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Cybertext
Cybertext is the organization of text in order to analyze the influence of the medium as an integral part of the literary dynamic, as defined by Espen Aarseth in 1997. Aarseth defined it as a type of ergodic literature where user traverses the text by doing non-trivial work. Definition Cybertexts are pieces of literature where the medium matters. Each user obtains a different outcome based on the choices they make. According to Aarseth, "information is here understood as a string of signs, which may (but does not have to) make sense to a given observer." Cybertexts may be equated to the transition between a linear piece of literature, such as a novel, and a game. In a novel, the reader has no choice, the plot and the characters are all chosen by the author, there is no 'user', just a 'reader', this is important because it entails that the person working their way through the novel is not an active participant. Cybertext is based on the idea that getting to the message is just ...
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Ergodic Literature
Ergodic literature is a term coined by Espen J. Aarseth in his book ''Cybertext—Perspectives on Ergodic Literature'' to describe literature in which nontrivial effort is required for the reader to traverse the text. The term is derived from the Greek words ''ergon'', meaning "work", and ''hodos'', meaning "path". It is associated with the concept of cybertext and describes a cybertextual process that includes a semiotic sequence that the concepts of "reading" do not account for. Concept Aarseth's book contains the most commonly cited definition of ergodic literature: In ergodic literature, nontrivial effort is required to allow the reader to traverse the text. If ergodic literature is to make sense as a concept, there must also be nonergodic literature, where the effort to traverse the text is trivial, with no extranoematic responsibilities placed on the reader except (for example) eye movement and the periodic or arbitrary turning of pages. In addition to the above d ...
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Ergodic Literature
Ergodic literature is a term coined by Espen J. Aarseth in his book ''Cybertext—Perspectives on Ergodic Literature'' to describe literature in which nontrivial effort is required for the reader to traverse the text. The term is derived from the Greek words ''ergon'', meaning "work", and ''hodos'', meaning "path". It is associated with the concept of cybertext and describes a cybertextual process that includes a semiotic sequence that the concepts of "reading" do not account for. Concept Aarseth's book contains the most commonly cited definition of ergodic literature: In ergodic literature, nontrivial effort is required to allow the reader to traverse the text. If ergodic literature is to make sense as a concept, there must also be nonergodic literature, where the effort to traverse the text is trivial, with no extranoematic responsibilities placed on the reader except (for example) eye movement and the periodic or arbitrary turning of pages. In addition to the above d ...
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Electronic Literature
Electronic literature or digital literature is a genre of literature encompassing works created exclusively on and for digital devices, such as computers, tablets, and mobile phones. A work of electronic literature can be defined as "a construction whose literary aesthetics emerge from computation", "work that could only exist in the space for which it was developed/written/coded—the digital space". This means that these writings cannot be easily printed, or cannot be printed at all, because elements crucial to the text are unable to be carried over onto a printed version. As Di Rosario et al. 2021 note "Electronic literature is a digital-oriented literature, but the reader should not confuse it with digitized print literature." Definitions N. Katherine Hayles defines electronic literature as "'digital born' (..) and (usually) meant to be read on a computer", clarifying that this does not include e-books and digitised print literature. A definition offered by the Electronic ...
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Espen Aarseth
Espen J. Aarseth (born 1965) is a Norwegian academic specializing in the fields of video game studies and electronic literature. Aarseth completed his doctorate at the University of Bergen. He co-founded the Department of Humanistic Informatics at the University of Bergen, and worked there until 2003, at which time he was a full professor. He is currently a full professor and Head of the Center for Computer Games Research at the IT University of Copenhagen, and principal investigator of a €2 million ERC Advanced grant for the project Making Sense of Games. Aarseth is also the Editor in Chief of Game Studies,http://gamestudies.org/1103/ed_board Editorial Board for the Game Studies journal the oldest peer reviewed journal in the field of game studies, and member of the Advisory Board of G, A, M, E,http://www.gamejournal.it/about/editorial-board/ Editorial Board for the G, A, M, E journal a journal of comparative videogame analysis. ''Cybertext'' Aarseth's works include groundb ...
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Hypertext
Hypertext is text displayed on a computer display or other electronic devices with references ( hyperlinks) to other text that the reader can immediately access. Hypertext documents are interconnected by hyperlinks, which are typically activated by a mouse click, keypress set, or screen touch. Apart from text, the term "hypertext" is also sometimes used to describe tables, images, and other presentational content formats with integrated hyperlinks. Hypertext is one of the key underlying concepts of the World Wide Web, where Web pages are often written in the Hypertext Markup Language (HTML). As implemented on the Web, hypertext enables the easy-to-use publication of information over the Internet. Etymology The English prefix "hyper-" comes from the Greek prefix "ὑπερ-" and means "over" or "beyond"; it has a common origin with the prefix "super-" which comes from Latin. It signifies the overcoming of the previous linear constraints of written text. The term ...
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Hundred Thousand Billion Poems
''A Hundred Thousand Billion Poems'' or ''One hundred million million poems'' (original French title: ''Cent mille milliards de poèmes'') is a book by Raymond Queneau, published in 1961. The book is a set of ten sonnets printed on card with each line on a separate strip. As all ten sonnets have not just the same rhyme scheme but the same rhyme sounds, any lines from a sonnet can be combined with any from the nine others, allowing for 1014 (= 100,000,000,000,000) different poems. When Queneau ran into trouble creating the book, he solicited the help of mathematician Francois Le Lionnais, and in the process they initiated Oulipo. The original French version of the book was designed by Robert Massin. Two full translations into English have been published, those by John Crombie and Stanley Chapman. Beverley Charles Rowe's translation, one that uses the same rhyme sounds, has been published online. In 1984, Edition Zweitausendeins in Frankfurt published a German translation by Lud ...
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Bruce Boston
Bruce Boston (born 1943) is an American speculative fiction writer and poet. Early years Bruce Boston was born in Chicago and grew up in Southern California.Diane SeversonInterview with Bruce Boston''Amazing Stories'' March 15, 2013 (accessed Sept. 18, 2013) He received a B.A. in economics from the University of California, Berkeley in 1965, and an M.A. in 1967. He lived in the San Francisco Bay Area from 1961 to 2001, where he worked in a variety of occupations, including computer programmer, college professor (literature and creative writing, John F. Kennedy University, Orinda, California, 1978–82), technical writer, book designer, gardener, movie projectionist, retail clerk, and furniture mover. According to Boston, he meant to major in math at university and write on the side, but soon found that he was more interested in writing. After being advised by a friend that he should not major in English to become a writer, he decided on economics instead. Writing career Boston ...
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Cybernetics
Cybernetics is a wide-ranging field concerned with circular causality, such as feedback, in regulatory and purposive systems. Cybernetics is named after an example of circular causal feedback, that of steering a ship, where the helmsperson maintains a steady course in a changing environment by adjusting their steering in continual response to the effect it is observed as having. Cybernetics is concerned with circular causal processes such as steering however they are embodied,Ashby, W. R. (1956). An introduction to cybernetics. London: Chapman & Hall, p. 1. including in ecological, technological, biological, cognitive, and social systems, and in the context of practical activities such as designing, learning, managing, conversation, and the practice of cybernetics itself. Cybernetics' transdisciplinary and "antidisciplinary" character has meant that it intersects with a number of other fields, leading to it having both wide influence and diverse interpretations. Cybernetics ...
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Mosaic (web Browser)
NCSA Mosaic is a discontinued web browser, one of the first to be widely available. It was instrumental in popularizing the World Wide Web and the general Internet by integrating multimedia such as text and graphics. It was named for its support of multiple Internet protocols, such as Hypertext Transfer Protocol, File Transfer Protocol, Network News Transfer Protocol, and Gopher (protocol), Gopher. Its intuitive interface, reliability, personal computer support, and simple installation all contributed to its popularity within the web. Mosaic is the first browser to display images inline with text instead of in a separate window. It is often described as the first graphical web browser, though it was preceded by WorldWideWeb, the lesser-known Erwise, and ViolaWWW. Mosaic was developed at the National Center for Supercomputing Applications (NCSA) at the University of Illinois at Urbana–Champaign beginning in late 1992. NCSA released it in 1993, and officially discontinued developm ...
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Speculative Fiction
Speculative fiction is a term that has been used with a variety of (sometimes contradictory) meanings. The broadest interpretation is as a category of fiction encompassing genres with elements that do not exist in reality, recorded history, nature, or the present universe. Such fiction covers various themes in the context of supernatural, futuristic, and other imaginative realms. The genres under this umbrella category include, but are not limited to, science fiction, fantasy, horror, superhero fiction, alternate history, utopian and dystopian fiction, and supernatural fiction, as well as combinations thereof (for example, science fantasy). History Speculative fiction as a category ranges from ancient works to paradigm-changing and neotraditional works of the 21st century. Characteristics of speculative fiction have been recognized in older works whose authors' intentions, or in the social contexts of the stories they portray, are now known. For example, the ancient Greek ...
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Science Fiction
Science fiction (sometimes shortened to Sci-Fi or SF) is a genre of speculative fiction which typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel universes, extraterrestrial life, sentient artificial intelligence, cybernetics, certain forms of immortality (like mind uploading), and the singularity. Science fiction predicted several existing inventions, such as the atomic bomb, robots, and borazon, whose names entirely match their fictional predecessors. In addition, science fiction might serve as an outlet to facilitate future scientific and technological innovations. Science fiction can trace its roots to ancient mythology. It is also related to fantasy, horror, and superhero fiction and contains many subgenres. Its exact definition has long been disputed among authors, critics, scholars, and readers. Science fiction, in literature, film, television, and other media, ...
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Feedback
Feedback occurs when outputs of a system are routed back as inputs as part of a chain of cause-and-effect that forms a circuit or loop. The system can then be said to ''feed back'' into itself. The notion of cause-and-effect has to be handled carefully when applied to feedback systems: History Self-regulating mechanisms have existed since antiquity, and the idea of feedback had started to enter economic theory in Britain by the 18th century, but it was not at that time recognized as a universal abstraction and so did not have a name. The first ever known artificial feedback device was a float valve, for maintaining water at a constant level, invented in 270 BC in Alexandria, Egypt. This device illustrated the principle of feedback: a low water level opens the valve, the rising water then provides feedback into the system, closing the valve when the required level is reached. This then reoccurs in a circular fashion as the water level fluctuates. Centrifugal governors wer ...
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