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DIKULT103: DIGITAL GENRES

General theories and introductionJan 20, 2011

Jill Walker Rettberg, Førsteamanuensis i digital kultur

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Readings:

• Egenfeldt-Nielson, Simon, Jonas Heide Smith and Susana Pajares Tosca. Understanding Video Games: The Essential Introduction. Routledge, 2008. 294 pages.

• Tribe, Mark and Reena Jana. New Media Art. Taschen, 2007/2009.

• Wardrip-Fruin, Noah, and Nick Montfort. The New Media Reader. Cambridge, MA: MIT Press, 2003. (You will only need a few texts from this anthology, so if you don’t need it in other DIKULT courses you may manage by borrowing a copy.)

• A collection of articles (kompendium) to be bought at Studia (315 kr).

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Also: a reading list of electronic literature, games, and digital art that you will be expected to be familiar with. These will be presented at the start of each section.

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Pre-digital.

http://video.google.com/videoplay?docid=4059841348493635424#

Len Lye: Swinging the Lambeth Walk. Video animation, 1937.

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Digital.

Chris Milk: The Johnny Cash Project. (2010) http://www.thejohnnycashproject.com

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Is there an essential difference between digital art and non-

digital art?

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Manovich, 2001.

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Manovich, Lev (2001) The Language of New Media. MIT Press.

Media and computing have developed in parallel for 200 years, almost converging again and again.

Image:http://www.bijt.org/wordpress/2005/11/

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The Jacquard Loom (1801)

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Daguerrotypes as new media infatuation

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Difference Engine (Babbage 1823)

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Analytical Engine (1837)

The first general purpose computer.

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(what if they had succeeded in building computers back then?)

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Fabrikkene fortsatte

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The Universal Turing Machine

(Alan Turing)

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“Zuse strip” – Konrad Zuse used discarded 35mm movie film to make the first punched tape computer programs.(Image from http://www.casualoptimist.com/wp-content/uploads/2010/04/zuse-film.jpg)

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Manovich, Lev (2001) The Language of New Media. MIT Press.

There are five key differences between old and new media.

Image:http://www.bijt.org/wordpress/2005/11/

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1. Numerical Representation

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Media is programmable.

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This generates

that.

Ted Warnell: “Poem Binary”http://codepo.blogspot.com/2008/12/poem-binary.html

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2. Modularity

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“elements are assembled into larger objects but maintain their separate identities”

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3. Automation

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Numerically encoded modules pulled together on the fly (low-level automation)

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High-level automation

Kismet, the MIT robot that responds to your tone of voice (late 1990s)

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Easy access to data, search, re-use, remix

“War President” by Joe of American Leftist

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4. Variability

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content / interface

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Customise the work for each individual

http://www.npr.org/templates/story/story.php?storyId=1908113

http://www.flickr.com/photos/lenejohansen/3276126816

Reason magazine’s customised covers, 2004.

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Customisation using Facebook Connect is popular these days

http://cnnbc.moveon.org/?rc=fbauto.txt5.pic3

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Or using Google’s immense databases

http://www.thewildernessdowntown.com/

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Manovich talks about“branching interactivity”

andhypermedia

http://www.youtube.com/watch?v=4ba1BqJ4S2M

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Press return or Y

Certain words in the text ”yield”

and take you to a new page when you click them – but in this piece,

links aren’t marked

You can also navigate using the control strip.

sometimes pressing return

works

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yes

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Or if you pressed no:

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Sold as a bookafternoon, a storyav Michael JoyceISBN 1-884511-01-5Macintosh eller Windows US$ 25.00

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”Well, by ”hypertext” I mean non-sequential writing – text that branches and allows choices to the reader, best read at an interactive screen.”

Ted Nelson:

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Tor Åge Bringsværd”Faen. Nå har de senket takhøyden igjen. Må huske å kjøpe nye knebeskyttere.”

Med Jon Bing, Sesam ’71

Webutgave av nettkunstneren Marius Watz: http://www.evolutionzone.com/faen)

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(you’ll hear more about hypertext)

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Is variability a useful term for thinking about a game?

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Variability seems to fit this well?

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(is this an example of variability?)

50 People See Their Own Shadow, by Neil Kandalgaonkar (“Brevity”), 2005. Flickr.com.

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Salavon: Every Playboy Centerfold: The Decades

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Material principles (axioms)1. Numeric coding2. Modular organization

More far-reaching (but dependent on the first two):3. Automation4. Variability

The most substantial consquence of the computerization of media:5. Transcoding.

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5. Transcoding

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Manovich, Lev (2001) The Language of New Media. MIT Press.

There is a “conceptual transfer” from the computer world to culture at large. (page 47)

Image:http://www.bijt.org/wordpress/2005/11/

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Programmable media

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Manovich, Lev (2001) The Language of New Media. MIT Press.

From media studies, we move to something that can be called software theory.

Image:http://www.bijt.org/wordpress/2005/11/