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  1. Written. Not Found. Not Generated. Not Random.

    This presentation will be a self-critical analysis of the development and reception of the P.o.E.M.M. Cycle (Poetry for Excitable [Mobile] Media), a series of interactive touch text-works created by the author and his team from 2007–2014. The goal is to situate the project within my own trajectory experimenting with electronic literature, particularly in terms of how it integrates interests in writing, computation, design, visual arts, print-making, book-making, and performance. A further goal is to articulate a position on the question of “to what end electronic literature”, as well as the question of where the project is situated in the forming history of the field.

    Hannah Ackermans - 28.11.2015 - 14:42

  2. This Is Not the Beginning or the End of Literature

    It is too easy to fall into prognostications of electronic literature as the end of literature or as a new beginning. (...) Such views imply too much teleology, and see electronic literature purely as the unfolding of the possibilities of the apparatus. The rhetorical logic at work is literalization, i.e. taking literary works as the sum of their technical features. (Rui Torres & Sandy Baldwyn, eds. 2014. PO.EX: Essays from Portugal on Cyberliterature and Intermedia. Morgantown, WV: Center for Literary Computing: xv-xvi).

    Hannah Ackermans - 28.11.2015 - 14:53

  3. re: génération

    Since the rise of the mainframe computer, literary authors and critics alike have expressed anxiety about the computer’s ability to write narrative prose and poetry as well humans, or better. This lecture situates the contemporary digital literary practices of reading, writing, rewriting, and performing computer-generated texts within a broader social and historical context, dating to long before the advent of the computer. Christopher Strachey's 1952 Love Letter generator and Theo Lutz's The Castle generator are discussed in depth.

    J. R. Carpenter - 13.12.2015 - 12:33

  4. Tech-TOC: Complex Temporalities in Living and Technical Beings

    Tech-TOC: Complex Temporalities in Living and Technical Beings

    Steve Tomasula - 10.01.2016 - 21:36

  5. Intermediality in Steve Tomasula's TOC: A New-Media Novel: A Semiological Analysis

    Intermediality in Steve Tomasula's TOC: A New-Media Novel: A Semiological Analysis

    Steve Tomasula - 10.01.2016 - 21:57

  6. The Computational Sublime in Nick Montfort's ‘Round’ and ‘All the Names of God’

    What if the post-literary also meant that which operates in a literary space (almost) devoid of
    language as we know it: for instance, a space in which language simply frames the literary or
    poetic rather than ‘containing’ it? What if the countertextual also meant the (en)countering of
    literary text with non-textual elements, such as mathematical concepts, or with texts that we
    would not normally think of as literary, such as computer code? This article addresses these
    issues in relation to Nick Montfort’s #!, a 2014 print collection of poems that presents readers with the output of computer programs as well as the programs themselves, which are designed to operate on principles of text generation regulated by specific constraints. More specifically, it focuses on two works in the collection, ‘Round’ and ‘All the Names of God’, which are read in relation to the notions of the ‘computational sublime’ and the ‘event’.

    (Source: Author's Abstract)

    Mario Aquilina - 13.01.2016 - 10:57

  7. Code und Konzept

    Code und Konzept

    Alvaro Seica - 03.02.2016 - 17:59

  8. Videogames for Humans: Twine Authors in Conversation

    Behind the fluorescent veil of modern big-business video games, a quiet revolution is happening, and it’s centered on a tool called Twine. Taken up by nontraditional game authors to describe distinctly nontraditional subjects—from struggles with depression, explorations of queer identity, and analyses of the world of modern sex and dating to visions of breeding crustacean horses in a dystopian future—the Twine movement to date has created space for those who have previously been voiceless within games culture to tell their own stories, as well as to invent new visions outside of traditional channels of commerce. Videogames for Humans, curated and introduced by Twine author and games theorist merritt kopas, puts Twine authors, literary writers, and games critics into conversation with one another’s work, reacting to, elaborating on, and being affected by the same. The result is an unprecedented kind of book about video games, one that will jump-start the discussions that will define the games culture of tomorrow.

    Alvaro Seica - 10.06.2016 - 19:57

  9. Pathfinders: Documenting the Experience of Early Digital Literature

    Pathfinders was a project that lasted from 1986 to 1995 and went through a process of documenting hypertext fiction and poetry. To document the works they videotaped each artist and two additional readers interacting with a work on its original computer platform, also called traversal. Besides the traversal videos, it also includes videos of interviews with the artists and readers of the works included, photos of the artifacts, folio covers etc. Pathfinders has also during the process striven to provide information helpful to scholars, gathering information like publication dates, versions and production methods to clear up any disagreements about this information.

    Dene Grigar - 21.06.2016 - 19:11

  10. Geology of Media

    Media history is millions, even billions, of years old. That is the premise of this pioneering and provocative book, which argues that to adequately understand contemporary media culture we must set out from material realities that precede media themselves--Earth's history, geological formations, minerals, and energy. And to do so, writes Jussi Parikka, is to confront the profound environmental and social implications of this ubiquitous, but hardly ephemeral, realm of modern life. Exploring the resource depletion and material resourcing required for us to use our devices to live networked lives, Parikka grounds his analysis in Siegfried Zielinski's widely discussed notion of deep time--but takes it back millennia. Not only are rare earth minerals and many other materials needed to make our digital media machines work, he observes, but used and obsolete media technologies return to the earth as residue of digital culture, contributing to growing layers of toxic waste for future archaeologists to ponder.

    Scott Rettberg - 25.08.2016 - 14:54

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