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  1. Teaching Digital Writing through Digital Literature - Case Studies in Schools, Universities and Digital Public Spaces

    Teaching Digital Writing through Digital Literature - Case Studies in Schools, Universities and Digital Public Spaces

    Maria Engberg - 05.09.2011 - 13:20

  2. Creative Communities: Nooks, Niches, and Networks

    Creative Communities: Nooks, Niches, and Networks

    Eric Dean Rasmussen - 08.09.2011 - 16:38

  3. Electronic Authorship, Collaboration, Community, and Practice

    Community has been a central focus of my career in the field of electronic literature, particularly in helping to shape and structure the Electronic Literature Organization, a USA-based nonprofit organization central to the field, and more recently as project leader of ELMCIP: Electronic Literature as a Model of Creativity and Innovation and Practice. I consider practical research and artistic community development vital to the creation of a persistent environment that enables network-based creative communities. When creative communities and research communties are not geographically co-located, institutional identities, online publications, directories, and knowledge bases, and in-person conferences, festivals, and events provide for a kind of floating agora that enables creative community to thrive across borders.

    Eric Dean Rasmussen - 08.09.2011 - 16:45

  4. Narrative in Social Media

    Stories broadcast in 140 or less characters over the course of a day may, at first, seem only a 21st century update of serialized micro-fiction, yet considering the strategies authors take to produce literary works involving social media, their creations resist easy definition.  This paper looks the broad notion of narrative as it plays out in the social networking site, Twitter, in works such as Adam Higgs et al’s  “Crushing It:  A Social Media Love Story," Jay Bushman’s “The Good Captain,” and Dene Grigar’s “The 24-Hour Micro-Elit Project.”  Specifically, the paper asks two questions:  First, how do narratives created for social media sites work against what has become the conventional way to describe e-literature?  Second, what do we learn about social media literature if we think about it in terms of non-narrativity? At stake are assumptions about what constitutes electronic literature and conventional views about narrativity in relation to works produced with and for digital media.

    (Source: author's abstract)

    Eric Dean Rasmussen - 13.09.2011 - 15:34

  5. Tagging Practices and the Disturbed Dialectic of Literary Criticism

    This paper will discuss the relationship between speed and literary criticism in the age of new media.  Specifically, this paper will explore the dual metaphor of the “tag” as an official consumer label and an underground art form, and the productive tension that exists when both forms exist within the same urban space.  Using this metaphor to discuss traditional terminologies and folksonomy as forms of “tagging” that can create productive tension within database projects like the Electronic Literature Directory, I will conclude with a call for attentiveness that can push both casual readers and conservative scholars towards criticism that is technologically appropriate, ethically engaged, and culturally vital.

    (Source: author's abstract)

    Eric Dean Rasmussen - 13.09.2011 - 15:37

  6. Towards a Multimodal Analysis of da Rimini's Dollspace

    From the publication:

    In her article "Towards a Multimodal Analysis of da Rimini's Dollspace" Maya Zalbidea
    Paniagua analyzes Francesca da Rimini's Dollspace <http://dollyoko.thing.net/> (1997-2001). By analyzing Dollspace Zalbidea Paniagua reinforces the proposition that studies on material aesthetics and intermediality encompass a process of rethinking the notion of boundaries across material structures. This is clearly shown in da Rimini's Dollspace, where ambivalence cuts across discursive genres and distinct material formats of image, text, and audio. Hypertext engages the user/participant in a dialogue with the machine and, in the case of Dollspace, across people's sexual attitudes. Dollspace seeks to do more than to just shock the user: it wants to haunt its user to become an intersubjectively embodied act.

    Patricia Tomaszek - 21.09.2011 - 13:15

  7. Making Sense of the Digital as Embodied Experience

    From the publication: In their article "Making Sense of the Digital as Embodied Experience" Serge Bouchardon and Asunción López-Varela Azcárate discuss a digital creation — Loss of Grasp <http://lossofgrasp.com/> — created by Serge Bouchardon and Vincent Volckaert. The work is about the notions of grasp and control. Through an analysis of Loss of Grasp, Bouchardon and López-Varela Azcárate show how the Cartesian understanding of private isolated experience, independent of reality external to it, has given way to a communal understanding of experience in which the subject constitutes itself by mirroring himself/herself on its objects, producing a mutual engagement or cocreativity among interdependent intersubjects: the experience of the creators, the experience of the user/participant, and the experience of the semiotician. The first seeks to make the reader live through the experience while telling him/her a story. The second attempts to understand what lies behind the artistic creation.

    Patricia Tomaszek - 21.09.2011 - 13:27

  8. Basquiat meets Mario Brothers? Digital poet Jason Nelson on the meaning of art games

    An interview with the self-described digital poet Jason Nelson on the semiotic pleasures of playing and creating "art-games," indie works produced outside corporate game studios, which, Nelson predicts, will eventually be recognized as the most significant art movement of the 21st century. While explaining how he came to be a digital author, Nelson addresses topics such as his continued love of Flash as a production tool, despite its likely obsolesence, his appreciation for gamescapes that allow for aimless wandering, and the intense reactions his art-games provoke in players. Alluding to the fact that Digital Poet is not the most lucrative of professions, Nelson signals his desire to design "big budget console games," provided he could do so on his terms. 

    (Source: Eric Dean Rasmussen)

    Eric Dean Rasmussen - 28.09.2011 - 12:44

  9. Technopoetry in Argentina: Routes and Detours

    Technopoetry in Argentina: Routes and Detours

    Scott Rettberg - 06.10.2011 - 12:01

  10. The Effects of Software on the Digital Creative Process

    The Effects of Software on the Digital Creative Process

    Scott Rettberg - 06.10.2011 - 14:09

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