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  1. Words as occurrences – a (i)materialidade digital

    Words as occurrences – a (i)materialidade digital

    Daniela Côrtes Maduro - 05.02.2015 - 18:06

  2. Hyperrhiz 10: Bumper Reviews Issue

    Hyperrhiz 10: Bumper Reviews Issue

    Scott Rettberg - 14.02.2015 - 18:39

  3. (Electronic) Literature and the (Post)human Condition

    Electronic literature exists in a perpetual state of flux, due to its reliance on digital technology; with the rapid progression of processing power and graphical abilities, electronic literature swiftly moved from a reliance on the written word into a more diverse, multi-modal form of digital arts practice. The literariness of early electronic literature is manifest: the work was primarily textual, the centrality of reading paramount. The current crop of electronic literature--with its audio-visual, multimodal nature--calls into question the literariness of this work, however, as is evidenced by this year's call for papers. I propose that this ambiguity as regards literariness and written textuality in electronic literature disadvantages the field, in both academic circles and in the search for a wider reading audience. If electronic literature as field is to assert and validate its position within the greater literary tradition, links between electronic literature and past literary achievements need to be uncovered and illuminated.

    Daniela Ørvik - 19.02.2015 - 15:49

  4. Faceless Patrons – An Augmented Installation Exploring 419-Fictional Narratives

    ‘Faceless patrons’ is an installation that documents stories used by Internet scammers in so called ‘overpayment check scams’. Scammers use scripted stories to reach their victims, yet when correspondence continues story worlds start to evolve. We created a virtual character to interact with scammers who posed to be art buyers. The installation presents five of these interactive narratives in form of a series of photos each coupled with a forged check. By using smartphones or a tablet an augmented reality layer can be accessed to expose further story elements.

    Andreas Zingerle - 05.03.2015 - 14:44

  5. Ángel Carmona: Poeta Informático

    A review on Poemas V2 by Ángel Carmona.

    Alvaro Seica - 15.04.2015 - 16:41

  6. "TXTual Practice"

    "TXTual Practice"

    Rita Raley - 18.08.2015 - 00:59

  7. The Politics of Plasticity: Neoliberalism and the Digital Text

    In this essay, Davin Heckman argues that works of electronic literature often provide occasions for cultivating attention in a mutable cultural landscape. Through readings of John Cayley, YHCHI, Rob Wittig, and Richard Holeton, Heckman points to a poetics of technical estrangement by which new media is opened up to deliberative reading, and thus presents contemporary readers with the opportunity to develop critical practices appropriate for the conditions of neoliberalism.

    Davin Heckman - 01.09.2015 - 23:32

  8. Fortelling, litteratur og materialitet: En komparativ analyse av tre digitale verk

    The Intruder, Dakota and Faen. Nå har de senka takhøyden igjen. Må huske å kjøpe nye knebeskyttere are regarded as considerable works within the field of electronic literature. The works are made by Natalie Bookchin, Young Hae-Chang Heavy Industries and Tor Åge Bringsværd, and have strong bonds to the literary tradition. While using different aspects of the digital media to convey their stories, the three texts are retelling stories from earlier works of literature. The Intruder is built on a short story by Jorge Louis Borges, Dakota is a reading of Ezra Pounds Canto I and II and the third text is a html-version of a print short story by Bringsværd. With great variation in their use of different modalities, such as images, sound and animation, the retelling of these narratives are shaped by the digital works different semiotic meanings and materialities. By using a comparative method, the close readings of these works is more specifically examining: How does the digital texts physical material and context contribute to shaping the narration in The Intruder, Dakota and Faen. Nå har de senka takhøyden igjen. Må huske å kjøpe nye knebeskyttere?

    Jill Walker Rettberg - 01.10.2015 - 11:25

  9. Writing for Playable Media

    As a new media author, I write the visible, readable text (texte-à-voir *) and the underlying source code, the program (texte-auteur *). As a new media artist, I also design and create the user interface and the multimodal elements - the whole thing.

    Since starting to write and create in new media, I have felt compelled, by the digital medium itself, to attempt to fully exploit the affordances of programmable media for expressivity by employing non-linear narrative methods, non-trivial interactivity and random programming in poetically and/or narratively meaningful ways. This has led me to create, what Noah Wardrip-Fruin calls, playable media works.

    Writing creatively for algorithmically-driven media, working with others’ code frameworks and writing my own programs has led me to consider the expressivity of game processes and, consequently, my work has taken on more game-like characteristics. I’d like to trace this development by presenting a selection of extracts from key works (listed below) which demonstrate this move towards writing for playability.

    The key Electronic Literature works:

    Christine Wilks - 18.06.2016 - 17:39

  10. Comparative Textual Media: Transforming the Humanities in the Postprint Era

    Proposes a new paradigm for the humanities by recognizing print as a medium within a comparative context

    Primarily arguing for seeing print as a medium along with the scroll, electronic literature, and computer games, this volume examines the potential transformations if academic departments embraced a media framework. The editors bring together an impressive range of leading scholars to offer new insights for better understanding the implications of the choices we, and our institutions, are making.  

    (Source: University of Minnesota Press catalog)

    Scott Rettberg - 23.02.2017 - 09:05

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