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  1. Electronic Literature as a Means to Overcome the Supremacy of the Author Function

    In his seminal essay “What Is an Author?” Michel Foucault maintains that we can only accept literary discourses if they carry an author’s name. Every text of poetry or fiction is obliged to state its author, and if, by accident or design, the text is presented anonymously, we can only accept this as a puzzle to be solved, or, one could add, as an exceptional experiment about authorship that is verifying the rule. This was in 1969. In the meantime, a profound change of all forms of social interaction has been taking place. Amongst them are works of electronic literature that use the computer in an aesthetic way to create combinatory, interactive, intermedial and performative art. One could argue, of course, that electronic literature as new media art often only is a proof of a concept addressed to the few tech-savvy select. However, these purportedly avant-garde pieces break the ground for developments that might happen barely noticed, and by this serve an important political, ideological, aesthetic and commercial purpose. Amongst these developments is a change of the seemingly irrevocable rule of the author in literary discourses.

    Hannah Ackermans - 16.11.2015 - 10:07

  2. Locative Audio Play

    The paper describes and reflects upon a research and development project specifically related to a sound installation – Listener (Hoem 2014) – where the purpose has been to examine artistic possibilities when staging an auditive user experience, via micro positioned mobile devices. Listener is augmenting an existing environment, adding a fictional layer, using sound as the only expression. The auditive text is experienced through headphones, connected to a location aware mobile unit, which is positioned by “beacons” (Bluetooth LE transmitters).

    Listener tries to relocate an environment, from Bergen railway station to the Bergen University College’s premises, using sound. To this environment we have added six fictional characters, and the user can listen to these characters’ cell phone calls. The text has to be experienced by moving around, as the sounds corresponds to the user’s position and orientation.

    Hannah Ackermans - 27.11.2015 - 15:25

  3. Fill in the Blanks: Narrative, Digital Work and Intermediality

    Bleeding Through: Layers of Los Angeles 1920 – 1986 is a digital work produced by the Labyrinth Project Research Center of the University of Southern California. Part paper, part DVD-ROM, part real, part fiction, it is based on an unsolved mystery, and unfolds the story of Molly, an Irish immigrant who moved to Los Angeles in 1920. She was at the heart of an investigation in the late 50’s early 60’s as she was the main suspect in the death of her second husband Walt. The project gathers hundreds of different data types like maps, pictures, texts, newspaper articles, books and movies, through which the user navigates in order to ultimately, resolve the crime. But how does the user build an interpretable narrative through this hypermedial database?

    Hannah Ackermans - 28.11.2015 - 13:58