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  1. Swimming against the data stream: plot, polyphony and heteroglossia in data-­driven writing

    Conference presentation proposal for ELO 2014 “Hold the Light”

    Unprecedented access to real-time social data is changing the way we tell stories about ourselves. Social data is being utilised within a wide variety of electronic literature and media art from Mark Hansen and Ben Rubin’s Listening Room to the recent explosion in Twitter bots which remix digital text. These practices have been designated under the rubric “environmentally interactive” digital writing (Wardrip-Fruin 2010, p. 41). Such writing often takes the form of a data stream (Manovich 2012), representing content as a chronological flow of units of information, with the newest information being most salient.

    Alvaro Seica - 19.06.2014 - 23:58

  2. Troubadours of Information: Aesthetic Experiments in Sonification and Sound Technology

    When Ezra Pound exchanged his initial affinities for the fin-de-siècle decadence of pre-war London poetics for a growing interest in mediaeval troubadour traditions, he was looking beyond innovations in literary form and technique; there is ample evidence in much of his critical writing even at this early stage in his career that the poet was seeking a more philosophical relationship between representation, social ethos and cultural meaning. In the song and musical customs of the troubadour, as cultivated within the “Romance” languages and traditions of southern Europe, Pound identified a rare instance where an artwork’s material form inspired shared cultural sensibilities that transcended any and all context specific references or allusions. Exemplary of this level of aesthetic idealism in the troubadour romance, for Pound, are the songs of the 13th century Tuscan poet, Guido Cavalcanti (d.1300). Cavalcanti’s remarkably precise dedication to the structure and rhythm of the line, Pound informs us, demonstrates equally the “science of the music of words and the knowledge of their magical powers” (1912).

    Jeff T. Johnson - 27.06.2014 - 21:22

  3. Loss of Hover: Re-implementing Director Vniverse as an App for Tablet

    Proposal:
    V appeared in 2002, distributed across an invertible two-in-one print book from
    Penguin, V : WaveSon.nets / Losing L’una, and two online locations: the first, V:
    Vniverse, a Director project with Cynthia Lawson published in the Iowa Review Web,
    and the second, Errand Upon Which We Came, a Flash piece with M.D. Coverley
    published in Cauldron and Net. The print book contained at its center, approached
    from either direction, the url for the Vniverse site.

    Elias Mikkelsen - 12.02.2015 - 14:57

  4. Pedestrionics: Meme Culture, Alienation Capital, and Gestic Play

    This presentation considers the rhetoric and poetics of meme culture and social media
    platforms.

    Internet memes, in their essence, are methods of expression born from the attention
    economy of networked culture. At times they can be epistolary, aphoristic, polemic,
    satirical, or parodic; and they may take the form of performative actions and photo fads
    such as planking, teapotting and batmanning or iterative processes such as image macros
    and advice animals including lolcats, Bad Luck Brian and Condescending Wonka. In either
    case they are conditioned by rhetorical formulas with strict grammars and styles.
    In the case of image macros, the rhetoric is sustained through correlations between the
    image and its caption. If we line-up the thousands of Condescending Wonka memes side
    by side, we will find very little difference between them aesthetically – the same image is
    repeated, along with captions at the top and bottom of the image. In the captions we find
    a specific tone that is also repeated one image to the next.

    Thor Baukhol Madsen - 12.02.2015 - 15:12

  5. Musico-literary miscegenations: relationships between words and sound in new media writing

    While discussion of the relationship of image and word has been prominent in the discourses surrounding new media writing, the role of sound is rarely addressed in this context, even though words are sounds and sounds are a major component of multimedia. This paper explores possibilities for new theoretical frameworks in this area, drawing on musico-literary discourse and cross-cultural theory, and using ideas about semiotic and cultural exchange as a basis. It argues that words and music in new media writing create emergent structures and meanings that can facilate ideas to do with boundary crossing, transnationalism and cross-cultural exchange.

    Thor Baukhol Madsen - 13.02.2015 - 10:48

  6. On the Possibility of a Text That Is Not Digital

    This twenty-minute paper builds toward the following provocation: it is no longer possible for a text not to be digital. Considering both existing and invented definitions of digital textuality, this paper frames (again!) various discussions of the nature of digital (and "electronic) texts, examining in digital texts their materialities and temporalities, their associated modes of composition and reception, their most evident differences from traditional texts, and their claims to both digital-ness and to textuality. Selecting key features from this analysis, I conclude that the digitalness of a text relates to the way in which it opens (and closes) certain possibilities of reading and other actions. Google's Book project, numerous digital library efforts, and even devices for digitizing business cards attest to the drive to make all texts digital. But, I suggest, even beyond these current events, we have come to understand the very idea of a text already in terms of its possibilities and thus as already digital or potentially digital. What room is left for another, non-digital notion of textuality to present itself?

    (Source: Author's introduction)

    Thor Baukhol Madsen - 17.02.2015 - 15:05

  7. Rereading and the SimCity Effect in Electronic Literature

    Rereading, the act of going back and reexperiencing a text, is often seen as one
    possible measure of the quality of a literary text. However, what it means to
    reread a work of electronic literature, particularly one that responds procedurally
    to reader actions, is not clear (Mitchell and McGee, 2012). One particular
    way that readers reread print literature is what Calinescu (1993) refers to as
    reflective rereading, which involves “a meditative or critically inquisitive revisiting
    of a text one has already read” (Calinescu, 1993, p. 277). In this paper we
    argue that, in electronic literature, reflective rereading can involve examining
    the surface of an interactive work which one has already read, with the aim
    of gaining a deeper understanding and appreciation of how the underlying system
    functions and how this internal structure relates to the surface experience
    of the work. We draw parallels between this form of reflective rereading and
    Wardrip-Fruin’s “SimCity Effect”, which he describes as being present in “systems
    that shape their surface experience to enable the audience to build up an

    Daniela Ørvik - 17.02.2015 - 15:34

  8. Stories of Stigma and Acceptance

    People categorize each other in many avenues of our lives; these categories also play out in our
    fictions and games. For example, within role-playing games (RPGs), racial categorization is
    often used to trigger reactions when conversing with non-player characters (NPCs). However, in
    most such narratives, category membership is determined in a simplistic fashion in which
    members are slotted into boxes with no possibility for identities moving between the center or
    the margins social groups. These deficiencies are particularly visible when trying to create
    expressive stories that can evoke nuanced phenomena such as social stigma. This paper
    presents our steps toward enabling interactive narratives more aligned with the social critiques
    by writers such as Octavia Butler or Samuel R. Delany than the uncritical play of identity in
    many mainstream computer role-playing games.
    We implemented the Chimeria1 platform to model social categorization phenomena including
    the movement of members within and across social categories [1]. By implementing a system

    Marius Ulvund - 17.02.2015 - 15:46

  9. The Eternal Sunshine of the Spotless Screen: Digital Fiction and the Mind/Machine Problem

    In 21st century philosophy of mind, the mind/body problem shares center stage with what
    we might call the – equally intractable but arguably more urgent – mind/machine problem.
    No doubt informed by the rationalist legacy of Cartesian dualism, its continuum of concerns
    moves from better understandings and explanations of our cognitive apparatus with
    recourse to computer technology to, in its most extreme iteration, the project of formalizing
    and abstracting the (software) program of the mind for use in other, similarly
    “computational” media.

    Thor Baukhol Madsen - 17.02.2015 - 15:51

  10. Mapping the Convergence of Networked Digital Literature and Net Art onto the Modes of Production

    In this paper I argue that the restrictions imposed by technological barriers within select forms of digital literature and net art are cause for the success of these works from the early internet to the present—the technological restrictions themselves guided their formulation. Arguably, the
    constraints create the aesthetic context in which the works thrive, while the artist figure
    transforms into mechanical producer.

    Magnus Lindstrøm - 17.02.2015 - 15:53

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