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  1. The reading abyss: narrative in times of Artificial Intelligence

    If orality constructed the myth and the listener, and the press produced the novel and the interpreter, this paper aims to discuss how digital tools based on the properties of Artificial Intelligence combined with narrative strategies will form simulations and transform the reader into a co-author. 

    I do not believe that the narrative of linear reading is going to disappear or that the book on paper is in the process of extinction, I believe that digital support, and sociocultural changes that entails, can lead to the formation of new literary genres and new creative and reading processes. 

    Jana Jankovska - 26.09.2018 - 12:36

  2. "Smog Poem" and “Heating Season.” Creative work and Smog Datafication

    "Smog Poem" by Leszek Onak is a text and graphics generator that uses the data on the environmental pollution to change the tissue of the text, its graphic elements, and other components depending on the pollution’s intensity. The algorithm has a form of an internet browser plugin; after its installation, the users browsing through the internet will experience the air pollution in front of their own eyes through the glitches appearing on the websites they use, the replacement of the photos and text modification. Some articles will be replaced by a separate generated text based on the syntactic mechanisms and the rules of the “Game of Life” by John Conway. 

    Jana Jankovska - 26.09.2018 - 12:59

  3. Micronarrative, Virtual Reality, and Medium Specificity: Circa 1948 as VR installation and Mobile App

    Circa 1948 is an interactive interpretation of a forgotten but historically important moment in the history of British Columbia. The narrative follows a network of characters within two locations in the city of Vancouver in 1948. The first is "Hogan's Alley" - a multi-ethnic working class neighborhood close to Vancouver's downtown. The second is the old Hotel Vancouver - once one of the finest hotels in the world, but in 1948 abandoned by its owners and taken over by homeless veterans returning from World War II. 

    As the viewer navigates these two locations, she hears a series of audio vignettes from the past: ghost-like conversations of the people who were there in 1948. The mood is decidedly noir - consistent with the era, the urban setting, and the hard world in which these characters live their lives. Hogan's Alley includes pimps, madams, bootleggers, and crooked cops - but also ordinary working people struggling to make a living. The Hotel Vancouver has its share of shady characters, but at the same time it is the only home available to honest veterans and their families trying to find their way back into productive society.

    Jana Jankovska - 26.09.2018 - 13:34

  4. Semiotic Engineering: an HCI Theory That Can Be Adopted for the Analysis of Works of Electronic Literature

    An increasing number of journals and conferences have been publishing articles and critical essays about electronic literature, but still mainly adopting traditional approaches to literary texts, such as close-reading (deeply rooted in the New Criticism trend), or reporting readers’ experiences (in accordance to the Reception Aesthetics). These approaches, however fruitful and well-established in literary analysis as they are, were not originally conceived to study digital texts. Therefore, they systematically fail to grasp specificities of electronic literature, unless the critic goes beyond the limits of the method and adopts other analytical tools as well.

    Jana Jankovska - 26.09.2018 - 15:52

  5. ELO 2018: Database Collaboration, Facial Recognition, and Third Generation Electronic Literature

    The annual conference and festival of the Electronic Literature Organization took place in 2018 at UQAM (Montreal, Canada) to present state-of-the-art research and creative projects as well as discuss future collaborations and strategies of the field. This blogpost outlines the elements of the conference that are relevant to Machine Vision, and show examples of works using machine vision from the exhibition and performances.  

    Hannah Ackermans - 02.10.2018 - 11:17

  6. La littérature numérique francophone : enjeux théoriques et pratiques pour l’identification d’un corpus

    La littérature numérique francophone : enjeux théoriques et pratiques pour l’identification d’un corpus

    Hannah Ackermans - 03.10.2018 - 10:41

  7. A False Sense of Feminism in Chinese Internet Literature: A Case Study of the Web Serial Novel Three Lifetimes, Ten Miles of Peach Blossoms

    This paper analyzes the concepts of love and womanhood in the web serial novel Three Lifetimes, Ten Miles of Peach Blossoms (hereafter abridged as Three Lifetimes). As one of the most popular and representative works of its subgenre, “love story of immortals in a classical Chinese style,” this novel tells of a romance between Bai Qian, a 140,000-year-old female immortal, and Yehua, a 50,000-year-old male immortal. Author argue that the novel offers a false sense of feminism by analyzing its themes of love and womanhood and comparing the protagonists’ personality traits, de/merits, and experiences with those in three other love stories.

    Jana Jankovska - 03.10.2018 - 13:36

  8. Haunting (Narrative) Architecture: The Internet in Skeleton Creek

    Since digital technology began to saturate every part of society, critics have been trying to come to terms with how it has affected our culture, not least literary texts. Young adult fiction was an early responder to digital technology. Internet novels such as ttyl (2005) by Lauren Myracle, Click Here: To Find out How I Survived Seventh Grade (2006) by Denise Vega, and Tweet Heart (2010) by Elizabeth Rudnick revolve around Internet culture thematically as well as structurally: the layout of the codex often resemble chatrooms, emails, or blog posts. 

    Jana Jankovska - 03.10.2018 - 13:54

  9. An Atlas of Hypertext: Gaps in the Maps

    This paper reports on an the initial stages of compiling a comprehensive, historically deep "atlas" of the structures of interactive stories, with initial surveys in branching narrative genres including gamebooks, hypertext fictions, visual novels, and Twine games. In particular, it considers the "gap" between approaches to two highly related yet radically different archives of branching works: an archive of over 2500 interactive print gamebooks stretching from the 1920s to the present, and contemporary collections of the approximately 1500-2000 extant Twine games available in popular public repositories such as the Interactive Fiction Database (IFDB) and itch.io. What do we find when we consider these forms of electronic literature (and their crucial precurors) as one comprehensive atlas of a vast transmedia territory of interactive storytelling? Which methods may be adapted between print and digital works, and which demand new approaches?

    Akvile Sinkeviciute - 03.10.2018 - 15:16

  10. Dérives. Bringing (digital) space back to literature.

    Since its earliest materializations, literature has tried to not only describe space, but also to imagine new forms of it. Utopian literature has always envisioned a socio-political perspective in thinking about new societies, not only in a temporal manner – in an undefined future or past – but also through the invention of countries, maps, and even worlds. In the 20th century, it was via the works of science-fiction writers that things such as cybernetics, virtual reality, and cyberspace became a common imaginary, shared by all kinds of people. 

    If until the beginning of 1990s, literature was one of the prominent instances, along with cinema, shaping the spatial imaginary and its structures, throughout the 1990s the role of literature in building and shaping these common spaces was progressively replaced by a more technological and commercial discourse. 

    Amirah Mahomed - 03.10.2018 - 15:20

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