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  1. Process-Intensive Fiction

    Unlike digital poetry, which has pursued process-intensive directions throughout its history, the dominant directions of digital fiction make relatively light use of computational processes. Whether one looks at the traditions of hypertext fiction, interactive fiction, or video games, the primary model is a set of connections (traveled in different manners) between largely static chunks of language. This panel explores a set of alternatives to this model. The suggested potential panelists include the author of the first book on this topic, published in 2009 (Wardrip-Fruin); one of the authors of Facade, the first fully realized interactive drama (Mateas); the creator of Curveship, a new interactive fiction tool that introduces discourse-level variation as a first-class parameter (Montfort); a prominent author, commentator, and tool builder (Short); the author of Blue Lacunae, a vast, highly variable interactive fiction (Reed); the creator of new algorithms for literary variability based on conceptual blending (Harrell); and the author of the mainstream game industry's most ambitious project in this space, Far Cry 2 (Redding).

    Audun Andreassen - 10.04.2013 - 13:39

  2. A Stitch in Twine: Platform Studies and Porting Patchwork Girl

    This presentation asks what we can learn about a foundational work of electronic literature – Shelley Jackson’s Patchwork Girl – by porting it to a new platform. More than this, it asks what we can learn about the source and target platforms of such a porting exercise.

    Hannah Ackermans - 13.11.2015 - 13:23

  3. From The Unknown to Piksel Zdrój: Collaboration in E-literature: Models, Newcomers, Predictions

    The talk reflects on the theoretical and practical aspects of collaboration in e-literature. Firstly a model of digitally enhanced collaboration that could encompass both its past and future instances is proposed. Matching several groups of categories (for example “production / negotiation / creation” against “material / story / discourse”) the model demonstrates that e-literature – even if we are really witnessing the end of it now – maintains its status of an important laboratory for any collaboration in digital environment.

    Alongside acclaimed collaborative works (Forward Anywhere, The Unknown, A Million Penguins) several less known examples from Poland will be presented: Digital Green Eye (2012) and Bałwochwał (2013) – collaborative adaptations of Polish avant-garde classics – as well as Piksel Zdrój – a hypertext project by 8 authors published in 2015. The aim of the first part is to introduce both a universal analytical model and some rather unknown examples of e-literature to the international audience.

    Hannah Ackermans - 16.11.2015 - 09:59