Title: Definícia novomediálneho umeleckého diela v teóriách Espena J. Aarsetha a Noaha Wardrip-Fruina
Source document: TIM ezin. 2014, vol. 4, iss. 1-2, pp. 39-51
Extent
39-51
-
ISSN1805-2606
Stable URL (handle): https://hdl.handle.net/11222.digilib/132014
Type: Article
Language
License: Not specified license
Notice: These citations are automatically created and might not follow citation rules properly.
Abstract(s)
Cieľom článku bude porovnať definície novomediálneho umeleckého diela teoretikov nových médií Espena Aarsetha a Noaha Wardrip-Fruina. Budeme si klásť otázky ohľadom možných podobností definícií oboch autorov ako aj posunu v chápaní digitálnych médií a súvisiacich procesov. Wardrip-Fruin (2009) sa pýta, akým spôsobom môžeme hodnotiť umelecké (kultúrne) diela založené na používaní počítačových procesov umelcami a na hľadaní neobvyklých spôsobov ich používania ako kľúča ku kreatívnemu ovládaniu digitálnych médií a teda možnosti jedinečného autorského vyjadrovania umelcov. O dekádu skôr predstavuje Aarseth novomediálne dielo (kybertext) ako nástroj produkcie rozličných výrazov, ktorý používa princípy kalkulovanej produkcie a je používaný k popisu komunikačných stratégií dynamického textu. Nahliadať na ich výskum budeme predovšetkým prostredníctvom metód komparácie a analýzy jednotlivých teórií a k tomuto účelu nám poslúžia ich dva hlavné texty: Cybertext – Perspectives on Ergodic Literature (1997) od Espena J. Aarsetha a Expressive Processing. Digital Fictions, Computer Games, and Software Studies (2009) od Noaha Wardrip-Fruina.
The article aims to compare the definition of new media art work of two new media theorists Espen Aarseth and Noah Wardrip-Fruin. The article explores possible similarity of these definitions as well as a shift in the understanding of digital media and related processes. Wardrip-Fruin (2009) asks how can we evaluate artistic (cultural) work based on employing the computer processes by artists and finding unusual ways of using them as the key to controlling digital media, and the enablement of unique artistic expression. A decade earlier Aarseth represents the new media artwork (cybertext) as a tool for production of different queries, which uses the principles of the calculated output and is used to describe the communication strategies of the dynamic text. Their research will be seen mainly through the method of comparison and analysis of the applicable theories. For this purpose we analyse and compare their main texts: Cybertex – Perspectives on Ergodic Literature (1997) by Espen J. Aarseth and Expressive Processing. Digital Fictions, Computer Games, and Software Studies (2009) by Noah Wardrip-Fruin.
References
[1] AARSETH, Espen, 2001. Allegories of Space: The Question of Spatiality in Computer Games. In: ESKELINEN, Markku – KOSKIMAA, Raine (eds.): CyberText Yearbook 2000. Jyvaskyla, Finland: Research Centre for Contemporary Culture, s. 152–171.
[2] AARSETH, Espen, 2001. Computer Game Studies, Year One. Game Studies [online]. 1, 1, July 2001 [cit. 16. 2. 2014]. Dostupné z: http://gamestudies.org/1302
[3] AARSETH, Espen, 1997. Cybertext. Perspectives on Ergodic Literature. Baltimore – London: The Johns Hopkins University Press, 203 s. ISBN 0-8018-5578-0.
[4] BAROK, Dušan, 2013. Merely Incentive. An Address Given at the Renew: Conference on the Histories of Media Art, Science and Technology, Riga. October 10, 2013, (lightly edited) [cit. 2. 3. 2014]. Dostupné z: http://monoskop.org/images/6/6d/Barok_2013_Merely_Incentive.pdf .
[5] Electronic Literature Organization, MIT Online Portal [online]. [cit. 19. 1. 2014]. Dostupné z: http://eliterature.org/.
[6] HORÁKOVÁ, Jana, 2011. Konec dějin nových digitálních médií: Softwarová studia. In: HORÁKOVÁ, Jana (ed.). Umění a nová média. Brno: Masarykova univerzita, s. 156–179. ISBN 978-80-210-5639-8.
[7] LÉVY, Pierre, 2000. Kyberkultura. Praha: Karolinum.
[8] LISTER, Martin a kol., 2003. New Media: A Critical Introduction. London – New York: Routledge. ISBN 0-415-22378-4.
[9] MANOVICH, Lev, 2001. The Language of New Media. Cambridge, Mass.: The MIT Press.
[10] WARDRIP-FRUIN, Noah, 2009. Expressive Processing. Digital Fiction, Computer Games, and Software Studies. Cambridge – London: MIT Press, 462 s.
[11] WARDRIP-FRUIN, Noah – MONTFORT, Nick, Eds., 2003. The New Media Reader. Cambridge – London: MIT Press, 798 s.
[2] AARSETH, Espen, 2001. Computer Game Studies, Year One. Game Studies [online]. 1, 1, July 2001 [cit. 16. 2. 2014]. Dostupné z: http://gamestudies.org/1302
[3] AARSETH, Espen, 1997. Cybertext. Perspectives on Ergodic Literature. Baltimore – London: The Johns Hopkins University Press, 203 s. ISBN 0-8018-5578-0.
[4] BAROK, Dušan, 2013. Merely Incentive. An Address Given at the Renew: Conference on the Histories of Media Art, Science and Technology, Riga. October 10, 2013, (lightly edited) [cit. 2. 3. 2014]. Dostupné z: http://monoskop.org/images/6/6d/Barok_2013_Merely_Incentive.pdf .
[5] Electronic Literature Organization, MIT Online Portal [online]. [cit. 19. 1. 2014]. Dostupné z: http://eliterature.org/.
[6] HORÁKOVÁ, Jana, 2011. Konec dějin nových digitálních médií: Softwarová studia. In: HORÁKOVÁ, Jana (ed.). Umění a nová média. Brno: Masarykova univerzita, s. 156–179. ISBN 978-80-210-5639-8.
[7] LÉVY, Pierre, 2000. Kyberkultura. Praha: Karolinum.
[8] LISTER, Martin a kol., 2003. New Media: A Critical Introduction. London – New York: Routledge. ISBN 0-415-22378-4.
[9] MANOVICH, Lev, 2001. The Language of New Media. Cambridge, Mass.: The MIT Press.
[10] WARDRIP-FRUIN, Noah, 2009. Expressive Processing. Digital Fiction, Computer Games, and Software Studies. Cambridge – London: MIT Press, 462 s.
[11] WARDRIP-FRUIN, Noah – MONTFORT, Nick, Eds., 2003. The New Media Reader. Cambridge – London: MIT Press, 798 s.