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  1. Technics and Violence in Electronic Literature

    Technics and Violence in Electronic Literature

    Eric Dean Rasmussen - 22.02.2011 - 20:51

  2. Electronic Literature Publishing and Distribution in Europe

    A preliminary presentation of Publishing E-Lit in Europe,  a report detailing efforts to systematically survey and analyze the publication of electronic literature within Europe. Due to the immensity of their investigation and the limitations on what two researchers could achieve in three months' time, the authors emphasized that their report was a work in progress: at this point, they had been able to collect primary data about the publications, portals, collections, contests and other forums that supported the creation and distribution of electronic literature in Europe. The revised version of the report would feature more content analysis - of the type of material published and trends that distinguished various e-lit communities writing within specific linguistic and cultural traditions.

    Eric Dean Rasmussen - 05.04.2011 - 11:37

  3. …ha perdut la veu: Some reflections on the composition of e-literature as a minor literature

    This article has two objectives. One is to give a clear example of the way in which practice and theory, or rather practice-as-research, can exist in a symbiotic relationship – each benefiting and illuminating the other. The second aim is to propose and map out an area of potential further research into the discursive positioning of e-literature. It draws on some of the thinking of Deleuze and Guattari around language and literature, in particular as it is articulated through a reading of them by Jean-Jacques Lecercle. In this respect it should be seen as a point of departure, not a presentation of findings. The article is an extended version of one I gave at Kingston University as part of the From Page to Screen to Augmented Reality Conference. The original article was designed to be delivered in conjunction with a video of a digital text work in performance. For this context I have taken some screenshots of that video and added them to the article. They will at least provide some sense of how the digital text work is displayed and how it functions.

    Source: author's abstract

    Jerome Fletcher - 17.06.2011 - 12:09

  4. Reproductive Technologies, Fetal Icons, and Genetic Freaks: Shelley Jackson’s Patchwork Girl and the Limits and Possibilities of Donna Haraway’s Cyborg

    This article uses Donna Haraway’s work in “A Cyborg Manifesto” to examine how new reproductive technologies and politics meet and converge with fictional representations of the posthuman subject in Shelley Jackson’s hypertext, Patchwork Girl. It argues that Jackson’s text offers a cyborgian reading of reproduction that challenges the dominant discourse surrounding new reproductive technologies. Ultimately, it argues that Jackson’s text represents assisted conceptions, cyborgian births, and monstrous progenesis in ways that explore the possibilities and limitations of the cyborg, and it addresses current preoccupations with the potential benefits and horrors of new reproductive technologies. (Source: Author's abstract)

    Eric Dean Rasmussen - 27.06.2011 - 08:22

  5. Because It's Not There: Ekphrasis and the Threat of Graphics in Interactive Fiction

    Existing scholarship on interactive fiction (IF, also known as the text adventure) tends to treat it as a video game genre and/or as a category of electronic literature. In this essay I argue that IF can be understood as participating in traditions of visual prose and ekphrastic textuality, insofar as IF consists of room and object descriptions which direct the player to visualize the things they describe. Unlike traditional ekphrastic literature, however, IF also asks the player to take practical actions in response to the images he or she visualizes. During the commercial era of IF, ekphrasis was the most effective means available of providing players with immersive visual experiences. However, graphical video games have now surpassed IF in this area. Therefore, in order to justify the continued existence of IF, contemporary IF authors have been forced to conceive of the visuality of IF otherwise than in terms of the logic of transparency. One strategy for doing this, exemplified by Nick Montfort's game, Ad Verbum, is to abandon visuality almost entirely and emphasize IF's linguistic and textual qualities.

    Eric Dean Rasmussen - 13.09.2011 - 12:20

  6. New Media in the Academy: Labor and the Production of Knowledge in Scholarly Multimedia

    Despite a general interest in exploring the possibilities of multimedia and web-based research, the humanities profession has been slow to accept digital scholarship as a valid form of intellectual endeavor. Questions about labor, peer-review, and co-authorship often arise in academic departments’ attempts to evaluate digital research in the tenure and promotion process. In this essay, we argue that these tensions stem from a general misunderstanding of the kinds of "work" that goes into producing scholarship in multimedia form. Multimedia work, we suggest, places scholars in an extended network that combines minds, bodies, machines, and institutional practices, and lays bare the fiction that scholars are disembodied intellectuals who labor only with the mind. We argue that while traditional ideas of what "counts" as scholarship continue to privilege content over form, intellectual labor over physical labor, and print over digital media, new media’s functional (and in some cases even biological) difference from old media contributes to a double erasure, for scholars working in multimedia, of both their intellectual contributions and their material labor.

    Eric Dean Rasmussen - 29.09.2011 - 08:31

  7. Friending the Past: The Sense of History and Social Computing

    Reflecting on the relation between the media ages of orality, writing, and digital networking, Liu asks the question: what happens today to the “sense of history” that was the glory of the high age of print? In particular, what does the age of social computing—social networking, blogs, Twitter, etc.—have in common with prior ages in which the experience of sociality was deeply vested in a shared sense of history? Liu focuses on a comparison of nineteenth-century historicism and contemporary Web 2.0, and concludes by touching on the RoSE Research-oriented Social Environment that the Transliteracies Project he directs has been building to model past bibliographical resources as a social network. (Source: author's abstract)

    Eric Dean Rasmussen - 20.10.2011 - 13:05

  8. Performing Digital Texts in European Contexts

    Performing Digital Texts in European Contexts: collecting, recollecting and commenting on digital texts and contexts operating in the inter-zones where digital media, literature, visual art and performance practices meet.

    J. R. Carpenter - 25.11.2011 - 13:02

  9. CONT3XT.NET is Everything

    CONT3XT.NET is Everything

    J. R. Carpenter - 25.11.2011 - 13:13

  10. Kac, Cayley, and Kargl on Translation

    Kac, Cayley, and Kargl on Translation

    J. R. Carpenter - 25.11.2011 - 13:19

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