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  1. Post-Digital: Dialogues and Debates from the Electronic Book Review Book Launch

    The Bergen Electronic Literature Research Group welcomes you to a special event, a book launch for Post-Digital: Dialogues and Debates from the Electronic Book Review that will include a panel discussion with contributors to this landmark 2 volume collection.

    For this interational celebration, we will be hearing from authors, editors, and contributors to the books including Joseph Tabbi (UiB), Scott Rettberg (UiB),  Eric Rasmussen (UiS), Lisa Swanstrom (U of Utah), Stuart Moulthrop (UW Milwaukee), Davin Heckman (Winona State U), Lai-Tze Fan (U of Waterloo), and Serge Bouchardon (UTC, Sorbonne) in a roundtable discussion of the project and their contributions to it.

    Scott Rettberg - 17.09.2020 - 15:18

  2. Social Story Worlds With Comme il Faut

    This paper presents Comme il Faut (CiF), an artificial intelligence system that matches character performances to appropriate social context, with the goal of enabling authors to write high-level rules governing expected character behavior in given social situations, rather than specific fixed choice points in a curated narrative structure. CiF models characters with a complex set of traits, feelings, and relationships, who can form intents, take actions, relate to a shared cultural space, and remember and refer to past events. A set of authored rules encoding

    Martin Li - 17.09.2020 - 15:53

  3. Electronic Literature in China

    In her article "Electronic Literature in China" Jinghua Guo discusses how the reception and the critical contexts of production of online literature are different in China from those in the West despite similar developments in digital technology. Guo traces the development of Chinese digital literature, its history, and the particular characteristics and unique cultural significance in the context of Chinese culture where communality is an aspect of society. Guo posits that Chinese electronic literature is larger than such in the West despite technical drawbacks and suggests that digitality represents a positive force in contemporary Chinese culture and literature.

    Eirik Herfindal - 17.09.2020 - 16:21

  4. Ouyang Youquan

    Ouyang Youquan, Ph.D. (Arts), Professor and Ph.D. supervisor at the School of Liberal Arts, Central South University. His main research is on theory of literature and art, aesthetics and the cultural industry. His work on online literature and digital culture as well as on the cultural industry has had an extensive influence in China. He has published more than 250 articles in scholarly journals such as Zhongguo Shehui Kexue (中国社会科学), Literary Review (文学评论) and Literature and Art Studies (文艺研究), as well as over ten monographs including The Ontology of Online Literature (网络文学本体论, Beijing: CFLAC Press, 2004), Internet Transmission and Social Culture (网络传播与社会文化, Beijing: Higher Education Press, 2005) and Studies in Literature and Art in the Digital Context (数字化语境中的文艺 学, Beijing: China Social Sciences Press, 2005). 

    (Source: author biography on a 2011 paper published in Social Sciences in China)

    Jill Walker Rettberg - 18.09.2020 - 09:51

  5. Michel Hockx

    Michel Hockx is professor of Chinese at SOAS, University of London, and founding director of the SOAS China Institute. He studied Chinese language and literature at Leiden University in The Netherlands and at Liaoning University and Peking University in China. His research looks at modern and contemporary Chinese literary communities and the way they organize themselves, their relation to the state, and the technologies they employ to distribute their work. He is the author of Questions of Style: Literary Societies and Literary Journals in Modern China, 1911–1937 and A Snowy Morning: Eight Chinese Poets on the Road to Modernity.

    (Source: Author biography at publisher's website for his book Internet Literature in China)

    Jill Walker Rettberg - 18.09.2020 - 10:29

  6. Room #3, from The Offline Website Project

    Nothing captures the experience of 2020's pandemic like making a video conference call. Be it for work or personal reasons, most of us opened our domestic life to the online world via these platforms; Zoom probably rising to the top of the list. Personal space became public in our desire or requirement to connect, and these platforms became a new room in most of our homes. This piece, Room #3, engages these ideas by presenting a peculiar Zoom call by me and a set of copies of myself to question these kinds of connections: always alone in the physical space, but always connected in unexpected ways to a multitude of known interlocutors and unknown human and non-human agents.

    Alex Saum - 18.09.2020 - 21:15

  7. Bradley Joseph Reina

    Bradley Joseph Reina

    Mads Bratten Myking - 19.09.2020 - 15:06

  8. Interactive fiction in the ebook era

    Now that we're all getting comfortable with the notion of reading books on digital displays, it's little surprise that developers are starting to explore the interactive possibilities of electronic novels. In fact, simple interactive fiction has been available on the iPod since the very beginning, with a community of writers using the HTML functionality in the device's Notes application to create "choose your own adventure" stories.

    Since then, the actual Choose Your Own Adventure Company, which now owns the rights to the classic interactive children's novels, has ported a couple of old favourites to iPhone. Meanwhile, Edward Packard, the original author and creator of the CYOA series, has a new brand name, U-Ventures and is adapting and updating many of his old titles for iOS platforms.

    Martin Li - 21.09.2020 - 16:41

  9. The joy of text-the fall and rise of interactive fiction.

    he annual Interactive Fiction Competition is an institution that has endured for almost 20 years, with the goal of discovering each year’s best and brightest works in the world of text-based gaming. The genre is surprisingly broad and complex – and this year’s entries show how much text games have to offer modern audiences, even those who don’t ordinarily play computer games.

    The age of free and intuitive creation tools, combined with the explosion of mobile platforms, e-reader devices and an audience that’s comfortable reading screens, means a brand-new opportunity for fresh narrative experiences that stand to attract new types of players.

    Veteran gamers may remember the text-based adventures of history – titles like Adventureland, Zork and Hitchhiker’s Guide to the Galaxy. Arriving in the late 1970s and early 80s, they were taut, forbidding puzzles of logic and language; proceeding the age of graphics on home computers, they made the most of constraints, using brief, carefully chosen prose and a limited list of terse commands to create the experience.

    Martin Li - 21.09.2020 - 16:54

  10. Understanding Interactive Fictions as a Continuum: Reciprocity in Experimental Writing, Hypertext Fiction, and Video Games

    This thesis examines key examples of materially experimental writing (B.S. Johnson's The Unfortunates, Marc Saporta's Composition No. 1, and Julio Cortázar's Hopscotch), hypertext fiction (Geoff Ryman's 253, in both the online and print versions), and video games (Catherine, L.A. Noire, The Elder Scrolls IV: Oblivion, and Phantasmagoria), and asks what new critical understanding of these 'interactive' texts, and their broader significance, can be developed by considering the examples as part of a textual continuum. Chapter one focuses on materially experimental writing as part of the textual continuum that is discussed throughout this thesis. It examines the form, function, and reception of key texts, and unpicks emerging issues surrounding truth and realism, the idea of the ostensibly 'infinite' text in relation to multicursality and potentiality, and the significance of the presence of authorial instructions that explain to readers how to interact with the texts. The discussions of chapter two centre on hypertext fiction, and examine the significance of new technologies to the acts of reading and writing.

    Martin Sunde Eliassen - 22.09.2020 - 19:31

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