Search

Search content of the knowledge base.

The search found 119 results in 0.013 seconds.

Search results

  1. Una contemporánea historia de Caldesa

    Inspired from “La Tragedia de Caldesa” by Joan Roís de Corella, Valencian writer of the 15th century. This contemporary tragedy is about the sad love story of four lives in the same night: Joan, Caldesa, Roís and Aurora suffer from love. In this work , the reader is not free to choose what he/she wants to read the moment he/she wants to read it. On the contrary, his/her position is that of a spectator flying over the characters lives and is able to know what happens but he/she cannot stop their lives or delay the events that are told. The digital format takes control (Source: Biblumliteraria).

    Maya Zalbidea - 05.08.2014 - 12:59

  2. Estética de la hipernovela. Un género de la inestabilidad

    Nos preguntamos en este estado de la cuestión: ¿cuando pensamos en la HN, se trata
    solamente de un caso de traducción de formato? Y, ¿qué implicaciones y efectos tiene la
    HN para la crítica literaria? ¿El crítico puede usar solamente los instrumentos de análisis
    del código “escrito” impreso?

    Maya Zalbidea - 15.08.2014 - 15:08

  3. Judy Malloy’s Seat at the (Database) Table: a Feminist Reception History

    A feminist examination of the reasons why Judy Malloy's work Uncle Roger is rarely recognized as the first work of hypertext fiction, although it obviously predates Michael Joyce's afternoon.

    Jill Walker Rettberg - 26.10.2014 - 05:33

  4. Here's Your Rape

    Here's Your Rape

    Thor Baukhol Madsen - 19.02.2015 - 15:06

  5. Depression Quest

    Depression Quest is an interactive fiction game where you play as someone living with depression. You are given a series of everyday life events and have to attempt to manage your illness, relationships, job, and possible treatment. This game aims to show other sufferers of depression that they are not alone in their feelings, and to illustrate to people who may not understand the illness the depths of what it can do to people.

    (Source: Official Website)

    Thor Baukhol Madsen - 19.02.2015 - 15:39

  6. (Electronic) Literature and the (Post)human Condition

    Electronic literature exists in a perpetual state of flux, due to its reliance on digital technology; with the rapid progression of processing power and graphical abilities, electronic literature swiftly moved from a reliance on the written word into a more diverse, multi-modal form of digital arts practice. The literariness of early electronic literature is manifest: the work was primarily textual, the centrality of reading paramount. The current crop of electronic literature--with its audio-visual, multimodal nature--calls into question the literariness of this work, however, as is evidenced by this year's call for papers. I propose that this ambiguity as regards literariness and written textuality in electronic literature disadvantages the field, in both academic circles and in the search for a wider reading audience. If electronic literature as field is to assert and validate its position within the greater literary tradition, links between electronic literature and past literary achievements need to be uncovered and illuminated.

    Daniela Ørvik - 19.02.2015 - 15:49

  7. Labyrinth…

    Labyrinth… is a Polish interactive hypertext novel. Textual layer of the artwork is broadly inspired by postmodern books including If on a Winter’s Night a Traveler by Italo Calvino. It is referenced in the text both by a literary (by a note hold by one of the characters) and a metatextual structure of intertwining storylines (however a-story-within-a-story concept is replaced with a looping hyperlink chain). Because of that metatextual play the format of the hypertext (which is a MS Windows application written in C#) is important and significant itself. Although GUI could be initially seen as just a side-effect of using electronic medium, it in fact constitutes the mentioned metatextual layer. The text among with references to literature contains a lot of references to GUI widgets, algorithms and cognitive schemata typical to interfaces of computer programs. It is in fact a proof-of-concept of using (currently unused in literature) poetics of application interfaces to express fictional narratives and give them new emergent value. To achieve that goal, the hypertext is intentionaly written differently compared to classical hypertextual literature of the 1980s.

    Hannah Ackermans - 11.09.2015 - 19:41

  8. A Stitch in Twine: Platform Studies and Porting Patchwork Girl

    This presentation asks what we can learn about a foundational work of electronic literature – Shelley Jackson’s Patchwork Girl – by porting it to a new platform. More than this, it asks what we can learn about the source and target platforms of such a porting exercise.

    Hannah Ackermans - 13.11.2015 - 13:23

  9. From The Unknown to Piksel Zdrój: Collaboration in E-literature: Models, Newcomers, Predictions

    The talk reflects on the theoretical and practical aspects of collaboration in e-literature. Firstly a model of digitally enhanced collaboration that could encompass both its past and future instances is proposed. Matching several groups of categories (for example “production / negotiation / creation” against “material / story / discourse”) the model demonstrates that e-literature – even if we are really witnessing the end of it now – maintains its status of an important laboratory for any collaboration in digital environment.

    Alongside acclaimed collaborative works (Forward Anywhere, The Unknown, A Million Penguins) several less known examples from Poland will be presented: Digital Green Eye (2012) and Bałwochwał (2013) – collaborative adaptations of Polish avant-garde classics – as well as Piksel Zdrój – a hypertext project by 8 authors published in 2015. The aim of the first part is to introduce both a universal analytical model and some rather unknown examples of e-literature to the international audience.

    Hannah Ackermans - 16.11.2015 - 09:59

  10. 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

Pages