Contemporary art practice that incorporates
digital technologies is called New Media art today.
Historically, it lies in a framework of art theory of
Modernism starting with Cubism, Dadaism and
other avant-garde movements and continuing in a
post-modern scope. The theoretical basis of New
Media art is much like its antecedent Modernism. It
is often coded by its nature as it is conceptually non-
transparent (Eco, 1988: 28). The new artwork is
usually intellectually overloaded. It requires the
spectator to be immersed in its historical and
conceptual context. It is most likely not
understandable at the first glance. It only reveals
itself to its audience when a sufficient information
has been gathered and the audience learns to read it
as a semiotic phenomenon, in other words, the
artwork is coded (Gintere, 2017: 435).
The modern art codes involved in this research of
e-learning strategies are identified as intertextuality,
random access and hacking.
2.2 Intertextuality and Random Access
The eBig3 system embodies the idea of
intertextuality that emerged in the theory of
literature and art (Kristeva, 1980) and that is used to
describe the modern cache of knowledge as a net of
many texts. The structure of Internet is also created
like an intertextual space that links many areas of
information and leaves the individual to wander in
this multi-level area according to one’s own needs.
This principle of free choice is typical to the
contemporary understanding of learning. Our
feeling of how we enter the knowledge cache is non-
linear and rather improvisatory. In other words, we
enter the space of knowledge in different ways,
using each one’s own door because entrances are
innumerable and all of them are equal.
In theory, intertextuality appeared as an art code
described by Julia Kristeva in her book Desire in
Language. It comprises ten essays first published in
her book Séméiotiké (1969). Kristeva refers to the
psychoanalytic and poststructuralist approaches as
well as to authors such as Jacques Lacan, Roman
Jakobson and others. Her original idea was to
characterize the act of writing and reading the
modern literature. Since Kristeva’s first attempt to
define the concept, it has been widely developed and
gained many meta-meanings resulting in a net-like
understanding of the contemporary environment
(Derrida, 1967, and elsewhere).
In the contemporary New Media art world,
intertextuality holds a dominant role. Many digital
artworks carry the idea of a knowledge space with
paths of individual choice. This territory has no
center, and one can choose the entrance of the
knowledge cache. Intertextuality is a concept used
mainly to describe the textual world, nevertheless its
abstract shape is similar to the eBig3 project structure.
The eBig3 uses the principle of a space that has
different entrances and can be accessed by users not
only via computers, but via SMSs and television (see
Table 1). The response shows a significant boost of
registration for eBig3 courses compared to traditional
registration for online courses. It helped decrease the
drop-out rate and guaranteed that users felt
encouraged to stay for the whole duration of the
course (Kapenieks et al, 2014: 325).
The idea of entering the public area by using
three different technologies was possible because the
social knowledge was treated as an intertextual
space that can be potentially opened in several ways.
eBig3 used this structural feature to show that the
social potential of learning can be better activated by
integrating different media. It was possible by
understanding the structure of social mind as a net
that does not have a single entrance but is better
suited for a multi-media approach.
The eBig3 concept implies also the possibility of
random access that is a dominant feature of New
Media art. Its abstract shape recalls the already
classical New Media art principles. Random Access
(1963) by Nam June Paik (1932-2006) is a work made
of an audiotape cut in strips and collated on the wall.
It has an audio system with an extended playback
head. One can play the pieces of tape using the
playback head by creating an original shape of the
given material (Paul, 2003: 15). The example shows
that a piece can be played from any point and one can
gain new insights by using an unconventional
entrance. The authors of eBig3 used this idea to show
how the public space of knowledge can be activated
or “played” (see Table 1). It could be resounded at
home by television or at work by a computer, and it
could also be activated in other public spaces simply
by using an SMS. This approach creates random
access to public knowledge.
2.3 Hacking
The so-called hacking feature is one the New Media
art codes used by eBig3. In the field of New Media
art hacking has been used very actively. There are
many examples such as [domestic] (2003) by Mary
Flanagan, The Third Ear (2015) by Stelarc, The
Intruder (1998-1999) by Natalie Bookchin and
Super Mario Brothers (2002) by Cory Arcangel
(Tribe, 2009: 28-29). In a sense, it is an anarchic
CSEDU 2018 - 10th International Conference on Computer Supported Education
428