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  1. Hyperfiction: Novels for the Computer

    Coover's second significant New York Times' Books article reviewed contemporary hypertexts most substantially including Stuart Moulthrop's Victory Garden, as examples of works that have "printbound analogues" but suggested that new narrative forms were beginning to emerge.

    Scott Rettberg - 06.09.2011 - 13:38

  2. Mark Sample

    Mark Sample is an Associate Professor of Digital Studies at Davidson College.

    Professor Sample’s research focuses on electronic literature, videogames, and algorithmic culture.

    Professor Sample can be found online at samplereality.com or on Twitter as @samplereality.

    (Source: Sample Reality)

    Eric Dean Rasmussen - 07.09.2011 - 09:04

  3. The Genealogy of a Creative Community: Why is Afternoon the "Grandaddy" of Hypertext Fiction?

    Michael Joyce’s hypertext fiction afternoon, a story was first publicly presented in 1987, and is generally known as the “granddaddy” of electronic literature (Coover, 1992). It has been anthologised by Norton, is substantially analysed and discussed in dozens of academic treatises and is taught or at least mentioned in almost every course taught on electronic literature. But afternoon is not the first work of electronic literature. Why did this particular work become the progenitor of a community of writers, a common reference point for scholars and students for the next 25 years? There were alternative possibilities. (The case has already been made that interactive fiction is equally a form of electronic literature - but IF is a distinct genre with a distinct community.) Why didn’t bp Nichols’ work “First Screening: Computer Poems” (1984) start a movement? Why are there no cricital discussions of Judy Malloy’s database narrative “Uncle Roger”, published on the WELL in 1986/97? This brief paper will question the role of the mythical progenitor in the creation of a creative communtiy. Why do we tend to imagine a father or “granddaddy” of a field?

    Eric Dean Rasmussen - 08.09.2011 - 16:48

  4. Le Cube Centre de création numérique

    LE CUBE, A CENTRE FOR DIGITAL CREATION

    A pioneer in the French digital culture scene, Le Cube is a place of reference for digital art and creation. It’s a space open to everyone – whatever their age, whether their level of digital skills – for discovering, practicing, creating and sharing throughout the year via workshops, courses, exhibitions, shows, conferences and discussions with digital artists and experts.

    Le Cube is an initiative created in 2001 by the city of Issy-les-Moulineaux, as the Urban Community of Grand Paris Seine Ouest's centre for digital creation. It is organised and managed by the ART3000 association.

    LE CUBE’s many facets
    Le Cube is open to all and dedicated to helping people discover, create and exchange throughout the year thanks to training courses, exhibitions, shows, talks & discussions with artists and actors in the field of digital technology. 

    Eric Dean Rasmussen - 13.09.2011 - 10:18

  5. Aaron Kashton

    Aaron Kashtan is an ABD Ph.D. candidate in the Department of English at the University of Florida, specializing in digital humanities and comics studies. His dissertation is on the interaction between computer graphics and fantasies of handwriting. He is the moderator of the comixscholars-l listserv and a member of the editorial collective of ImageTexT: Interdisciplinary Comics Studies.

    (Source: Digital Humanities Quarterly)

    Eric Dean Rasmussen - 13.09.2011 - 12:17

  6. 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

  7. The Machine in the Text, and the Text in the Machine

    "The Machine in the Text, and the Text in the Machine" is a review essay on Electronic Literature: New Horizons for the Literary (Notre Dame, IN: University of Notre Dame, 2008), by N. Katherine Hayles, and Mechanisms: New Media and the Forensic Imagination (Cambridge, Mass.: MIT Press, 2008), by Matthew G. Kirschenbaum. Both works make remarkable contributions for the emerging field of digital literary studies and for the theory of digital media. While Hayles analyses the interaction between humans and computing machines as embodied in electronic works, Kirschenbaum conceptualizes digitality at the level of inscription and establishes a social text rationale for electronic objects.

    (Source: DHQ)

    Eric Dean Rasmussen - 13.09.2011 - 14:23

  8. Matthew G. Kirschenbaum

    Matthew G. Kirschenbaum is Associate Professor in the Department of English at the University of Maryland and Associate Director of the Maryland Institute for Technology in the Humanities (MITH, an applied thinktank for the digital humanities). He is also an affiliated faculty member with theHuman-Computer Interaction Lab at Maryland, and a member of the teaching faculty at the University of Virginia’s Rare Book School.  Kirschenbaum served as the first director of the new Digital Cultures and Creativity living/learning program in the Honors College at Maryland.

    Eric Dean Rasmussen - 13.09.2011 - 14:30

  9. Making Connections Visible: Building a Knowledge Base for Electronic Literature

    Developing a Network-Based Creative Community: Electronic Literature as a Model of Creativity and Innovation in Practice (ELMCIP) is a collaborative research project funded by the Humanities in the European Research Area (HERA) JRP for Creativity and Innovation. Focusing on the electronic literature community in Europe as a model of networked creativity and innovation in practice, ELMCIP is intended both to study the formation and interactions of that community and also to further electronic literature research and practice in Europe. The ELMCIP Knowledge Base is a publicly accessible online database that focuses on capturing core bibliographic data and archival materials about authors, creative works, critical writing, events, organizations, publishers, and teaching resources and on making visible the connections between creative and scholarly activities in the field.

    This presentation will focus on three aspects of the ELMCIP Knowledge Base in particular:

    1) Cross-referencing to make visible the emergence of creative and scholarly communities of practice

    Eric Dean Rasmussen - 13.09.2011 - 15:42

  10. New Jersey Institute of Technology, Communication and Media

    New Jersey Institute of Technology, Communication and Media

    Eric Dean Rasmussen - 16.09.2011 - 20:05

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