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Part story, part game, The Wheel of Fortune, written and illustrated with drawings by Spanish visual artist David Maroto, is a book with a differenceone in which the reader becomes the protagonist. Inspired by Prousts In Search of Lost Time, Dostoyevskys The Gambler and the gamebook Choose Your Own Adventure popular in the early 1990s, this gamebook is the basis for Decide Your Destiny, a collective event for 52 players. Set in a hotel casino on the coast of Normandy, the narrative changes according to the readers decisions and interactions with characters in the book. Different games are played in the story like French rouletteand Russian roulette. Death, chance, desire and arcane knowledge unfold as the reader/performer explores multiple narrative paths. Maroto, who also created The Book Lovers, a project on artist novels, creates art in the form of games and novels and is currently working in Scotland.
This book constitutes the refereed proceedings of the 4th European Conference on Technology Enhanced Learning, EC-TEL 2009, held in Nice, France in September/October 2009. The 35 revised full papers, 17 short papers, and 35 posters presented were carefully reviewed and selected from 136 paper submissions and 22 poster submissions. The papers are organized in topical sections on adaptation and personalization, interoperability, semantic Web, Web 2.0., data mining and social networks, collaboration and social knowledge construction, learning communities and communities of practice, learning contexts, problem and project-based learning, inquiry, learning, learning design, motivation, engagement, learning games, and human factors and evaluation.
An examination of a series of diverse, radical, and experimental international works from the 1950s to the present. What is a literary work? In Literature’s Elsewheres, Annette Gilbert tackles this question by deploying an extended concept of literature, examining a series of diverse, radical, experimental works from the 1950s to the present that occupy the liminal zone between art and literature. These works—by American Artist, Allison Parrish, Natalie Czech, Stephanie Syjuco, Fiona Banner, Elfriede Jelinek, Dan Graham, Robert Barry, George Brecht, and others—represent a pluralized literary practice that imagines a different literature emerging from its elsewheres. Investigating a wor...
Conceptual Performance explores how the radical visual art that challenged material aesthetics in the 1960s and 1970s tested and extended the limits, character and concept of performance. Conceptual Performance sets out the history, theoretical basis, and character of this genre of work through a wide range of case studies. The volume considers how and why principal modes and agendas in Conceptual art in the 1960s and 1970s necessitated new engagements with performance, as well as expanded notions of theatricality. In doing so, this book reviews and challenges prevailing histories of Conceptual art through critical frameworks of performativity and performance. It also considers how Conceptua...
A celebration of the radical poetics of invention from Charles Bernstein. For more than four decades, Charles Bernstein has been at the forefront of experimental poetry, ever reaching for a radical poetics that defies schools, periods, and cultural institutions. The Kinds of Poetry I Want is a celebration of invention and includes not only poetry but also essays on aesthetics and literary studies, interviews with other poets, autobiographical sketches, and more. At once a dialogic novel, long poem, and grand opera, The Kinds of Poetry I Want arrives amid renewed attacks on humanistic expression. In his polemical, humorous style, Bernstein faces these challenges head-on and affirms the enduring vitality and attraction of poetry, poetics, and literary criticism.
This book constitutes the refereed proceedings of the 6th European Conference on Technology Enhanced Learning, EC-TEL 2011, held in Palermo, Italy, in September 2010. The 30 revised full papers presented were carefully reviewed and selected from 158 submissions. The book also includes 12 short papers, 8 poster papers, and 2 invited paper. There are many interesting papers on topics such as web 2.0 and social media, recommender systems, learning analytics, collaborative learning, interoperability of tools, etc.
RICERCA Jet momentum dependence of jet quenching in PbPb collisions at SNN = 2.76 TeV The CMS Collaboration Modeling the metaverse: a theoretical model of effective team collaboration in 3D virtual environments Sarah van der Land, Alexander P. Schouten, Bart van den Hooff, Frans Feldberg The capture of moving object in video image Weina Fu, Zhiwen Xu, Shuai Liu, Xin Wang, Hongchang Ke Visual metaphors in virtual worlds. The example of NANEC 2010/11 Dolors Capdet Von Neuromancer zu Second Life. Raumsimulationen im Cyberspace Steffen Krämer APPLICAZIONI APPLICAZIONI Sensor models and localization algorithms for sensor networks based on received signal strength Fredrik Gustafsson, Fredrik Gunnarsson, David Lindgren Interactive lab to learn radio astronomy, microwave & antenna engineering at the Technical University of Cartagena José Luis Gómez-Tornero, David Cañete-Rebenaque, Fernando Daniel Quesada-Pereira, Alejandro Álvarez-Melcón
This book constitutes the refereed proceedings of the 11th International Conference on Web-Based Learning, ICWL 2012, held in Sinaia, Romania, in September, 2012. The 28 revised full papers presented together with 10 short papers were carefully reviewed and selected from about 105 submissions. The papers are organized in topical sections on Computer Supported Collaborative Learning, Web 2.0 and Social Learning Environments; Personal Learning Environments; Learning Objects’ Management and Ontologies; Game-Based Learning; Personalized and Adaptive Learning; Feedback, Assessment and Learning Analytics; Design, Model and Implementation of E-Learning Platforms and Tools; Pedagogical Issues, Practice and Experience Sharing.
This book adds to the scant academic literature investigating how comics transmit knowledge of the past and how this refraction of the past shapes our understanding of society and politics in sometimes damaging ways. The volume comes at these questions from a specifically archaeological perspective, foregrounding the representation and narrative use of material cultures. It fulfils its objectives through three reception studies in the first part of the volume and three chapters by comic creators in the second part. All six chapters aim to grapple with a set of central questions about the power inherent in drawn images of various kinds.
Drawing on a range of authors that includes Zadie Smith, Sally Rooney, Ben Lerner, Ali Smith, Tom McCarthy, Jennifer Egan and Kazuo Ishiguro, this book provides an innovative and original analysis of the interdependencies between digital technology and metamodernism through a detailed study of the contemporary novel. We are currently living through a period of profound rupture, in which the way the world is perceived is undergoing significant change. Just as the interplay between capitalism and technology hastened the evolution of modernism and postmodernism, then so too are those same forces now taking us into uncharted waters. In an increasingly fragile world, in which the very existence of humankind is threatened, it is vital that we begin to understand this new landscape.