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  1. Electronic Literature as a Model of Creativity and Innovation in Practice: A Report from the HERA Joint Research Project

    The ELMCIP final report, including reflective essays by each of the principal investigators of the Electronic Literature as a Model of Creativity and Innovation in Practice project, based on their individual projects within the collaborative research project.

    The book is available for purchase on West Virginia University Press webpage as well as several online bookshops.

    Scott Rettberg - 17.10.2013 - 14:23

  2. Electronic Literature as a Model of Creativity and Innovation in Practice: A Report from the HERA Joint Research Project (PDF e-book)

    The ELMCIP final report, including reflective essays by each of the principal investigators of the Electronic Literature as a Model of Creativity and Innovation in Practice project, based on their individual projects within the collaborative research project.

    Scott Rettberg - 17.10.2013 - 14:26

  3. Electronic Literature as a Model of Creativity and Innovation in Practice: A Report from the HERA Joint Research Project (e-Pub)

    The ELMCIP final report, including reflective essays by each of the principal investigators of the Electronic Literature as a Model of Creativity and Innovation in Practice project, based on their individual projects within the collaborative research project.

    Forthcoming Winter 2013.

    Scott Rettberg - 17.10.2013 - 14:30

  4. The Digital Subject: Questioning Hypermnesia

    The Digital Subject: Questioning Hypermnesia

    Scott Rettberg - 22.10.2013 - 13:45

  5. Human Computation in Electronic Literature

    This chapter situates and considers several different facets of human computation in electronic literature and digital art. Electronic literature encompasses works in literary forms that are particular to the computer or the network context. Human computation is examined as an element of the development of collective narratives online, in which different roles are defined in architectures of participation. The form, structure, and common features of notable human-computation based artworks are identified. The human computation processes of collectively written and internet-harvested haiku generators are contrasted with each other to reveal their different models of situating the relationship between computational process and human authorship. Literary meta-critiques of human computation technologies such as Google’s machine reading of Gmail and reCAPTCHA’s use of human language recognition are discussed as electronic literature is positioned in a critical, if symbiotic, relationship to human computation.

    (Source: Author's abstract)

    Scott Rettberg - 22.10.2013 - 14:06

  6. Don't Lurk Too Long: Art and Creativity in a Digital Community

    Don't Lurk Too Long: Art and Creativity in a Digital Community

    Scott Rettberg - 04.11.2013 - 13:26

  7. Remediating LidantJU fAram

    Remediating LidantJU fAram

    Jill Walker Rettberg - 12.01.2014 - 20:49

  8. J.R. Carpenter: Object-Oriented Interview by Andrea Zeffiro

    November 2013 marked twenty years since artist, writer, performer, and researcher J. R. Carpenter first began using the internet as a medium for the creation and dissemination of experimental texts. This interview examines the material, formal, and textual traces of a number of pre-web media – including the LED scrolling sign, the slide projector, and the photocopy machine – which continue to pervade Carpenter’s digital work today.

    J. R. Carpenter - 17.01.2014 - 12:58

  9. Analyzing Digital Fiction

    Analyzing Digital Fiction offers a collection of pioneering analyses based on replicable methodological frameworks. It offers analyses of digital works that have so far received little or no analytical attention and profiles replicable methodologies which can be used in the analyses of other digital fictions. Chapters include analyses of hypertext fiction, Flash fiction, Twitter fiction and videogames with approaches taken from narratology, stylistics, semiotics and ludology. Essays propose ways in which digital environments can expand, challenge and test the limits of literary theories which have, until recently, predominantly been based on models and analyses of print texts.

    Chapters:

    1.Introduction: From Theorizing to Analyzing Digital Fiction Alice Bell, Astrid Ensslin and Hans Kristian Rustad

    Section 1: Narratological Approaches

    2. Media-Specific Metalepsis in 10:01 Alice Bell

    3.Digital Fiction and Worlds of Perspective David Ciccoricco

    4. Seeing into the Worlds of Digital Fiction Daniel Punday

    Section 2: Social Media and Ludological Approaches

    Alice Bell - 06.05.2014 - 12:45

  10. The Postulate to Hyperdescribe the World: Film Poems by Katarzyna Gie łż y ń ska

    The film-poem emerges from the crossroads of literature, film and animation. Giełżyńska's works appear as ironic, personal, cross-medial statements. The Polish author sets herself an ambitious task: "to play at the world's own game" by describing it in a fast-paced, polimedial, synesthetic way. Resembling "animated posters", the film-poems reflect the condition of the contemporary artist and her cultural, linguistic and technological context and try to redefine the answers to the old question: how to describe the world? who is the author? what is the difference between the human and non-human? The message carried by the film-poems is quite universal, if not global, hence the decision to translate them into English

    (Source: ELO 2014 conference.)

    Scott Rettberg - 19.06.2014 - 03:28

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