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  1. To Touch

    It may seem paradoxical to create an online work on touching. One cannot touch directly: in this case touching requires a mediating tool such as a mouse, a microphone or a webcam. This touching experience reveals a lot about the way we touch multimedia content on screen, and maybe also about the way we touch people and objects in everyday life. The internet user has access to five scenes (move, caress, hit, spread, blow), plus a sixth one (brush) dissimulated in the interface. She can thus experience various forms and modalities of touching: the erotic gesture of the caress with the mouse; the brutality of the click, like an aggressive stroke; touching as unveiling, staging the ambiguous relation between touching and being touched; touching as a trace that one can leave, as with a finger dipped in paint; and, touching from a distance with the voice, the eyes, or another part of the body. This supposedly immaterial work thus stages an aesthetics of materiality.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Patricia Tomaszek - 17.09.2010 - 22:09

  2. Espen Aarseth

    Prior to coming to ITU in 2003, Aarseth was professor at the Department of Humanistic Informatics at the University of Bergen, which he co-founded in 1996. Co-founder and Editor-in-Chief of Gamestudies.org - the first academic journal of computer game research. Author of Cybertext: Perspectives on Ergodic Literature (Johns Hopkins UP 1997), a comparative media theory of games and other aesthetic forms.

    Patricia Tomaszek - 21.09.2010 - 10:49

  3. Sandy Baldwin

    Sandy Baldwin is Associate Professor of English at the Rochester Institute of Technology. He received his PhD from New York University and is a Fulbright Scholar. His work imagines the future of literary studies in a digital age. 

     (source: Regards Croisés: Perspectives on Digital Literature)

    Eric Dean Rasmussen - 21.09.2010 - 11:04

  4. Steve Tomasula

    Steve Tomasula is the author of the novels The Book of Portraiture (FC2); IN & OZ (University of Chicago Press); VAS: An Opera in Flatland (University of Chicago Press), an acclaimed novel of the biotech revolution; Once Human: Stories, and TOC: A New-Media Novel (FC2/University of Alabama Press).

    Maria Engberg - 21.09.2010 - 11:07

  5. ELMCIP Seminar on Electronic Literature Communities

    The first seminar of the ELMCIP Project was held September 20-21, 2010 in Bergen at Landmark Café at the Kunsthall and the University of Bergen. The seminar focused on how different forms of community, based on local, national, language groups, shared cultural practices and interest in particular literary and artistic genres, form and are sustained, particularly electronic literature communities.The program included a day-long public seminar on September 20th at the Landmark Kunsthall, where participants examined specific cultural traditions in electronic literature, include examples from France, the Netherlands, the Scandinavian countries, the USA, the community of interactive fiction, the Poetry beyond Text project in the UK, and others. Participants also heard from organizers of electronic arts and literary communities in Bergen.That evening the recently released documentary on interactive fiction "Get Lamp" was screened, and the audience had the opportunity to discuss the film with its director, Jason Scott. The public program concluded the following evening with readings and demonstrations of electronic literature.

    Jill Walker Rettberg - 21.09.2010 - 11:21

  6. Markku Eskelinen

    Markku Eskelinen (Ph.D.) is an independent scholar and experimental writer of ergodic prose and critical essays. Excerpts from his first novel were published in The Review of Contemporary Fiction (Summer 1996) according to which he is “easily the most iconoclastic figure on the Finnish literary scene.” Eskelinen is also one of the founding editors of both Game Studies, the international journal of computer game research, and Cybertext Yearbook.

    Maria Engberg - 21.09.2010 - 11:23

  7. Raine Koskimaa

    Raine Koskimaa (b. 1968, Finland), PhD, professor of Digital Culture at the University of Jyvaskyla, Department of Art and Culture Studies. Author of Digital Literature. From Text to Hypertext and Beyond (2000, Doctoral Dissertation Thesis, University of Jyvaskyla). Co-founder and co-editor of the Cybertext Yearbook, established in 2000, available at: http://cybertext.hum.jyu.fi/. Member of the Electronic Literature Organization Literary Advisory Board. Member of the Game StudiesReview Board. Programme Chair for the Digital Arts and Culture 2005 Conference (IT University of Copenhagen, Denmark). Raine Koskimaa works as a professor of digital culture at the Department of Art and Culture Studies. He teaches researches in the fields of digital textuality, programmable media, and game studies. He has published widely around the issues of digital culture, digital literature, hyper and cybertextuality, game studies, reader-response studies, media use, and narratology.

    Maria Engberg - 21.09.2010 - 11:26

  8. Loss of Grasp

    “Loss of Grasp” is an interactive narrative about the notions of grasp and control. What happens when one has the impression of losing control in life, of losing control of his/her own life? Six scenes tell the story of a man that is losing himself. “Loss of Grasp” plays with the grasp and the loss of grasp and invites the reader to experiment with these feelings in an interactive work.

    Serge Bouchardon - 21.09.2010 - 11:28

  9. flâneur - tag the world

    Participatory locative literature project

    Anders Løvlie - 21.09.2010 - 11:28

  10. Book of Shadows

    Interactive audio-visual artwork existing as a CD-ROM (published Ellipsis, London) and a website (1994). Book of Shadows has two components, a traditional book and a cd-rom. The book includes print versions of two works, 'Book of Shadows' and 'The Living Room', and essays covering Simon Biggs' videos (by Steven Bode), installations (Rudolf Frieling), and interactive works (Sean Cubitt). Rich in content and highly interactive, the CD-ROM is a showcase of Biggs' highly regarded interactive art, most of which was originated as large-scale computer-controlled installations. Where the original works reacted to the presence and actions of an audience within a gallery or public space, the user of the CD-ROM interacts through movement of the mouse. The works explore Biggs' preoccupations with metaphysics and identity though a series of compelling and arresting images and animations that are both aesthetically and technically fascinating.

    (Source: Publisher's description)

    Simon Biggs - 21.09.2010 - 11:29

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