Derrick De Kerckhove: The Skin of Culture: Investigating the New Electronic Reality (1995/1997)
Filed under book | Tags: · cyberculture, mass media, new media, technology, television, virtual reality

This is a bold vision of the electronic media and the nature of reality in a world increasingly wired to technology. It proposes and explores concepts such as: whether democracy is outmoded and must be redesigned to reflect how technology affects power structures; whether the electronic media have extended our psychology as well as our nervous systems and our bodies; whether art must redress the balance with science and reclaim technology; and whether electronic media are reversing the effects of language, literacy and the alphabet, and whether this is a good thing.
Editor Christopher Dewdney
Publisher Kogan Page Publishers, 1997
ISBN 074942480X, 9780749424800
226 pages
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Comment (0)Manuel De Landa: A Thousand Years of Nonlinear History (1997)
Filed under book | Tags: · abstract machine, economy, history, linguistics, meshwork, non-linear history, philosophy, self-organization

“Following in the wake of his groundbreaking work War in the Age of Intelligent Machines, Manuel De Landa presents a radical synthesis of historical development of the last thousand years. A Thousand Years of Nonlinear History sketches the outlines of a renewed materialist philosophy of history in the tradition of Fernand Braudel, Gilles Deleuze, and Félix Guattari, while engaging the critical new understanding of material processes derived from the sciences of dynamics. Working against prevailing attitudes that see history merely as the arena of texts, discourses, ideologies, and metaphors, De Landa traces the concrete movements and interplays of matter and energy through human populations in the last millennium. The result is an entirely novel approach to the study of human societies and their always mobile, semi-stable forms, cities, economies, technologies, and languages.
De Landa attacks three domains that have given shape to human societies: economics, biology, and linguistics. In each case, De Landa discloses the self-directed processes of matter and energy interacting with the whim and will of human history itself to form a panoramic vision of the West free of rigid teleology and naive notions of progress and, even more important, free of any deterministic source for its urban, institutional, and technological forms. The source of all concrete forms in the West’s history, rather, is shown to derive from internal morphogenetic capabilities that lie within the flow of matter-energy itself.”
Publisher Zone Books, 1997
Swerve Editions, New York, 2000
ISBN 0942299329
333 pages
PDF (4 MB, updated on 2015-9-1)
Comment (1)Zuzana Husárová: Písanie v interaktívnych médiách. Digitálna fikcia (2009) [Slovak]
Filed under thesis | Tags: · electronic literature, hypertext, interactive media, interactivity, intermedia, literary theory, literature, media theory

Predmetom dizertačnej práce je predstavenie a kontextualizácia možností písania v interaktívnych médiách a skúmanie literárneho umenia interaktívnych médií v anglofónnom priestore. Pre dnešnú tvorbu umeleckých diel v interaktívnych médiách je príznačný intermediálny charakter; autori pre predstavenie fiktívneho sveta často prepájajú text, obraz a zvuk do výpovedného celku. Cieľom práce je vyjadriť sa jednak k otázkam, ktoré síce nie sú nové, avšak digitálny formát a priestor internetu im umožnili nadobudnúť nové rozmery a aj k otázkam pre výskum digitálnej fikcie špecifickým. Výskum sa zameriava na digitálnu fikciu – v počítačovom programe napísané digitálne dielo, v ktorom autor ponúka svet fikcie. V práci sú predstavené viaceré aspekty digitálnej fikcie, ktorých kombinácia je indikátorom jej charakteristického postavenia v rámci ostatného digitálneho umenia – fragmentárnosť rozprávania, multilinearita, interaktivita, performativita, dynamika, intermedialita a princípy hry a hravosti. Fenoménmi súčasnosti, ktoré pôsobia aj na tvorbu skúmaných diel a ich čitateľskú popularitu sú estetická atraktivita, ktorú v tomto kontexte prináša predovšetkým využitie diverzity medialít a pokus o vyvolanie čo najintenzívnejšieho zážitku v čo najkratšom čase. Práca pozostáva okrem úvodu, záveru a interlúdia (venovanému kategórii materiality digitálnej fikcie) zo štyroch kľúčových kapitol. V týchto kapitolách sú vedecké prístupy k skúmanej problematike písania v interaktívnych médiách následne využité pri analýze-interpretácii konkrétnych digitálnych fikcií.
Kľúčové slová : digitálna fikcia, interaktívne médiá, fragmentárnosť, multilinearita, interaktivita, performativita, dynamickosť, intermedialita, hra, literárna veda, teória nových médií, teória digitálnej fikcie, hypertext, kybertext, materialita, metamedialita
Dizertačná práca
Ústav svetovej literatúry Slovenskej akadémie vied v Bratislave
Školiteľ: Mgr. Bogumiła Suwara, PhD.
Bratislava: ÚSvL SAV, 2009
Dizajn: Pavlinka Morháčová

This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.
Writing in the interactive media. Digital fiction
The subject of the thesis is to introduce and contextualise the possibilities of writing in the interactive media as well as to study the literary art of interactive media in the Anglophone area. One of the attributes of the contemporary art pieces of interactive media is their intermedial character; the authors often link text, image and sound to introduce the fictional world. The aim of the thesis is on one hand to refer to the questions that are not new but have appeared in new circumstances due to the digital format and internet and on the other hand to refer to the questions typical for the digital fiction research. The research concentrates on the digital fiction – a digital piece written in a computer programme, in which the author offers a fictional world. The thesis addresses several aspects of digital fiction, whose combination indicates its characteristic status within the group of digital art – fragmentarity of narrative, multilinearity, interactivity, performativity, dynamics, intermediality and the principles of game and play. The current phenomena that influence also the creation of the analysed art pieces and their popularity among readers are the aesthetic attraction, in this context brought mainly by the use of media diversity, and the effort to evoke the most intensive experience in the shortest time span. The thesis consists apart from the introduction, conclusion and interludium (dealing with the materiality of digital fiction) of four chapters. The scientific approaches to the problematics of writing in the interactive media are in the second parts of these chapters used in the process of analysis-interpretation of particular digital fiction pieces.
Key words : digital fiction, interactive media, fragmentarity, multilinearity, interactivity, performativity, dynamics, intermediality, play, game, literary science, new media theory, digital fiction theory, hypertext, cybertext, materiality, metamediality
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