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  1. Towards the study of the literary phenomenon in digital media

    Literature created in digital media exists in a realm whose borders may be changing, malleable, or nonexistent. In this realm, where anything may happen, traditional theories are insufficient to understand the literary phenomenon in non-print platforms. Electronic literature demands an analysis that matches its nature, which does not necessarily coincide with existing theory, since electronic literature exists to be consumed through technologies which have been available just recently and which, by transforming the ways we read and write, challenge the canon of literary form, and establishing a new paradigm for text creation and reading. According to Roger Chartier, “The electronic text revolution is at once a revolution in the technology of the production and reproduction of texts, a revolution in the medium of writing and a revolution in reading practices.” (“Readers and readings in the Electronic Age”) as a corollary, this revolution implies also a new way of approaching the literary phenomenon from a critical perspective.

    Linn Heidi Stokkedal - 29.08.2018 - 15:13

  2. Two Dimensions for classifying interactive digital narratives

    In this paper, I introduce two dimensions for classifying interactive digital narratives to allow comparisons between works in different traditions with the aim to improve the dialogue across these divides. Electronic literature and other forms of interactive digital narratives exist in many forms, amongst them Interactive Fiction (IF), hypertext fiction (HF), narrative-focused video games, interactive documentaries, art installations and VR/AR works. Between these different forms, underlying models, artistic approaches and descriptive vocabulary differ considerably. I propose to map different works and positions along the dimensions of narrative status and player/interactor role. These two dimensions enable comparisons and are a stepping stone towards a more developed analytical matrix in the future

    Linn Heidi Stokkedal - 29.08.2018 - 15:20

  3. Engineered Opacity and Illegible Interfaces in Ted Warnell's CODE STORY

    Ted Warnell’s 2005 digital code portrait project CODE STORY generates its material from a play of interface design and operational opacity. Beginning with digital photos of various friends and fellow writers, Warnell opens these photos in a text editor, generating non-semantic UTF-8 encoded text via the editor’s misinterpretation of the data in the image file. Warnell shapes this error text into new concrete poetic forms, inserting the name of the portrait’s subject throughout the redesigned text, and uses it as the base for two different types of code portraits: the first a dynamic Web page scripted to produce new versions of a portrait with each successive refresh; and the second a static GIF image of the first used to advertise prints of the code portraits sold through the project website. In effect, the operations which generate the poetic interface are made visible as interface through their engineered failure. In a perfect world, a UTF-8 encoding operation would simply result in clear semantic text, carrying no trace of the process by which said text is generated.

    sondre rong davik - 29.08.2018 - 15:22

  4. Mod Cyberspace, Mod the World!

    Skawennati and Jason Edward Lewis talk about their experience as co-directors of the Skins workshops in Indigenous Storytelling and Experimental New Media, through which Indigenous youth across Turtle Island have been taught how to make both video games and machinima. Skawennati explain how and why she adopted the internet as her homebase, touching upon early projects such as CyberPowWow and Imagining Indians in the 25th Century and showing excerpts from TimeTraveller™ and She Falls For Ages.

    Carlos Muñoz - 29.08.2018 - 15:25

  5. Critical examination of concepts relating to canon, preservation, and access

    Astrid Ensslin (University of Alberta), offers a critical examination of concepts relating to canon, preservation, and access. Adopting an essentially critical outlook on canonization as a process of scholarly and social elitization, she argues that material (financial, geographic, and technological) access has always been a discriminating, regulatory factor in canon development, even if we assume a dynamic concept of canon (Ensslin 2007) or a crowdsourcing, emergent approach (Rettberg 2013) that align with contemporary, fast changing technological developments. Ensslin’s paper focuses on the ​Eastgate Quarterly Review of Hypertext ​(​EQRH​), published in two volumes between 1994 and 1995, which has been largely neglected by digital fiction scholarship, mainly because of incompatibility and obsolescence issues.

    Akvile Sinkeviciute - 29.08.2018 - 15:25

  6. Algorithmic Invention

    In his 1966 essay “Rhétorique et enseignement,” Gérard Genette observes that literary studies did not always emphasize the reading of texts. Before the end of the nineteenth century, the study of literature revolved around the art of writing. Texts were not objects to interpret but models to imitate. The study of literature emphasized elocutio, or style and the arrangement of words. With the rise of literary history, academic reading approached texts as objects to be explained. Students learned to read in order to write essays (dissertations) where they analyzed texts according to prescribed methods. This new way of studying literature stressed dispositio, or the organization of ideas. Recent developments in information technology have further challenged paradigms for reading literature. Digital tools and resources allow for the study of large collections of texts using quantitative methods. Various computational methods of distant as well as close reading facilitate investigations into fundamental questions of the possibilities for literary creation. Technology has the potential for exploring inventio, or the finding of ideas that can be expressed through writing.

    Li Yi - 29.08.2018 - 15:27

  7. Gestural Semiotics and App Fiction

    In his theory of gestural manipulations, Bouchardon (2014; see Ensslin 2014: 82-83) starts from the assumption that “all clicking is interpretive” (160). He proposes a refined view of how readers interact with digital media through a “repertoire of gestures” (161-162), the use of which depends on the physical device used to interact with a particular text. In his view, analyses of gestural manipulations happen at five distinct levels: (1) the gesteme, which is an individual move, such as a key stroke or a mouse click, linking haptic move and interactive interface item; (2) the acteme, which refers to a sequence of individual gestemes combining to form a larger unit of gestural meaning, such as drag-and-drop; (3) the semiotic unit of manipulation (“SUM”), which is the sum of identical or similar actemes and their semiotic function; (4) media coupling, which denotes specific functions and meanings of SUMs in their medial contexts; and (5) interactive discourse, which happens at the superordinate level of digital text in context, and relates to the meanings of gestural interactions against this larger backdrop. 

    Susanne Årflot Løtvedt - 29.08.2018 - 15:28

  8. Inner Telescope: The First Poem in Outer Space (a Conversation)

    Kac's work, entitled Inner Telescope, was specifically conceived for zero gravity and was not brought from Earth: it was made in space by Thomas Pesquet (French astronaut) following the artist's instructions.

    The artwork was made from materials already available in the space station. It consists of a form that has neither top nor bottom, neither front nor back. Viewed from a certain angle, it reveals the French word “MOI“ [meaning “me”, or "myself"]; from another point of view one sees a human figure with its umbilical cord cut. This “MOI“ stands for the collective self, evoking humanity, and the umbilical cord cut represents our liberation from gravitational limits.

    Inner Telescope is an instrument of observation and poetic reflection, which leads us to rethink our relationship with the world and our position in the Universe.

    Scott Rettberg - 29.08.2018 - 15:28

  9. Video Poetry by Mohamed Habibi: Report from Dubai

    The first ever conference focusing on Arab electronic literature was held last February in Dubai, United Arab Emirates. Until this conference, little was know of efforts in the Arab world to create and share electronic literature. This presentation introduces one author, Mohamed Habibi, and some of his works of video poetry, that, as argued here, are grounded more in sound than vision.

    (Source: Author's abstract from ELO 2018 conference site)

    Miriam Takvam - 29.08.2018 - 15:29

  10. How Computers Read Computer Generated Novels

    In this paper, Whalen proposes a course of study into the textuality of computer-generated novels, specifically the corpus of work generated for NaNoGenMo. Given the scope of this corpus, Whalens' intention is to use text analysis techniques such as topic modeling, frequency analysis, stylometrics, and other varieties of machine reading to explore these questions about the textual characteristics of computer-generated fiction. 

    sondre rong davik - 29.08.2018 - 15:29

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