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  1. Amore di plastica: A survey on digital publishing in Italy

    During the last ten years the digital publishing industry has gone through an important development in terms of the creation and adoption of new software. E-books that are widely known and used in PDF format can now be entirely designed with new software and enriched with multimedia and multimodal features, which can also embed Augmented Reality and Virtual Reality technologies.

    Since the design of the layout and the software of enhanced e-books are both created with the same technology used in the web, these enhanced e-books can be analyzed and described with theories and concepts used in the field of web technology. The innovative features that these e-books present include practices termed as Multimedia Literacy, i.e. multilinearity, multimedia, multimodality. For these reasons the analysis of the works of fiction and poetry published in this format can be carried out through these theories and research methods, already elaborated in the field of electronic literature.

    Jorge Sáez Jiménez-Casquet - 14.11.2019 - 14:40

  2. E-Lit on the Periphery of Mainstream Media

    This panel explores the tentative emergence of e-lit in mainstream media, as our decades-old experimental practices begin to trickle into mass awareness. The digitisation of entertainment

    This panel explores the tentative emergence of e-lit in mainstream media, as our decades-old experimental practices begin to trickle into mass awareness. The digitisation of entertainment media, from books to TV, has opened the doors for mass media to awaken from its so-called passive mode, into one where the audience can engage and interact with the narrative. Where is e-lit finding a purchase, and what forms does it take when it appears? What does this tell us about audiences and what they’re looking for? And how can we use this analysis as creators of e- lit?

    Jorge Sáez Jiménez-Casquet - 14.11.2019 - 14:50

  3. Mimicking synthetic speech in vocal performances

    This paper will explore artistic experiments that critically engage with the aesthetics and technics of speech synthesis, subverting and blending the binaries of the supposedly polarized categories organic and mechanical. Ian Hatcher’s (https://ianhatcher.net/) virtuosic vocal performances— "Prosthesis" (2011), "Drone Pilot" (2015), and "Colony" (2017), in which he simulates the cadence and syntax of machine speech with the very analogue instrument of his own (human) voice— a practice I propose to call reversed posthuman ventriloquism, will serve as cases for study. In my analysis of Hatcher’s performances, I will be examining them within the context of the history of the art and technology of speech synthesis, as well as in relation to the tradition of experimental music performed by vocalists who use extended vocal techniques.

    Jorge Sáez Jiménez-Casquet - 17.11.2019 - 11:57

  4. An interdisciplinary project for and with visually impaired persons

    This paper represents a reflection on the process of designing an inclusive and accessible user interface for people with visual impairments. As a multimedia designer, I am involved in an on- going site-specific digital literature project, known as Byderhand (At hand). In 2017, a school for learners with visual barriers in the Western Cape Province of South Africa approached me and my project co-managers about the possibility of incorporating digital literature as part of a multi- sensory garden project at the school. This specific context implied that we had to reconsider the interface design of existing phases of our project. Interfaces for mobile screens are generally based on visual communication. Information is simplified and represented in the form of graphical icons, to improve navigation. However, such an approach fails when a user is unable to see what is displayed on screen. It is therefore imperative for designers to gain an understanding of blind and visually impaired users’ needs and requirements regarding their interaction with mobile technology.

    Jorge Sáez Jiménez-Casquet - 17.11.2019 - 12:07

  5. Coping with Bits, Part 2

    This panel constitutes part two of the report begun at ELO 2018 on the progress of the project. It includes a tour of the ELO Repository and its various assets. It is followed by a discussion of the challenges the team faced in creating the site and ways they resolved them. It then moves into the next step of the project––the ELO Wikibase––that will ensure the accuracy and provide provenance for the works. It ends with a presentation of the kind of research opportunities the site makes available to scholars.

    Jorge Sáez Jiménez-Casquet - 17.11.2019 - 12:22

  6. The Thing That Is What a Circle Is

    The Thing That Is What a Circle Is is a heavily mediated performative lecture engaging and interrogating the positions and relationships of technological and mediatic writing/performing apparatuses with “live” or “real” time, repetition, and circularity. Framed through explicit concerns with objects that begin to emerge through evading conventionally attenuated forms and discourses, The Thing That Is What a Circle Is is an attempt to conflate technological and performative repetition with traditional notions of “live/real” time through addressing and recuperating the object/image of performance, the performance as object/image, the object/image as performance. The lecture will be staged by occupying the interstices of the subjects of tautology and circular logic, the former being a successful instrument of philosophical argument, the latter being evidence of poor scholarship and criticism. How might deep repetition, radical mimesis, and performance and writing media and machines expose and reveal not only the aesthetic execution of performance/writing and

    Jorge Sáez Jiménez-Casquet - 17.11.2019 - 13:10

  7. Suspended: a small-town, zero tolerance story in survey form

    Suspended: a small town, zero tolerance story in survey form is a novella length piece of electronic literature.

    A thirteen year old boy is suspended after posting on social media an ill-advised, incendiary cartoon that features the principal of his school. However, as the characters make their moves, the roles of victim and aggressor blur to the point of ambiguity and even reversal. The boy's parents move from punishing their son to protecting him, dogged by social stigma and fear of recrimination from school authorities as the story plays out against the backdrop of zero tolerance policy and the juvenile justice system.

    Jorge Sáez Jiménez-Casquet - 17.11.2019 - 13:16

  8. Private Screening

    Private Screening is a live performance which considers questions of presence, access, and vulnerability in light of a cultural rush into interfaces of abstraction.

    Locked in feedback loops that route through the computational cloud, the mind's means of provisionally defining itself — language — becomes data to be collected, systematized, synthesized, monetized, and maximized for impact. In these conditions, what does it mean to speak and to listen intimately? When the mind is persistently joined with networks, what does it mean to be self-consciously present?

    Private Screening is a commissioned work responding to Goat Island's 2007 performance The Lastmaker. It premiered as part of the Goat Island Archive, a retrospective exhibition at the Chicago Cultural Center in June 2019.

    Jorge Sáez Jiménez-Casquet - 17.11.2019 - 13:19

  9. Anti-Social Media and Socially Engaged E-Lit

    In response to the theme of "peripheries," this paper will explore the question of social media, poetics and externalities. Within the expansive semiotic space of contemporary interactive audiovisual media and the esoteric processes of machine language, the question of how one might wield the tools of discourse in service of socially engaged art gain new urgency.

    Many assumptions about digital discourse in the United States are framed by the pragmatics of pop forms, driving political, aesthetic, and, even, intellectual discourse ever closer to consumer norms, under the rhetoric of authenticity, relevance, and democracy. To contextualize my argument, I will discuss the evolution of the popular, from craft to the vernacular, from mass media through interactive design, tracing a general evolution of social realism vis-à-vis shifting conceptions of authenticity.

    Jorge Sáez Jiménez-Casquet - 17.11.2019 - 13:23

  10. The Birth of the Algorithmic Author: NLG Systems as Tools and Agents

    Natural language generation (NLG) – when computers produce text-based output in readable human languages – is becoming increasingly prevalent in our modern digital age. This paper will review the ways in which an NLG system may be framed in popular and scholarly discourse: namely, as a tool or as an agent. It will consider the implications of such perspectives for general perceptions of NLG systems and computer-generated texts. Negotiating claims made by system developers and the opinions of ordinary readers amassed through empirical studies conducted for this research, this paper delves into a theoretical and philosophical exploration of questions of authorial agency related to computer-generated texts, and by considering whether NLG systems constitute tools for manifesting human intention or agents in themselves.

    Jorge Sáez Jiménez-Casquet - 17.11.2019 - 13:42

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