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  1. Aspects of Experiencing Poetry in Digital Media

    Digital poetry uses both the machine and natural language, therefore the experience of digital poetry always lives on the borders of artifice and art or appearance and essence, where the borders fades. The essay searches for a native experience of poetry within digital media which is not a translation, representation or Ecphrasis of an existing piece of poetry by focusing on inter-activity and programming that make the poet-programmer and reader-player to meet and be involved in a poem; The essay tries to reveal the limitations of the machine language in creating a digital poem by concentrating on the syntax as an open-source consciousness of the natural language and the non-open-source nature of operating systems and compilers in the instant of writing poetry as the consciousness of the machine.

    Patricia Tomaszek - 12.01.2011 - 17:21

  2. Writing the Web with RiTa and Javascript

    This workshop presented a hands-on introduction to the RiTa.js toolkit
    It is a toolkit for digital literature designed to work natively
    in web browsers.

    RiTa.js is an easy-to-use natural language library that provides simple
    procedural tools for experimenting with digital literature. The philosophy behind
    the toolkit is to be as simple and intuitive as possible, while still providing
    adequate flexibility for more advanced users. RiTa.js is written in 100%
    JavaScript and runs natively in popular web browsers. It is both free and opensource.

    (Source: Author's abstract, 2012 ELO Conference site)

    Eric Dean Rasmussen - 14.06.2012 - 14:32

  3. Shakespeare in Simlish? Responsive Systems and Literary Language

    There is a moment that can happen when reading/playing an interactive fiction. The system just presented some text, perhaps quite engaging or even beautiful. And then one tries to reply, using some of the same language, only to receive an error. The underlying system doesn't can't hear the language with which it speaks. The language it displays is written ahead of time, while the language it receives must be parsed and acted upon at runtime.

    There is something uneasy about this disjuncture, and one response is to try to avoid all such problems. Will Wright's Sims speak only in gibberish sounds and visual icons, so that the surface representation of language matches the very simple internal representation of what they can discuss. Chris Crawford currently plans for his new storytelling system to avoid the construction of English-like sentences found in Storytron — instead moving to an icon language intended to help players better understand the internal representations (much more complex than those in The Sims) on which his story system will operate.

    Eric Dean Rasmussen - 22.06.2012 - 16:55