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  1. Aesthetics of Surface, Ephemeral and Re-Enchantment in Digital Literature: How Authors and Readers Deal with the Lability of the Electronic Device

    Whenever the program of a work, created by an artist, is run by a computer, the digital device necessarily plays a role in its updating process: because of the operating systems, the software and the ever changing speed of computers, the digital device may sometimes affect the author’s artistic project, or even make it unreadable on screen. Thus, readers do not know what they should consider as part of the artist’s intentionality, and what they should ascribe to the unexpected changes made by the reading device of their personal computer. Critics who are in keeping with a hermeneutic approach may ascribe certain processes, actually caused by the machine, to the artist’s creativity. What is more, authors lose control over the evolution of their work and the many updates it undergoes. Thus, the “digital” artist is given four options when dealing with the lability of the electronic device, which will be described in this article by close readings of The Dreamlife of letters by Brian Kim Stefans, Revenances by Gregory Chatonsky and La Série des U by Philippe Bootz.

    Alexandra Saemmer - 03.07.2011 - 16:03

  2. Textuality and Graphic Novels: Identity, Influence and Adaptation in V for Vendetta and Beyond

    This paper presents a multimedia/hypertext/PowerPoint presentation that focuses on the graphic novel V for Vendetta by Alan Moore and David Lloyd and the 2006 adapted film version of V for Vendetta, directed by Andy and Larry Wachowski. This presentation addresses the history of graphic novels and looks at recent trends in the medium, compares two scenes from the graphic novel with the film, and weaves in theoretical concepts such as the relationships between text and image, the use of simulation and semiotic analysis. Other issues discussed include the use of theatrics, masks and constructed identity in both texts. Finally, the presentation concludes with a look at the future of graphic novels and a call to further academic studies of this emerging textual medium and its growing life in virtual online forms.

    (Source: Author's abstract, 2008 ELO Conference site)

    Scott Rettberg - 09.01.2013 - 10:12

  3. The Heuristic Value of Electronic Literature

    What makes electronic literature interesting for researchers?
    Maybe not its artistic and literary value, but rather its heuristic value.
    Indeed electronic literature not only permits previous media to be reexamined (paper for instance), but it also allows several well-established notions to be questioned (cf. figure above) such as:
    - narrative in narratology;
    - text in linguistics and semiotics;
    - figure in rhetorics;
    - materiality in aesthetics;
    - grasp in anthropology;
    - memory in archivistics;
    - literariness in literary studies…

    Exploiting the heuristic value of electronic literature has two consequences:
    - an evolution of some notions in certain scientific disciplines, and maybe of the disciplines themselves;
    - a revealing effect regarding both digital technology and interactive and multimedia writing.

    Audun Andreassen - 14.03.2013 - 15:51

  4. The Materiality of the Intangible: Literary Metaphor in Multimodal Texts

    The materiality of fiction narratives is, ironically, a rather intangible concept, particularly as the notion of materiality traditionally relates to specifically tangible tools of creation — such as the painter’s brush or the sculptor’s clay. The materiality of digital artifacts lies only superficially in the haptic hardware of screens, keyboards, and mice; the materiality of modes, navigation, and interaction must also be explored for their effects on metaphor and meaning. Bouchardon & Heckman identify three levels of materiality in digital literary works: the figure of a semiotic form, the grasp required to physically interact with the work, and the memory of the work — its whole compiled from the parts of code, hardware, and user/reader experience that form meaning (2012, n.p.). In presenting her theory of the technotext, however, Katherine Hayles argues that it is the conjunction of the physical embodiment of technotexts (whether semi-tangible in digital form, or as fully physical as a book) with their embedded verbal signifiers that constructs both plurimodal meaning and an implicit construct of the user/reader (2002, 130-1).

    Jill Walker Rettberg - 25.09.2013 - 12:41

  5. Approche du rôle de la mémoire dans la conception et la réception de quelques oeuvres en littérature numérique

    L'article analyse dans un premier temps l'impact sémiotique du souvenir et de l'oubli dans l'opération de lecture d'un hypermédia narratif. Il le fait en analysant des réactions de lecture. On constate que deux mécanismes contraires entrent en jeu : l'implication de la lecture comme signe au sein de l'œuvre, opération qui mobilise la mémoire, et un déploiement hypertextuel de l'information qui, lui, favorise l'oubli. Ces exemples montrent également l'importance du cognitif et du perceptif dans le phénomène d'interprétation. L'article propose alors un modèle sémiotiquo-cognitif de texte, dit « du texte lié » dans lequel ce qui est considéré comme texte est assujetti aux archétypes mis en œuvre par le sujet pour appréhender le dispositif de l'œuvre, y compris dans ces dimensions technologiques et communicationnelles.

    Patricia Tomaszek - 28.10.2013 - 16:56