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  1. Aesthetics of Surface, Ephemeral and Re-Enchantment in Digital Literature: How Authors and Readers Deal with the Lability of the Electronic Device

    Whenever the program of a work, created by an artist, is run by a computer, the digital device necessarily plays a role in its updating process: because of the operating systems, the software and the ever changing speed of computers, the digital device may sometimes affect the author’s artistic project, or even make it unreadable on screen. Thus, readers do not know what they should consider as part of the artist’s intentionality, and what they should ascribe to the unexpected changes made by the reading device of their personal computer. Critics who are in keeping with a hermeneutic approach may ascribe certain processes, actually caused by the machine, to the artist’s creativity. What is more, authors lose control over the evolution of their work and the many updates it undergoes. Thus, the “digital” artist is given four options when dealing with the lability of the electronic device, which will be described in this article by close readings of The Dreamlife of letters by Brian Kim Stefans, Revenances by Gregory Chatonsky and La Série des U by Philippe Bootz.

    Alexandra Saemmer - 03.07.2011 - 16:03

  2. Compte-rendu critique de l'oeuvre "Étang" de Alexandra Saemmer

    Dans l’article qui suit, nous aborderons Etang d’Alexandra Saemmer comme un artéfact littéraire à remettre dans un contexte en utilisant le vocabulaire de la sémiotique littéraire et en l’envisageant dans l’esprit du rhizome développé par Gilles Deleuze et Felix Guattari. Le poème virtuel fera d’abord l’objet d’un résumé dans lequel l’importance de l’eau sera mise en relief afin de replacer le poème dans le contexte qui l’englobe.  Par la suite, à travers paradoxes, contrastes et jeu d’emboîtement relevés dans le texte, nous verrons comment s’articule le thème de la mort dans ce poème sombre. Nous terminerons l’analyse en tentant de voir à quel type d’exercice de style se sont livrés les deux théoriciens de Mandelbrot.fr et dans quel but celui-ci a été réalisé.

    Alexandra Saemmer - 04.07.2011 - 17:35

  3. Playable Media and Textual Instruments

    The statement that "this is not a game" has been employed in many ways — for example, to distinguish between high and low culture electronic texts, to market an immersive game meant to break the "magic circle" that separates games from the rest of life, to demarcate play experiences (digital or otherwise) that fall outside formal game definitions, and to distinguish between computer games and other forms of digital entertainment. This essay does not seek to praise some uses of this maneuver and condemn others. Rather, it simply points out that we are attempting to discuss a number of things that we play (and create for play) but that are arguably not games. Calling our experiences "interactive" would perhaps be accurate, but overly broad. An alternative — "playable" — is proposed, considered less as a category than as a quality that manifests in different ways. "Playable media" may be an appropriate way to discuss both games and the "not games" mentioned earlier.

    Jörgen Schäfer - 05.07.2011 - 13:35

  4. Narrative Subjects Meet Their Limits: John Barth's "Click" and the Remediation of Hypertext

    Narrative Subjects Meet Their Limits: John Barth's "Click" and the Remediation of Hypertext

    Eric Dean Rasmussen - 07.07.2011 - 16:37

  5. Subject to Change: The Monstrosity of Media in Shelley Jackson's Patchwork Girl; or, A Modern Monster and Other Post-humanist Critiques of the Instrumental

    Subject to Change: The Monstrosity of Media in Shelley Jackson's Patchwork Girl; or, A Modern Monster and Other Post-humanist Critiques of the Instrumental

    Eric Dean Rasmussen - 08.07.2011 - 10:53

  6. Dali Clocks: Time Dimensions of Hypermedia

    Stephanie Strickland investigates an epistemological shift in web-specific art and literature, from an understanding that is less about structure and more about resonance. (Source: ebr) Artists discussed include: Tom Brigham, Jim Rosenberg, Mary Anne Breeze (mez), Noah Wardrip-Fruin, Lisa Jevbratt, and Edardo Kac.

    Eric Dean Rasmussen - 08.07.2011 - 11:43

  7. Dissonance in Multi-Semiotic Landscapes in the Work Of Donna Leishman

    I come to the field of digital literature from the position of a visual artist. My formative training in illustration grounded an interest in sequential art and literary themes. My work draws on literary subject matters, contains chronological cause and effect, and strongly features protagonists. I am a thematic recycler similar to that described by H. Wozniak (2008) a re-framer of often folkloric motifs - with an aim to renew, revitalises, or debunk, the pre-existing content. Visuality, the auteur interface, and folk narratives are fundamental features in the communication of my aesthetic. How then these aspects function and their importance in terms creating a meta dissonance will be detailed and discussed in the paper, with reference to how such an approach sits within the context of interactive literary art.

    Patricia Tomaszek - 12.08.2011 - 15:59

  8. Is e-literature just one big anti-climax?

    Is e-literature just one big anti-climax?

    Eric Dean Rasmussen - 19.08.2011 - 12:15

  9. Beyond the Book: François Bon and the Digital Transition

    Beyond the Book: François Bon and the Digital Transition

    Eric Dean Rasmussen - 22.08.2011 - 08:21

  10. Involvement, Interruption, and Inevitability: Melancholy as an Aesthetic Principle in Game Narratives

    Although many issues about how we can construct and analyze electronic narrative remain to be settled, it is clear, then, that a central concern will be the ability of these game narratives to create the emotional impact inherent in our involvement in a story. Emotional involvement is especially important for the interactive text because the user must be prompted to act and move through the text to a degree not required by more traditional reading. In this essay, I would like to consider how electronic narratives balance interactivity and emotional force. Doing so means thinking about emotional involvement and its relation to narrative teleology, as well as its tolerance for interruption by everything from writerly asides to interactive play. To investigate this, I will draw not only on hypertext and computer games but also on American metafiction, which I will show confronts the same problems of emotional force within interactive or game-like patterns. (Source: Introduction to the essay)

    Eric Dean Rasmussen - 25.08.2011 - 17:05

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