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  1. John Clark’s Latin Verse Machine: 19th Century Computational Creativity

    John Clark was inventor of the Eureka machine to generate hexameter Latin verse. He labored for 13 years from 1832 to implement the device that could compose at random over 26 million different lines of well-formed verse. This article proposes that Clark should be regarded as an early cognitive scientist. Clark described his machine as an illustration of a theory of “kaleidoscopic evolution” whereby the Latin verse is “conceived in the mind of the machine” then mechanically produced and displayed. We describe the background to automated generation of verse, the design and mechanics of Eureka, its reception in London in 1845 and its place in the history of language generation by machine. The article interprets Clark's theory of kaleidoscopic evolution in terms of modern cognitive science. It suggests that Clark has not been given the recognition he deserves as a pioneer of computational creativity.

    Jill Walker Rettberg - 15.07.2023 - 10:54

  2. River Monsters: Forking Paths, Simultaneous Timelines and Continuity Over 25 Years of Creative Practice

    River Monsters: Forking Paths, Simultaneous Timelines and Continuity Over 25 Years of Creative Practice

    Caitlin Fisher - 28.07.2023 - 22:31

  3. "A Snap of the Universe”: Digital Storytelling, as in Conversation with Caitlin Fisher

    "A Snap of the Universe”: Digital Storytelling, as in Conversation with Caitlin Fisher

    Caitlin Fisher - 28.07.2023 - 22:32

  4. Future Fiction Storytelling Machines: Histories And Next Horizons Of Electronic Literature

    Future Fiction Storytelling Machines: Histories And Next Horizons Of Electronic Literature

    Caitlin Fisher - 28.07.2023 - 22:33

  5. Mother/Home/Heaven: Augmented Reality Hauntings

    Mother/Home/Heaven: Augmented Reality Hauntings

    Caitlin Fisher - 28.07.2023 - 22:34

  6. Writing with the Australian Archive: Digital Posthuman Approaches to Australian Literature

    Writing with the Australian Archive: Digital Posthuman Approaches to Australian Literature

    David Wright - 29.08.2023 - 16:04

  7. From Ireland with Letters: Issues in Public Electronic Literature

    Intertwining Irish history and generations of Irish American family histories in a work of polyphonic electronic literature based on the rhythms of ancient Irish Poetry, the imagined lost Irish Sonata, streams and fountains, and Irish and Irish American song, From Ireland with Letters (2010 - 2016) is an epic electronic manuscript told in the public space of the Internet. Situating the work in the contexts of Irish public literature and of public electronic literature, this paper explores both the work itself and issues of public electronic literature and in the process both divulges little known Irish American histories and suggests the potential for the public literature telling of narrative and poetry on the Internet.

    (Source: Article Abstract)

    Tegan Pyke - 07.09.2023 - 16:04

  8. Beyond Maximalism: Resolving the Novelistic Incompatibilities of Realism, Paranoia, Omniscience, and Encyclopedism through Electronic Literature

    Beyond Maximalism: Resolving the Novelistic Incompatibilities of Realism, Paranoia, Omniscience, and Encyclopedism through Electronic Literature

    David Wright - 27.10.2023 - 05:00

  9. Storytelling with virtual reality in 360-degrees: a new screen grammar

    With reference to three recently produced Australian case studies, this article explores approaches to the conceptualization and writing of short narratives for the emerging medium of cinematic 360-degree virtual reality. Storytelling for this format involves a user-focused engagement with time and place. Whereas the viewer of classical narrative media, such as film or television, is for the most part passive, the VR viewer is 'present' as an active agent who engages with the unfolding narrative as either witness or participant. These factors present a number of challenges and opportunities for the creator of narrative VR, when considering viewer immersion and/or interaction in the 360-degree environment. The article presents a review of literature that interrogates the specifics of writing for VR, with a specific focus on 360-degree, immersive projects. By interrogating the form of three recently produced works, the author highlights emerging approaches to narrative structure, audience acclimation and the directing of viewer attention.

    Martijn Holtkamp - 11.03.2024 - 10:20

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