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  1. Roundtable on remediation of French literature

    Syntonie is a project of digital review for ipad that would prefigure an anthology of French digital poetry. Only 3 works originally designed for a computer will be carried on ipad. The choose of the works, the new computing and the semiotics design will be done at the laboratory Paragraphe in relationship with the publisher. We will examine here the questions that this remediatisation asked: what is lost? What is preserved? What is changed? What balance between mediation for present audience and fidelity to the work? Are they facets of the work we can only document (semiotic representations inside the original program for instance)? Is remediatisation an act of preservation?

    All these questions will be asked in technical, semiotics, literary and publishing points of view. The project will only begin in February and we will document all the process.

    Scott Rettberg - 25.09.2013 - 10:42

  2. Beyond the Screens: Transmediality in E-literature

    In this roundtable we propose to present and discuss those aspects and goals of the project NAR_TRANS (University of Granada, website under construction) that are most relevant to ELO and the conference. Nar_Trans aims to build an active and relevant research core in the Spanish I+D+i system, able to become part of the international research network on transmedial narratives & intermediality.

    This academic network also aims to become a gathering place for fellow researchers, students and creative artists through different events, such as meetings, seminars and workshops, or the mapping of the Spanish transmedial productions through a web critical catalogue, with a view to the most outstanding works in Latin America. The project holds also the first university prize for young transmedia creatives as well as the publication of an e-book with a selection of essays on transmediality at the crossroads of Literary, Cultural and Media Studies.

    (source: ELO 2015 conference catalog)

    Hannah Ackermans - 31.10.2015 - 10:49

  3. Remediating a Hyperfiction in ePub3: When Digital Literature Meets Publishing Models - The Case of Children’s Literature with The Tower of Jezik

    Many publishers—pure players or “traditional” publishers—are now exploring the field of digital literatures by producing enhanced e-books aimed at young readers. Whether they are ePub3 e-books or apps for mobile devices, more and more of these digital works are created for commercial purposes and try to settle in the cultural industry market by adapting to the evolution of digital reading. This new generation of publishers is only now discovering the poetic potential of hypertext narratives and the endless possibilities that derive from the hybridisation of text, image, sound and video. Yet they find themselves facing many obstacles throughout the design process. Psychologically, digital reading is often associated with disorientation, cognitive overload and discontinued ways of reading (as opposed to the immersive reading experience known with printed novels) (Gervais 1999 ; Baccino 2011). Economically, few examples of profitable models exist. Technically, many constraints emerge, on the one hand from the open and standardised ePub format, on the other from the ideology imposed by the software and hardware industry.

    Hannah Ackermans - 03.11.2015 - 11:35

  4. Can We Define Electronic Literature Such as Authoring Tool Literature?

    In this presentation, we will see how the authoring tool impacts on the thinking of electronic literature. If we consider that electronic literature cannot exist without digital tools, and digital writing requires tool, software and technologies, we can easily imagine how huge the role of the authoring tool is for the authors and how their imaginary can be challenged. Tools propose and impose choices and directions that ask the creative act in electronic literature.

    Then, in our research, we define the concept of the “rhetoric for creative authoring” that will be focusing on power relations between the authoring tool and the author. And what does it mean in electronic literature to use such a tool? Is electronic literature producing works depending on the software the author uses? It means that the software tool, as the edge of the electronic work itself, could be considered as part of the electronic work. In other hands, this approach could help to define electronic literature.

    Hannah Ackermans - 14.11.2015 - 15:00

  5. Reading, Seeing, and Sensing: The Internet of Things Makes Literature

    Critics have understandably fetishized the electronic page or digital screen as a way to understand the relationship between the algorithmic logics that drive computation and the public rhetorics of display. At the same time an evolving set of practices within electronic literature continues to be in dialogue with contemporary digital media arts practice and its move to explore the meaning of incorporating autonomous sensing and new forms of human-computer interaction in dialogic works. Considering the rhetorical position of devices such as the iPad and considering them as more than viewing apparatuses or interfaces for reading it is possible to engage differently with a whole set of binaries around camera vs. scanner, optics vs. sensors, and representation vs. registration.

    Hannah Ackermans - 16.11.2015 - 09:45

  6. 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