Digital Cultural Practices
Course code
HIK6087.HT
old course code
Course title in Estonian
Digitaalne kultuuriloome
Course title in English
Digital Cultural Practices
ECTS credits
6.0
approximate amount of contact lessons
28
Teaching semester
spring
Assessment form
Examination
lecturer of 2019/2020  Autumn semester
õppejõud on määramata
lecturer of 2019/2020  Spring semester
lecturer not assigned
Course aims
The aim of the course is to provide knowledge of opportunities and particular features of digital creation of culture.
Develop knowledge on the historical development, types, and manifestation forms of digital literature, new media art, computer games and virtual reality.
Introduce options on how to theoretically analyse different types of digital culture.
Provide skills to analyse different examples of digital culture during seminars and practice work.
Brief description of the course
During the course different opportunities for digital creation of culture are introduced and there is an analysis of the changes that have occurred in the creation of culture due to computer technological developments. Discussion of possible future developmental trends and future scenarios.
In the field of digital literature there will be an overview of the history of digital literature; investigation and analysis of different hyper and cyber texts (including on-line novels, cave-poetry), fan fiction, manifestations of participatory culture in relation to web-based literary phenomena (blogs, literary sites and forums, Facebook, Twitter). Introduction to various theoretical approaches to investigate digital literature.
In the field of visual practices of the new media, the role of the author in telecommunicative and multi-local art will be investigated, as well as multi-sensorial pieces of art and synesthetic developments in the visual arts, multi-user based art and film environments. The blending of artistic and scientific creation in modern art is analysed.
In the field of computer games the history of computer games, game genres and game research is covered, the approaches to research computer games (including ludology, narratology), introduction to main theoretical frameworks for researching games from the perspective of humanities.
During the course the issues of virtual reality will be covered, with the focus on virtuality, virtual reality, augmented reality, and games.
The students will participate in two seminars during the course where they will analyse as a group work various samples of digital literature and new media art. The students will also do a practical exercise using virtual reality.
Independent work
Group work analyses of the samples of digital literature and media art, presenting the results during the seminars. The results of the group work should be presented as a slide show. The samples of digital literature and media art should be chosen from the list provided by the lecturer. Participation in the practice of virtual reality.
Learning outcomes in the course
A student having passed the course:
Has a systematic overview and enhanced knowledge of the opportunities and particular characteristics of digital creation of culture;
Has knowledge of the historical development, different branches, and forms of manifestation of digital literature, new media art, computer games and virtual reality;
Knows the theoretical analysis options of the different fields of digital culture;
Has practical skills to analyse different fields of digital culture.
Assessment methods
1) Slide show of the group work results presented during the seminars 30%
2) A short essay on an issue related to digital creation of culture 40%
3) Classroom test based on the lecture materials 30%
Teacher
Professor Piret Viires
Study literature
Hayles, N. Katherine 2008. Electronic Literature: New Horizons for the Literary. Notre Dame: University of Notre Dame Press.
Electronic Literature Collection http://collection.eliterature.org/
Ars Electronica arhiiv: http://archive.aec.at
Manovich, Lev 2012. Uue meedia keel. Tallinn: EKA.
Grimshaw, Mark (ed) 2014. The Oxford Handbook of Virtuality. Oxford: Oxford University Press (valitud peatükke, sh M. Heim).
Egenfeldt-Nielsen, Simon, Jonas Heide Smith, Susana Pajares Tosca. 2008. Understanding Video Games: The Essential Introduction. London & New York: Routledge.

Replacement literature
Asendada saab ainult loenguid, ent mitte seminare ja praktikume. Only lectures may be replaced by reading the materials, seminars and practice cannot be (in general).
Loengute asenduskirjandus on sama, mis kohustuslik kirjandus, lisaks:
Viires, Piret 2005. Tekstide kohanemine küberruumis. Kohanevad tekstid. Tartu: Eesti Kirjandusmuuseum, lk 217 – 235.
Koskimaa, R. 2000 Digital Literature. From Text to Hypertext and Beyond. Jyväskylä: Jyväskylän Yliopisto. http://users.jyu.fi/~koskimaa/thesis/thesis.shtml
Aarseth, Espen 1997. Cybertext. Perspectives on Ergodic Literature. Baltimore, London: The Johns Hopkins University Press.
Busse, Kristina, Hellekson, Karen 2006. Fan Fiction and Fan Communities in the Age of Internet.
Media Art Net, http://www.medienkunstnetz.de
Reichle, Ingeborg. Art in the Age of Technoscience: Genetic Engineering, Robotics, and Artificial Life in Contemporary Art. Wien, New York: Springer, 2009.
Valk, Veronika; Piibe Piirma, Piibe (toim.) 2014. Art & Science – Hybrid Art and Interdisciplinary Research. Tallinn: EKA kirjastus (valitud peatükke, sh R. Kelomees).
Kelomees, Raivo 2016. Kehalised kinokeskkonnad ja vaatajakogemuse laiendamine: ruumilisus, taktiilsus ja propriotseptsioon osaluskunstis. Kunstiteaduslikke Uurimusi / Studies on Art and Architecture, 25 (3-4), 62−91.
Kelomees, Raivo 2009. Postmateriaalsus kunstis. Indeterministlik kunstipraktika ja mittemateriaalne kunst.