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  1. Stitching Together Narrative, Sexuality, Self: Shelley Jackson's Patchwork Girl

    Landow, who praises Patchwork Girl as "the finest hypertext fiction thus far to have appeared," appreciates Jackson's mastery of hypertextual collage, which reveals, he suggests, how analogous techniques are at play when we conceptualize our gendered identities.   (Source: Eric Dean Rasmussen)

    Eric Dean Rasmussen - 11.03.2011 - 16:11

  2. Developing an Identity for the Field of Electronic Literature: Reflections on the Electronic Literature Organization Archives

    The Electronic Literature Organization (ELO) was founded as a literary nonprofit organization in 1999 after the Technology Platforms for 21st Century Literature conference at Brown University. Along with Jeff Ballowe and Robert Coover, I was a co-founder of the ELO, and served as its first Executive Director from 1999-2001, and have served on its board of directors in the years since then. Today it is one of the most active organizations in the field of electronic literature, central to the practice of e-lit in the United States and its establishment as an academic discipline. This essay briefly outlines the early history of the organization, the ways that the mission, profile, and the focus of the organization evolved and changed in its first decade, and offers some tentative insights into the ways that an institutionally structured community can facilitate network-mediated art practice.

    Eric Dean Rasmussen - 23.03.2012 - 07:30

  3. Introduction [to New Narratives: Stories and Storytelling in the Digital Age]

    Editors' introduction to a collection of essays on digital narratology. 

    Eric Dean Rasmussen - 10.05.2012 - 13:26

  4. Sámi literature in the age of digitalization and globalization

    This paper is concerned with the adaptation of Sámi narratives to new media. Sámi literature has proved its power of adjustment in the past, and the emergence of new forms of literature and texts in different shapes and genres that we witness today, indicates that this strength has not faded. Sámi literature finds its roots and inspiration in oral tradition. The first Sámi writers were storytellers who established a transition from oral to written literature. Recently, examples of adaptation to audio-visual genres and Internet have multiplied, motivated by the contemporary sociopolitical context for minorities and minority languages in Sweden. From a historical perspective, Sámi literature has undergone an adaptation from an oral to a written medium. Today, the spoken word, sound and visual effects meet again in new media. The transition from a narrative told orally as a performance to an audiovisual medium entails an adaptation not only to a new medium, but also to a new audience, and a new context. In this paper, I investigate how Sámi literature and folklore emerge in new media, more specifically television and Internet.

    Jill Walker Rettberg - 18.06.2012 - 11:00

  5. Mimesis: An Integrated Social Networking Application and Computer Game for Exploring Social Discrimination

    Game characters and social networking profiles potentially can be used to help people better
    understand others’ experiences. However, merely customizing graphical representations and text
    fields is insufficient to convey actual identity experiences. As a step toward conveying richer
    identity experiences, we implemented an interactive narrative game for iOS called Mimesis to
    allow players to explore identity phenomena associated with discrimination. Mimesis is an
    outcome of the NSF-supported Advanced Identity Representation (AIR) Project (Harrell,
    Principal Investigator) to develop new computational identity technologies informed by theories
    of cognitive categorization and social classification. An ICE Lab interactive narrative platform
    called GeNIE is used to implement the game. We propose to present and discuss Mimesis.

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

    Eric Dean Rasmussen - 20.06.2012 - 15:10

  6. Auto/onto-poiesis

    The focus of many of my generative poetic artworks is identity. These works address this theme through the use of interactive systems, where the relationship between the viewer and the artwork is explicit and active. This act of interaction functions to raise questions concerning being and, through the process of communication, the linguistic foundations of identity.

    Luciana Gattass - 07.12.2012 - 11:24

  7. Mapping a Web of Words

    An amalgamation of a series of lectures presented at Acadia University, Dalhousie Art Gallery and the Nova Scotia College of Art and Design, tracing the influence and use of maps in the web-based works of J. R. Carpenter.

    J. R. Carpenter - 28.09.2013 - 16:03

  8. A Handmade Web

    I made my first web-based art work in 1995. It’s still online, it still works. The internet has changed a lot since then, but the DIY aesthetics and practices of that era have by no means disappeared. In today’s highly commercialised web of proprietary applications, Content Management Systems, WYSIWYG editors, and digital publishers, it becomes an increasingly radical act to hand-code and self-publish experimental web art and writing projects. Drawing upon Olia Lialina’s essay “A Vernacular Web” (2010), this paper makes correlations between the early ‘amateur’ web and today’s maker and open source movements. Examples of the persistence of Web 1.0 are presented, from the massive Ubu Web site which its founder boasts, ‘is still hand-coded in html 1.0 in bbedit, from templates made in 1996,’ to the tiny anti-social network TILDE.CLUB, where small experimental websites are hosted on one ‘totally standard unix computer.’ In addition to the slow writing of the web through hand coding, the practice of appropriating existing source code is discussed in relation to Nick Montfort’s Taroko Gorge (2008), which has been remixed dozens of times.

    J. R. Carpenter - 10.05.2015 - 12:21

  9. Toward Understanding Real-World Social Impacts of Avatars

    Many digital narratives feature avatars onto which we project our agency, aspirations, and biases – consciously and unconsciously. This paper presents two projects towards understanding why we construct the avatars that we do and how these avatars impact us. The upshot is that electronic literature authors should take constructing avatars in digital systems seriously since they can potentially reinforce real-world stereotypes.

    The first project consists of a system called AIRvatar (named for the Advanced Identity Representation), which is an avatar constructor for collecting analytical data such as mouse-click events and the amount of time spent in the different parts of the menu.

    Hannah Ackermans - 27.11.2015 - 15:05

  10. Digital Games: The New Frontier of Postmodern Detective Fiction

    The tropes of the detective genre have been challenged, subverted, re-appropriated by authors such as Jorge Luis Borges, Robert Coover, Thomas Pynchon, or Paul Auster, establishing what could be considered a new strain of postmodern detective fiction. In these stories, solving the case is not central to the story, and what the detective searches transforms or is derailed by becoming a discovery of something completely different. In some cases, the detective, along with the reader, explores an encyclopedic space in such a way that these stories have already been connected to hypertextual literature (Rosello 1994).

    Hannah Ackermans - 27.11.2015 - 15:09

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