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  1. Shapeshifting texts: following the traces of narrative in digital fiction

    We have been referring to electronic literature as a corpus of texts with dynamic and
    multimodal features. A digital text can change during reading and assume the form of a
    collage work, a film or a game. Additionally, the text as a whole (Eskelinen, 2012),
    because of its own transient nature, might never be presented to the reader. The text
    can be played at such a pace as to be partly or completely ungraspable. Due to the range
    of forms assumed by the text, it might also be unable to return to an early state. This
    means that the reader might not be allowed to reread or replay the text in order to achieve
    a final or coherent version of it. This also means that there might be no original state to
    return to.
    Shapeshifting is the ability of a being to take the form of an object or of another being.
    This has been a common theme in folklore and mythology and it continues to be explored
    in games or in fantasy and science fiction films, as well as in literature. Since digital
    fiction is created through a computer and this tool can show emergent behavior, texts can

    Daniela Côrtes Maduro - 05.02.2015 - 14:48

  2. Teaching Creative Writing with Python

    The course concerns the classic tension in poetry between decontextualization and juxtaposition: deciding what a text’s constituent elements are, breaking the text into those elements, and then bringing them back together in surprising and interesting ways. Students are taught not just about string processing and text analysis, but also about the poetic possibilities of using those techniques to algorithmically build new texts. Each semester, the course culminates in a live performance, in which each student must read aloud for an audience a text that one of their programs has generated.

    (Source: Author's Abstract)

    Sumeya Hassan - 26.02.2015 - 21:16

  3. The Digital Diasthima: Time-Lapse Reading as Critical and Creative Performance

    In moving texts, such as digital kinetic poetry, the reader-user might no longer control the duration of their reading, unlike the traditional and static nature of printed texts. The user deals with readable time versus executable time, the human time-line versus the machine time-line. By having an imposed and fixed number of milliseconds to perceive the text on the screen, the user might find themselves completing or imagining the unread text, following the dynamic forms with an imposed dynamic content. Yet, to understand the shifting reading patterns of digital poems, one has to consider another methods or tools that may complement traditional models. Therefore, performing a critical approach solely based in close reading methods might not accomplish a fully comprehensible reading of digital poetry. In this sense, following upon methods taken from other areas, e.g. time-lapse photography and R.

    Alvaro Seica - 03.09.2015 - 20:26

  4. The Digital Diasthima: Time-Lapse Reading Digital Poetry

    In moving texts, such as digital kinetic poetry, the reader-user might no longer control the duration of their reading, unlike the traditional and static nature of printed texts. The user deals with readable time versus executable time, the human time-line versus the machine time-line. By having an imposed and fixed number of milliseconds to perceive the text on the screen, the user might find themselves completing or imagining the unread text, following the dynamic forms with an imposed dynamic content. Yet, to understand the shifting reading patterns of digital poems, one has to consider another methods or tools that may complement traditional models. Therefore, performing a critical approach solely based in close reading methods might not accomplish a fully comprehensible reading of digital poetry. In this sense, following upon methods taken from other areas, e.g. time-lapse photography and R.

    Alvaro Seica - 03.09.2015 - 22:02

  5. Documenting Events and Works in the ELMCIP Electronic Literature Knowledge Base

    This half-day workshop will be focused on the preservation and archiving of Electronic Literature Organization events and conferences. Scott Rettberg has been asked by the ELO board to establish a standing committee of ELO members that will be focused on documenting and archiving current and past ELO events. This workshop will be focused both on the future scope and projects of that committee and on the hands-on documentation of ELO conferences in the ELMCIP Electronic Literature Knowledge Base. We will consider questions including:

    What are the best practices related to archiving for ELO conference organizers?
    Should relationships be established with one or more libraries or archives to preserve data and ephemera from ELO conferences?
    How should we best go about gathering ELO archives materials and preserving them?
    How can we archive events using the platform of the ELMCIP Electronic Literature Knowledge Base?

    Hannah Ackermans - 29.10.2015 - 15:25

  6. Hatsune Miku: A Cyborg Voice for E-lit

    This presentation provides an overview of Hatsune Miku, a virtual pop idol, and showcases a work by the speaker that uses her image and voice as platforms for the creation of electronic literature. Hatsune Miku is a multitude of things at once: a pop star, a software product that uses Yamaha’s Vocaloid text-to-song technology, a fictional character, and ultimately a global collaborative media platform. The electronic literature project presented, “Miku Forever,” uses Miku’s global fanbase as a kind of raw material. An endlessly recombinatory pop song, the lyrics sung by Miku for “Miku Forever” are algorithmically generated from a corpus of songs she has previously sung, and her digital body and dance moves are sourced from open-licensed, fan-created assets available on the web.

    Hannah Ackermans - 29.06.2016 - 17:03

  7. Generations of Meaning

    This paper is a comparative reading of two works of generative literature: Scott Rettberg's Frequency Poetry Generator and J.R. Carpenter's Excerpts from the Chronicles of Pookie & JR from a structuralist perspective.
    Viktor Shklovsky described the effect of literature in his 1988 article "Art as Technique", in which he describes the difference between practical and poetic language. The essence of poetic text, according to Shklovsky, is its process of "defamiliarization": The reader will see his/her familiar world in a different light due to poetic rather that practical descriptions. In generative poetry, however, the defamiliarizing effect does not stop there. Not only does one see the world differently, but the way one sees poetry itself is defamiliarized. This defamiliarizing effect does not mean that there are no rules. The formal elements of the text guide the reader, as Culler describes in his article "Literary Competence".

    Hannah Ackermans - 26.07.2016 - 09:49

  8. 80 days: Breaking the Boundaries between Video Games and Literature

    “Moveable books” predate the printing press. Such experiments, including popular pop-up books of the nineteenth century, pushed against the boundaries of two-dimensional storytelling by crafting ways paper can mechanically foster motion and depth. iPad artists and game designers experiment with device-specific expressive capacities. I call moveable books designed for iPad “playable books” to invoke their ergodic filiation with videogames. In this presentation, I analyze one playable book, 80 Days (2014) by Inkle Studios, which won Time Magazine’s best game of the year and was named by The Telegraph a best novel of the year. Crossing the “border” between literature and videogames, 80 Days invites us to consider how popular modes of human/computer interaction in games shape new forms of reading in device-specific ways. I discuss how 80 Days’ gameful attributes adapt and contest Jules Verne’s 1873 novella Around the World in Eighty Days. The game gives the reader a physical experience of the original story’s chief mechanic, racing to beat the clock.

    Hannah Ackermans - 06.02.2017 - 15:59

  9. Axolotls and Perfume Bottles: Forms of Translation, Experimental Texts Rewritten As Migrations To Digital Media

    This presentation, "Axolotls and Perfume Bottles", was delivered by Strickland and Luesebrink as part of the ELO 2017 panel, "Forms of Translation: Experimental Texts Rewritten As Migrations To Digital Media". Its ELMCIP record includes a PowerPoint file with extensive embedded movies, and the script for the presentation, both exactly as delivered.

    The first portion discusses Regina Celia Pinto's work Viewing Axolotls, her transformation of Julio Cortazar's 1952 story "Axolotl", which she considers together with Gustavo Bernardo's book on Vilem Flusser.

    The second portion discusses the transformations and migrations of the authors' work To Be Here As Stone Is from print to multiple digital incarnations. The perfume bottle referenced is associated with this poem in the print version of Strickland's True North.

    Julianne Chatelain - 22.11.2017 - 06:49

  10. Corpus et interfaces: comment penser le partage du sens

    Cet article présente la plateforme #Idéo2017 (http://ideo2017.ensea.fr/plateforme/), qui répond au besoin sociétal d’une meilleure compréhension des événements sociaux, politiques, culturels. Les réseaux sociaux font de plus en plus partie du quotidien, notamment en ce qui concerne la « consommation » de l’information (Mercier, 2014). Le service de microblogging Twitter peut être considéré comme un indicateur pour connaître les réactions de ses utilisateurs sur des sujets sociaux (Longhi et Saigh, 2016 à sur la réforme du statut des intermittents), politiques (Longhi, 2014 ; Conover et al., 2011), économiques, etc. Par conséquent, on peut utiliser ces données textuelles pour extraire les émotions, les sentiments, les opinions, des utilisateurs (Kristen et Dan, 2016). Si des travaux universitaires ou industriels existent, les résultats sont difficilement accessibles pour les citoyens intéressés par ce thème.

    Amirah Mahomed - 29.08.2018 - 15:33

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