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  1. Taper #5: Pent Up

    Each issue of Taper is edited by a collective. Editing and production is done in coordination with The Trope Tank at MIT, a laboratory directed by Bad Quarto proprietor and publisher Nick Montfort. Taper is not officially associated with MIT or hosted on an MIT server, however.

    For the fifth issue, the editorial collective consisted of Kyle Booten, Angela Chang, Leonardo Flores, Judy Heflin, and Milton Läufer. 

    A constraint was established: the core part of each poem—the HTML on the page after the header—could be no more than a tiny 2KB (2048 bytes). Members of the editorial collective recused themselves from discussion of their own submissions. The collective works independently of the publisher to make selections. We thank Sebastian Bartlett for his help in managing the template.

    The work in this fifth issue is written in HTML5, using ES6. It has been tested and found to work properly on current Firefox and Chrome/Chromium browsers across current platforms, as well as on Mac OS X Safari; everything does not work on Edge and iOS Safari.

    Scott Rettberg - 16.10.2020 - 16:10

  2. Interacting with Empathy: Migrant Narrative in the Context of Mobile Apps

    This paper explores two mobile app narratives that deal with the issue of
    perilous irregular migration, Survival (2017, Omnium Lab) and Bury me, my love
    (2017, The Pixel Hunt/Figs/Arte France). This paper explores the way in which
    the mobile app form lends itself to elevation of migrant narratives and explores
    the capacity of such works to generate empathy.

    The paper will analyse the way in which migration and its subjects are treated
    and placed into relation with the notion of the game. The paper will also address
    the comparison between game-style apps and other online modes whereby
    migrant experience is being represented, such as that of humanitarian
    photojournalism and portraiture as it arises in social media apps, such as
    Instagram.

    Scott Rettberg - 20.05.2021 - 11:52

  3. Platforms of contemplation in times of confinement: a philosophicophysiological reflection

    The forced confinement due to the Covid-19 pandemic has been framed as a condition from which to reassess modern life's habits and values, and build upon such reassessment in order to reimagine a more sustainable and equitable future. A ubiquitous feature of such confinement has been the transition from physical/presential modes of expression and interaction to virtual ones, typically supported through electronic platforms. In the current conditions of physical distancing and confinement, electronic-platform culture presents a tension between two opposite but coexisting aspects – isolation and connectedness – both of which it seems to amplify: the former through its implication of physical distance, the latter through its global reach. My poster will offer a reflection on today's recourse to electronic platforms under conditions of physical confinement in light of physiological evidence and philosophical ideas, in particular the work of ancient Chinese thinker Zhuang Zhou's (369-286 BC) emphasis on contemplation as vehicle for the achievement of virtue and wisdom.

    Carlota Salvador Megias - 24.05.2021 - 12:25

  4. The Time Travel Agency's The Algorithm of Donated Dreams

    The Algorithm of Donated Dreams is a sociotechnical artifact and a piece of computational poetry. It is the product of a speculative design experience for the blockchain community DAOstack and the Reshaping Work Barcelona conference in 2019. It is also published in Taper 04 and is live here: https://taper.badquar.to/4/ Guests who participated in its making went through a game of futures to speculate "What if we lived in a society where we donated dreams like we donate blood? And what if those dreams were inserted in an algorithm that made us see we can build that society?". Through our game, guests found challenges in that future society and prototyped solutions first with objects around them and then with language.

    Carlota Salvador Megias - 24.05.2021 - 12:40

  5. Homenaje a Wlademir Dias-Pino: when a digital poem revisits an e-lit antecedent

    In 1956, the Brazilian avant-garde poet Wlademir Dias-Pino published one of his most famous books: A Ave. All copies of this conceptual work were produced in a craft press, and the content and form of the text (a process poem, as Dias-Pino called it) are inextricable from the materiality of the book, composed of superimposed perforated pages of different colors and transparency levels, with printed letters and polygonal lines. Scholars have considered A Ave an analog predecessor of new media poetry, reflecting on the affordances of paper, ink, punch hole, and bookbinding, and their creative use in a book of visual poetry centered on the imagery of birds in flight. Wlademir Dias-Pino also wrote theoretical texts and a manifest that point to the permutational and the procedural nature of poetic language as code. His contributions as an antecedent to Latin-American digital literature still require further investigation, especially because scholars interested in the history of new media poetry in the continent often pay more attention to the Brazilian concrete poets from São Paulo, such as Augusto de Campos, Haroldo de Campos, and Décio Pignatari.

    Carlota Salvador Megias - 24.05.2021 - 12:52

  6. Edge Effects: Queer Virtual Arcades

    What happens at the edges of bordercrossing technologies? Our poster showcases an exploratory, Benjaminian digital experiment that queers the investigation into who and what and how emerging technologies connect with our bodies, lives and desires. This work is part of a larger project investigating tools, platforms and digital strategies that help us to weave together the digital and the analogue, human and machine, and interactivity that moves us beyond linearity to multiplicity, and for ELO we are excited to highlighting our proposed experimental project archive, still in the early stages of development as we are considering multiple platforms and seeking feedback. We’re building a kind of queer digital arcades - both platform and method - weaving together poetry, elit, theory and ephemera to perform an interactive, technoerotic story that troubles the borders between technologies, selves, others and the world. Our goal is to offer de-centred and multiple entry points to explore the increasingly ubiquitous technologies that summon our curiosities, vulnerabilities and penetrability, and implicate our skin, our memories of the basement bar, and our bravery.

    Carlota Salvador Megias - 24.05.2021 - 13:02

  7. Creating and Archiving Electronic Literature During the Pandemic

    The 2020 COVID-19 pandemic has had a considerable impact on the way cultural heritage organisations engage with their audiences. At a time when public exhibitions and events have to be postponed indefinitely or cancelled, many GLAM institutions have chosen to increase their online presence instead, looking at virtual platforms as a means to deliver content, showcase their collections and drive engagement. The British Library Simulator (https://giuliac.itch.io/the-british-library-simulator) is a brief video game created and released in June 2020, as a way to engage with our audience while the physical library buildings were closed. The game, created using the free online game engine Bitsy, allows players to explore a pixelated rendition of some popular areas of the British Library; by moving their avatar and interacting with other characters in the game, players can learn facts about the history of the building and discover some of the projects the library staff have been working on during the pandemic.

    Carlota Salvador Megias - 24.05.2021 - 13:14

  8. "Thin Spaces:" Using Twine for Storytelling and Catharsis

    For individuals who have suffered from abuse, working with hyperlink texts can, but does not necessarily, provide an opportunity to unpack trauma and experience catharsis. As a disclaimer, this should only be done with the support of a counselor as this sort of writing can also result in becoming retraumatized. “Thin Spaces” is a hyperlink text that introduces interactors to a narrator reliving her experiences of being in an abusive marriage and her subsequent PTSD. Through presenting this autobiographical IDN, the hope is to shed light on abuse cycles and demonstrate one way that they can be broken. “Thin Spaces” weaves through two timelines: a personal timeline of key moments surrounding the abuse and a genealogical timeline consisting of historical documents and family stories of the narrator’s ancestors. The blending of personal experience and genealogy shows that abuse can span generations. The initial framework of the story forms a cycle that culminates in a therapy session. This lexia’s single hyperlink takes readers back to an earlier lexia in the story.

    Carlota Salvador Megias - 24.05.2021 - 13:22

  9. Generated Texts: Reading Strategy and Interpretational Options

    The paper is devoted to the reading and critical reflection of the generated electronic literary texts. From the structural point of view all textones of generated texts can be divided into standard schemes or patterns (word combinations or the whole sentences that are switched according to the software algorithms). Authors use these schemes to make generated texts close to the natural human language. If we look closer, for example, at generative elit works, most of their verbal patterns look like meaningful expressions. But what makes them meaningful and what kind of meaning can readers get from these patterns? Is it possible to catch the esthetic idea of the whole generated work analyzing these verbal patterns? One of the strategies to reveal the author’s aesthetic concept of the generated work is to identify the key words grid of the separate textone as well as of the whole work. The key words grid allows to catch the thematic dominant and then move to the interpretive strategies of the whole literary work.

    (Source: the work itself)

    Lene Tøftestuen - 24.05.2021 - 17:01

  10. The Paradox of Electronic Literature in the Classroom: The Challenges for New Literacy Practices within the Platformized School

    Reviewing the history of computing, the educational potential of new ways of knowledge representation and new literary affordances have sparked many influential ideas and reform efforts, spanning from “frantic systems” (Nelson, 1970) to constructionist discovery learning (Papert, 1993) to the reconfiguration of literary education (Landow, 2006, ch. 7). Yet, the current usages of electronic literature in education arguably fall behind those early anticipations. Therefore, this paper explores the wider educational and social entanglements that withhold electronic literature from entering classrooms in the context of current technology transformations. Considering the recent pandemicrelated global upsurge of the digitalization of educational systems, the mere lack of supply of digital devices and equipment will cease to be the main obstacle for the adoption of electronic literature in K12 classrooms. Nonetheless, the question shifts to what imaginaries and discourses shape (and limit) the use of new digital literary affordances. Reviewing current trends, three issues are identified.

    Lene Tøftestuen - 24.05.2021 - 17:07

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