Ink at Aarhus Main Library


Tilfældigvis er Skærmen blevet Blæk’ (‘Accidentally, the Screen Turns to Ink’) is an interactive, participatory literary installation made in a collaboration between DARC/PIT-researchers, CAVI/Tekne Productions and Roskilde Libraries during the Literature Takes Place project. Ink is designed to make people affectively engage with, and reflect on, the ergodic qualities of digital literature in public settings such as libraries and events. Through their engagement with Ink, people can – individually or collaboratively – produce poems by interacting with three books embedded with a custom-made sensor system, the DUL Radio. The interactive books let people control a floating sentence in an ocean of words toward a sheet of paper to produce a poem, all visualized on a large (55”) display. The sentences, written by Danish author Peter-Clement Woetmann, are retrieved from a database. When the poem reaches a limit of 350 characters, it is printed out in a form similar to a library receipt that people can take with them. The poems also appear on a blog updated in real-time ( where people can read their own and others’ poems, and comment on them.

Ink has been exhibited at the library in Roskilde, at conferences and seminars and at Roskilde Festival, where it produced more than 1000 poems. It is currently exhibited at Aarhus Main Library until mid June, where it will be exhibited at the Next Library conference. Ink has so far been presented at conferences in Bergen and Edinburgh.

For a scenario video see here: and a video from Roskilde Festival can be seen here:

Ink (Tilfældigvis er skærmen blevet blæk/ Accidentally, the Screen Turns to Ink) is created within the project Litterature Takes Place (Litteraturen finder sted) by Roskilde Bibliotekerne and Participatory Information Technology Center, Digital Urban Living, CAVI, Aarhus University.

Design & concept development: Jonas Fritsch, Lasse Steenbock Vestergaard, Søren Pold, Martin Campostrini, Allan Thomsen Volhøj, Ann Luther Petersen

3D programming: Jonas Oxenbøll Petersen, Janus Bager Kristensen, Rolf Bagge

Sound design: Rune Wehner

Author: Peter-Clement Woetman




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PhD defense. Rikke Toft Nørgård: Gameplay Corporeality: the corporeal-locomotive dimension in gameplay activity and experience

NB: The time of the defense is moved to 10-13 (same date and place)

Rikke Toft Nørgård defends her Ph.D. thesis on digital games, gameplay and gameplayers entitled Gameplay Corporeality: the corporeal-locomotive dimension in gameplay activity and experience

28 November 2012, 10-13

The Peter Bøgh Andersen Auditorium, Nygaard bygn. Helsingforsgade 14, 8200 Aarhus N

Short Summary

Gameplay Corporeality: the corporeal-locomotive dimension in gameplay activity and experience

The thesis introduces the gameplayer’s bodily activity and experience as a significant, qualitative and meaningful dimension into game studies. This is done through investigating corporeal locomotion during gameplay, i.e. the gameplayer’s bodily activity and experience, in longitudinal empirical studies, across a variety of digital games and platforms, of gameplayers in gameplay. The thesis explores how gameplayers as (kin)aesthetic bodies experience the joy of doing and develop craftsmanship skills through taking corporeal-locomotive ownership of their ‘gameplay craft’ – be it in the gameworld of World of Warcraft, Starcraft, Battlefield, Rock Band, Tetris or Angry Birds. The thesis thus attempts to break new ground by investigating how being a player is expressed and experienced as being a body engaged and absorbed in corporeal-locomotive play – something that have hitherto received little attention within studies of games, gameplay and gameplayers. Therefore, Gameplay Corporeality tries to advance this new research field within game studies; a field that emphasizes the aliveness, presence, engagement and absorption of gameplayer as a corporeal-locomotive being. The studies in this thesis are among the first to explore and investigate gameplay corporeality, that is, the bodily activities and experiences of gameplayers, the corporeal-locomotive design, composition and choreography of gameworlds and the corporeal-locomotive dimension in gameplay activity and experience, as something that carries essential qualities and important meanings within it.

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New book: Playing Computer Games: Somatic Experience and Experience of the Somatic

Henrik Smed Nielsen
Digital Aesthetic Research Center, 2012, 278 pp.
DKK 150,- / EUR 20,-
ISBN 87-91810-21-3

Available here as paperback:

Download pdf here.

First written as a PhD dissertation in 2011, the book investigates the bodily dimension of the computer game experience – based on the overarching thesis that computer game-play is a bodily founded and bodily savoured activity. Apart from the ‘trivial’ fact that the player needs a body in order to grasp the controller, the player also senses his/her body working through the visceral ‘feel’ of the game. Assuming a phenomenological and somaesthetic perspective, the book addresses the bodily experience of playing computer games, theoretically and analytically covering the spectrum from ‘traditional’ controller-based computer game experiences to ones that require ‘full body’ gestures. Simultaneously being bodily engaged in the game and reflectively aware of this engagement (a somatic experience and an experience of the somatic) is suggested as the aesthetic form that computer games rely on, as well as play with.

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