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  1. “The Dead Must be Killed Once Again”: Plagiotropia as Critical Literary Practice

    Húmus by Herberto Helder (1967) is recognized for its direct quotation from Raul Brandão’s 1921 poem of the same name. However, Helder’s work is more than the simple intertextual suggestion of a text: it transforms it, putting into motion its latent power, reviving it. As may be read in the epigraph of this work, the "words, sentences, fragments, images" from Húmus are used by Helder in order to achieve, through re-writing, a full reading of the text by Brandão. Such reading multiplies and transforms the meanings that are crystalized in the work by Brandão, thus articulating the scope the poet refers: "freedoms, freedom."

    Alvaro Seica - 28.11.2013 - 15:04

  2. Collapsing Generation and Reception: Holes as Electronic Literary Impermanence

    This essay discusses Holes, a ten syllable one-line-per-day work of digital poetry that is written by Graham Allen, and published by James O’Sullivan’s New Binary Press. The authors, through their involvement with the piece, explore how such iterative works challenge literary notions of fixity. Using Holes as representative of “organic” database literature, the play between electronic literature, origins, autobiography, and the edition are explored. A description of Holes is provided for the benefit of readers, before the literary consequences of such works are examined, using deconstruction as the critical framework. After the initial outline of the poem, the discussion is largely centred around Derrida’s deconstruction of “the centre”. Finally, the literary database as art is re-evaluated, drawing parallels between e-lit, the absence of the centre, and the idea of the “deconstructive poem”.

    James O'Sullivan - 17.01.2017 - 22:13

  3. Born Digital

    “E-poetry relies on code for its creation, preservation, and display: there is no way to experience a work of e-literature unless a computer is running it—reading it and perhaps also generating it.” Stephanie Strickland outlines 11 rules of electronic poetry.

    Ana Castello - 02.10.2018 - 13:20

  4. Grappling With the Actual: Writing on the Periphery of the Real

    This essay considers literary realism in relation to two of my own recent works of digital literature: This is a Picture of Wind: A Weather Poem for Phones, and The Pleasure of the Coast: A Hydro-graphic Novel. Both of these web-based works grapple with the actual world we live in: a post-digital world, in which invisible layers of data inform our daily thoughts and actions; a post-human world, of vast oceans and ceaseless winds. These works use the affordances of the internet to call attention to the historical, colonial, elemental, and material substrate of the internet; both attempt to represent the reality of the vast corpus of non-human writing which lurks beneath the mere appearance of the screen. Methodologically, this essay grapples with the material and contextual actualities of these works by turning its attention to earlier analogous moments in the intertwined histories of technology, science, and writing. In particular, this essay is concerned with the technology of the ship, the science of measurement, and the writing of the vast non-human systems of coastlines and winds.

    J. R. Carpenter - 27.08.2021 - 12:54

  5. A Platform Poetics: Computational Art, Material and Formal Specificities, and 101 BASIC Poems

    My digital art is highly computational, or process intensive—it is more about code and symbol manipulation, and less about data, the visualization of data, or multimedia effects. But beyond this, what I do often explores specific computer platforms. In this essay I describe how my project 101 BASIC Poems is part of a platform practice engaging the Commodore 64, the Apple II series of computers, and the BASIC programming language. My project 101 BASIC Poems is an initiative to develop just more than a hundred computational artworks, each one not just a digital text but also a computer program that can and should be run. On the computational end of things, a major inspiration is 101 BASIC Computer Games, a collection of BASIC programs that fired the imaginations and scaffolded the programming ability of many people in the late 1970s and early 1980s.

    Nick Montfort - 15.11.2021 - 00:24

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