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Dichtung Digital 40
This edition reflects upon the need of techniques to approach the ongoing upheavals taking place in today's technology-driven production of (literary) art. The contributions assembled here all discuss ways of reading cultural objects created with digital media. The objects of interest are: a computer game (Soderman), a performance of a work that houses and visualizes its literary artifacts on a website - a huge database of texts by different authors (Rettberg), default settings and electronic poetics in an age of technological determinism (Heckman), literary artifacts in between book and programmable media (Vincler), story-telling in the Gulf (Lenze), and signs in a culture of mashups (Navas). In a time when cultural objects in digital culture reconfigure the reception of their addressees, it is important to develop not only a proper understanding of the impact of these ruptures on literary communication but also an interpretation of the presented moves into the scope of scholarly discussion. Such an engagement calls for what Roberto Simanowski proposes in his contribution: "digital hermeneutics."
Patricia Tomaszek - 06.05.2011 - 18:42
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(Re-)Reading Moving Letters: Love Notes, Codes and Digital Curtains: A Review
(Re-)Reading Moving Letters: Love Notes, Codes and Digital Curtains: A Review
Patricia Tomaszek - 06.05.2011 - 19:29
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Reading Time: For a Poetics of Hypermedia Writing
Reading Time: For a Poetics of Hypermedia Writing
Eric Dean Rasmussen - 11.05.2011 - 12:05
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Geo-Spatial Aesthetics: Time, Agency and Space in Electronic Writing
Geo-Spatial Aesthetics: Time, Agency and Space in Electronic Writing
Patricia Tomaszek - 19.05.2011 - 16:42
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Light & Dust: Polyaesthetic Experiences with Locative Augmented Reality
Light & Dust: Polyaesthetic Experiences with Locative Augmented Reality
Patricia Tomaszek - 19.05.2011 - 16:50
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Poetic Ergodic Capture
This paper comments on a number of videos the presenter has shown at the e-poetry festival 2011. Bootz presents the concepts of noematic and ergodic reading, as well as the idea of "ergodic capture."
Patricia Tomaszek - 19.05.2011 - 16:57
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The Heuristics of Automatic Story Generation
The intelligence of a story-generating computer program can be assessed in terms of creativity, aesthetic awareness, and understanding. The following approaches are evaluated with respect to these three criteria: simple transition networks, grammar-driven models, simulations, algorithms based on problem-solving techniques, and algorithms driven by so-called "authorial goals." The most serious deficiency of the discussed programs resides in the domain of aesthetic awareness. In order to improve on this situation, story-generation should not follow a strictly linear, chronological order, but rather proceed from the middle outwards, starting with the episodes that bear the focus of interest. The program should select as top-evel goal the creation of climactic situations, create the preparatory events through backward logic, and take the story to the next highlight, or to an appropriate conclusion through a guided simulation. This strategy is ilustrated in a "reverse-engineering," or generative reading of Little Red Riding Hood that simulates the reasoning of an imaginary computer program.
(Source: Author's website)
Scott Rettberg - 19.05.2011 - 17:03
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Immersion versus Interactivity: Virtual Reality and Literary Theory
Virtual Reality has been defined as an "interactive, immersive experience generated by computer " (Pimentel and Texeira).This paper investigates the possibility of the literary implementation of these two dimensions. While immersion plays an important role in theories of fiction based on the concept of possible world and of game of make-believe, it presupposes a transparency of the medium that goes against the grain of postmodern aesthetics. Postmodern literature emulates the interactive aspect of VR in a metaphorical way through self-reflexivity, and in a more literal way through hypertext, but both of these attempts involve the sacrifice of the pleasure derived from immersion. In computer-generated VR, by contrast, immersion and interactivity do not stand in conflict but support each other. The difference in behavior between VR and literature is seen to reside in the participation of the body. While textual worlds are created through a purely mental semiotic activity which presupposes an external point of view, the worlds of VR are created from within through an activity both mental and physical.
Scott Rettberg - 19.05.2011 - 17:09
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Interactive Drama: Narrativity in a Highly Interactive Environment
The most talked-about, and potentially the most significant consequence of recent advances in electronic technology for the practive and theory of literature is the promise of interactivity. The idea of interactivity is traditionally associated with hypertext. But compared to Interactive Drama, a genre existing mainly in the conceptual stage, hypertext involves a relatively low grade of interactivity: the freedom to select an itinerary on a network of author-defined pathways. In Interactive Drama, ideally, "the interactor is choosing what to do, say, and think at all times" (Kelso, Bates and Weyhrauch); "the users of such a system are like audience members who can march up onto the stage and become various characters, altering the action by what they say and do in their roles" (Laurel). This essay investigates the basic dilemma encountered by Interactive Drama, a dilemma reminiscent of a familiar theological problem: how can the system grant users some freedom of action, and yet enact an aesthetically satisfying narrative scheme ?
Scott Rettberg - 19.05.2011 - 17:14
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What is the Point of Compulit?
A review article of Littérature et informatique. La littérature générée par ordinateur, eds. Alain Vuillemin and Michel Lenoble (Artois Press Université, 1995). (Literature and Informatics. Computer-generated Literature). The discussion of the contributions gathered in this anthology leads to a taxonomy of computer-generated texts based on three main categories: utilitarian (the automated production of texts [such as news summaries] to save human time); cognitive (story-generation conceived as an exploration of creative mechanisms [James Meehan's Tale-Spin]) and aesthetic-experimental (the attempt to produce new literary genres). The experimental category is divided into texts meant to be printed, and texts that exist exclusively in the electronic medium: games, hypertexts, and animated texts ("cyberpoetry"). All of these texts are produced in a collaboration human-machine in which, as Espen Aarseth observes, the computer can play three roles: pre-processor (plot-outline generation), co-processor (dialogue computer-user, such as the ELIZA program), or post-processor (staging and manipulation of texts written by a human). (Source: Author's website)
Scott Rettberg - 20.05.2011 - 10:30