November 8, 2024

It just came out! Mary has a chapter in…

Live Performance and Video Games Inspirations, Appropriations and Mutual Transfers 2024.

Narrative strategies, immersion, interaction, participation, identification, multimodality, characters and the connection between physical and fictional or virtual worlds: the fields of inquiry into the complex relationship between live performance and video games are numerous and diverse. For the first time, this collection brings together international researchers and artists to explore this relationship in a variety of essays. The contributors to this volume focus on reciprocal inspirations, appropriations and transfers applied by theatre artists, game designers and researchers. They analyze several artistic forms such as VR performance, immersive theatre, speedrunning or game theatre.

November 5, 2024

Post Position 2024-11-05 13:15:05

from Post Position
by @ 1:15 pm

I’m delighted that after more than four years of work by Lillian-Yvonne Bertram and myself — co-editors of this book — the MIT Press and Counterpath have jointly published

OUTPUT: An Anthology of Computer-Generated Text 1953–2023 in a hand model’s hands (or an AI facsimile thereof?)
Output: An Anthology of Computer-Generated Text, 1953–2023

This anthology spans seven decades of computer-generated text, beginning before the term “artificial intelligence” was even coined. While not restricted to poetry, fiction, and other creative projects, it reveals the rich work that has been done by artists, poets, and other sorts of writers who have taken computing and code into their own hands. The anthology includes examples of powerful and principled rhetorical generation along with story generation systems based on cognitive research. There are examples of “real news” generation that has already been informing us — along with hoaxes and humor.

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