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  1. Poetry and Stuff: A Review of '#!'

    In this essay John Cayley reviews Nick Montfort’s #!, a book of computer generated poetry and the code that generated it. Exploring the triangle of Montfort’s programs, the machines that read them, and the output presented for human readers, Cayley situates the experience of reading and writing as intrinsically virtual, powered by its sustained potentiality, rather than its definitive comprehension. (Source: ebr)

    Alvaro Seica - 02.02.2015 - 17:25

  2. Trust, representation and use of storytelling in online scams

    Andreas Zingerle, from the University of Linz, visited Digital Culture at the University of Bergen on an Erasmus teacher exchange in week 8 of 2015. Zingerle presented his research on February 16 and also gave a workshop on February 18.

    Zingerle writes:

    My work focuses on human computer and computer mediated human-human interaction with a special interest in transmedia and interactive storytelling. Since 2010 I collaborate with Linda Kronman as the artist group 'kairus.org'. We have worked with the thematic of internet fraud and online scams, constantly shifting our focus and therefore approaching the theme from a number of perspectives like: data security, ethics of vigilante communities, narratives of scam e-mails, scam & technologies. Research subjects are online scammers, vigilante communities of scambaiters and their use of storytelling and technology.

    Alvaro Seica - 17.02.2015 - 14:46

  3. Zombification: The Living Dead in Spam

    Zombification describes computational processes of production, addressing the mutable quality of automation. Spam consists of mutating identities. It is continuously and seamlessly produced yet temporarily exists in the network through computation. This temporal existence of the living dead, as I argue, encompasses code automation – an undead and repetitive writing process where a parameters’ value is constantly mutating. However, zombification does not only examine the technical dimension of computational processes. This paper tries to articulate the mutable quality at the coding layer, examining its surrounding forces, such as the interface format of a mail server and an email address, the consumption techniques of email addresses, the parameters and values of a software program, and the repetitiveness and undeadness of writing. Thinking from such material and technical aspects of spam, particularly mutability, we gain a better understanding of spam culture that is associated with its mutating identity, including regulatory controls, loopholes, labour practices, digital consumption and datafication.

    Alvaro Seica - 25.02.2015 - 12:03

  4. 'The frame of the sparkling graphics': the window and the screen in contemporary Irish poetry

    This conference paper discusses the visual tropes of the window and the screen in the work of Derek Mahon and Alan Gillis. More specifically, the focus is on how the architectural window and the digital screen operate as framing devices in their works, and how they enable the poets to interrogate the interrelationship between poetry as verbal discourse, and visual representation. The shift from the architectural window to a digital window on the screen also marks a shift in understanding questions of viewpoint and perspective in contemporary culture.

    Anne Karhio - 05.03.2015 - 18:01

  5. Border Connections in Electronic Literature

    In 1962, MIT scientist Steve Russell presented one of the first videogames in history: Spacewar! in which two starships maneuvered around a star and tried to destroy each other. A year earlier, Raymond Queneau had published Cent mille milliards de poèmes, a potential literature book consisting of ten sonnets printed onto cards, with each line written on a separate strip, offering readers 100 trillions of possible combinations.

    At first glance, the connection between these two milestones from worlds as different as literature and computer science would seem to be remote, but they are actually the start of a convergence of experiences and interests that have radically changed the way we read and write stories.

    The sixties marked the start of a series of experiments in both literature and computing that mutally influenced each other and challenged the narrative, physical and conceptual boundaries of literature. This text looks at some of these connections.

    (Source: Author's Introduction)

    Carles Sora - 09.03.2015 - 21:21

  6. Entrevista a Pedro Barbosa

    Pedro Barbosa recalls in this interview his memories of the first studies and works of electronic literature back in the 1970s when he was a student at the University of Porto. Starting from considerations about his collaborative works he makes a comparison between printed literature tradition and the age of new media focusing on the paradigmatic change of this very transitional period with live in and the differences of the creative work. Furthermore he makes an interesting statement on regard of the aesthetics of new media by comparing works of electronic literature with the oral tradition. In the end he mentions some of the milestones of electronic literature that he considers important.

    Daniele Giampà - 22.03.2015 - 15:58

  7. Entretien avec Jean-Pierre Balpe

    Entretien avec Jean-Pierre Balpe

    Daniele Giampà - 27.03.2015 - 17:26

  8. Entretien avec Serge Bouchardon

    In this interview Serge Bouchardon resumes his many activities in the realm of digital media. Besides a professional background in e-learning and the activity as researcher and professor he has also authored a book about electronic literature and several literary works. He explains why in his book he chose the theories of structuralism to analyse a topic that reaches out to post-structuralism or post-modern theories. Furthermore he describes the way the aesthetics of the literary text changes in the digital context. He then ponders about the status of electronic literature in the field of academia and talks about his current projects.

    Daniele Giampà - 04.04.2015 - 17:51

  9. Interview with Andy Campbell

    In this interview Andy Campbell talks about his first works in video games programming during his teens and how he got involved with digital literature in the mid-1990s. He then gives insight into his work by focusing on the importance of the visual and the ludic elements and the use of specific software or code language in some of his works. In the end he describes the way he looks at digital born works in general.

    Daniele Giampà - 07.04.2015 - 10:59

  10. Interview with Alan Bigelow

    Alan Bigelow tells in this interview how he started publishing online works of digital poetry around the year 1999 and where his inspirations for his work come from. Furthermore he explains why he chose to change from working with Flash to working with HTML5 and in which way this decision subsequently changed his way of writing. Then he considers the transition from printed books to digital literature from the point of view of the reader also in regards of the aesthetics of digital born literature. In the end he gives his opinion about the status of electronic literature in the academic field.

    Daniele Giampà - 10.04.2015 - 10:11

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