
 
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 
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