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  1. International Electronic LIterature

    International Electronic LIterature

    Scott Rettberg - 12.01.2013 - 10:54

  2. The trAce Experience

    trAce, an online organization located at Nottingham Trent University, UK, offers educational and cultural opportunities for writers. We will be presenting and discussing some of the products related to that process.

    Janet Holmes, Boise State University (USA)
    "The trAce Experience: 'The Ballad of Sand and Harry Soot'"

    Marjorie C. Luesebrink, Irvine Valley College (USA)
    "The trAce Experience: Collaborative Aspects of Fibonacci's Daughter"

    Christy Sheffield Sanford, trAce (USA)
    "The trAce Experience: Virtual Writer-in-Residence - Creating a New Profession"

    Sue Thomas, Nottingham Trent University (UK)
    "The trAce Experience: Connecting Writers in Real and Virtual Space"

    Scott Rettberg - 19.01.2013 - 16:29

  3. Cavewriting

    Push aside the thick, dark curtain, step across the cables on the floor and you'll find yourself standing on a white floor with white screens in front of you and to each of your sides. Above you are projectors and speakers. You're given a pair of goggles and a glove. You put them on and wait for Screen to begin. The space darkens. A voice begins to read: "In a world of illusions, we hold ourselves in place by memories." In the dark there is nothing for you to do but listen.

    Screen is a literary work that can only be experienced in a Cave. In a Cave, images -- or in the case of Screen, words -- are projected on all three walls and on the floor. When you stand in the Cave wearing goggles, you experience the projected images as a three dimensional space in which you can move around. The goggles and glove allow the Cave to track your position, so you can control the environment by moving your body and your hand.

    Light over the sill of an unshaded
    bedroom window, into a woman's eyes.
    She turns away, slips half back under sleep.

    Scott Rettberg - 28.01.2013 - 00:51

  4. Instrument Making (Interview with Eric Loyer)

    Erik Loyer created the canonical early net-art pieces 'Lair of the Marrow Monkey'(1998) and 'Chroma'(2001). Not content with those genius works, he went on to creative direct the avant-garde net-journal Vectors, and designed the activist documentary Webby-award nominee 'Public Secrets'.

    Throughout Loyer's works there is a persistent synaesthetic edge: a concern with tactility and synchronized audio-visuals that gives his work abiding engagement. He thinks of himself as an instrument maker, and this tendency is apparent in his recent works: the best-selling 'Strange Rain' and a recent immersive graphic novel app "Upgrade Soul" which incorporates modular music mapped to gestures.

    Interview 2012-06-23 at ELO Morgantown.

    (Source: David Jhave Johnston, Vimeo)

    Scott Rettberg - 12.02.2013 - 13:13

  5. The Love of the Social Writerly Game (Interview with Mark Marino and Rob Wittig)

    Rob Wittig & Mark Marino share a friendship based on destabilizing literary norms with comedy, computers, and collaborations.

    Their ongoing conversations range over decades of their work from anecdotes of Wittig's early writing process experiments that preceded the internet by a decade (IN.S.OMNIA, 1983) to a work they are completing together currently net-improv fiction distributed using hashtags.

    Both these writers have consistently explored radically playful modes of writing that emerge through message boards, emails, and now twitter. Marino offers cogent critique on the underlying notions of connection that exist as a thematic under all Rob's practices; then describes his early comedy magazine Bunk, 'a playground for writers'. Douglas Adams emerges as the lifter of the 'bag of rocks' and both convert into ravens, black wings gouging the page into inky screens.

    Interview 2012-06-23 at ELO Morgantown.

    (Source: David Jhave Johnston, Vimeo)

    Scott Rettberg - 12.02.2013 - 15:40

  6. The New-Media Novel: The Intersection of Film, E-Lit & Story

    Advances in authoring tools are allowing a new kind of novel to emerge that resides at the intersection of print, film, and e-lit. I’d like to propose a reading from TOC: A New-Media Novel as its example of the new-media book.

    Often created by a team of collaborators working in sound, animation, and language, these new-media novels involve many of the same challenges and pleasures of working in film, theater or other collaborative arts. And yet, unlike theater or film, these multimedia novels are books: they are read; they offer the same one-on-one personal experience readers have always had through reading traditional novels. The first part of the presentation will be a tour through TOC: A New-Media Novel by Steve Tomasula, with art and design by Stephen Farrell, animation by Matt Lavoy, programming by Christian Jara, and music, art, and other contributions from 13 other artists.

    Audun Andreassen - 10.04.2013 - 13:03

  7. Topdown Digital Literature: The Effects of Institutional Collaborations and Communities

    Contrary to what one might think, institutions play an important role in the production, preservation, and funding of electronic literature. Due to the absence of traditional gate-watchers like publishers and newspaper critics, the function of selection, distribution, and reception of this work has been taken over partly by anthologies, reviews and criticism that are produced in an academic climate. Artists need the necessary channels for preservation, distribution, and critical evaluation of the work, channels that have the power to create “cultural capital”. Even the production of work often takes place in an academic or institutional setting. Literary festivals, conferences and workshops form temporary communities in which planned collaboration takes place. This article addresses institutionalized and planned collaboration and its effects on the production, the presentation, and the content of digital literature.

    (Source: Author's abstract)

    Patricia Tomaszek - 29.04.2013 - 16:01

  8. The Third Hand: Collaboration in Art from Conceptualism to Postmodernism

    The Third Hand: Collaboration in Art from Conceptualism to Postmodernism

    Scott Rettberg - 25.06.2013 - 12:52

  9. Towards Network Narrative: Electronic Literature, Communication Technologies, and Cultural Production

    In recent years literature and communication scholars, publishing industry commentators, and technology journalists have declared the death of print. Anxieties over the future of print generally, and the novel, literature, books and literacy more specifically have become commonplace in the mainstream news media, technology blogs, and academic discourse. Despite these claims, people may read more than ever – if we recognize a more expansive set of textual practices under the rubric of that term. Given the number of emails, text messages, status updates, image captions, RSS headlines, tweets, web pages, and comment threads that are processed in the digital everyday, our experience of the world is arguably more textually mediated than ever. Are these cultural practices compatible with prose narrative fiction? Are they capable of forming the basis for network narratives now and in the future?

    Scott Rettberg - 25.06.2013 - 13:11

  10. Textopia: Experiments with Locative Literature

    textopia is a design experiment situated in humanist media studies, and based on a simple idea: Making it possible for someone who is walking through the city with a mobile phone to listen to literary texts which talk about whichever place she is walking by. The aim of this exercise has been to explore the relationship between places and literary texts – not just what the relationship is and has been, but what it can be in the new medium. Inspired by the ideas embedded in hermeneutics, open source philosophy and agile software development, I have outlined a methodological approach that I call "agile media design". In the course of the practical process I have ialso dentified three key principles for locative media design, summed up in the "G-P-S" model: Granularity, Particiation and Serendipity. Together they describe the unique characteristics of designs like textopia – a category I call "annotative, locative media".

    Scott Rettberg - 26.06.2013 - 13:19

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