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  1. Reading, Seeing, and Sensing: The Internet of Things Makes Literature

    Critics have understandably fetishized the electronic page or digital screen as a way to understand the relationship between the algorithmic logics that drive computation and the public rhetorics of display. At the same time an evolving set of practices within electronic literature continues to be in dialogue with contemporary digital media arts practice and its move to explore the meaning of incorporating autonomous sensing and new forms of human-computer interaction in dialogic works. Considering the rhetorical position of devices such as the iPad and considering them as more than viewing apparatuses or interfaces for reading it is possible to engage differently with a whole set of binaries around camera vs. scanner, optics vs. sensors, and representation vs. registration.

    Hannah Ackermans - 16.11.2015 - 09:45

  2. Electronic Literature as an Information System: A Foundational Framework

    Electronic literature is a term that encompasses creative texts produced for printed media which are consumed in electronic format, as well as text produced for electronic media that could not be printed without losing essential qualities. In this paper we propose that works of electronic literature, understood as text (with possible inclusion of multimedia elements) designed to be consumed in bi or multi-directional electronic media, are evolving to become n-tier information systems. By "n-tier information system" we understand a configuration of components clearly separated in at least three independent layers: data (the textual content), process (computational interactions) and presentation (on-screen rendering of the narrative). In this paper, we build two basic arguments. On the one hand, we propose that the conception of electronic literature as an information system exploits the essence of electronic media, and we predict that this paradigm will become dominant in this field within the next few years. On the other hand, we propose that building information systems may also lead in a shift of emphasis from one-time artistic novelties to reusable systems.

    Hannah Ackermans - 06.04.2016 - 13:41

  3. Making PIE: Closing the gap between story and experience

    “Making PIE: Closing the gap between story and experience” elaborates and expands on existing relationships between story and experience, using e-lit and game examples to demonstrate the importance of PIE environments for creative and scholarly communication.

    sondre rong davik - 03.10.2018 - 15:24