direction the nature should grow. It’s being lost in a city without the aid of language or lights, and being guided by a stranger whose intentions are clear and unclear, alternating every block. It controls and confuses, arranges and then destroys all manner of poetics texts. Images, sounds, words, movements, arise, grow, knock and explode with the pressing of 32 different buttons and switches.There is a sequence. There are answers inside The Impossible Box. Indeed, within the correct combination of presses and clicks, the appropriate sequence of actions and reactions, there is an answer, a final destination, a masterwork of such splendor and alarmingly wondrous perfection, your heart would hold such gravity, all things would crush into your chest. And in the most real way it is a box, a handmade wooden box with holes and wires and computing gizmos coughing sequences into a device that spits light onto walls and sound from its hollow heights. And in the most surreal way The Impossible Box is us, our lives, our daily and hourly functions, pressing what needs to be pressed to cross the street, have babies and accumulate cluttering objects.

With all this said, with all these prancing lines shoving words into other words, I am required, required by both laws, real and internal, to preface your reading The Impossible Box with a warning. Every person who truly explores the box, its contents and controls, all those who attempt to find the possibilities inside its wires and algorithms will become entangled.

On the quantum level your being, your electric cells will become entangled with those of others. The Impossible Box will change you, tether you on the quantum level to others who also read and play and explore the box. And I cannot, am not able, to either control the who and where and how the entanglement will transpire, nor can I tell you when it will happen.

But there will be a moment, at some point, after pressing a certain button, after a certain sequence, with poetic texts rushing into your brain, when you will become The Impossible Box. And careful intention is the quickening of the valley fires, and the river is always the safest place to hide.

(Source: http://elo2016.com/jason-nelson/, Artist's Statement)

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The world's annual gathering of the international computer graphics community, where the digital future is defined and revealed. Learn the next generation of powerful hardware and software. Understand how technical innovations are changing your work, your profession, your company. Apply your new knowledge to creative and business breakthroughs.

(source: http://www.siggraph.org/s2002/conference/index.html)

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By Daniele Giampà, 12 November, 2014
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Leonardo Flores tells about his beginnings in the field of electronic literature and his current project on electronic poetry. He then makes an in-depth description of the paradigmatic change from printed literature to electronic literature with special attention on the expectations of readers who are new to new media works and the tradition, so to speak, of experimentalism in literature. With the same accuracy he ponders about the status of science of electronic literature and ends the interview with some considerations about the important issue of preservation.

By Scott Rettberg, 22 August, 2014
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Essay describing the conceptualization and development process of the Dynabook, often cited as crucial to development of contemporary laptop computers and tablet devices.

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What would happen in a world in which everyone had a Dynabook? If such a machine were designed in a way that any owner could mold and channel its power to his own needs, then a new kind of medium would have been created: a metamedium, whose content would be a wide range of already-existing and not-yet-invented media. 

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 Alvaro Seica, 23 August, 2013
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9789728081997
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409
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All Rights reserved
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By Jill Walker Rettberg, 23 August, 2013
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Throughout history, stewards of cultural heritage collections have advocated for technologies of external memory based on their proven ability to endure into the future. Despite studies that demonstrate how zeros and ones inscribed on digital media often stand up well to the ravages of time, the long-term preservation of the content they encode—particularly in the field of electronic literature—has proven to be a challenge. This is because the accessibility of electronic literature depends as much on the preservation of bit-streams as on the long-term viability of specialized computing environments and their constituent hardware and software components, thereby placing works of electronic literature at considerably greater risk of disappearance than their analog predecessors. Although authors of electronic literature have cultivated a growing awareness of best practices in digital preservation, they still lack tools designed with the posterity of their creations in mind. This paper explores these issues, as well as the question of ephemerality for electronic literature, by assessing contemporary digital formats within the broader history of preservation technologies.

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By Scott Rettberg, 17 August, 2013
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“The Emergence of Electronic Literature” exhibit includes objects and artifacts, books, computers and software, posters and ephemera documenting the rise of the field of electronic literature over the past four decades. Electronic literature includes literary works that take advantage of the context of the computer and the contemporary networked environment. This broad category of digital work includes genres such as hypertext fiction and poetry, kinetic poetry, computer art installations with literary aspects, interactive fiction, novels that take the form of emails, SMS messages, or blogs, poems and stories that are generated by computers, network-based collaborative writing projects, and literary performances online that develop new ways of writing. The field is essentially focused on potentially transformative uses of the computer to develop new literary genres, and the experiments that contemporary writers and artists are conducting within the new communications paradigm.

(Source: Introduction to the exhbition catalogue)

By Natalia Fedorova, 17 January, 2013
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April 2012, TROPE–12–03
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CC Attribution Share Alike
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Abstract (in English)

Principles for organizing a laboratory with material computing resources are articulated. This laboratory, the Trope Tank, is a facility for teaching, research, and creative collaboration and offers hardware (in working condition and set up for use) from the 1970s, 1980s, and 1990s, including videogame systems, home computers, an arcade cabinet, and a workstation. Other resources include controllers, peripherals, manuals, books, and software on physical media. In reorganizing the space, we considered its primary purpose as a laboratory (rather than as a library or studio), organized materials by platform and intended use, and provided additional cues and textual information about the historical contexts of the available systems.

(Source: A technical report from The Trope Tank Massachusetts Institute of Technology 77 Massachusetts Ave, 14N-233 Cambridge, MA 02139 USA http://trope-tank.mit.edu)

By Luciana Gattass, 18 October, 2012
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168-175
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All Rights reserved
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Pull Quotes

O pessoal da informática não entende os computadores. Bem, eles entendem a parte técnica, sim, mas não entendem as possibilidades. Principalmente, eles não entendem que o mundo dos computadores é totalmente feito de arranjos artificiais e arbitrários.

Editor de textos, planilhas, bancos de dados não são fundamentais, são apenas idéias diferentes que diversas pessoas elaboraram, idéias que poderiam ter uma estrutura totalmente diversa. Mas essas idéias têm um aspecto plausível que se solidificou como concreto em uma realidade aparente. Macintosh e Windows são parecidos, portanto essa deve ser a realidade, certo?

Errado. Apple e Windows são como Ford e Chevrolet (ou talvez os gêmeos Tweedledum e Tweedledee), que em sua co-imitação criam uma ilusão que parece realidade.