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  1. Golpe de gracia and the Latin American Electronic Literature

    Golpe de Gracia by Jaime Alejandro Rodríguez Ruiz is a landmark of Latin American electronic literature. There is no other digital narrative in Spanish that compares in craftsmanship or creativity to Golpe de Gracia. In contrast with other Latin American digital pieces, Golpe de Gracia departs from the premise that this narrative is digital and as such should take advantage of a variety of tools to bring to the fore the most relevant aspects of this piece. In Golpe de Gracia Rodríguez Ruiz challenges the reader/participant to traverse a series of layers to decode the meaning behind a series of intertwined stories and metaphors. To accomplish this goal, Rodríguez Ruiz has incorporated games, animations, a wiki, a blog and a sophisticated layer of narratives. In this presentation I will critically analyze Golpe de Gracia taking into consideration the information systems framework presented by the panel “Rereading E-Lit as Information Systems” in the 2007 ELO conference.

    Audun Andreassen - 14.03.2013 - 15:35

  2. The Heuristic Value of Electronic Literature

    What makes electronic literature interesting for researchers?
    Maybe not its artistic and literary value, but rather its heuristic value.
    Indeed electronic literature not only permits previous media to be reexamined (paper for instance), but it also allows several well-established notions to be questioned (cf. figure above) such as:
    - narrative in narratology;
    - text in linguistics and semiotics;
    - figure in rhetorics;
    - materiality in aesthetics;
    - grasp in anthropology;
    - memory in archivistics;
    - literariness in literary studies…

    Exploiting the heuristic value of electronic literature has two consequences:
    - an evolution of some notions in certain scientific disciplines, and maybe of the disciplines themselves;
    - a revealing effect regarding both digital technology and interactive and multimedia writing.

    Audun Andreassen - 14.03.2013 - 15:51

  3. Cyborg Tactics and Perilous Hermeneutics in Lexia to Perplexia Shifts in materiality across space.

    Cyborg Tactics and Perilous Hermeneutics in Lexia to Perplexia Shifts in materiality across space¬—from monitor to cell phone screen, from private bedroom to public bus—alter experience and sway meaning. But time also entails an expectation of change that sometimes never comes: works of electronic literature often go without the steady updates to security, appearance, and functionality that corporate software enjoys, turning into strange ruins that, if not broken, carry that possibility. Eight years after the publication of Katherine Hayles’s Writing Machines, my paper returns to one of the book’s case studies, Talan Memmott’s Lexia to Perplexia, with the goal of investigating the effects of the passing years on the hermeneutics instilled in the user by the text. Focusing on the instability that time and software evolutions have sown, I argue that in this uncertain environment, the recourse of the user is a heightened emphasis on investigation, experimentation, and attempted recovery. With these motivations in mind, I turn to various palimpsests in the text, features of Lexia that straddle the divide between the literary technique and the glitch.

    Audun Andreassen - 20.03.2013 - 09:24

  4. Internet Literature in China: A New Literary Revolution?

    During the past 10 years, the success of Internet literature has become the most attractive phenomenon in contemporary Chinese literature. Internet literature has not only attracted millions of readers, it has also gained commercial success. How can we understand the combination of computer and Internet as a kind of global technology, and the literature, as the local and the national representation, in China? In order to answer this important question, my paper will begin with a discussion of the rising young and famous Internet literature writers. The Internet not only provides a new world of cyberspace to young people to express their feelings and lives in a new age, it has also created new possibilities for the refashioning of literature in contemporary China. By following the successful stories of Internet literature writers, we will find that Internet literature, as a kind of new folk disourse, creates a new discursive space and constructs a kind of virtual identity. Such an attempt, generally called "the spirit of new folk literature" in the cyberspace, counters the elite discourse of Chinese traditional literature.

    Audun Andreassen - 20.03.2013 - 09:47

  5. Reclaiming the 'Golden Age': The Second Person in Digital Fiction

    Since the demise of the 'Golden Age' of literary hypertext (Coover 1999) and the theoretical debates surrounding online and offline electronic literature that followed in its wake, the study of digital fiction in particular has undergone a significant paradigm shift. Recent research has moved from a 'first-wave' of pure theoretical debate to a 'second-wave' of close stylistic and semiotic analysis. While the theoretical intricacies of second-wave digital fiction theory have been well debated (e.g. Ciccoricco 2007, Ensslin 2007, Ensslin and Bell 2007, Bell 2010 forthcoming), the discipline and practice of close-reading digital fiction require a more systematic engagement and understanding than offered by previous scholarship.

    Audun Andreassen - 20.03.2013 - 10:12

  6. Mobile Tagging as Tools to create Mixed Reality in eLit

    The objective of this paper is to describe the potentialities of Mobile Tagging as a tool for increasing and spreading the effects of Mixed Realities in Electronic Literature. In this sense, we will start introducing the main concepts and some examples of Mixed Realities followed by the concepts and examples of Mobile Tagging, showing that they are connected and benefit each other and can benefit eLit as well. Mixed Reality (or MR) refers to the fusion of the physical and virtual worlds to produce new environments and visualizations where physical and digital objects co-­‐exist and interact in real time. On the other hand, mobile tagging is the process of reading a 2D barcode using a mobile device camera. Allowing the encryption of URLs in the barcodes, the mobile tagging can add a digital and/or online layer to any physical object, providing so several levels of mixed realities related to that object. Although Mixed Realities technologies have already existed for decades, in the past they were very expensive. Recently, mobile devices have also become tools for mixed realities.

    Audun Andreassen - 03.04.2013 - 10:07

  7. Archiving Electronic Literature and Poetry: Problems, Tendencies, Perspectives

    Electronic literature and E-Poetry is updated, interactive, subjective and well networked. But how durable is it? How long do texts published on web pages remain readable? It seems ironic that the transient character of the internet is attached to a medium that seems to be very suitable for documentation and archiving. All information is automatically digitally recorded and processed. This enables digital storage and retrieval as well as mirroring on different servers. There already exist a number of (often private) archive platforms that should be systematically supplemented by extensive archiving by national libraries. And still each website only remains available on the internet at its original address for less than 100 days on average. Afterwards it moves or is erased completely. This is of course also the case for Net literature. Projects can furthermore no longer be playable because their contents required plugins that are outdated; or they are only optimized for certain, old browser versions and no longer work on newer browsers.

    Audun Andreassen - 03.04.2013 - 10:28

  8. What Is at Work in a Work of Digital Literature?

    This proposal is for a panel presentation. In keeping with the themes of Archive and Innovate, this panel will look at structures and decoding with respect to the practice of preserving electronic fiction and poetry. A finished electronic piece is the end result of various decisions about technology and the coding that accompanies this production. In some cases the reading of a piece partially decodes the assemblage; in other works, the coding structure remains hidden. The members of this panel will look at both phenomena as an aspect of investigating works of digital literature. Members will include Marjorie C. Luesebrink/M.D. Coverley (chair), Stephanie Strickland, John Zuern, and Mark Marino.

    Audun Andreassen - 03.04.2013 - 15:19

  9. Creating: Adventure in Style and The Marble Index in Curveship

    I describe the process of writing and programming the first two full-scale interactive fiction pieces in the new system I have been developing, Curveship. These two pieces, Adventure in Style and The Marble Index, are meant, in part, to serve as examples for authors using this system. More importantly, though, they are initial explorations of the potential of Curveship and of the automation of narrative variation. They were also undertaken to help provide concrete system-building guidance as development of Curveship progressed toward a release. Adventure in Style is a port of the first interactive fiction, the 1976 Adventure by Will Crowther and Don Woods, which adds parametric variations in style that are inspired by Raymond Queneau's Exercises in Style. The Marble Index simulates the experiences of a woman who, strangely disjointed in time and reality, finds herself visiting ordinary moments in the late twentieth century; the narration accentuates this character's disorientation and contributes to the literary effect of incidents.

    Audun Andreassen - 03.04.2013 - 15:56

  10. E-lit context as Records Continuum: the “lost” Michael Joyce’s Afternoon Italian edition and the archival perspective

    Devoted to the study and retrieval of those artifacts of the past for which a disruption in the continuity of preservation occurred, archaeological sciences operate with – and against – historical and cultural fractures. Likewise, computer forensics provides assistance whenever a need to recover data in the event of a hardware or software failure occurs. The textual shifting from page to screen experienced in the past twenty years represented both a cultural fracture (a call for paradigmatic changes in preservation which archival sciences themselves were not prepared for) and an opportunity to test computer forensics practices on text-based digital artifacts (software and hardware failures being named, in this case, “obsolescence”). Our paper draws attention to the fact that both digital archaeology and computer forensics, however, no matter how useful in shaping the current preservation practices and methodologies adopted by scholarly communities operating in the digital field, cannot replace or do without the extensive scholarship developed in disciplines that have traditionally dealt with textual preservation in situations of cultural continuity.

    Audun Andreassen - 03.04.2013 - 16:07

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