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  1. A Clash between Game and Narrative

    In this paper presentation I'll be making a simple point. That computer games and narratives are very different phenomena and, as a consequence, any combination of the two, like in "interactive fiction", or "interactive storytelling" faces enormous problems.
    --
    Introduction

    Patricia Tomaszek - 14.09.2010 - 13:08

  2. Junction of Image, Text, and Sound in Net.fictions

    Since modernism, the experimental art has been filled with the flow of “intermedial turn“, projected in/through all its forms and has found one of its ”stations“ in the form of digital fictions. The subject of my attention lies in the research and analysis of the multimedial fictions on internet through the junction of image, text and sound into the communicative unit. I implement the narratological point of view, and perceive these works of art also from the prism of their reception and subsequent reader’s projection of the fictional world, which could result in her immersion in it.

    Eric Dean Rasmussen - 27.01.2011 - 16:10

  3. Senghor on the Rocks: A Georeferenced Electronic Novel

    author-submitted abstract: Senghor on the Rocks (SOTR) is the first novel that has been extensively illustrated with the help of online satellite imagery. SOTR was written in the form of a classical novel well before we developed the presented online format for publishing. Because of its linear narrative structure, the consistent first?person perspective of the text and the movement that happens throughout the text, it was very well suited for an adaption as an online "geo?novel" based upon Google Maps. The text of the novel was not changed for the online version, but every scene has been geographically referenced and the chapter structure has been adjusted for online reading habits.

    Eric Dean Rasmussen - 16.02.2011 - 14:50

  4. Personal Narratives, Corporate Templates

    Personal Narratives, Corporate Templates

    Eric Dean Rasmussen - 25.02.2011 - 10:50

  5. All Together Now: Collective Knowledge, Collective. Narratives, and Architectures of Participation

    This essay is an exploration of the history and methodologies of collective narrative projects, and their relationship to collective knowledge projects and methodologies. By examining different forms of conscious, contributory, and unwitting participation, the essay attempts to develop a richer understanding of successful large-scale collaborative projects. The essay then examines large-scale architectures of participation in Wikipedia and Flickr to extrapolate from those observations potential methodologies for the creation of collective narratives.

    (Source: Author's abstract)

    Scott Rettberg - 26.03.2011 - 18:08

  6. Polyaesthetics in Digital Literary Arts: Steve Tomasula's TOC and Multimedia Fiction

    The paper discusses Tomasula's digital fiction TOC as part of a group of contemporary literary works that mirror ongoing cultural, aesthetic and technical transformations. As a part of what the author discusses as the condition of polyaesthetics in contemporary arts, TOC and similar works challenge readers to engage in multiple modes of reading practices. The works are characterized by tensions and creative production across media forms, conventions, and cultural contexts of digital and printed works.

    Maria Engberg - 28.03.2011 - 14:10

  7. Narrative in Social Media

    Stories broadcast in 140 or less characters over the course of a day may, at first, seem only a 21st century update of serialized micro-fiction, yet considering the strategies authors take to produce literary works involving social media, their creations resist easy definition.  This paper looks the broad notion of narrative as it plays out in the social networking site, Twitter, in works such as Adam Higgs et al’s  “Crushing It:  A Social Media Love Story," Jay Bushman’s “The Good Captain,” and Dene Grigar’s “The 24-Hour Micro-Elit Project.”  Specifically, the paper asks two questions:  First, how do narratives created for social media sites work against what has become the conventional way to describe e-literature?  Second, what do we learn about social media literature if we think about it in terms of non-narrativity? At stake are assumptions about what constitutes electronic literature and conventional views about narrativity in relation to works produced with and for digital media.

    (Source: author's abstract)

    Eric Dean Rasmussen - 13.09.2011 - 15:34

  8. Computing Language and Poetry

    [Insert author's abstract here.]

    Montfort introduced a new critical term, stanzory, which refers to "a unit of lines in a poem that is also a narrative with some sort of point."

    Presented at the 2012 MLA Convention as part of the "730. New Media Narratives and Old Prose Fiction" panel, arranged by the Division on Prose Fiction. Other panelists included Dene Grigar and Joseph Tabbi. The moderator, filling in for Amy Elias, was Heather M. Houser.

    Eric Dean Rasmussen - 17.01.2012 - 15:45

  9. Technologies That Describe: Data Visualization and Contemporary Fiction

    [insert abstract here]

    (Source: author's abstract)

    Presented on Saturday, 7 January at the 2012 MLA Convention, panel 442, "New Media, New Pedagogies," arragned by the Division of Prose Fiction. Other panelists included John David Zuern, Jay Clayton, and the moderator, Rebecca L. Walkowitz.

    Eric Dean Rasmussen - 19.01.2012 - 10:56

  10. Reading Augmented Spaces and the Dimensions that Define Them

    Most new media work establishes interactivity within a curated installation space: a gallery, a festival, or an area whose purpose is to exhibit art. However, recent experiments in new media narratives have made use of the capabilities of smartphones and tablets to present experiences that are aware of the user’s position in space and
    even their current behavior or object of attention.

    Specifically,augmented reality works set themselves apart by re-contextualizing environments and objects encountered in everyday life, removing the fourth wall and blurring or eliminating an interactive experience's boundaries. This differs markedly from the purism of the imagination tapped by literature, and often even favors more realistic integration, in contrast to stylistic depictions and abstractions used in monitor-based works. Augmented reality’s strength and interest lies in how it embeds a story in an environment, or how it can be used to awaken new awareness of a viewer to their surroundings. This bridges the world of the reader with the diegesis of the narrative, resulting in works that react to the immediacy of the experienced space.

    Eric Dean Rasmussen - 14.06.2012 - 15:13

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