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  1. Formen digitaler Literatur 2.0

    0. Einleitung
    1.1-2. Hypertexte: Merkmale und Theorie; der Link
    1.3. Vorläufer des digitalen Hypertexts
    1.4. Beispiel 1: Michael Joyce: afternoon, a story (1987)
    1.5. Beispiel 2: Shelly Jackson: Patchwork Girl (1995)
    1.6-9. Beispiele 3-5, Hyperpoetry
    2.1. Multimediale Dichtung: Visuelle und kinetische Poesie; Vorläufer
    2.2. Beispiele digitaler visueller Poesie; Stuttgarter Gruppe
    2.3. Bewegte Lettern, dreidimensionale Texte, multimediale Datenwerke
    2.4. Lautpoesie und Text-Musik-Kombinationen
    3.1. Dichtungsgeneratoren: Permutative Generatoren
    3.2. Fortgeschrittene Textgeneratoren
    4. Literarische Computerspiele
    5. Program Code Poetry
    6. Resümee
    Bibliographie

    Johannes Auer - 22.11.2012 - 16:27

  2. Globalisierung und deutschsprachige Gegenwartsliteratur. Konstellationen, Konzepte, Perspektiven

    Globalisierung und deutschsprachige Gegenwartsliteratur. Konstellationen, Konzepte, Perspektiven

    Jörgen Schäfer - 23.11.2012 - 13:53

  3. Weblogs: Ein globales Literaturformat.

    Weblogs: Ein globales Literaturformat.

    Jörgen Schäfer - 23.11.2012 - 13:54

  4. ESTRanHO ERTHOS – POESIGNOS

    Jamais conheci um intelectual tão generoso como ele. Erthos Albino de Souza (1932-2000). Em ERRÂNCIAS, seu livro de memórias, prosa única, semiótico-futurista, publicado no ano em que Erthos falecera, Décio Pignatari deu-nos dele uma significativa e emocionante memorabilia. Carlos Ávila conseguiu arrancar-lhe uma rara entrevista, em 1983, e organizou uma primeira bibliografia de seus trabalhos, que veio a ser acrescida ao estudo “O engenheiro da poesia”, incluído no livro POESIA PENSADA (2004), que Carlos dedicou ao poeta mineiro-baiano. Faltava preencher o branco da obra desse estranho personagem que nos fascinou a todos, um albino “livro-livre” que esta exposição começa a preencher.

    Luciana Gattass - 02.12.2012 - 13:29

  5. Digital Narratology: Rethinking Narrative Competence in Mediated Spaces

    Digital Narratology: Rethinking Narrative Competence in Mediated Spaces

    Jennifer Roudabush - 13.01.2013 - 23:59

  6. Digital Narratology: Understanding Narrative Competence in Mediated Spaces

    Digital Narratology: Understanding Narrative Competence in Mediated Spaces

    Jennifer Roudabush - 14.01.2013 - 00:07

  7. The Gothic in Contemporary Interactive Fictions

    This study examines how themes, conventions and concepts in Gothic discourses are remediated or developed in selected works of contemporary interactive fiction. These works, which are wholly text-based and proceed via command line input from a player, include Nevermore, by Nate Cull (2000), Anchorhead, by Michael S. Gentry (1998), Madam Spider’s Web, by Sara Dee (2006) and Slouching Towards Bedlam, by Star C. Foster and Daniel Ravipinto (2003). The interactive fictions are examined using a media-specific, in-depth analytical approach.

    Scott Rettberg - 23.01.2013 - 23:37

  8. Virtual Communities and Collective Narratives: From Tokyo to Mercedes, Buenos Aires.

    The spread in the use of blogs, bulletin boards and wikis during the first half of the present decade gave rise to discussions about the possible applications of these emerging technologies to a wide range of collaborative enterprises. From building Internet communities to authoring encyclopedias, or producing collective narratives in the form of fan-fictions, blog-fictions or wiki-novels, users from around the world have been exploring the opportunities for innovation, socialization, and artistic creation brought forth by these collaborative platforms. This paper examines the intersections between two of the most influential collective narratives produced in recent years in cyberspace: Train Man, the Internet story of a 23-year-old geek (otaku) who relies on an online community to reduce his geekiness and find a girlfriend; and A Fat Woman Weblog (Weblog de una mujer gorda), the story of a middle class family from Mercedes, Argentina, as told from the perspective of an Argentine housewife (a fictional character impersonated by Hernán Casciari).

    Audun Andreassen - 14.03.2013 - 14:29

  9. Making Sense: aspects of the literary in electronic environments

    This paper investigates the manner in which e-literature is reconstructing and intensifying some of the sensory capacities of literary language. The interactive nature of many works, as well as their use of image and sound and the fact that the ‘surface’ text is produced and informed by a ‘deeper’ level of generative code, means that new critical concepts, vocabularies and ways of reading adequate to this new situation need to be developed. Katherine Hayles. John Cayley, Talan Memmot, and Rita Raley, have all written authoritatively on the importance of software and code in determining approaches to electronic poetics, and the difference this makes to how we understand new media writing. Matt Kirschenbaum makes the distinction between formal and forensic materiality in order to break down the emergent logics at play in the digital ‘text’. We introduce a different perspective, one that focuses on the ecology of the body (its distribution) in its engagement with different forms.

    Audun Andreassen - 14.03.2013 - 14:36

  10. Space for writing: a sidelong glance at the history of immersive spatial hypertext

    The Cave Writing Workshop is an advanced experimental electronic writing workshop founded by Robert Coover, exploring the potential of text, sound, and narrative movement in immersive three-dimensional virtual reality. It brings together teams of undergraduate and graduate fiction writers, poets and playwrights, composers and sound engineers, graphic designers, visual artists, 3D modelers and programmers, to develop, within the environment of Brown’s “Cave” in the Technology Center for Advanced Scientific Computing and Visualization, projects that focus on the word. From 2002 onward writers have explored the possibilities of spatial hypertext in an immersive environment. What this paper proposes is an exploration of the history of the twin currents of hypertext and virtual reality that merged to create this particular form of expression, going back to the early hypertext systems developed at Brown University in the 1960’s by Ted Nelson/van Dam/et al and work in immersive virtual reality at University of Illinois’ CAVE in the early 1990s.

    (Source: Author's abstract for ELO_AI)

    Audun Andreassen - 14.03.2013 - 14:42

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