Pregled bibliografske jedinice broj: 613304
Text and téchnê
Text and téchnê // Remediacia
Bratislava, Slovačka, 2013. (pozvano predavanje, međunarodna recenzija, neobjavljeni rad, znanstveni)
CROSBI ID: 613304 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Text and téchnê
Autori
Peović Vuković, Katarina
Vrsta, podvrsta i kategorija rada
Sažeci sa skupova, neobjavljeni rad, znanstveni
Izvornik
Remediacia
/ - , 2013
Skup
Remediácia: V kontexte transdisciplinarity. Remediation: In transdisciplinary context
Mjesto i datum
Bratislava, Slovačka, 16.01.2013. - 17.01.2013
Vrsta sudjelovanja
Pozvano predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
remediacy; popular culture; computer games; art games; postmodernism; cultural dominant
Sažetak
Abstract Postmodern culture is often defined as culture which no longer recognizes the distinction between high and popular culture. It is mostly an outcome of obvious “blurring of the distinction between ‘authentic’ and ‘commercial’ culture” (Storey, 2006: 9). The presentation will question the concept of transparency, valid in David Bolter and Richard Gusin’s interpretation of remediation as well as in political theory, as final stand- hold of the distinction between elitist modernist culture and popular culture (first of all computer game culture). By using the concepts such as technotext and remediation (that are originally emerging from McLuhan’s idea that “content of any medium is always another medium”), here we will propose the understanding of technotextuality and remediation as not only a specific aesthetic or media phenomenons, but also the political facts. Technotextuality is in that sense important concept in understanding postmodernsm as the cultural logic of late capitalism. Well known demarcation between transparent modernist and non- transparent post- modernist culture, will be proposed as re- installed demarcation between contemporary popular culture and electronic literature. The presentation will question the fundamental distinction between computer game and the work of electronic literature in order to define second phenomenon that often remains blurred and hidden from us by the domination of media’s actuality. Here we will try to point on the problems and incoherency of definition of electronic literature, as part of Heideggerian problem of actuality. The definition of electronic literature (as work with an important literary aspect that takes advantage of the capabilities and contexts provided by the stand-alone or networked computer) ends in actuality, and newness, limiting the cognitive, theoretical and aesthetic phenomenon to pragmatic fact of progress or entrepreneurship.
Izvorni jezik
Engleski
Znanstvena područja
Informacijske i komunikacijske znanosti, Filozofija, Filologija