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Through Tendar’s critical and creative integration of AR and mobile vision, the project seeks to impact early discussions around these technologies. If we imagine a future where AR fulfils its techo-utopian dream of blanketing our world with layers of information . . . how might we “read” others? What if we had a layer of info about how they “really” felt? TendAR is a social/performative AR project that considers how AR could shape our relationships and how we “read” the world around us. Many games/experiences think about AR as confined to “table top.” We wanted to explore what it means to have AR “room-scale” and actually take full advantage of recognizing world objects in a meaningful, story-driven way.

Description (in English)

social media platforms stealᵀᴴ analytics & algorithmic lifestyleᵀᴹ in tiny gifs of laugh or how data is shaping & twisting social / political events

By Carlos Muñoz, 3 October, 2018
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Abstract (in English)

When the contemporary pedestrian travels from home to work, campus, or coffee shop wearing earphones and listening to a mobile device, he is not trying to find silent refuge from the noise of modern life, rather, he is striving to replace one sonic overwhelm with another of his own choosing. Sound is unique in its ease of subversion and the degree of experiential immersion that can be achieved through such an act. The nature of listening that the author will discuss is one that by way of design takes the quotidian act of mobile listening to a much more structured level of auditory experience with the hope of eliciting an event that is both multi-sensory and potent. 

As defined by Adriana de Souza de Silva, hybrid space is characterized as “social spaces created by the combination of physical space with digital information and the mobility of user equipped with location-aware interfaces.” (DeSouza 2006: 179) While this definition explicitly defines hybrid space as one that requires location aware technology, the author will explore a broader definition of the term that explores the notions of space, place, private public space, and virtual embodiment. While his exploration of hybrid space is concerned with the split between the real and the virtual, dynamic hybrid space introduces observations of the ways in which temporality exerts a very strong influence upon the experience. 

The creative work of the author, with locative listening, has involved GPS-enabled storytelling (Strathroy Stories, The CHEZ) as well as QR Code-activated listening experiences (The Other Side of OZ) and has raised questions about the potency of this type of listening as not only entertainment and heritage/archival documentation, but also as pieces of virtual embodiment and performative listening.

By Hannah Ackermans, 17 January, 2017
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The central objective of this paper is to provide a new conceptual theoretical framework starting from the role of new new media in shaping a new kind of literature, which I call Cosmo-Literature. Towards this, I start working from Levinson’s differentiation among old media, new media, and new new media to arrive at the difference among the variable types of media. Next, I address the role of new new media in establishing world democracies and changing the social, cultural, and political world map. After that, I investigate the terms of “global village” and “cosmopolitanism” in relation to literature. To clarify what I mean by Cosmo Literature, I will investigate two new new media novels: Only One Millimeter Away, an Arabic Facebook novel by the Moroccan novelist Abdel-Wahid Stitu, and Hearts, Keys and Puppetry an English Twitter novel by Neil Gaiman, to infer the characteristics of Cosmo literature in general and Cosmo narration in particular.
What I mean by Cosmo-literature is all forms of literature produced by the capabilities provided by new new media. These include digital works but also examples where the digital artifact is printed or presented in other media.
Cosmo literature is derived from the political, social, and cultural context that the whole world lives in nowadays. Appiah’s cosmopolitanism as “universality plus difference” is the most significant term to refer to the pluralistic and universal society of today. Respecting diversity, caring about each other, and kindness are the moral principle of the cosmopolitan society according to Appiah. My project builds on Appiah to argue that digital media facilitate the cultural co-existence of the peoples of the cosmopolitan society. As long as such a society has its own morals and identity, it is logical to have its own literature, which I believe to be Cosmo-Literature.
The investigation of two new new media novels: Only One Millimeter Away, an Arabic Facebook novel, and Hearts, Keys and Puppetry an English Twitter novel, has shown many features of Cosmo-Literature in its relation to cosmopolitanism. At the heart of these features are interactivity, multilingualism, multimediality, suspense, new literariness, blurring the boundaries between the real and the fictional, and creating new dimensions of time. Those features also play as the characteristic features of the group identity of the universal society of today.

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Description (in English)

Prom Week is a social simulation game being developed at the University of California at Santa Cruz. In Prom Week the player shapes the lives of a group of highschool students in the most dramatic week of their highschool career. Using our sophisticated social artificial intelligence system, Comme il Faut, Prom Week is able to combine the dynamic simulation of games like the Sims with the detailed characters and dialog of story driven games. (source: https://promweek.soe.ucsc.edu/)

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By J. R. Carpenter, 20 July, 2014
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9780415253970
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vi, 392
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All Rights reserved
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Abstract (in English)

Understanding Media: The Extensions of Man is a 1964 book by Marshall McLuhan, a pioneering study in media theory. McLuhan proposes that the media, not the content that they carry, should be the focus of study. He suggests that the medium affects the society in which it plays a role not by the content delivered through it, but by the characteristics of the medium. McLuhan pointed to the light bulb as an example. A light bulb does not have content in the way that a newspaper has articles or a television has programs, yet it is a medium that has a social effect; that is, a light bulb enables people to create spaces during nighttime that would otherwise be enveloped by darkness. He describes the light bulb as a medium without any content. McLuhan states that "a light bulb creates an environment by its mere presence." More controversially, he postulated that content had little effect on society — in other words, it did not matter if television broadcasts children's shows or violent programming, to illustrate one example — the effect of television on society would be identical. He noted that all media have characteristics that engage the viewer in different ways; for instance, a passage in a book could be reread at will, but a movie had to be screened again in its entirety to study any individual part of it. The book is the source of the well-known phrase "The medium is the message". It was a leading indicator of the upheaval of local cultures by increasingly globalized values. The book greatly influenced academics, writers, and social theorists.

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Pope Pius XII was deeply concerned that there be serious study of the media today. On February 17, 1950, he said:It is not an exaggeration to say that the future of modern society and the stability of its inner life depend in large part on the maintenance of an equilibrium between the strength of the techniques of communication and the capacity of the individual’s own reaction.

By Arngeir Enåsen, 14 October, 2013
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These days, commonplaces are repeated about contemporary literatures: new readers, new ways of reading, globalization, etc., because we are witnessing a global change in the way of leaving and interacting, an unprecedented acceleration of the circulation of products and materials, of people, texts and memories that make us learn and look into the world in a different way. The national and global imaginaries coexist and are producing literatures, but, in fact, we do not find enough contrasted experiences and studies that show us how these two imaginaries are working together. It is time for us to ask whether interrelations between global, regional, national, social, generational, sexual memories are modifying the patterns of production and consumption of reading of digital literatures in a very particular way and, in this case, it is also time to change the way in which we approach the text and the way we teach and learn literature. In the frame of the experiences and the research that our Research Group (Leethi) has developed on rituals for e-readings and strategies to read e-literatures and focusing on e-Literature written in Spanish, we will try to answer to these questions: - Concerning the extension and multiplication of media, Is this really modifying local, digital, literary production? Then, do they really exist local, rooted, national literary productions? How does it work with e-productions when the text goes beyond the language? - About our space in the Internet, do they exist national borders? How do readers need to carry across them to enter a global arena through mass media, social networks, blogs, video-games, virtual repositories, etc., to read digital literatures? It is the language the new boundary for readers? - What connective structures are activated to read e-literatures? Which one is the new global imaginary that let us read and understand transcultural productions? Is it related to science, networks or videogames? Which are the new cultural icons? Is there any kind of global memory which e-literatures are contributing to produce? - How could e-Literature help us as teachers to wide the view of our students and to show them a transnational world? In this contribution, we will try to ask to some of these questions by studying some very concrete hispanophone examples of e-literatures in which we could find signs of all these items.

Description (in English)

Taking the concept of identity theft to its logical conclusion, DNA is an interactive, Web-based novel set in the year 2075, in a future where genetic clones are commonplace and the unique identity of any individual is protected only by tacit consent. Detailing a year in the life of a clone who begins plotting to take on the identity of one of his "code partners," the novel includes a series of hyperlinks to real and fictional Wikipedia entries that provide a peek into the dystopic future of economic, agricultural, cultural, social, and political systems. Influenced by a range of electronic and experimental literary works published over the last fifteen years, DNA presents a non-linear narrative that allows each reader to select his or her own narrative path though the novel and to explore the text's connection to other fictional and non-fictional texts published on the Web. The networked architecture of the project enables the reader to not only construct and engage with the narrative world of the novel itself but with other narrative worlds that exist outside of the novel. Overlapping, relating to, and informing one another, the various narrative worlds created inside and outside of the novel draw attention to the dynamic and generative nature of digital narratives, as well as to their ability to challenge traditional notions and definitions of authorial intention, the role of the reader, and narrative point of view. Additional interactive features enabling readers to contribute their own texts and links to the novel are currently being developed. Conceived as a novel that will appeal to readers of literary and dystopic fiction, as well as to a new generation of readers who access texts exclusively via the World Wide Web, DNA is informed by various electronic literature projects, as well as by several important dystopic novels, including Aldous Huxley’s Brave New World, George Orwell’s 1984, Yevgeny Zemyatin’s We, and William Gibson’s Neuromancer. Fiction writers have been experimenting with digital hypertext and multimedia projects since the late-1980s, and several important works were published in the 1990s, including afternoon, a story (1990) by Michael Joyce, Victory Garden (1991) by Stuart Moulthrop, Patchwork Girl (1995) by Shelley Jackson, and 253 or tube theater by Geoff Ryman (1996). More recent hypertext and multimedia projects have been collected in the Electronic Literature Collection, Volume 1 (2006) and Volume 2 (2011). Combining my interests in creative writing, narrative studies and the history of the novel, the sociology of literacy, and digital Humanities, DNA is both a digital novel and part of an ongoing narrative-studies project that considers what effects digital authoring tools and reading platforms are having on fiction in general, and the novel in particular. Based on my own experience composing a Web-based novel, as well as on the analysis of other digital literary projects published in the last two years, and a review of digital literary projects published over the last fifteen years, I am studying how various elements of the novel as genre are being translated and/or re-conceived given the new possibilities and constraints created by multimedia tools for writing and reading. (Source: Author's Project Overview)

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First page of DNA: A Digital Novel (screenshot)
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This literary work created on Twitter could be labelled in different ways— twitfic (or twiction), alternate reality game, netprov, e-lit, e-poetry, or performance— and each label would contribute to an understanding of what this is without wholly capturing what it is. Launched on February 4, 2013, this month-long creative event is now complete. From what I can reconstruct, Gaines, Gass, and the rest of the development team conceptualized the setting, plotted out a timeline, created Twitter accounts for its main characters and launched “Sootfall.” As people found out about the event through social networks, they were able to follow its characters or read the stories as they unfolded around the #sootfall hashtag, a means to identify tweets used in many, but not all entries, because one of the challenges was to make the characters seem real— and why would someone randomly tag their Twitter entries without a plausible reason? Eventually the tag became a tacitly agreed upon way for the characters to refer to the event which was to change their lives so substantially. Readers who wanted to learn more about a character who first used the hashtag could follow the characters and read the tweets previously sent from their accounts. (Source: Leonardo Flores, I ♥ E-Poetry)

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I ♥ E-Poetry entry
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The Karl Marxov Chain responds to a word that users (or Pereira) seed it to guide its search through Karl Marx’s publications, as described. When it gets the seed word, it finds it in the text and takes not the next word, but the next two words. The first two words of this 3-gram are first two words of the tweet. It then takes not the last of these words, but the last two and searches the text for that pair of words. Then, of all of the times that those words appear together, it picks one at random, adds the last word to the chain, and then moves up a word. The result is that the probabilities are a bit more constricted, meaning that the tweet conforms a bit more closely to the original text, meaning it ends up sounding a bit more like normal English. The bot also cheats a bit and tries to make “complete” sentences (start with a word that has an initial capital in the source text and end with a period), but it’s not always successful. The source texts are also not the cleanest in the world, so it sometimes hiccups and tosses out typographical gibberish. (Source: Leonardo Flores, I ♥ E-Poetry)

Description in original language
I ♥ E-Poetry entry
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