Search

Search content of the knowledge base.

The search found 23 results in 0.01 seconds.

Search results

  1. Interacting with Empathy: Migrant narrative in the context of mobile apps

    This paper explores two main mobile app narratives that deal with the issue of perilous irregular migration, 'Survival' (2017, Omnium Lab) and 'Bury me, my love' (2017, The Pixel Hunt, Figs, ARTE France). This paper explores the way in which the mobile app form lends itself to elevation of migrant narratives and explores the capacity of such works to generate empathy.
    The paper will analyse the way in which migration and its subjects are treated and placed into relation with the notion of the game. The paper will also address the comparison between game-style apps and other online modes whereby migrant experience is being represented, such as that of humanitarian photojournalism and portraiture as it arises in social media apps, such as Instagram.

    (Source: Author's own abstract)

    Lene Tøftestuen - 25.05.2021 - 18:21

  2. WritePods: Write-Reader Interaction to Engage Platforms Opening Destinations

    Writers workshops—the lifeforce of any writing movement. Electronic literature has had its share of writing workshops, and we’d like to revitalize that tradition. Yet electronic literature opens up dimensions of meaning—and just as reading electronic literature becomes convoluted and complex, so too does critiquing works in progress. Can a small, dedicated group of people be brought together to surmount these challenges? Are there people willing to commit 5 hours of their lives to yet more meetings, as well as homework? Probably. After all, we are crazy enough to write and deep read this stuff, so we may well be crazy enough to share our addictions.
    This engagement series would happen mostly before the ELO 2021 conference. We will provide a survey and ask for volunteers in early February for two pods of six writers each. Each pod would have a moderator. An introductory meeting with all pods would take place in early March, and then schedule two pod meetings in March and April. These working sessions would allot 30 minutes per work to discuss and react.

    Milosz Waskiewicz - 27.05.2021 - 15:47

  3. On the “Effect(s) of Living Backwards”: A Platform-critical, Collaborative Analysis of Kathryn Cramer’s In Small and Large Pieces

    From its earliest beginnings, electronic literature has eschewed canonization and institutionalization by manifesting itself as a “set of [dynamic] practices” (Pawlicka 2017; Ensslin 2007) that have responded to and generated new and perpetually morphing forms and methods of writing and reading. This processual, personalized and platform-contingent textuality can only adequately be studied in a concerted approach that takes into account the numerous platforms on which electronic literature has been accessible pre- and post-Web. Similarly, it raises important questions about original design and intent, and the breakage thereof across platforms.
     

    Milosz Waskiewicz - 27.05.2021 - 15:53

  4. Virtualizing Material Games

    Virtualizing Material Games

    Milosz Waskiewicz - 27.05.2021 - 16:00

  5. Virtualizing Material Games

    Even before worldwide quarantines added impetus, material gaming had already become increasingly enacted in virtual spaces. Rather than virtual play replacing the material, as some speculated in the early days of videogames, material play has become increasingly entangled with virtuality. These increasingly complementary modes of play offer a rich space for exploring the multifaceted embodied and conceptual activity of play, the blending of material and virtual that in many ways defines games.
    The three panelists encompass a wide range of perspectives, including the perspective of a game maker translating material play into the digital realm, that of a Human-Computer Interaction (HCI) scholar who researched how players interact differently with the Catan boardgame and its digital implementations, and that of a theorist reflecting on how virtual spaces remediate material affects. Together, these diverse perspectives aim to explore the paradoxical yet generative spaces where materiality and virtuality intersect in gaming.

    Milosz Waskiewicz - 27.05.2021 - 16:00

  6. “Beyond Range of Air”: The Story Behind the 30-Year Deferred Publication of William H. Dickey’s HyperPoems

    William H. Dickey, who died of complications from HIV in 1994, was born in 1928 and brought up in the Pacific Northwest. He published fifteen books of poetry, including Of the Festivities, which was selected by W. H. Auden for the Yale Series of Younger Poets in 1959, More Under Saturn, which was awarded the California Silver Medal for Poetry in 1963, and The Rainbow Grocery, which won the Juniper Prize in 1978. In the Dreaming: Selected Poems was published by the University of Arkansas Press in 1994, and The Education of Desire appeared posthumously from Wesleyan University Press in 1996.
     

    While a professor of English and creative writing at San Francisco State University in the 1980s, he became interested in the potential of early personal computers to expand the boundaries of poetry. The California Association of Teachers of English cited him as "Friend of the Machine."
     

    Milosz Waskiewicz - 27.05.2021 - 16:08

  7. Alternative Play? Twine as a Digital Storytelling Platform

    In this panel moderated by Lai-Tze Fan, we examine Twine at ten, exploring the ongoing influence of this hypertext platform on pedagogy, play, and literature:
     

    What We Talk About When We Talk About Twine (Moulthrop) - Creating digital stories and games involves many cultural registers. Just as important is the unmapped, semi-formal culture that underlies communal, open-source software. In the case of Twine, this can involve distinctions among versions of the core software, associated scripting languages, and "story formats." Learning this buried lore can reveal a technologized "artworld," in Howard Becker's term, and raises questions of hierarchy, value, and the nature of creative work in what is essentially a gift economy – questions that may ultimately apply to any form of art.
     

    Milosz Waskiewicz - 27.05.2021 - 16:12

  8. Utterings: Toward a Supra-Semiotic Telepresent Communication

    "Utterings" is a networked performance and research group whose members gather online and, while blindfolded, engage in utterings as communication. We want to create an on the fly “new” language, that forwards attention, trust and affects, above rationality. Put another way, we seek to develop a shared, experiential, supra-semiotic form of communication based on our ongoing performance history with each other. Michael Bakhtin's concept of the "utterance event" as a node of intersection between lived, present-tense communication and atemporal, semiotic meaning has informed our research. Over the past year, we have enacted eight performances online "at" festivals "in" Nantes (France), Birmingham (UK), Linz (Austria), and London (UK). Members of our group will collectively discuss what we have pragmatically learned and experienced in our performance research thus far. During the panel we will make a writing pad available, where the audience can collectively write their thoughts on utterings as a communication form. Our group will join and continue the discussion on the writing pad in the last part of the panel.

    Milosz Waskiewicz - 27.05.2021 - 16:18

  9. Spaces Speak: (RE)VERB an Emerging Space for E-Lit Creations

    Spaces Speak is a panel presentation to raise awareness and enlist participation in (RE)VERB an Audio AR ‘zine for e-lit writers/artists. (RE)VERB is an audio augmented reality zine dedicated to spatially conceived electronic literature projects that explore the aesthetic possibilities of sonically delivered language engaging with the physical and corporeal experience of the environment. As a publication (RE)VERB was inspired by the Emerging Spaces for E-Lit Creations initiative to expand works that engage with popular social media spaces.
     

    Spaces Speak will consist of five presenters including editorial board members, the guest curator for issue one and artists who created work for the first issue. The artists and curators will discuss the challenges and rewards for producing site-specific work and the concepts driving their creative decisions.
     

    Milosz Waskiewicz - 27.05.2021 - 16:20

  10. E-Lit and its Myriad of Platforms: A Critical Approach to Language,Culture and Digital Literacy

    E-Lit is yet to be discovered by many scholars, educators and students at different levels of education but the impact it has had on the teaching and learning of those who have already come across this field is worth sharing in order to broaden not only the recognition of the field but the impact it might have in the teaching and learning of modern languages in our fast-evolving technological societies. In light of the benefits that a critical study of e-lit works presents, this panel addresses three scenarios where the teaching and learning of e-lit has proven a challenging yet productive path to broaden educators and students’ horizons alike.

    Milosz Waskiewicz - 27.05.2021 - 16:24

Pages