FEB 4 - DIGITAL IDENTITY

Jay Bolter & Richard Grusin. 1999. “Part Three: Self: Remediated; Virtual; Networked,” in Remediation: Understanding New Media. MIT Press, pp. 230-265.


http://monoskop.org/images/a/ae/Bolter_Jay_David_Grusin_Richard_Remediation_Understanding_New_Media_low_quality.pdf


The Remediated Self

- Cavell goes on to point out, the strategy for achieving this unmed~ relationship shifted with romanticism from an emphasis on the world as object (mimesis) to the viewer as subject (expression): "To speak our subjectivity as the route back to our conviction in reality is to speak of romanticism" (22)" - (234)


- She is defined as a succession of relationships with various applications or media. She oscillates between media-moves from window to window, from application to application-and her identity is constituted by those oscillations. (236)

- The body itself functions as a medium: through traditional means such as choice of clothing and jewelry, as well as more radical ones such as cosmetic surgery, bodybuilding, and body piercing. (237)

- New media are thus fully involved in the contemporary st gle to define the self as both embodied and mediated by the body. the one hand, they contribute new strategies of transparency that would seem to reinforce the dissecting male gaze.... on the other hand, through strategies of hypemediacy, new media refashion the normative gaze and its implied views of male and female identity (240)

The Virtual Self

- New media offer new opportunities for self-definition, for now we can identify with the vivid graphics and digitized videos of computer games as well as the swooping perspective of virtual reality systems and digitally generated film and television logos. (231)


- In a virtual environment, we have the free alter our selves by altering our point of view and to empathize others by occupying their point of view - being immersed (232)

- Unlike the user of virtual reality, the networked self shuts herself off from physical space by putting on a head-mounted display, the networked self may lead simultaneous lives in cyberspace and in her physical office. (232)

- Stanley Cavell (1979) has noted how the desire for expression came out of the desire for the real: "What [traditional] painting wanted, in wanting a connection with reality, was a sense of presentness - not exactly a conviction of the world's presence to us, but of presence to it. At some point the unhinging of our consciousness f the world interposed our subjectivity between us and our present to the world." (234)

> Immediacy
> Hypermedia applications

Lecture notes:
- Media reflecting yourself
- Whenever our identity is mediated, it's always re-mediated
- Re-mediation: always evolving media, fluidity of identity through media
- Digital identity
- Consumer &Public (citizenship) identities
- Interactive options aren't neutral

JAN 28 - ELECTRONIC LITERATURE

Pressman, Jessica. "Navigating Electronic Literature," in Electronic Literature: New Horizons for the Literary. 

http://newhorizons.eliterature.org/essay.php@id=14.html


- Electronic literature is unstable: "it emerges as a processural performance across codes and circuitry within the computer and in response to interactions from the reader"
- Navigation: how readers move through electronic literature but how they read digital works.
- Hypertext:
  • Non-linear: branching narrative by clicking on hyperlinks to access new lexias, or chunks of text.
  • Gives readers more agency and partial authorship
- Interactive fiction: often calls upon the reader to manually input text in response to a query or narrative turn
- Signification: semantic value
- Reader brings interpretation
- Trilogic: interacting through multiple modes and voices
- Impulse to add complexity to a story is something that's been happening since post WW2

JAN 21 - DIGITAL AESTHETICS



Grau, Oliver. 2003. "Intermedia Stages of Virtual Reality in the Twentieth Century: Art as Inspiration of Evolving Media,” in Virtual Art from Illusion to Immersion. MIT Press, pp. 140-191.

https://moodle.yorku.ca/moodle/pluginfile.php/1112161/mod_resource/content/1/Grau.pdf


Using stereoscope to create panoramas (141)

"Uses our physiological ability to perceive depth of field: Two eyeglasses arranged as far apart as the eyes, the binocular parallax, allow the combination of two images taken from viewpoints a small distance apart... gives the observer the impression of space and depth" 

Disembodiment (142-3)

The synthesis of natural environment and mental impression puts the observer in a bird's-eye view position that overcomes the laws of gravity in the image space

"Spherical expansion" (144)

"New vertical, oblique, and polydimensional elements" that are set in motion electromechanically

Spazioscenico polidmensionale futurista (145)

Blending observer and mechanodynamic image space

Idea of perception and what is real (151)


Film as a medium (153)

""Attempts...to advance beyond two-dimensional screen projection in order to intensify its suggestive effect on the audience'

Cybernetics (161)

Science of conveying messages between humans and machines




Friedberg, Anne. 2009. "The Multiple" in The Virtual Window: Alberti to Microsoft. MIT Press. pp. 191 - 239

http://quod.lib.umich.edu.ezproxy.library.yorku.ca/cgi/t/text/text-idx?c=acls;idno=heb08244



Cubism (192): Shifts in "perspective" are sequential unlike film and television

Montagist (192): The armchair televisual viewer

Visual windows (193): Digital imaging allows for multiple window screens and construction of seamless substitutions and simulation effects

Graphic User Interface (GUI) (193): Transformed the computer screen from a surface with glowing symbols and text to one which displayed icons and, later, digital images.

Postperspectival (194): No longer framed in a single image with fixed centrality

Postcinematic (194): No longer projected onto a screen surface as were the camera obscura or magic lantern

Post-televisual (194): no longer unidirectional in the model of sender and receiver