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  1. Present and Future of Digital Ecology: Performance of Digital Poetry in the Transitional Phases

    Present and Future of Digital Ecology: Performance of Digital Poetry in the Transitional Phases

    Shanmuga Priya - 28.08.2017 - 09:46

  2. Renderings: Translating literary works in the digital age

    The point of departure for this article is the Renderings project (http://trope-tank.mit.edu/renderings/) established in 2014 and developed at the Massachusetts Institute of Technology in a laboratory called the Trope Tank. The goal of the project is to translate highly computational and otherwise unusual digital literature into English. Translating digital works that are implemented as computer programs presents new challenges that go beyond the already difficult ones tackled by translators of more typical forms of literature. It is a type of translation akin to the translation of experimental, conceptual, or constrained works. It is not unusual for this task to require the translator or translators to reinvent the work in a new linguistic and cultural context, and sometimes also to port the original program to another programming language.

    Piotr Marecki - 27.04.2018 - 10:42

  3. Conditions of Presence: Topological Complementarities in The Silent History

    As everyday network communication practices and habits of media consumption adapt to digital media technologies, creators of narrative fictions must meet the emerging expectations of readers and design digital fictions to invite and integrate opportunities for participation. Yet as additive and emergent participation processes are incorporated into digital fictions, it becomes increasingly important to strike a balance between authorial agency and user-generated content, between the core creative vision of cultural creators and the contributions of casual participants. 

     

    dmeurer - 15.06.2018 - 20:34

  4. Space across Narrative Media: Towards an Archaeology of Narratology

    This essay describes the way that digital narratives (both commercial video games and electronic literature) create two kinds of space: a primary storytelling space in which gameplay or reading occurs, and an orientating space through which those primary spaces are encountered. This orienting space might include a larger narrative world, a menu from which game options can be chosen, or some expressive frame for our reading and play. This essay examines space in narrative theory—especially the work of Ruth Ronen, Gabriel Zoran, David Herman, and Mikhail Bakhtin—in search of a theory able to accommodate this orienting space. After an analysis of the challenges of accounting for intentionally bounded or limited narrative space in these theories, this essay turns to Bakhtin’s under-appreciated distinction between the view from inside and outside of the chronotope, which offers an account of what it would mean to occupy such an orienting space. This essay concludes by arguing that the methodology adopted here can have a wider application.

    Daniel Punday - 13.08.2018 - 20:25

  5. Digital Hermeneutics as Media Literacy: Teaching the Red Pill across Horizons

    Digital Hermeneutics as Media Literacy: Teaching the Red Pill across Horizons

    Hannah Ackermans - 07.09.2020 - 14:14

  6. The Computer as Improviser: Computational Text-Generation in Electronic Literature

    The Computer as Improviser: Computational Text-Generation in Electronic Literature

    Hazel Smith - 23.08.2021 - 07:48