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  1. See Spot Link. Link, Spot, Link: How to read and appreciate electronic literature (Workshop)

    Abstract
    What is the difference between reading on screen and reading electronic literature? Between an e-book and an e-lit piece? Electronic literature, or eliterature, uses computer technology as an integral part of the work to convey meaning. Find out about the literary art of links, images, sounds, and motions. Make connections between images and text, between sounds and words, between motions and implications. Uncover an exciting new world where writers expand beyond the page and embrace the screen with an array of new literary techniques.

    Agenda
    This workshop will cover 4 basic elements of electronic literature: links, imagery, motion, and sound. For each element, we will read a portion of works to see these elements in action, take part in an exercise to explore writing using these elements, and discuss techniques to recognize and understand these elements.

    Scott Rettberg - 07.01.2013 - 15:41

  2. From Audio Black to Artful Noises: Looking at Sound in Electronic Literature

    The interplay between sound and image was a vexed issue for practioners and critics of the 20th century art screen art. As the story goes, some argued for a "complex interaction of sound with image" (Kahn 142) others for the political necessity of non-synchronized sound. Early on, "the dream" of "correlating sound and image" through localization (Altman) to deploy sound so as "to reinforce the reality effect" and to "induce[...] spectators to center their gaze." (Polet). There is a sense of disappointment in this trajectory, from the "talkie"to Dolby Surround, by which the sound track comes to maintenance of an illusionistic 3-dimensional visual space. 

    Scott Rettberg - 08.01.2013 - 11:36

  3. (R)Evolutionary Communication: Defining and Refining Digital Literature, Art and Storytelling

    As an educator as well as Director of Digital Media Studies at the University of Detroit Mercy, my pedagogical and personal interests lie in how to use media to incorporate inter-disciplinary studies; to use sound, images as well as visual and narrative compositions to communicate multi-dimensional ideas, passions and concepts. In relation to this inter-disciplinary approach, I incorporate the concept of "mixing" to weave together space, design, technology, story-telling and critical discourse. One of the concepts I try to reinforce is that 'space' includes the psychological as well as the physical. In addition, I teach digital media students that "design" is the intentional approach to choreograph the experiential and that digital technology is a tool for exploring these ideas. Accepting this, I challenge the students to consider: how does the user/viewer experience and process the interaction between digital media and the "narrative" of the everyday? 

    Scott Rettberg - 09.01.2013 - 14:35

  4. Space for writing: a sidelong glance at the history of immersive spatial hypertext

    The Cave Writing Workshop is an advanced experimental electronic writing workshop founded by Robert Coover, exploring the potential of text, sound, and narrative movement in immersive three-dimensional virtual reality. It brings together teams of undergraduate and graduate fiction writers, poets and playwrights, composers and sound engineers, graphic designers, visual artists, 3D modelers and programmers, to develop, within the environment of Brown’s “Cave” in the Technology Center for Advanced Scientific Computing and Visualization, projects that focus on the word. From 2002 onward writers have explored the possibilities of spatial hypertext in an immersive environment. What this paper proposes is an exploration of the history of the twin currents of hypertext and virtual reality that merged to create this particular form of expression, going back to the early hypertext systems developed at Brown University in the 1960’s by Ted Nelson/van Dam/et al and work in immersive virtual reality at University of Illinois’ CAVE in the early 1990s.

    (Source: Author's abstract for ELO_AI)

    Audun Andreassen - 14.03.2013 - 14:42

  5. Minecrafted Meaning: The Rhetoric of Poetry in Game Environments

    This essay is a synopsis of my fourth chapter from my dissertation. My research consists of game-poems and how they fundamentally alter the experience of “reading” poetry. Ultimately, my argument is that poetic experience is no longer initiated by text, but by the kinetic, audible, visual, and tactile functions in the digital environment that I label as trans-medial space; in effect, these functions sustain the poetry experience, and, thus, require the reader/user of the poem to play, rather than read, as a new form of “reading” the digital game-poem in order experience and interpret a poem’s meaning.

    Jill Walker Rettberg - 28.06.2013 - 09:05