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  1. Daniela Côrtes Maduro

    Daniela Côrtes Maduro has concluded her Master’s Degree in Anglo-American Studies at the University of Coimbra with the thesis titled A creature made of bits: Illusion and Materiality in the Hyperfiction Patchwork Girl by Shelley Jackson (2009). She held an individual doctoral grant awarded by the Portuguese Foundation for Science and Technology (FCT) and she has recently finished a PhD in Materialities of Literature (University of Coimbra) with the thesis Immersion and Interactivity in digital fiction (2014). She is a team member of the research project “No Problem Has a Solution: A Digital Archive of The Book of Disquiet” (University of Coimbra) and a member of the Centre for Portuguese Literature at the University of Coimbra. She is also a member of the Portuguese Association for Anglo-American Studies, of the Electronic Literature Organization and a research associate of the Consortium on Electronic Literature (CELL). She has been collaborating with the Po.Ex. Digital Archive of Portuguese Experimental Literature and the Electronic Literature Directory.

    Alvaro Seica - 04.02.2015 - 18:24

  2. International Conference: Digital Literary Studies

    International Conference: Digital Literary Studies

    Daniela Côrtes Maduro - 06.02.2015 - 23:12

  3. Digital Arena: Stories Beneath Your Feet and Fingertips: Playing Locative Stories — Kathi Inman Berens

    Fall 2014 Electronic Literature Reading Series

    The Bergen Electronic Literature Research Group at the University of Bergen and the Bergen Public Library present:

    Stories Beneath Your Feet and Fingertips: Playing Locative Stories by Kathi Inman Berens

    Tuesday, November 4, 2014, 6-8 pm, Bergen Public Library

    Kathi Inman Berens, Fulbright Scholar of Digital Culture visiting UiB from the University of Southern California, showed literary works set in cityscapes from Los Angeles, Toronto, Paris, London, even a locative story set in Bergen.

    Humans have always scrawled stories onto their physical environs -- cave paintings, decorative friezes, eighteenth-century broadsides, graffiti, billboards. Equipped today with smart phones, artists and ordinary people are telling stories pinned to exact geospatial location using Google Maps, Twitter, and Layar (Augmented Reality).

    Alvaro Seica - 16.02.2015 - 16:46

  4. Digital Arena: Combinatory Cinema — Scott Rettberg

    Scott Rettberg presents collaborative, combinatory films, and an interactive artwork he has produced in collaboration with filmmaker Roderick Coover.

    Three Rails Live (2012), a web-based combinatory film developed by Rettberg, Coover, and Nick Montfort, produces new juxtapositions of image and text on each run, delivering narrative fragments from a contemporary story of personal and environmental dissolution sandwiched between “perverbs” that deliver a “moral” to each story.

    Toxi•City (2013-14) is a feature-length combinatory climate change film that layers segments of a speculative narrative of life in the toxic environment of the Delaware River Estuary after a series of hurricanes have devastated the landscape with the actual stories of area residents who perished during Hurricane Sandy in 2012.

    Alvaro Seica - 19.02.2015 - 15:03

  5. Digital Arena: On 'New Directions in Digital Poetry' — Chris Funkhouser

    Synthetic in essence and brittle in terms of longevity, digital poetry’s fluid states prevent us from considering works as being plastic. Yet since they are never completely fixed, works of digital poetry always maintain plasticity in presentation on the WWW. They exist in a state of being molded, receiving shape, made to assume many forms – often seeking qualities that depict space and form so as to appear multi-dimensionally.

    C.T. Funkhouser’s lecture “On 'New Directions in Digital Poetry'” recounts the challenges and process of preparing a scholarly edition focusing on the pursuit of fully – and usefully – capturing the dynamics of this ever-changing genre. As poetry becomes a networked form, its poetics explodes and singular measurements of its pliancy resist finite definition. Recognizing plasticity as an aesthetic foundation establishes a valuable metaphor for generally qualifying the results of electronic writing to date, “On 'New Directions in Digital Poetry'” explicitly stems from Funkhouser’s experience teaching Electronic Literature courses at New Jersey Institute of Technology.

    Bio:

    Alvaro Seica - 19.02.2015 - 15:38

  6. Digital Arena: Ink After Print — Søren Pold

    Søren Pold presented "Ink After Print" at the Bergen Public Library on Dec. 2, 2014, as part of the University of Bergen's Electronic Literature Research Group/Bergen Public Library Electronic Literature Reading Series.

    '"Ink After Print" is a digital literary installation designed to make people engage with, and reflect on, the interactive qualities of digital literature in public settings such as libraries.' (PR)

    The installation allows readers-users to perform, reenact and rewrite recombinant poems written by Peter-Clement Woetmann "and you" (user-reader).

    Alvaro Seica - 19.02.2015 - 15:55

  7. Atari

    The Atari 2600, originally called the Atari VCS, is the godfather of modern videogame systems, and helped spawn a multi-billion dollar industry.The industry recognized that cartridge systems were the future of video gaming, and began development in that direction. On September 11, 1977, the Atari VCS (Video Computer System), with an initial offering of nine games, was made available at both Macy's and Sears. This system, later renamed the Atari 2600, would come to dominate the industry for many years. Atari sold over thirty million of the consoles, and together with other companies sold hundreds of millions of games. Cartridges for the system were produced across three decades, and there are still new games being produced today.

    (Source: Atariage)

    Elias Mikkelsen - 09.04.2015 - 15:59

  8. Robin Shirley

    Robin Shirley died on Sunday 27 March 2005, peacefully with members of his family at King’s
    College Hospital, London. Robin was a Research Fellow in Information Systems at the University of Surrey in Guildford, teaching statistics and scientific method to psychology students. In
    November 2004 he went to Egypt to speak at a conference and it seems that he caught Hepatitis A there from infected food or drink. Back in this country the symptoms began to show by the end of the year, and late in January he was taken to hospital. In the end he caught a form of MRSA.

    In earlier years at Surrey Robin’s main work was in crystallography and he remained active in this
    subject, for example looking after CRYSFIRE, a public software system he wrote which produces
    structural information from diffraction data on powders.

    Within the Computer Conservation Society (CCS), Robin was chairman of the Working Party on the S100 bus, an early de facto bus standard which had 100 lines.

    Alvaro Seica - 23.04.2015 - 18:49

  9. Thomson and Craighead

    Jon Thomson (b. 1969) and Alison Craighead (b. 1971) are artists living and working in London. They make artworks and installations for galleries, online and sometimes outdoors. Much of their recent work looks at live networks like the web and how they are changing the way we all understand the world around us.

    Having both studied at Duncan of Jordanstone College of Art in Dundee, Jon now
    lectures part time at The Slade School of Fine Art, University College London, while Alison is a senior researcher at University of Westminster and lectures in Fine Art at Goldsmiths University.

    (Source: Authors' CV)

    Alvaro Seica - 26.04.2015 - 17:42

  10. Larissa Hjorth

    Larissa Hjorth is an artist, digital ethnographer and Associate Professor in the Games Programs, and co-director of RMIT’s Digital Ethnography Research Centre (DERC) with Heather Horst. Since 2000, Hjorth has been researching the gendered and socio-cultural dimensions of mobile, social, locative and gaming cultures in the Asia–Pacific—these studies are outlined in her books, Mobile Media in the Asia-Pacific (London, Routledge, 2009), Games & Gaming (London: Berg, 2010), Online@AsiaPacific: Mobile, Social and Locative in the Asia–Pacific region (with Michael Arnold, Routledge, 2013), and Understanding Social Media (with Sam Hinton, Sage, 2013).

    Sumeya Hassan - 06.05.2015 - 20:05

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