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  1. Irresponsible mediums: the chess games of Marcel Duchamps

    In 1968, avant-garde artist Marcel Duchamp and composer John Cage exhibited Reunion, a chess performance that took place in Toronto. Whenever Duchamp or Cage moved a piece, it generated a musical note until the game was transformed into a symphony. Inspired by this performance, Irresponsible Mediums—poet and academic Aaron Tucker’s second full-length collection of poems—translates Duchamp’s chess games into poems using the ChessBard (an app co-created by Tucker and Jody Miller) and in the process, recreates Duchamp’s joyous approach to making art, while also generating startling computer-made poems that blend the analog and digital in strange and surprising combinations.

    Lori Ricigliano - 14.06.2017 - 22:09

  2. #WomenTechLit

    This book of electronic literature (e-lit) brings together pioneering and emerging women whose work has earned international impact and scholarly recognition. It extends a historical critical overview of the state of the field from the diverse perspectives of twenty-eight worldwide contributors. It illustrates the authors’ scholarly interests through discussion of creative practice as research, historical accounts documenting collections of women’s new media art and literary works, and art collectives. It also covers theoretical approaches and critical overviews, from feminist discourses to close readings and “close-distant-located readings” of pertinent works in the field. #WomenTechLit includes authors from Latin America, Russia, Austria, Ireland, Spain, France, Italy, Portugal, Slovakia, Czech Republic, Poland, United Kingdom, Australia, Canada, and the US.

    (Source: Publisher's Blurb)

    Alvaro Seica - 26.10.2017 - 13:22

  3. Our Tools Make Us (And Our Literature) Post

    At the start of the movie 2001: A Space Odyssey, two tribes of apes get into a fight over a watering hole, and one group drives off the other. The apes who have been driven away are depressed, and just sit around moping when one of them gets the idea to use a thigh bone of some large animal as a club. First he tries it out on a few dried ribs that are lying about,1 then he uses it to bring down one of the tapirs that had, up until this moment, lived peacefully among the apes in an idyllic, Garden-of-Eden symbiosis. Suddenly, we are back at the watering hole, more of a mud puddle really, and the ape that invented the club is at the head of his troupe, all of whom are armed with their own bone clubs. The larger, stronger apes are still there, furious at the reappearance of the weaker group.

    Patricia Tomaszek - 27.04.2018 - 16:18

  4. Traversals: The Use of Preservation for Early Electronic Writing

    An exercise in reclaiming electronic literary works on inaccessible platforms, examining four works as both artifacts and operations.

    Many pioneering works of electronic literature are now largely inaccessible because of changes in hardware, software, and platforms. The virtual disappearance of these works—created on floppy disks, in Apple's defunct HyperCard, and on other early systems and platforms—not only puts important electronic literary work out of reach but also signals the fragility of most works of culture in the digital age. In response, Dene Grigar and Stuart Moulthrop have been working to document and preserve electronic literature, work that has culminated in the Pathfinders project and its series of “Traversals”—video and audio recordings of demonstrations performed on historically appropriate platforms, with participation and commentary by the authors of the works. 

    Dene Grigar - 13.08.2018 - 21:45

  5. Word Toys

    With the ascent of digital culture, new forms of literature and literary production are thriving that include multimedia, networked, conceptual, and other as-yet-unnamed genres while traditional genres and media—the lyric, the novel, the book—have been transformed. Word Toys: Poetry and Technics is an engaging and thought-provoking volume that speculates on a range of poetic, novelistic, and programmed works that lie beyond the language of the literary and which views them instead as technical objects.
     
    Brian Kim Stefans considers the problems that arise when discussing these progressive texts in relation to more traditional print-based poetic texts. He questions the influence of game theory and digital humanities rhetoric on poetic production, and how non-digital works, such as contemporary works of lyric poetry, are influenced by the recent ubiquity of social media, the power of search engines, and the public perceptions of language in a time of nearly universal surveillance.
     

    Ana Castello - 02.10.2018 - 19:22

  6. Beyond Oral/Digital: Ghanaian Electronic Literature as a Paradigm for African Digital Textuality

    This dissertation speaks to a massive dearth of research in African electronic literature (African e-lit), a discipline that boasts a growing number of works but little scholarship. With African literature incorporating digital technology into its creative process, and with electronic literary criticism focusing on areas outside its predominantly western cannon, African e-lit positions itself as an important area of scholarly endeavor. After considering the implications of placing African e-lit as the direction in which both African literature and electronic literature take, this dissertation looks at three different genres of African e-lit in the context of oral literature. There are analyses of examples of concrete poetry, conceptual poetry, and mobile video games, all from Ghana. Ultimately, the aim of this project is to ascertain the ways in which oral tradition influences the nature, form, and shape of African electronic literature.

    Jill Walker Rettberg - 16.10.2018 - 23:20

  7. Plain Text. The Poetics of Computation

    This book challenges the ways we read, write, store, and retrieve information in the digital age. Computers—from electronic books to smart phones—play an active role in our social lives. Our technological choices thus entail theoretical and political commitments. Dennis Tenen takes up today's strange enmeshing of humans, texts, and machines to argue that our most ingrained intuitions about texts are profoundly alienated from the physical contexts of their intellectual production. Drawing on a range of primary sources from both literary theory and software engineering, he makes a case for a more transparent practice of human–computer interaction. Plain Text is thus a rallying call, a frame of mind as much as a file format. It reminds us, ultimately, that our devices also encode specific modes of governance and control that must remain available to interpretation.
    [Publisher's Website]

    Gesa Blume - 24.09.2019 - 14:36

  8. "Literature," Progress, and Monsters: What is Electronic Literature?

    Jacques Derrida famously asserts, “The future can only be anticipated in the form of an absolute danger. It is that which breaks absolutely with constituted normality” (Of Grammatology 5). When writing of the ‘future’ here, Derrida points to a way of thinking “beyond the closure of knowledge,” which is to say an absolute danger inasmuch as it betrays all that is by welcoming an unknown and as yet unthought is not. N. Katherine Hayles proclaims electronic literature the future of literature on the strength of its capacity to keep pace with a ‘new’ digital normality, to anchor a new structural center for 21st century literature and safeguard against an otherwise imposing and dangerous future for study in the humanities—a very different ‘danger’ than one to which Derrida alludes.

    Cecilie Klingenberg - 16.09.2020 - 11:07

  9. Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames

    Stories in released games are still based largely on static and predetermined structures, despite decades of academic work to make them more dynamic. Making game narratives more playable is an important step in the evolution of games and playable media as culturally relevant art forms. In the same way interactive systems help students learn about complicated subjects like physics in a more intuitive and immediate way than static texts, more dynamic interactive stories open up new ways of understanding people and situations. Such dreams remain mostly unrealized in released and playable games.

    Mads Bratten Myking - 16.09.2020 - 11:37

  10. From Corporeality to Virtual Reality: Theorizing Literacy, Bodies, and Technology in the Emerging Media of Virtual, Augmented, and Mixed Realities

    This dissertation explores the relationships between literacy, technology, and bodies in the emerging media of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). In response to the recent, rapid emergence of new media forms, questions arise as to how and why we should prepare to compose in new digital media. To interrogate the newness accorded to new media composing, I historicize the literacy practices demanded by new media by examining digital texts, such as video games and software applications, alongside analogous “antiquated” media, such as dioramas and museum exhibits. Comparative textual analysis of analogous digital and non-digital VR, AR, and MR texts reveals new media and “antiquated” media utilize common characteristics of dimensionality, layering, and absence/presence, respectively. The establishment of shared traits demonstrates how media operate on a continuum of mutually held textual practices; despite their distinctive forms, new media texts do not represent either a hierarchical or linear progression of maturing development.

    Odd Adrian Mikkelsen Prestegård - 17.09.2020 - 23:02

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