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  1. The International Interactive Fiction Community

    In this talk, I describe some details of how these communities have functioned over the years: What forums, chat systems, publications, competitions, directories, archives, and other sorts of institutions and traditions are used to build new aesthetic appreciations of IF, to enable people to learn more about programming, design, and writing, and to to connect IF authors and players. My analysis, which draws on my experience as a member of “the IF community” while also considering online artifacts and discourses could be helpful in other electronic literature communities. It will also consider how existing community activity could help to connect IF more effictively with poets, fiction writers, artists, and and others who work in creative computing.

    Patricia Tomaszek - 15.10.2010 - 16:51

  2. The Effects of Software on the Digital Creative Process

    The Effects of Software on the Digital Creative Process

    Scott Rettberg - 06.10.2011 - 14:09

  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. Interview with Dene Grigar

    In this interview Dene Grigar tells about her approach to electronic literature in the early 1990s and about her work as curator for the exhibit "Electronic Literature and Its Emerging Forms" in 2015. She goes on describing some distinguishing features of electronic literature and explaining her 'conceptual shift' on regard to the way of working with computers. Finally she suggests some methods of analysis for the understanding of electronic literature for both academic scholars and mainstream audience.

    Patricia Tomaszek - 28.06.2013 - 00:00

  5. Data Visualization Poetics

    In the field of networks and big data, data visualization has become very popular in recent years. Scientists, artists, and software designers are working collaboratively using elaborate ways to communicate data, and visual design is playing a substantial role by making the language of science more accessible and comprehensible, through visualisations, in the form of infographics, sculptural objects, installations, sonifications and applications. But why this current outburst? Is it because of the availability of open data? The approachability of visual design? The need for new analytic methodologies in the digital humanities? Or, the fact that it is part of our collective consciousness?

    This paper deals with the above questions and has evolved, as a practice-based research, in conjunction with the practical part, a mobile application designed to run on an iPad2 / iPad mini or later models. This work was created specifically for the SILT exhibition, hosted in Hamburg, Germany in June 2014.

    Hannah Ackermans - 16.11.2015 - 09:50

  6. Too Many Notes: Computers, Complexity and Culture in Voyager

    The author discusses his computer music composition, Voyager, which employs a computer-driven, interactive “virtual improvising orchestra” that analyzes an improvisor’s performance in real time, generating both complex responses to the musician’s playing and independent behavior arising from the program’s own internal processes. The author contends that notions about the nature and function of music are embedded in the structure of software-based music systems and that interactions with these systems tend to reveal characteristics of the community of thought and culture that produced them. Thus, Voyager is considered as a kind of computer music-making embodying African-American aesthetics and musical practices.

    Hannah Ackermans - 29.03.2016 - 16:28

  7. Meditations on the Blip: a review

    Lisette Gonzales reviews a book of essays by Matthew Fuller that examines the way we are programmed by software.

    Glenn Solvang - 24.10.2017 - 15:33

  8. Further Notes From the Prison-House of Language

    Linda Brigham works through Embodying Technesis by Mark Hansen.

    Glenn Solvang - 09.11.2017 - 13:45

  9. #ELRFEAT: Entrevista con Mark Bernstein (1999)

    Re-published interview with Mark Bernstein, founder and Chief Scientist of Eastgate Systems.

     

    Daniele Giampà - 07.04.2018 - 15:11

  10. ELMCIP Electronic Literature Knowledge Base in Review

    A presentation and discussion of the ELMCIP Electronic Literature Knowledge Base, an open-access contributory database to document the international field of electronic literature, eight years after its launch. A session from the ELMCIP Electronic Literature Knowledge Base symposium at the University of Bergen, April 26, 2018.

    Scott Rettberg - 01.05.2018 - 19:51

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