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  1. An Account of Randomness in Literary Computing

    Turning to an entirely invisible process that we can only know by its product, Mark Sample considers the meaning of machine-generated randomness in electronic literature and videogames in his paper, “An Account of Randomness in Literary Computing.” While new media critics have looked at randomness as a narrative or literary device, Sample explores the nature of randomness at the machine level, exposing the process itself by which random numbers are generated. Sample shows how early attempts at mechanical random number generation grew out of the Cold War, and then how later writers and game designers relied on software commands like RND (in BASIC), which seemingly simplified the generation of random numbers, but which in fact were rooted in–and constrained by–the particular hardware of the machine itself.

    (Source: Loriemerson.net description of MLA 2013 Special Session: Reading the Invisible and Unwanted in Old & New Media)

    Scott Rettberg - 08.01.2013 - 20:03

  2. Building the Infrastructural Layer: Reading Data Visualization in the Digital Humanities

    Information visualization is a technique for organizing, representing, and interpreting information visually. Information visualizations can take the form of hand-drawn diagrams, popular “infographics,” or interactive, computer-based visualizations. We see examples of information visualizations produced and displayed in myriad contexts, including: the scientific modeling of the Higgs boson particle, the NY Times 2012 presidential election coverage, the popular infographics exhibited at Visual.ly, corporate PowerPoint presentations, public web galleries like Nathan Yau’s Flowing Data or Manuel Lima’s Visual Complexity, Google’s Ngram Viewer, and finally, in humanities research and pedagogy. Examples in the digital humanities include the Stanford Literary Lab’s use of the Gephi visualization platform to map its own academic community, the Software Studies Initiative’s visualization of thousands of cultural media objects like magazines, manga pages, and paintings, as well as Alan Liu’s Research-oriented Social Environment (RoSE) project that incorporates visualization tools directly into the research process.

    Scott Rettberg - 09.01.2013 - 00:47

  3. Mining the Knowledge Base: Exploring Methodologies for Analysing the Field of Electronic Literature

    This is a work-in-progress report from an exploration of the intersection between the fairly conventional digital humanities method of creating a database - specifically, the ELMCIP Electronic Literature Knowledge Base (http://elmcip.net/knowledgebase) and the digital methods strategy of directly analysing online, digital content. We are testing out different methods of analysing data about conference series harvested from the Knowledge Base, using social network analysis to visualise the connections between people, events and works and tag analysis.

    Scott Rettberg - 16.01.2013 - 21:40

  4. Thoughts on a Literary Lab

    For the “Theories and Practices of the Literary Lab” roundtable at MLA yesterday, panelists were asked to speak for 5 minutes about their vision of a literary lab. Matthew Jockers spoke on the conception and agenda of the Stanford Literary Lab, which he started with Franco Moretti.

    Scott Rettberg - 17.01.2013 - 21:04

  5. Litteraturen i en multimediatid, med eksempler fra nordisk elektronisk litteratur

    Den papirbaserte boka har beveget seg inn i en tid hvor ungdommen påvirkes i en multimedia-verden. Tradisjonell lineær fortelling, der en definert forfatter lager et ferdig produkt, tilbys alternative muligheter.
    Web'en utvikler seg fra å være skriftbasert til større bruk av bilder og lyd, og nye arbeider kan gi leseren mulighet til å delta i utviklingen av fortellingene. Denne utviklingen trenger vi ikke se som en kamp mellom to alternative løsninger.

    Den elektroniske litteraturen sier noe om samtiden som samtidslitteraturen ikke kan på samme måte, den kan øve leseren opp til det nye århundrets komplekse medie- og tekstunivers.

    Patricia Tomaszek - 20.03.2013 - 13:02

  6. Remiksy, remediacje, redefinicje

    Remiksy, remediacje, redefinicje

    Patricia Tomaszek - 16.04.2013 - 15:10

  7. Litteratur i digitale omgivelser

    A research report commissioned by Arts Council Norway to provide an overview over how literature is affected by the digital. A large portion of the report discusses how authorship and conventional literature is affected by digital media, and how social media and ebooks affect the distribution of conventional literature. There is also a discussion of electronic literature as a separate form.

    Jill Walker Rettberg - 18.06.2013 - 12:07

  8. The Unexplored Link: Electronic Literature and Interaction Design

    In 2010, Serge Bouchardon provocatively suggested that electronic literature can figure as a catalyst for disciplinary concerns, thus foregrounding its heuristic value. Bouchardon did not suggest that electronic literature cannot or should not be studied in its own right, for its literary, artistic, and conceptual qualities and histories, but rather, that it in addition to such concerns can function as a lens through which scholars can re-examine well-established notions within their disciplines. This paper proposes to do an inverse move and use recent ideas emerging in the field of interaction design to ask questions about the aesthetic and interaction qualities of electronic literature. It has become a commonplace to analyze electronic literature from neighboring fields such as art history, media studies, new media art, or performance studies. It is equally common for critics to note how electronic literature moves beyond conventional processes of creation and reception such as reading, viewing, and writing.

    Maria Engberg - 21.06.2013 - 16:40

  9. Reading at the Thresholds to Electronic Literature: A Paratextual Study

    This study relates to Gérard Genette’s book-based theory on paratexts published with Seuils in ’87 and proposes to adapt it to literature in programmable media. Electronic literature often is experienced and in theory discussed as “works without end”. An article by Yellowlees Douglas, author of The End of Books – or. Books without End (2001) investigates the reading experience of interactive narratives and tellingly asks: “How Do I Stop This Thing?” (1994). Similar to the nature of endings, fixed beginnings in turn often are not a given in electronic literature: Some works randomly generate beginnings according to programmed algorithms such as in ingen elge på vejen den dag http://www.loveis-in-the-air.dk/digidrama/ (Sonja Thomsen) in which the works development is dependent on the weekday it is accessed at. Other works such as hypertexts offer readers a choice of links to choose from to begin a reading (e.g. Twelve Blue

    Patricia Tomaszek - 27.06.2013 - 09:53

  10. Getting Your Hands on Electronic Literature: Exploring Tactile Fictions with the Reading Glove

    “Interactive narrative” is a loaded phrase that invokes different dreams for different populations of people. For new media theorists like Janet Murray (1) and Brenda (2) Laurel, it elicits visions of participatory stories enacted within immersive simulated “holodecks.” For theorists of hypertext and interactive fiction like Jay David Bolter (3) and Emily Short, (4) it suggests branching textual environments and rhizomatic tangles of linked lexia. For researchers in computer science and AI, it has manifested in simulations of believable human characters (5), and intelligent storytellers that direct the action in a simulated storyworld along desirable narrative paths (6). Within the digital games community, theorists like Henry Jenkins, (7) Celia Pearce, (8) and Jim Bizzocchi (9) suggest broad framings of narrative that allow it to infuse and enhance gameplay. Outside of academic research, interactive narrative conjures images of “Choose Your Own Adventure” novels, role-playing games, and improvisational theater.

    Patricia Tomaszek - 01.07.2013 - 17:57

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