Leonardo electronic almanac最新文献

筛选
英文 中文
Taken Square: On the Hybrid Infrastructures of the #15M Movement take Square:关于#15M运动的混合基础设施
Leonardo electronic almanac Pub Date : 2014-01-15 DOI: 10.4324/9781351202558-26
José Vicente
{"title":"Taken Square: On the Hybrid Infrastructures of the #15M Movement","authors":"José Vicente","doi":"10.4324/9781351202558-26","DOIUrl":"https://doi.org/10.4324/9781351202558-26","url":null,"abstract":"The text of this article is based on a lecture imparted during the Ars Electronica Festival 2011 as part of the Sensing Place, Placing Sense Symposium in September 2011. Several weeks after this talk, the emergence of the Ocuppy Wall Street movement and it’s global spread replicated many of the features and strategies of the Spanish 15M movement six months earlier. Instead of reevaluating the Spanish protests in light of the Ocuppy Movement, we have chosen to keep the focus on the original events that took place in May 2011.","PeriodicalId":389750,"journal":{"name":"Leonardo electronic almanac","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125293101","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Discovering the Non-Self: The Construction of Language, Trance, and Space + Interview, Statement, Artwork 发现非我:语言、恍惚、空间的建构+访谈、陈述、艺术
Leonardo electronic almanac Pub Date : 2013-04-15 DOI: 10.16995/BST.64
J. Wright
{"title":"Discovering the Non-Self: The Construction of Language, Trance, and Space + Interview, Statement, Artwork","authors":"J. Wright","doi":"10.16995/BST.64","DOIUrl":"https://doi.org/10.16995/BST.64","url":null,"abstract":"We might conceive of a Language Acquisition Device as a useful abstraction, whether taking it as fact or not. It is understood for grammars such as those of languages, and can be applied easily to music theory and mythology. Less obvious is that our identification of space, as an active process, can be described syntactically. A constructivist approach offers a useful description of how and why we might make distinctions between self and environs. After all, the universe is a fairly homogenous collection of elements. To what end do we impulsively project conceptual boundaries like here and not there ?","PeriodicalId":389750,"journal":{"name":"Leonardo electronic almanac","volume":"496 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133992955","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Hundred Thousand Billion Fingers: Seriality and Critical Game Practices 《千亿个手指:连续性和关键游戏实践
Leonardo electronic almanac Pub Date : 2012-01-15 DOI: 10.5900/SU_9781906897161_2012.17(2)_14
S. Boluk, P. LeMieux
{"title":"Hundred Thousand Billion Fingers: Seriality and Critical Game Practices","authors":"S. Boluk, P. LeMieux","doi":"10.5900/SU_9781906897161_2012.17(2)_14","DOIUrl":"https://doi.org/10.5900/SU_9781906897161_2012.17(2)_14","url":null,"abstract":"The title of this essay borrows from Raymond Queneau’s iconic Hundred Thousand Billion Poems , a sonnet generator capable of producing 10^14 unique texts – a quantity that no one reader (or even a million readers) could parse in a lifetime. While Hundred Thousand Billion Poems gestures towards the impossibility of ever accessing the totality of its many reading paths, computer games such as Super Mario Bros. limit the player to one isolated, incomplete perspective among an enormous (but finite) set of possible playthroughs. Despite this single-player experience, collective patterns of play emerge from the repetitive, procedural, and discrete elements – what Ian Bogost calls “unit operations” – that drive computational media. Following Mary Flanagan’s approach to game criticism and Jean-Paul Sartre’s notion of seriality framed in terms of contemporary theories of network culture, this essay examines two categories of “metagames” which “critically play” the serial logics intrinsic to computational media. Metagames are games about games and the examples in this essay are built inside, outside, or alongside Super Mario Bros. , inscribing twenty-five years of procedural play. From remakes of ROM hacks to speedruns of sequencers, this eclectic collection of player-created modifications documents an alternative history of computer games defined not by the production of software but by play. Whether reading Queneau’s book or playing computer games, the constraints of the poem or program produce a range of repetitions. Rather than subjecting the player to the mechanisms of control as defined by the rules of the game, the techniques documented in this essay successfully metagame their own serial conditions to model the movements of a hundred thousand billion fingers.","PeriodicalId":389750,"journal":{"name":"Leonardo electronic almanac","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131449160","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Making Quests Playable: Choices, CRPGs, and the Grail Framework 使任务具有可玩性:选择、crpg和圣杯框架
Leonardo electronic almanac Pub Date : 2012-01-15 DOI: 10.5900/SU_9781906897161_2012.17(2)_146
Anne Sullivan, Michael Mateas, Noah Wardrip-Fruin
{"title":"Making Quests Playable: Choices, CRPGs, and the Grail Framework","authors":"Anne Sullivan, Michael Mateas, Noah Wardrip-Fruin","doi":"10.5900/SU_9781906897161_2012.17(2)_146","DOIUrl":"https://doi.org/10.5900/SU_9781906897161_2012.17(2)_146","url":null,"abstract":"In table-top role-playing games, quests are goals that can be pursued in a variety of ways, providing structure to the game’s ongoing fiction and providing opportunities for role-play. In computer role-playing games, on the other hand, quests are generally structured as lists of tasks or milestones, with variability present only in combat or as a binary choice between completions associated with one or another faction/morality. Given this, the computer role-playing game quest is rarely playable – instead existing as a motivation-supplying wrapper around game systems that can be played. While such games can be compelling, they do not manage to live up to the name or potential of the role-playing game. For computer games to reach this potential, however, will require a new generation of tools: ones that reify assumptions appropriate to the playable, goaloriented quest, rather than the task checklist quest. The Grail Framework is a multi-element research project aimed at presenting a first working example of such a set of tools. This paper briefly describes one of its authoring elements (the QuestBrowser brainstorming tool) and one of its runtime elements (the Grailgm game master). While new tools cannot guarantee players a new experience, they can open up new potential spaces for designers and authors, creating conditions in which computer role-playing game fictions can become both authorially structured and meaningful opportunities for the deep experience of role-play.","PeriodicalId":389750,"journal":{"name":"Leonardo electronic almanac","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126391183","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
Art After New Media: Exploring Black Boxes, Tactics and Archaeologies 新媒体后的艺术:探索黑盒子、策略和考古学
Leonardo electronic almanac Pub Date : 2012-01-15 DOI: 10.5900/SU_9781906897161_2012.17(2)_172
Garnet D. Hertz
{"title":"Art After New Media: Exploring Black Boxes, Tactics and Archaeologies","authors":"Garnet D. Hertz","doi":"10.5900/SU_9781906897161_2012.17(2)_172","DOIUrl":"https://doi.org/10.5900/SU_9781906897161_2012.17(2)_172","url":null,"abstract":"This paper discusses three methodological themes employed by contemporary media artists who reuse obsolete information technology hardware in their work. Methodologies include the exploration of the hidden “blackboxed” layer of technology by circuit bending artists like Reed Ghazala, the tactical use of technologies to bring social change by artists like Natalie Jeremijenko, and the archaeological use of outdated technologies to intervene in history by artists like Tom Jennings. These themes are presented as useful tools to construct a language of reuse which serves a valuablefunction in a culture increasingly confronted by electronic waste and assists in critiquing assumptions of obsolescence, technological progress and understanding digital culture primarily within the framework of “new media.”","PeriodicalId":389750,"journal":{"name":"Leonardo electronic almanac","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133797548","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Imagination, Computation, and Self- Expression: Situated Character and Avatar Mediated Identity 想象、计算与自我表达:情境角色与化身中介的身份
Leonardo electronic almanac Pub Date : 2012-01-15 DOI: 10.5900/SU_9781906897161_2012.17(2)_74
D. Harrell, S. V. Harrell
{"title":"Imagination, Computation, and Self- Expression: Situated Character and Avatar Mediated Identity","authors":"D. Harrell, S. V. Harrell","doi":"10.5900/SU_9781906897161_2012.17(2)_74","DOIUrl":"https://doi.org/10.5900/SU_9781906897161_2012.17(2)_74","url":null,"abstract":"The ability to construct imaginative, computational self-representations such as characters in games and avatars in virtual worlds and social media can impact people’s self-perception in the real world and provide proxies for people to engage in communities as players, learners, and doers. It is clear, however, that some users view characters and avatars instrumentally to accomplish virtual tasks, whereas others see them as virtual selves for playful identity construction and performance. Open questions about design of character/avatar construction tools include better understanding the trade-offs between accommodating representation of aspects of users real selves vs. enabling extraordinary fantastic characters – and how enabling either plays a role in the users’ situated contexts, including the creation of coherent life stories, narratives of personal experience, and narratives of personal identity. This paper provides theory and pilot evidence as steps toward answering these questions. Our evidence was elicited using grounded theory techniques on data collected in a three-year design-based research study into fostering at-risk students’ science, technology, engineering, and mathematics (STEM) learning using virtual world technologies. 1 We propose a three-axis model of user stances in relationship to their avatars. Using insights from the cognitive science theory of conceptual blending in order to characterize users’ perspectives of their avatars as imaginative integrations of their real and virtual selves, we present a set of case studies illustrating users’ stances in terms of our three axes. The upshot is that students in the study tended to fall into one of three categories: (1) viewing their avatars as necessarily reflections of their real world identities, (2) viewing their avatars as mere proxies for building artifacts in the world, and (3) viewing avatars as characters external to themselves for engaging in a play of identity performance and presentation. Group (1) found the affordances of the virtual world tools they used to be inadequate, hence serving the needs of this group may require alternative design solutions in light of real world values, activities, and behaviors.","PeriodicalId":389750,"journal":{"name":"Leonardo electronic almanac","volume":"11 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114049993","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 15
Making Inroads: Promoting Quality and Excellency of Contemporary Digital Cultural Practices and Interdisciplinarity 进军:促进当代数字文化实践的质量和卓越与跨学科
Leonardo electronic almanac Pub Date : 2012-01-15 DOI: 10.5900/SU_9781906897161_2012.17(2)_4
Lanfranco Aceti
{"title":"Making Inroads: Promoting Quality and Excellency of Contemporary Digital Cultural Practices and Interdisciplinarity","authors":"Lanfranco Aceti","doi":"10.5900/SU_9781906897161_2012.17(2)_4","DOIUrl":"https://doi.org/10.5900/SU_9781906897161_2012.17(2)_4","url":null,"abstract":"I would like to welcome you to the first special volume of the Leonardo Electronic Almanac. DAC09: After Media: Embodiment and Context , is a volume that generated from the conference by the same name that Prof. Penny chaired at the end of 2009. DAC09: After Media: Embodiment and Context is the first of a series of special volumes of the Leonardo Electronic Almanac that are realized in collaboration with international academic, editors and authors.","PeriodicalId":389750,"journal":{"name":"Leonardo electronic almanac","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122316275","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Understanding material-based imagination : cognitive coupling of animation and user action in interactive digital artworks 理解基于材料的想象:交互式数字艺术作品中动画和用户行为的认知耦合
Leonardo electronic almanac Pub Date : 2012-01-15 DOI: 10.5900/SU_9781906897161_2012.17(2)_50
Kenny K. N. Chow, D. Harrell
{"title":"Understanding material-based imagination : cognitive coupling of animation and user action in interactive digital artworks","authors":"Kenny K. N. Chow, D. Harrell","doi":"10.5900/SU_9781906897161_2012.17(2)_50","DOIUrl":"https://doi.org/10.5900/SU_9781906897161_2012.17(2)_50","url":null,"abstract":"We argue, from a perspective integrating cognitive science and the arts, that interactive animated visual graphics, as embodied images whose understanding relies on users’ perceptual and motor apparatuses, connect both mental and material notions of images. Drawing upon cognitive science theories of conceptual blending and material anchors, recent neuroscience results regarding mirror neurons, and phenomenological approaches to human-computer interaction, we bridge the gap between visual perception and bodily interaction in digital environments – calling this process as “material-based imagination” (in contrast to the general notion of imagination as purely a mental activity). Animated images trigger a reflective process in which material-based imaginative construction and elaboration can take place. When this process, enabled by today’s real-time control and rendering technologies, becomes instantaneous and continuous, it mobilizes a motor-sensory feedback loop. This type of user experience constitutes embodiment of meaning and intention through interaction with digital media artifacts. This kind of embodied understanding is pervasive in today’s digitally mediated environments. Through analyses of digital artwork, we show the important role of imaginative blends of concepts in making multiple levels of meaning through embodied expressiveness with motion-based motor input. The implications of these analyses collectively form a step toward an embodied cognition approach to animation phenomena and toward recentralizing understanding of artistic and humanistic production in cognitive research.","PeriodicalId":389750,"journal":{"name":"Leonardo electronic almanac","volume":"165 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115767829","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Play, Things, Rules, and Information: Hybridized Learning in the Digital University 游戏、事物、规则和信息:数字大学中的混合学习
Leonardo electronic almanac Pub Date : 2012-01-15 DOI: 10.5900/SU_9781906897161_2012.17(2)_92
E. Losh
{"title":"Play, Things, Rules, and Information: Hybridized Learning in the Digital University","authors":"E. Losh","doi":"10.5900/SU_9781906897161_2012.17(2)_92","DOIUrl":"https://doi.org/10.5900/SU_9781906897161_2012.17(2)_92","url":null,"abstract":"The term “hybrid learning” has recently been appropriated by the distance learning movement to delineate the features of a specific type of educational experience that blends traditional lecture and Socratic discussion with online computer mediated instruction. In many ways, however, this “hybridity” only reinforces traditional boundaries between learner and teacher, learner and learner, and teacher and teacher, because this kind of courseware-driven pedagogy ultimately only reifies certain ideologies of late capitalism oriented around efficiency, modularity, linearity, and surveillance in which the interfaces of so-called learning management systems are structured like a conventional teacher’s grade-book, and spontaneous forms of improvisation made possible by the unexpected connections facilitated by a course syllabus and particular aggregations of students are constrained by highly scripted interactions.","PeriodicalId":389750,"journal":{"name":"Leonardo electronic almanac","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130621433","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
An Interview with Simon Penny: Techno-Utopianism, Embodied Interaction and the Aesthetics of Behavior 西蒙·潘尼访谈:技术乌托邦主义、具身互动与行为美学
Leonardo electronic almanac Pub Date : 2012-01-15 DOI: 10.5900/SU_9781906897161_2012.17(2)_136
Jihoon Kim, Kristen Galvin
{"title":"An Interview with Simon Penny: Techno-Utopianism, Embodied Interaction and the Aesthetics of Behavior","authors":"Jihoon Kim, Kristen Galvin","doi":"10.5900/SU_9781906897161_2012.17(2)_136","DOIUrl":"https://doi.org/10.5900/SU_9781906897161_2012.17(2)_136","url":null,"abstract":"In your writing you have criticized immersive Vr technologies for their dream of detachment from human flesh and their rhetoric of command and control. Do you think your critical assessment is relevant to today’s media artworks and communication technologies based on Vr? The 1990s was the formative decade for interactive art and digital culture, and throughout I critiqued both the technology and the rhetoric around the technology. Many theorists were expounding Utopian ideas of convergence, social harmony, world peace, spiritual redemption or collective intelligence. This worried me because while the technology was ostensibly new, the rhetoric was just another chapter in 200 years of techno-utopianism. Theodore Roszak quotes a poem about the steam train from the 1830s, “steel and her handmaid steam will make utopia only half a dream” and will “”¦bring peace on every line.” If you change key words to “Internet” and “Computer” it sounds like the rhetoric of the 1990s.(”¦)","PeriodicalId":389750,"journal":{"name":"Leonardo electronic almanac","volume":"53 374 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126013780","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信