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  1. The Aesthetics of Materiality in Electronic Literature

    According to the French author and theoretician Jean-Pierre Balpe, “all digital art works are first conceived outside the framework of a pragmatic relation to materiality. Any manifestation of digital art is but a simulated moment of an absent matter.”

    However, I wish to show that there is at least as much materiality in the digital media as in other media. Of course, as a formal description, digital and material can be distinguished. Digital media correspond to formalization, insofar as formalization is understood as the modelling of a given reality through the use of a formal code. But because digital media refers to the effectiveness of digital calculation, it can be considered as “material”, at least on two levels:

    Eric Dean Rasmussen - 27.01.2011 - 15:39

  2. Some stylistic devices on media interface

    author-submitted abstract: In the past, the “innovations” of electronic poetry often have been circumscribed in rather general terms; today, it seems important to characterize its stylistic, semantic and pragmatic devices with more precision. The traditional “figures of speech” have sometimes been considered as capable of achieving this aim. By denominations like “animated metaphor”, I have tried for example in my book Matières textuelles sur support numérique to describe “phenomena of meaning” in electronic literature, when animation effects enter in meaningful relations with the contents of words or letters. It is however undoubtedly dangerous to use a terminology which have been forged to characterize textual phenomena, whereas the signs of electronic texts are often based on various semiotic systems. In a recent article for the review Protée (which I also presented during the e-poetry seminar in Paris), while describing what I would call “figures of speech on media surface”, I sometimes continue to use traditional taxonomies; in order to avoid too dangerous analogies, I try in other cases to invent a new terminology.

    Eric Dean Rasmussen - 27.01.2011 - 16:57

  3. Tag Clouds: Reading the Poetic Interface

    From the event´s website: In "Tag Clouds: Reading the Poetic Interface," Jeremy Douglass theorizes tag clouds: web reading interfaces formed from dense clusters 'clouds' of weighted keyword links, or 'tags'. The poetics of tag clouds are best understood when situated in a history of spatially distributed text art, from contemporary visualization and net.art (e.g. "TextArc," Legrady's "Making the Visible Invisible," Fischer's "Word News," Khan's "Net Worth," Jean V_(c)ronis' "-ogue") back through earlier typographic experiments (e.g. the concrete poetry of Augusto de Campos and the Vorticism of Wyndham Lewis). While interfaces have become emblamatic of the contemporary 'web 2.0' internet era, tag clouds have been fundamentally misunderstood in recent scholarship. Both the close association of tag clouds with 'folksonomy' website communities (e.g. del.icio.us, Flickr) and the popularity of the misleading term 'cloud' have created a stereotype of tag clouds as reflecting a kind of aesthetics of prolific chaos.

    Patricia Tomaszek - 05.05.2011 - 18:18

  4. Strange Rain and the Poetics of Motion and Touch

    Mark Sample provides a close-reading of one work that takes advantage of the “interface free” multitouch display: released in the last year, “Strange Rain” is an experiment in digital storytelling for Apple iOS devices (the iPhone, iPod Touch, and iPad) designed by new media artist Erik Loyer.

    Eric Dean Rasmussen - 05.10.2011 - 09:56

  5. Seven Types of Interface in the Electronic Literature Collection Volume Two

    Seven Types of Interface in the Electronic Literature Collection Volume Two

    Eric Dean Rasmussen - 05.10.2011 - 10:16

  6. The Effects of Software on the Digital Creative Process

    The Effects of Software on the Digital Creative Process

    Scott Rettberg - 06.10.2011 - 14:09

  7. E-literature and the Un-coded Model of Meaning: Towards an Ordinary Digital Philosophy

    As Ludwig Wittgenstein observes in Culture and Value, “a work of art does not aim to convey something else, just itself.” My paper uses the Wittgensteinian ordinary language philosophy (OLP) perspective to show how e-lit works often encourage a coalescence of various uses of the word ‘meaning’ in literary contexts. Beside the transitive meaning [what something means], the word “meaning” can be intransitively used in at least three different ways, denoting (1) value [how much something means], (2) a specific Gestalt [meaning as expressive of a specific structure], or (3) an (apparent) appropriateness [something as meaningful element]. The difficulty to neatly separate these uses during e-reading can be put in relation with the reconfiguration of our reading experience in terms of what Anna Munster calls inter-facialization.

    Eric Dean Rasmussen - 22.06.2012 - 16:52

  8. Infinite Interfaces and Intimate Expressions: Hand-Held Mobile Devices and New Reflective Writing Spaces

    In my presentation I will examine hand-held mobile interfaces and the complex possibilities they provide for self-reflective digital writing. As technological innovation has minimized the writing space and increased its portability, the interface has been radically altered. With the keyboard reduced to fingertip control and the screen transformed to a compact-sized mirror, intimacy between user and device is increased, along with the infinitesimal possibilities for personal production afforded when writing goes on the move. With reference to location-based mobile "writing," I will explore this new form of self-reflective digital expression and theorize models for engaging this new personal interface.

    Scott Rettberg - 07.01.2013 - 23:07

  9. Cyborg Tactics and Perilous Hermeneutics in Lexia to Perplexia Shifts in materiality across space.

    Cyborg Tactics and Perilous Hermeneutics in Lexia to Perplexia Shifts in materiality across space¬—from monitor to cell phone screen, from private bedroom to public bus—alter experience and sway meaning. But time also entails an expectation of change that sometimes never comes: works of electronic literature often go without the steady updates to security, appearance, and functionality that corporate software enjoys, turning into strange ruins that, if not broken, carry that possibility. Eight years after the publication of Katherine Hayles’s Writing Machines, my paper returns to one of the book’s case studies, Talan Memmott’s Lexia to Perplexia, with the goal of investigating the effects of the passing years on the hermeneutics instilled in the user by the text. Focusing on the instability that time and software evolutions have sown, I argue that in this uncertain environment, the recourse of the user is a heightened emphasis on investigation, experimentation, and attempted recovery. With these motivations in mind, I turn to various palimpsests in the text, features of Lexia that straddle the divide between the literary technique and the glitch.

    Audun Andreassen - 20.03.2013 - 09:24

  10. Blue Lacuna: Lessons Learned Writing the World's Longest Interactive Fiction

    Blue Lacuna is an ambitious new long form interactive fiction comprising nearly 400,000 words of prose and natural language source code. The longest work yet produced in the Inform 7 language, it is also among the most substantial text-based story games in existence, an interactive novel with an average play time of fifteen to twenty hours. In development between 2006 and 2009, Blue Lacuna features several experiments of interest to creators of long-form interactive stories. This paper describes these experiments and performs an anecdotal post-mortem on what succeeded and failed in the project's realization. I focus on how successful I was at achieving my three principal goals: 1) simplifying the IF interface so those unfamiliar with the medium can easily participate, 2) telling a story which revolves around the player's ability to make choices with real dramatic repercussions, and 3) creating a character able to form a complex relationship with the player across the span of a novel-length story.

    Audun Andreassen - 10.04.2013 - 11:24

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