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Lexia To Perplexia
Lexia to Perplexia is a poetic work of electronic literature published on the web by Talan Memmott in 2000. The work won the trAce/Alt-X New Media Writing Award that year. Description of the work The web-based work was a runner-up to the ELO Fiction award in 2001 and was described by judge Larry McCaffery as an "absolutely drop-dead gorgeous, mystifying, cryptifictional hyper-assemblage". Lisa Swanstrom describes it as "a fragmented narrative visually complemented by empty grids, snippets of source code, and cluttered signs of death and mourning." The work itself consists of four sections: "The Process of Attachment", "Double-Funnels", "Metastrophe" and "Exe.Termination". Aaron Angello explains that each section explores "the complex relationship and illusory borders between subject and machine, between reader and text, between human language and computer code, and between flesh and silicone." Memmott himself describes ''Lexia to Perplexia'' as falling "somewhere between the ...
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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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Digital Poetry
Digital poetry is a form of electronic literature, displaying a wide range of approaches to poetry, with a prominent and crucial use of computers. Digital poetry can be available in form of CD-ROM, DVD, as installations in art galleries, in certain cases also recorded as digital video or films, as digital holograms, on the World Wide Web or Internet, and as mobile phone apps. A significant portion of current publications of poetry are available either only online or via some combination of online and offline publication. There are many types of 'digital poetry' such as hypertext, kinetic poetry, computer generated animation, digital visual poetry, interactive poetry, code poetry, holographic poetry (holopoetry), experimental video poetry, and poetries that take advantage of the programmable nature of the computer to create works that are interactive, or use generative or combinatorial approach to create text (or one of its states), or involve sound poetry, or take advantage of ...
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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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Larry McCaffery
Lawrence F. McCaffery Jr. (born May 13, 1946) is an American literary critic, editor, and retired professor of English and comparative literature at San Diego State University. His work and teaching focuses on postmodern literature, contemporary fiction, and Bruce Springsteen. He also played a role in helping to establish science fiction as a major literary genre. Early life and education McCaffery was born in 1946 in Dallas, Texas. He received his PhD in 1975, with a dissertation on the works of Robert Coover. Career Academic career He joined the Department of English and Comparative Literature at San Diego State University in 1976. He taught in SDSU's English Department until retiring in 2010. During his career as a professor, McCaffery took up visiting professorships at University of Nice, University of California, San Diego, Deep Springs College (where William T. Vollmann attended), Seikei University in Tokyo, Japan and was a Fulbright Lecturer at Beijing Foreign St ...
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Codework
Codework is "a type of creative writing which in some way references or incorporates formal computer languages (C++, Perl, etc.) within the text. The text itself is not necessarily code that will compile or run, though some have added that requirement as a form of constraint." The concept of and term 'codework' was originally developed by Alan Sondheim, but is also practiced by and used to refer to the work of other Internet artists such as Mez Breeze, Talan Memmott (especially in the work '' Lexia to Perplexia''), Ted Warnell, Brian Lennon, and John Cayley. Scholar Rita Raley uses the term " et.writing" which she defines as "the use of the contemporary idiolect of the computer and computing processes in digital media experimental writing." Raley sees codework as part of a broader practice exploring "the art of code." Codework has been used for many forms of writing, mostly poetry and fiction. Duc Thuan's''Days of JavaMoon''is an example of fiction in the codework style (in this c ...
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Dynamic HTML
Dynamic HTML, or DHTML, is a term which was used by some browser vendors to describe the combination of HTML, style sheets and client-side scripts (JavaScript, VBScript, or any other supported scripts) that enabled the creation of interactive and animated documents. The application of DHTML was introduced by Microsoft with the release of Internet Explorer 4 in 1997. DHTML allows scripting languages to change variables in a web page's definition language, which in turn affects the look and function of otherwise "static" HTML page content after the page has been fully loaded and during the viewing process. Thus the dynamic characteristic of DHTML is the way it functions while a page is viewed, not in its ability to generate a unique page with each page load. By contrast, a dynamic web page is a broader concept, covering any web page generated differently for each user, load occurrence, or specific variable values. This includes pages created by client-side scripting and ones cre ...
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JavaScript
JavaScript (), often abbreviated as JS, is a programming language that is one of the core technologies of the World Wide Web, alongside HTML and CSS. As of 2022, 98% of Website, websites use JavaScript on the Client (computing), client side for Web page, webpage behavior, often incorporating third-party Library (computing), libraries. All major Web browser, web browsers have a dedicated JavaScript engine to execute the Source code, code on User (computing), users' devices. JavaScript is a High-level programming language, high-level, often Just-in-time compilation, just-in-time compiled language that conforms to the ECMAScript standard. It has dynamic typing, Prototype-based programming, prototype-based object-oriented programming, object-orientation, and first-class functions. It is Programming paradigm, multi-paradigm, supporting Event-driven programming, event-driven, functional programming, functional, and imperative programming, imperative programming paradigm, programmin ...
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Electronic Literature Works
Electronic may refer to: *Electronics, the science of how to control electric energy in semiconductor * ''Electronics'' (magazine), a defunct American trade journal * Electronic storage, the storage of data using an electronic device * Electronic commerce or e-commerce, the trading in products or services using computer networks, such as the Internet * Electronic publishing or e-publishing, the digital publication of books and magazines using computer networks, such as the Internet *Electronic engineering, an electrical engineering discipline Entertainment * Electronic (band), an English alternative dance band ** ''Electronic'' (album), the self-titled debut album by British band Electronic *Electronic music, a music genre * Electronic musical instrument * Electronic game, a game that employs electronics See also * Electronica, an electronic music genre *Consumer electronics Consumer electronics or home electronics are electronic ( analog or digital) equipment intended for ...
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Internet Culture
Internet culture is a culture based on the many way people have used computer networks and their use for communication, entertainment, business, and recreation. Some features of Internet culture include online communities, gaming, and social media. Due to the massive adoption and widespread use of the Internet, the impact of Internet culture on society and non-digital cultures has been extensive. The encompassing nature of the Internet culture has led to the study of different elements such as social media, gaming and specific communities, and has also raised questions about identity and privacy on the Internet. The cultural history of the Internet is a story of rapid change. The Internet evolved in parallel with rapid and sustained technological advances in computing and data communication, and widespread access as the cost of infrastructure dropped by several orders of magnitude. As technology advances, Internet culture changes; in particular, the introduction of smartphones ha ...
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