171 research outputs found

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    Obra ressenyada: Silvio GAGGI. From text to hypertext. Decentering the subject in fiction, film, the visual arts, and electronic media. Philadelphia: Pennsylvania University Press, 1997

    Niejednoznaczny urok tajemnicy. Tajniki lektury hipertekstów

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    The article discusses the phenomenon of multiple reading of literary hypertexts. The construction of electronic hypertext is conducive to creating uncertainty and generates both: story and structural puzzles. The author on the example of the afternoon. a story by Michael Joyce discusses the characteristics of this type of literary works, which by involving the reader in the process of creating the course of the plot, put him before new challenges. Hypertext multiplies questions and riddles, plays with suspense as a ploy that promises a solution, and delays the fulfillment of the promise indefinitely. At the same time, it refers to solutions known from twentieth-century experimental novels.The article discusses the phenomenon of multiple reading of literary hypertexts. The construction of electronic hypertext is conducive to creating uncertainty and generates both: story and structural puzzles. The author on the example of the afternoon. a story by Michael Joyce discusses the characteristics of this type of literary works, which by involving the reader in the process of creating the course of the plot, put him before new challenges. Hypertext multiplies questions and riddles, plays with suspense as a ploy that promises a solution, and delays the fulfillment of the promise indefinitely. At the same time, it refers to solutions known from twentieth-century experimental novels

    Walt Whitman’s temporary autonomous zone.

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    Speculative Interfaces: How Electronic Literature Uses the Interface to Make Us Think about Technology

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    In a study that traverses more than half a century – going from e-lit precursor Christopher Strachey’s M.U.C. Love Letter Generator (1952) to Michael Joyce’s experimental hypertext afternoon: a story (1990) to Kate Pullinger’s data-driven touchscreen work Breathe (2018) – Rettberg situates experimentation with digital interfaces in a longer tradition of innovation in literary and scholarly production. She also argues for the central importance of such experimentation in the ongoing development of both electronic literature and the digital humanities, suggesting that speculation in the design of digital interfaces can help preserve and extend the interpretative and intuitive aspects of Western literary and scholarly traditions, while also bringing the limitations and exclusions of such knowledge systems into focus.publishedVersio

    The Many Paths of Cyberspace: William Gibson\u27s The Sprawl as Prototype for Structural, Thematic, and Narrative Multilinearity in New Media

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    William Gibson’s Sprawl trilogy helped set a new direction for science fiction, but his work is also a valuable tool for examining changes in the approach both readers and writers began to take to approaching literature as the text medium began its rapid evolution with the introduction of electronic hypertext. In this examination of Gibson’s fiction, a pattern of multilinear truth emerges, showing how Western culture began to fully embrace Postmodern approaches to truth claims as a default, how even a pre-electronic text can exhibit hypertext-like aspects, and how this shift in interpretive response to literature is important for Christians to fully engage the culture. This thesis first establishes the historical background into which the cyberpunk genre appeared and Gibson started his literary career, with careful consideration for stylistic, aesthetic, and philosophical influences to Gibson’s fiction. The discussion then shifts to an analysis of the physical multilinear aspects of Gibson’s setting and characters, the multilinearity of existential subjects such as being and reality, and finally the discussion turns to a narratological examination of the structure of Gibson’s plot and storytelling elements. Upon examining these multilinear aspects, the hypertext-like nature of Gibson’s Sprawl trilogy makes his work a useful tool to examine the roots of the modern internet-age approach to text literature, and the truth-claims that text literature contains, and Christians who seek to understand how the current default approach has changed since the introduction of electronic texts can more easily understand why a traditionally effective strategy of ministry is less effective

    Alternative Realities/The Multiverse: A Metaphysical Conundrum

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    Films of every era reflect the concerns and fears of Western society. The acceleration of technology, the loss of a concrete world, the uneasy relationship with humans and ever increasing complex machines are inducing a fear of losing the ability to discern reality. The reality of ideas from science and the world around are woven into the narratives that we use to explain life.The films we watch reflect our hopes and fears and as the fears increase so do films with a shared theme of alternative realities. To know reality and search for the true Self is the job of the hero and the protagonist in recent alternative reality films

    Physical Hypermedia: a Context-Aware approach

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    In this paper we describe an original architecture for building and deploying physical hypermedia applications, i.e. those applications in which digital and real world objects are linked together using the well-known navigational metaphor of the World Wide Web. We also explain how our architecture evolved from a substrate for implementing location-based services to a powerful and open basis for supporting different navigation semantics and for building travel assistance services according to the current user’s context. After motivating our research and describing the architecture, we illustrate our ideas with some simple examples and compare our research with other related work in the subject.Facultad de InformáticaLaboratorio de Investigación y Formación en Informática Avanzad

    Physical Hypermedia: a Context-Aware approach

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    In this paper we describe an original architecture for building and deploying physical hypermedia applications, i.e. those applications in which digital and real world objects are linked together using the well-known navigational metaphor of the World Wide Web. We also explain how our architecture evolved from a substrate for implementing location-based services to a powerful and open basis for supporting different navigation semantics and for building travel assistance services according to the current user’s context. After motivating our research and describing the architecture, we illustrate our ideas with some simple examples and compare our research with other related work in the subject.Facultad de InformáticaLaboratorio de Investigación y Formación en Informática Avanzad
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