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  1. Electronic literature in post-communism. The Romanian case

    The focus of my paper is to bring forward some information regarding the development of the electronic literature in an ex-communist country, Romania, at a certain, representative moment: after four decades of communism and almost thirty years of democracy and free book market. 

    In the first part, the main purpose is to explain how the Romanian writers’ literature was affected over the last decade of communism: on the one hand, the technological deficiency, which made difficult, almost impossible for the Romanian writers to investigate new digital creative writing formulas, and, on the other hand – and the most important one – the excessive political control of Ceaușescu’s regime that cut off absolutely the contact with the international literature. 

    In my thesis I will try to lay out how the literary scene has been working during the last thirty years: the recovery of the freedom and the reconnection of the Romanian writers to the international literary world, with an emphasis on the process of linking of the Romanian writers to the experimental-technological sphere of fiction in the universal field. 

    Miriam Takvam - 12.09.2018 - 14:39

  2. CODE STORY

    CODE STORY is a visual and literary arts project, which includes nine digital code portraits. Which includes nine static, physical photographs, and nine dynamic, virtual Web pages. 

    The Digital code are compromised of standard codes with values ranging from 0 to 255. It is the value, sequence, and most importantly the interpretation of these codes that determine what information is represented. The Codestory project investigates possibilities for a creative interpretation of digital code. 

    sondre rong davik - 12.09.2018 - 14:50

  3. Trails and Trials of Composition: Children as Writers and Readers of Electronic Literature

    Children are growing up in a reading ecology unlike any that has come before them. Although this can be said of every generation, today’s children are exposed to responsive texts from any early age. They are presented with touch-screens as their first tutors and explore apps on iPads alongside board and chapter books. In these handheld media, a child’s relationship to stories is intimate and consequently formational. As a writer and scholar of children’s electronic literature, I am interested in role of the persistent transcript in children’s interactive stories. Transcript here refers to record of the text or tale produced by the child’s choices. In 2016, Maria Goicoechea and I argued that transcripts in interactive children’s writing serve as what Winnicott calls “transitional objects” because these transcripts offer them some measure of security in the more ephemeral reading conditions of interactive literature. In this paper, I would like to put those ideas to the test in an examination of writing and reading practices of electronic literature for and by children. 

    Jana Jankovska - 12.09.2018 - 15:07

  4. Dissecting Characters: A Typology of Chinese Characters in Text-based Playable Media

    This paper proposes a typology for studying Chinese text-based playable media (e.g. interactive installations, screen-based works, computer games) in terms of the freedom of user interaction with the Chinese characters. In the last two decades, various typologies/models/categories have been proposed to systematize the research of electronic literature and text-based digital art (Seiça, 2012). These classifications focus on different aspects of digital works, including but not limited to: visual experience of users, aesthetic principles, interactive features, technologies applied and structure of codes (Campas, 2004; Hayles, 2008; Strehovec, 2015). Although dissecting electronic literature with such diverse angles, these classifications are all based on examples of alphabetical languages and pay little attention to the abilities (freedom) of the user deconstructing and manipulating the basic linguistic units in the works. 

    June Hovdenakk - 12.09.2018 - 15:18

  5. Unintended Play Patterns: Using E-Lit to Bridge the Gap Between Imagination and Affordance

    During a recent flight, I sat beside an engineer who works for a major toy company. During our conversation, she casually mentioned toys’ intended “play patterns” and how important these are to innovative design practices. 

    Jana Jankovska - 12.09.2018 - 15:22

  6. Digital Vernacular

    This paper will discuss a range of concepts relating to populism in digital media. The vernacular appears to literary scholars as a shift towards democracy (tilting the ideal of readership and the consciousness of the reader towards the Reformation and the Enlightenment). Along with this practical historical shift (facilitating the rise of nations and nationality), the pivot to the popular permitted an expansion of poetic and subjective possibilities in the literary arts. In the US, a second “revolution” of the vernacular takes place in the post-colonial context in rejection of perceived European norms--often with Black expression serving as a space of cultural imagination—both in the literary arts and in mass culture. This shift marked the expansion of American hegemony, beginning with Manifest Destiny and towards Neoliberalism. The result is a complicated genealogy of popular language. What can this tell us about popular culture in a post-digital age?

    Carlos Muñoz - 12.09.2018 - 15:38

  7. Love letters to strangers

    Mind the gap between digital journalism and eletronic literature. In the digital age, how to write about the search for love? Using fiction or non fiction? The question is that a new epistolary literature is being written in cell phones, e-mails, apps and dating sites. How different is it in comparison with the old love letters people used to write to their soulmates? In a mix of netnography, journalism and digital storytelling, me and other 25 brazilian researchers infiltrated ourselves into this universe for the last five years. The idea was not to publish a tradicional print work for newspapers or a linear story. We created avatars, made hiperlinked articles describing each site or app we visited and also wrote field journals about our experience. It is an experience of multimedia storytelling whose original question, the search of a soulmate using the internet to extend our chances in the virtual world, work as a metaphor for the journalism chances to find unprecedented paths exploring new narrative strategies in digital media.

    Carlos Muñoz - 12.09.2018 - 15:43

  8. 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.

    June Hovdenakk - 12.09.2018 - 15:46

  9. 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.

    June Hovdenakk - 12.09.2018 - 15:53

  10. The Mathematical Movement of Girl Clusters: How Fandom Manifests Physical Intimacy in the Digital Age

    Fan–idol relationships are shown to be based on emotions and to go beyond mere identification to include parasocial relationships and neo-religiosity. Results thus confirm the theoretical paradox between the television industry’s promotion of celebrity to attract loyal audiences and the rejection of fandom through a carefully constructed representation hereof as ‘freaky business’. How could a virtual girl, customized by hundreds of disparate fans across Japan, and quickly the world, come to have a singular persona? Easy, fans of Miku drew from an existing culture around adorable young pop stars to script a subjectivity for the drawing. Pulling from tropes in anime and manga, Miku was assimilated into a growing culture that celebrates fantasies of girlhood. Using social media and live-streaming services, many young girls in Japan are using performative techniques modelled in Anime shows to be signed by music producers and develop lucrative careers as entertainers. Not quite musicians, not actresses, and too invested in the affect of cuteness to be professionals, these young girls are called “idols”. 

    Carlos Muñoz - 12.09.2018 - 15:53

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