5,279 research outputs found
What is editorialization?
Cet article prĂ©sente les rĂ©sultats de huit ans de travail sur le concept dâĂ©ditorialisation, rĂ©alisĂ©s dans le cadre du sĂ©minaire international « Ăcritures numĂ©riques et Ă©ditorialisation » que jâai coorganisĂ© avec Nicolas Sauret depuis 2008. Je propose de dĂ©finir lâĂ©ditorialisation comme lâensemble des dynamiques qui produisent lâespace numĂ©rique. Ces dynamiques peuvent ĂȘtre comprises comme les interactions dâactions individuelles et collectives avec un environnement numĂ©rique. Ă partir de cette dĂ©finition je propose de dĂ©crire le fonctionnement des instances dâautoritĂ© dans lâespace numĂ©rique.This paper is the result of eight years of work on the concept of editorialization that was done in the context of the international seminar âĂcritures numĂ©riques et Ă©ditorialisationâ, which I have been co-organizing with Nicolas Sauret since 2008. I propose a definition of editorialization as the set of dynamics that produce and structure digital space. These dynamics can be understood as the interactions of individual and collective actions within a particular digital environment. Starting from this definition I try to describe how authority works in digital space
What is contemporary art?
The topic of the thesis is âWhat is contemporary art?â. While exploring contemporary art, its conceptions, characteristics and remarkable events related to it, I concentrate mainly on research of contemporary art as universal, particularly on such phenomena as multicultural art, postdramatic theater, audience interaction, as well as challenged aesthetics. This thesis also considers postmodern art, since contemporary art in its current form departed from postmodern art. I rely on and address the German language prose and drama, as well as visual arts. The work of Elfriede Jelinek, John von DĂŒffel, Peter Handke, Kristof Magnusson, and multicultural artists Vladimir Kaminer, Feridun Zaimoglu are considered. This paper renders art as a blend of different arts, as well as synthesis of arts and different human activities.
The thesis consists of five chapters. I rely in chapter I on the artwork of Rebecca Horn, Edith Meusnier, Andrea Polli as a sample of heterogeneity, appearing in unusual forms and places, blending together and erasing borders between different types of arts. Multicultural art as one of the forms of universal art is researched on samples of work by Vladimir Kaminer and Feridun Zaimoglu in chapter II. Chapter III concentrates on universal notions of postdramatic theater, supported by theoretical work of Hans-Thies Lehmann. In chapter IV, which is âQuestioning Aestheticsâ, I write about body fluids art, and include the work of Julia Kristeva, Rina Arya. Digital universality, one of the main characteristics of contemporary art, is a topic of chapter V.
I render contemporary art as the pick of art evolution and cover such characteristics, events or occurrences in contemporary art as the inevitability of development, emergence of different mediums as a result of it, as well as more challenged aesthetics
What is the Avatar?
What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan GĂŒnzel, Jörg Sternagel, and Dieter Mersch
User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience
A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitorsâ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further
step towards an iterative design that considers the user interaction a central point. The paper discusses
how such an environment allows designers and developers to experiment with different systemâs behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the
developments that followed that first experience: our findings seem still valid despite the passed time
Recommended from our members
The Collective Building of Knowledge in Collaborative Learning Environments
The intention of this chapter is to investigate how collaborative learning environments (CLEs) can be used to elicit the collective building of knowledge. This work discusses CLEs as lively cognitive systems and looks at some strategies that might contribute to the improvement of significant pedagogical practices. The study is supported by rhizome principles, whose characteristics allow us to understand the process of selecting and connecting what is relevant and meaningful for the collective building of knowledge. A brief theoretical and conceptual approach is presented and major contributions and difficulties about collaborative learning environments are discussed. New questions and future trends about the collective building of knowledge are suggested
Mediapolis: an introduction
The organisation of this workshop has been prompted by concerns with the way media so
often seem to get left out of writing on cities and urban politics (rather than vice-versa).
We agree with Ivesonâs (2007) argument that urban and media studies have much more
in the way of shared concerns when it comes to politics than is conventionally thought to
be the case. As a result, we are hoping this workshop will create an occasion for urban
scholars to meet those studying media, to explore what difference it makes to explicitly
consider the place of media practices in making a politics of cities, and conversely, to
consider what is left out when such practices are relegated to the background. In certain
ways, we are suggesting a contemporary return to something like Robert Parkâs
inclination in relation to cities and media. In his seminal essay on the natural history of
the newspaper, for example (Park, 1925), Park exhibits a style which does not generally
seem to distinguish between or oppose the urban and the media when studying politics
and democracy. This surely has something to do with Parkâs own intellectual period, and
the absence of established disciplines in media or urban studies. Yet this is also precisely
the point of the workshop: an opportunity for engagement and discussion through a
similar sort of pre-disciplinary spirit
Toward an Aesthetics of New-Media Environments
In this paper I suggest that, over and above the need to explore and understand the technological newness of computer art works, there is a need to address the aesthetic signiïŹcance of the changes and effects that such technological newness brings about, considering the whole environmental transaction pertaining to new media, including what they can or do offer and what users do or can do with such offerings, and how this whole package is integrated into our living spaces and activities. I argue that, given the primacy of computer-based interaction in the new-media, the notion of âornamentalityâ indicates the ground-ïŹoor aesthetics of new-media environments. I locate ornamentality not only in the logically constitutive principles of the new-media (hypertextuality and interactivity) but also in their multiform cultural embodiments (decoration as cultural interface). I utilize Kendall Waltonâs theory of ornamentality in order to construe a puzzle pertaining to the ornamental erosion of information in new-media environments. I argue that insofar as we consider new-media to be conduits of âreal-lifeâ, the excessive density of ornamental devices prevalent in certain new-media environments forces us to conduct our inquiries under conditions of neustic uncertainty, that is, uncertainty concerning the kind of relationship that we, the users, have to the propositional content mediated. I conclude that this puzzle calls our attention to a peculiar interrogatory complexity inherent in any game of knowledge-seeking conducted across the infosphere, which is not restricted to the simplest form of data retrieval, especially in mixed-reality environments and when the knowledge sought is embodied mimetically
Literature as a technique of recollection
There is a caricature of Marcel Proust in which the despairing writer is consoled by a friend saying, 'Aber, aber, mon cher Marcel, nun versuchen Sie sich doch zu erinnern, wo Sie die Zeit verloren haben.'
Literature in general, not only A La Recherche du Temps Perdu, deals with a different form of memory than that of mnemonics, in which the hints of places lead to a retrieval of what has been stored there before. Nevertheless it is difficult to pinpoint the criteria that make this difference. How does literature transcend the technologically limited sense of memory in terms of a storage and retrieval system? ..
Recommended from our members
Just Writing Center Work in the Digital Age: De Facto Multiliteracy Centers in Dialogue with Questions of Social Justice
Multiliteracy, new media writing, and
multimodality: in some form or another, the kind of
sleek, technological world these terms conjure emerges
as a subject of conversation in current writing center
work. When I began teaching a writing center theory
course at the University of Michiganâs Sweetland
Center for Writing, I scheduled about three-days
worth of formal space for the stuff of multiliteracy.
Among other essays, students read David Sheridanâs
âWords, Images, Sounds: Writing Centers as
Multiliteracy Centers,â a piece about how Sheridan
helped start a âtechnology-richâ multiliteracy center
staffed by tech- and multimodal-rhetoric-savvy
consultants at the University of Michigan (âWords,
Images, Soundsâ 341). I was met with what I soon
learned was a typical response to the essay: âSo, where
is it? Whereâs the multiliteracy center?â âGone,â was
my answer, and in an official sense, it was: it dissipated
after only a few years,1 and, what remains, among
other Sweetland services, is the Peer Tutoring Center,
an apparently far cry from the futuristic spaces that
visions like Sheridanâs evoke. With computers too old
and too few in number, our windowless, underground
tutoring space looks like days of writing center past,
not writing center future. And despite an
understanding of our own institutional privilege, our
collective affect resembles that of colleagues at less
privileged institutions: many of us still feel like we are
a long way off from the kind of cutting-edge
multiliteracy center that Sheridan describes.University Writing Cente
- âŠ