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University of Florida Thesis Or Dissertation
A DIGITAL MEDIA POETICS By MAURO CARASSAI A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2014 1 © 2014 Mauro Carassai 2 To Paola Pizzichini for making me who I am 3 ACKNOWLEDGMENTS I thank my dissertation supervisor Dr. Gregory L. Ulmer, my committee members Dr. Robert B. Ray, Dr. Terry A. Harpold, and Dr. Jack Stenner and all the people who have read sections of this work while in progress and provided invaluable comments, in particular Dr. Adalaide Morris and Dr. N. Katherine Hayles. I also thank my friends and colleagues on both sides of the Atlantic. 4 TABLE OF CONTENTS page ACKNOWLEDGMENTS .................................................................................................. 4 LIST OF FIGURES .......................................................................................................... 7 LIST OF ABBREVIATIONS ............................................................................................. 8 ABSTRACT ..................................................................................................................... 9 CHAPTER 1 THE POETICS OF ATTENTION: TOWARDS AN ORDINARY DIGITAL PHILOSOPHY ........................................................................................................ 11 The Praxis-Theory Hypothesis of Digitality ............................................................. 11 Mallarmé: Instructions for Use ............................................................................... -
Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................ -
Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
WORDS MADE FLESH Code, Culture, Imagination Florian Cramer
WORDS MADE FLESH Code, Culture, Imagination Florian Cramer Me dia De s ign Re s e arch Pie t Z w art Ins titute ins titute for pos tgraduate s tudie s and re s e arch W ille m de Kooning Acade m y H oge s ch ool Rotte rdam 3 ABSTRACT: Executable code existed centuries before the invention of the computer in magic, Kabbalah, musical composition and exper- imental poetry. These practices are often neglected as a historical pretext of contemporary software culture and electronic arts. Above all, they link computations to a vast speculative imagination that en- compasses art, language, technology, philosophy and religion. These speculations in turn inscribe themselves into the technology. Since even the most simple formalism requires symbols with which it can be expressed, and symbols have cultural connotations, any code is loaded with meaning. This booklet writes a small cultural history of imaginative computation, reconstructing both the obsessive persis- tence and contradictory mutations of the phantasm that symbols turn physical, and words are made flesh. Media Design Research Piet Zwart Institute institute for postgraduate studies and research Willem de Kooning Academy Hogeschool Rotterdam http://www.pzwart.wdka.hro.nl The author wishes to thank Piet Zwart Institute Media Design Research for the fellowship on which this book was written. Editor: Matthew Fuller, additional corrections: T. Peal Typeset by Florian Cramer with LaTeX using the amsbook document class and the Bitstream Charter typeface. Front illustration: Permutation table for the pronounciation of God’s name, from Abraham Abulafia’s Or HaSeichel (The Light of the Intellect), 13th century c 2005 Florian Cramer, Piet Zwart Institute Permission is granted to copy, distribute and/or modify this document under the terms of any of the following licenses: (1) the GNU General Public License as published by the Free Software Foun- dation; either version 2 of the License, or any later version. -
The Origins of Electronic Literature. an Overview. As Origens Da Literatura Eletrônica
Texto Digital, Florianópolis, v. 15, n. 1, p. 4-27, jan./jun. 2019. https://doi.org/10.5007/1807-9288.2019v15n1p4 The Origins of Electronic Literature. An Overview. As origens da Literatura Eletrônica. Um panorama. Giovanna Di Rosarioa; Kerri Grimaldib; Nohelia Mezac a Politecnico di Milano, Milano, Italy - [email protected] b Hamilton College, Clinton, New York United States of America - [email protected] c University of Leeds, Leeds, United Kingdom - [email protected] Keywords: Abstract: The aim of this article is to sketch the origins of electronic literature and to Electronic highlight some important moments in order to trace its history. In doing so we consider Literature. Origins. the variety of languages, cultural backgrounds, cultural heritages, and contexts in which Development. digital literature has been created. The article is divided into five sections: a brief World. history of electronic literature in general (however, we must admit that this section has a very ethnocentric point of view) and then four other sections divided into North American, Latin American, European (Russia included), and Arab Electronic Literature. Due to the lack of information, there is no section devoted to Electronic Literature in Asia, although a few texts will be mentioned. We are aware of the limits of this division and of the problems it can create, however, we thought it was the easiest way to shortly map out the origins of electronic literature and its development in different countries and continents. The article shows how some countries have developed their interest in and creation of electronic literature almost simultaneously, while others, just because of their own cultural background and/or contexts (also political and economic contexts and backgrounds), have only recently discovered electronic literature, or accepted it as a new form of the literary genre. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Participating in a Story: a Cognitive Perspective
Participating in a Story Participating in a Story EXPLORING AUDIENCE COGNITION PIERRE GANDER Lund University Cognitive Studies 119 Copyright © Pierre Gander 2005. All rights reserved. For further information, corrections, and updates, see the author’s web page at http://www.pierregander.com Cover: Detail from Henna by Afsaneh Monemi. Photograph by Afsaneh Monemi. Printed in Sweden by Arkitektkopia, Göteborg 2005. ISBN 91-628-6417-3 ISSN 1101-8453 ISRN LUHFDA/HFKO-1015-SE Lund University Cognitive Studies 119 To everyone who participates in my story CONTENTS Acknowledgements ix CHAPTER 1 Introduction 1 • PART I: THEORETICAL FRAMEWORK CHAPTER 2 Stories 21 CHAPTER 3 Fiction 33 CHAPTER 4 Participatory stories 47 • PART II: EMPIRICAL STUDIES CHAPTER 5 A method for generating data for exploring off-line cognition 93 CHAPTER 6 Long-term memory representations of spatiality 135 CHAPTER 7 Exploring memory qualities using the reality monitoring framework 173 CHAPTER 8 Perspective on actions and events 199 • CHAPTER 9 Conclusions and future research 241 References 255 Appendix 265 ACKNOWLEDGEMENTS :HVWRI+RXVH <RXDUHLQDQRSHQILHOGZHVWRIDELJZKLWH KRXVHZLWKDERDUGHGIURQWGRRU 7KHUHLVDVPDOOPDLOER[KHUH !2SHQPDLOER[ 2SHQLQJWKHPDLOER[UHYHDOVDGLVVHUWDWLRQ !5HDGGLVVHUWDWLRQ ACKNOWLEDGEMENTS During the years of working with this book, which is also my doc- toral dissertation, my ideas and skills have formed in the meeting with numerous people, some of whom I may not even remember, at university departments, conferences, and elsewhere. Academi- cally I have spent time at the Department of Computer Science, University of Skövde, at the Department of Cognitive Science (LUCS), Lund University, at the Department of Linguistics and the SSKKII Center for Cognitive Science, both at Göteborg University. It is the people at these places who have shaped me the most. -
Sue Thomas, Phd [email protected]
CURRICULUM VITAE last updated June 2013 Sue Thomas, PhD www.suethomas.net [email protected] Narrative Summary I have been writing about computers and the internet since the late 1980s. My books include ‘Technobiophilia: nature and cyberspace (2013), a study of the biophilic relationship between nature and technology, Hello World: travels in virtuality (2004), a travelogue/memoir of life online, and Correspondence (1992), short-listed for the Arthur C. Clarke Award for Best Science Fiction Novel. In 1995 I found the pioneering trAce Online Writing Centre, an early global online community based at Nottingham Trent University which ran for ten years. From 2005-2013 I was Professor of New Media in the Institute of Creative Technologies at De Montfort University where I researched biophilia, social media, transliteracy, transdisciplinarity and future foresight, as well as running innovative projects like the NESTA-funded Amplified Leicester, and the development of the DMU Transdisciplinary Common Room, a collaborative space for cross-faculty working. To date I have received funding from Arts Council England, the Arts and Humanities Research Board, the British Academy, the British Council, the EU, the Higher Education Innovation Fund, the Joseph Rowntree Foundation, NESTA and many others. My partners have included commercial companies, universities, arts organisations, local authorities and colleagues in Sweden, Finland, France, Australia and the USA. I left De Montfort University in June 2013 to focus on writing and consultancy and I am currently researching future forecasting in nature, technology and well-being. I want to know what practical steps we might take to ensure that our digital lives are healthy, mindful and productive. -
Copyright by Jason Todd Craft 2004 the Dissertation Committee for Jason Todd Craft Certifies That This Is the Approved Version of the Following Dissertation
Copyright by Jason Todd Craft 2004 The Dissertation Committee for Jason Todd Craft Certifies that this is the approved version of the following dissertation: Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions Committee: Adam Z. Newton, Co-Supervisor John M. Slatin, Co-Supervisor Brian A. Bremen David J. Phillips Clay Spinuzzi Margaret A. Syverson Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions by Jason Todd Craft, B.A., M.A. Dissertation Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy The University of Texas at Austin December, 2004 Dedication For my family Acknowledgements Many thanks to my dissertation supervisors, Dr. Adam Zachary Newton and Dr. John Slatin; to Dr. Margaret Syverson, who has supported this work from its earliest stages; and, to Dr. Brian Bremen, Dr. David Phillips, and Dr. Clay Spinuzzi, all of whom have actively engaged with this dissertation in progress, and have given me immensely helpful feedback. This dissertation has benefited from the attention and feedback of many generous readers, including David Barndollar, Victoria Davis, Aimee Kendall, Eric Lupfer, and Doug Norman. Thanks also to Ben Armintor, Kari Banta, Sarah Paetsch, Michael Smith, Kevin Thomas, Matthew Tucker and many others for productive conversations about branding and marketing, comics universes, popular entertainment, and persistent world gaming. Some of my most useful, and most entertaining, discussions about the subject matter in this dissertation have been with my brother, Adam Craft. I also want to thank my parents, Donna Cox and John Craft, and my partner, Michael Craigue, for their help and support. -
The Post Infocom Text Adventure Collection
The Post Infocom Text Adventure Collection Many of us played and loved the text adventures produced by Infocom in the 1980’s. They were rich in story and puzzles, and contained some excellent writing. In the years since Infocom’s demise in 1989, there have been a lot of good games produced using the Z-Machine - the game format that Infocom was using. This gives us a chance to make these modern-day games run on the computers of the 80’s, like the Commodore 64. I decided to create a collection of Z-machine games for the C64, and this is it. All in all, it’s 31 games, released in 1993-2015. Each game has been put into its own directory, in which is also an empty disk for game saves and a file called AUTOSWAP.LST to make life easier for people using the SD2IEC diskdrive substitute. If you haven’t played text adventures before, or feel that you never got the hang of it, you should read the chapter How to play a text adventure. If you want more of a background on Infocom and the game format they used, you should read the chapter about The Zork Machine at the end of this document. There is also a chapter about the process of porting Z-machine games to the C64 and, finally, a chapter about writing your own games. I created this documentation as a PDF, so that you could easily print it out and keep it nearby if you’re enjoying the collection on a real C64. -
Reading and Playing Cadre's Varicella
MelbourneDAC 2003 Face It, Tiger, You Just Hit the Jackpot: Reading and Playing Cadre’s Varicella Nick Montfort Stuart Moulthrop Department of Computer and Information Science School of Information Arts and Technologies University of Pennsylvania University of Baltimore E-mail: [email protected] E-mail: [email protected] A B ST R A C T: W e co n sid er a s pecif ic ch ar acter , th e to w er . That was m or e than f ou r y ear s ag o . P r in ces s Ch arlo tte, in th e 1 9 9 9 in teractiv e f ictio n S h e’ s s till her e. w o rk Va ricella b y A d am Cad re. To ap pr eciate and s o lv e this w or k , th e in ter acto r m u s t b o th in ter p r et S h e lo o ks u p . “h ello , v ar icella,” s h e s ay s . “f ace it, th e tex ts th at r es u lt ( as a liter ar y r eader d oes ) an d tiger , yo u jus t hit the jack p o t!” [ Bold f ace in also o p er ate th e cy b ertex tual m ach in e o f th e o r ig in al.] p r og r am , actin g as a gam e play er an d tr y in g to u n der s tan d the s ys tem o f Va ricella ’ s s im u lated What exactly could this utterance mean? It could be read w o rld . -
2015 Programme Bergen International Festival
BERGEN 27 MAY — 10 JUNE 2015 2015 PROGRAMME BERGEN INTERNATIONAL MORE INFO: WWW.FIB.NO FESTIVAL PREFACE BERGEN INTERNATIONAL 003 FESTIVAL 2015 Love Enigmas Love is a perpetually fascinating theme in the Together with our collaborators we aim to world of art. The most enigmatic of our emotions, create a many-splendoured festival – in the it brings us joy when we experience it set to music, truest sense of the word – impacting the lives of AN OPEN INVITATION recounted in literature or staged in the theatre, in our audiences in unique and unmissable ways, dance and in film. We enjoy it because art presents both in venues in the city centre, the composers’ TO VISIT OUR 24-HOUR us with mirror images of ourselves and of the most homes and elsewhere in the region. important driving forces in our lives. OPEN BANK The Bergen International Festival is an event Like a whirling maelstrom love can embrace in which artists from all over the world want ON 5-6 JUNE 2015 us and suck us in and down into the undertow to participate, and they are attracted to the with unforeseeable consequences. Love unites playfulness, creativity and tantalizing energy high and low, selfishness and selflessness, self- of the festival. The Bergen International Festival Experience Bergen International Festival at affirmation and self-denial, and carries us with is synonymous with a high level of energy and our branch at Torgallmenningen 2. There will equal portions of blindness and ruthlessness a zest for life and art. Like an explorer, it is be activities and mini-concerts for children into the embrace of the waterfall, where its unafraid, yet approachable at the same time.