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  1. Canon Goes Mobile: Ludosemiotics of Remediation

    Modern forms of literature frequently question our reading habits, and provoke us to re-define the act of reading and the book form. The “magic” of the book, described by Bezos as its ability to be an invisible device that disappears in the reader’s hands, permitting them to enter a story-world, is nowadays replaced by the “real magic” of non-invisible interfaces. The latest manifestations of these interfaces invite us to do things we usually do not do while reading: to touch, to shout, or to shake the device. In the other words, our reading becomes a very sensual and corporeal action and our “reading behaviour” is important for discovering the meaning of the work. That’s why we need a revision of poetics (Simanowski 2009), like Bouchardon’s theory of gestural manipulation as a literary figure (2014). 

    Scott Rettberg - 29.08.2018 - 14:56

  2. Towards the study of the literary phenomenon in digital media

    Literature created in digital media exists in a realm whose borders may be changing, malleable, or nonexistent. In this realm, where anything may happen, traditional theories are insufficient to understand the literary phenomenon in non-print platforms. Electronic literature demands an analysis that matches its nature, which does not necessarily coincide with existing theory, since electronic literature exists to be consumed through technologies which have been available just recently and which, by transforming the ways we read and write, challenge the canon of literary form, and establishing a new paradigm for text creation and reading. According to Roger Chartier, “The electronic text revolution is at once a revolution in the technology of the production and reproduction of texts, a revolution in the medium of writing and a revolution in reading practices.” (“Readers and readings in the Electronic Age”) as a corollary, this revolution implies also a new way of approaching the literary phenomenon from a critical perspective.

    Linn Heidi Stokkedal - 29.08.2018 - 15:13

  3. Two Dimensions for classifying interactive digital narratives

    In this paper, I introduce two dimensions for classifying interactive digital narratives to allow comparisons between works in different traditions with the aim to improve the dialogue across these divides. Electronic literature and other forms of interactive digital narratives exist in many forms, amongst them Interactive Fiction (IF), hypertext fiction (HF), narrative-focused video games, interactive documentaries, art installations and VR/AR works. Between these different forms, underlying models, artistic approaches and descriptive vocabulary differ considerably. I propose to map different works and positions along the dimensions of narrative status and player/interactor role. These two dimensions enable comparisons and are a stepping stone towards a more developed analytical matrix in the future

    Linn Heidi Stokkedal - 29.08.2018 - 15:20

  4. Video Poetry by Mohamed Habibi: Report from Dubai

    The first ever conference focusing on Arab electronic literature was held last February in Dubai, United Arab Emirates. Until this conference, little was know of efforts in the Arab world to create and share electronic literature. This presentation introduces one author, Mohamed Habibi, and some of his works of video poetry, that, as argued here, are grounded more in sound than vision.

    (Source: Author's abstract from ELO 2018 conference site)

    Miriam Takvam - 29.08.2018 - 15:29

  5. A framework for developing multi-modal media-spaces using AI techniques

    The act of integrating physical, virtual and textual conceptual spaces to create a unified new media artifact can be challenging. In our work we embrace a constant state of reconceptualization, as we transition between physical aspects of a performance and AI based manipulations that are both visual (art abstraction) and semantic. In these experiments the AI system works with meaning in terms of semantic keywords about the emotions and descriptions of a work. To fully explore the capabilities of these new immersive, virtual and semantic technologies, we can no longer rely on traditional creation, editing and production techniques, but must develop new practices and styles. We propose a new framework for creating what we refer to as ‘multimodal media-spaces.’ These media-spaces include interactive and video-based work that seek to combine physical, virtual and textual entities. This paper details our framework and its uses in several juried multimedia pieces. In our work we use 360 VR and multi-camera filming, movement performance from amateur and professionals, distortions of space and time using AI cinematic projections.

    Jane Lausten - 29.08.2018 - 15:30

  6. eLITE-CM Project: Developing enriching interactivity in children digitized literature and e-lit

    The market, the academia, parents and even pediatricians have witnessed the growing avalanche of digital products aimed at appeasing adults’ anxieties regarding the education of future generations, of children who have already fallen prey to the fascination of the screens. Among this offer overdose, it is difficult to elucidate which products are actually fulfilling their promises and which are dull, ineffective or even aggravating the evils they are supposedly counteracting. 

    This presentation will address some of the concerns regarding the future of reading education by focusing on the study of two bilingual works: an enriched digitized edition of an old children story and a piece of interactive fiction. Each textual modality requires different strategies to produce engaging forms of interactivity, though in both cases the pedagogical intention is the same: to promote the pleasure of reading. 

    Jana Jankovska - 29.08.2018 - 15:31

  7. Rethinking Contemporaneity: incoherent, uncertain and speculating about Electronic Literature

    The paradigm of the contemporary has become a vertebral concept to understand what is happening with the relationships between sound/image/text in space/time of emerging contemporary artistic practices like Electronic Literature. It is important to ask the question; why within these practices such concepts can coexist without any problem; and because when they are theorized, they have to be fragmented? 

    This is the origin of a whole series of transformations in the ways of production and how the knowledge given to explain contemporaneity is questioned. Questioning what has been given us includes a complex, non-linear, chaotic, uncertain and, above all, speculative web. 

    The objective of this paper is to find arguments that allow us to understand why artistic practices like Electronic Literature accepts coexistence of concepts like sound/image/text; while theorization is a battlefield that defends the interests of its object of study as a paranoid legitimizing state that decides what we should think as contemporary and what is not. 

    Linn Heidi Stokkedal - 29.08.2018 - 15:34

  8. Ludology, Narratology, and the Representation of Women in Visual Novels

    My paper explores the genre of visual novels, a form of digital interactive fiction popularized in Japan. As very little academic work has been undertaken on visual novels thus far, I explore several different methods for analyzing them, and consider what other scholars may find useful and interesting about them in the future. 

    Linn Heidi Stokkedal - 05.09.2018 - 14:54

  9. Harlowe-quin Romance: Subversive Play at Love (and Sex) with Twine

    model that its own authors rebelled against: “Harlequin thought of everything--except the readers, the authors, and the creative freedom which has traditionally been the cornerstone of literature in Western culture. This publishing giant molded romantic aspirations into super-rationalist forms of communication, the very antithesis of the readers' desires” (“Romance in the Age of Electronics: Harlequin Enterprises,” Feminist Studies 11.1, 54). This description of “molded” aspirations is not so different from the genre molds that dominate the landscape of mainstream gaming: the engines powering franchises place the same inescapable stamp as the Harlequin formula. Romance novels themselves have transformed in the wake of the “e-zines, chat rooms, and bulletin boards” (and their descendants) bringing authors and fans into direct dialogue (Rosalind Gill and Elena Herdieckerhoff, “Rewriting the romance: new femininities in chick lit?” Feminist Media Studies 6.4, 2006).

    Amirah Mahomed - 05.09.2018 - 15:02

  10. Minding the Gap for Online Book Illustrations

    Illustrations play a pivotal role in the culture of the book, which is shifting with the mass digitization of images and entire books in our digital age. For those who study and teach with book illustrations from the Renaissance to the early twenty-century, browsing for this type of visual primary source presents contextual difficulties. Problems range from the misattribution of illustrations to the inability to use the images altogether. 

    (Source: Author's description from ELO 2018 site: https://sites.grenadine.uqam.ca/sites/nt2/en/elo2018/schedule/1234/Minding+the+Gap+for+Online+Book+Illustrations)

    Linn Heidi Stokkedal - 05.09.2018 - 15:03

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