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  1. The Metainterface: The art of platforms, cities and clouds

    Metainterface is about interface aesthetics and culture, and as an analytical strategy, it focuses on the tendency in art that reflects the contemporary interface; that is, on readings of artworks. In this sense, it presents contemporary art works, but it also reflects on the current challenges of contemporary interface culture in a situation where the computer’s interface seemingly both becomes omnipresent and invisible; where it at once is embedded in everyday objects and characterised by hidden exchanges of information between objects; or, what it conceptualizes as a metainterface. By bringing the tendency in artworks forward, the book aims to demonstrate how certain critical interfaces have an ability to reflect the deeper fissures within new technologies and the production of the work of art itself; an ability to show us an interface, after the interface has seemingly disappeared into ‘smart’ futures and new promises of anticipation, participation, and emancipation.

    Søren Pold - 31.10.2017 - 13:50

  2. Connecting Narrative Video games and Electronic literature

    This project aims to explore some of the differences and similarities between the narrative video games and electronic literature games documented in the ELMCIP Knowledge Base. The paper focuses on comparing the two game types and discussing literary aspects, game mechanics, platforms, and more. It also includes graphs made in Gephi that shows how tags and platforms from the Knowledge Base can be connected to the different games and works. 

    (Source: Author's description)

    Filip Falk - 23.07.2018 - 18:21

  3. Traversals: The Use of Preservation for Early Electronic Writing

    An exercise in reclaiming electronic literary works on inaccessible platforms, examining four works as both artifacts and operations.

    Many pioneering works of electronic literature are now largely inaccessible because of changes in hardware, software, and platforms. The virtual disappearance of these works—created on floppy disks, in Apple's defunct HyperCard, and on other early systems and platforms—not only puts important electronic literary work out of reach but also signals the fragility of most works of culture in the digital age. In response, Dene Grigar and Stuart Moulthrop have been working to document and preserve electronic literature, work that has culminated in the Pathfinders project and its series of “Traversals”—video and audio recordings of demonstrations performed on historically appropriate platforms, with participation and commentary by the authors of the works. 

    Dene Grigar - 13.08.2018 - 21:45

  4. Unwrapping the eReader: On the Politics of Electronic Literature

    eReaders are becoming more normal and convenient, but which technology is the "best"? This chapeter attempts to inscribe those concerns for the readers. A central concern is that the eReader is currently undergoing a low-intensity version of the format wars of the 1980s (Betamax vs. VHS), and 2000s (HD-DVD vs. Blu-Ray), bereft of commentary from scholarly and teaching circles, which stand to be most directly affected by the adoption of one particular platform over another. 

    (source: from the chapter Unwrapping the eReader: On the Politics of Electronic Literature)

    June Hovdenakk - 19.09.2018 - 15:59

  5. Platform Studies: Frequently Questioned Answers

    We describe six common misconceptions about platform studies, a family of approaches to digital media focused on the underlying computer systems that support creative work. We respond to these and clarify the platform studies concept.

    (Source: Authors' abstract)

    Ana Castello - 02.10.2018 - 19:01

  6. Executable Landscapes: Speculative Platforms for Ecological E-Literature

    The contemporary digital environment is made possible through a matrix of behemoth infrastructures that traverse the orbital, atmospheric, oceanic, and terrestrial domains. These infrastructures manifest not only in the narrowly technical sense, but encompass the manufacturing chains, regulatory interfaces, and geopolitical contexts that enable (or forestall) the development, deployment, and maintenance of digital systems at a global scale.

    Underpinning all these aspects are the flows of energy and materials constituting the liveable Earthly ecology. The latter comprises the ultimate baseline ‘platform’ on which specific digital platforms, as more commonly expressed, are enabled—but which, being so defined, can obscure these far larger structures and processes in which they are embedded.

    Milosz Waskiewicz - 25.05.2021 - 15:09

  7. The Fugue * book: when platforms don’t let us escape literature

    Anton Ferret, author of the E-Lit work The Fugue* book, will present a reflection on the technological and creative part of it, all that can be done well working with platforms and taking advantage of their own intrusion into the data and all that it means to lose it by the cultural and technological change that has meant the greater awareness for privacy. Oreto Doménech, a researcher in digital literature, will focus on the reception: on how this literary work reconfigures the platforms through which it’s expressed and on how fiction itself uses the platforms to build a metadiscursive reflection on the literature inserted in the historical and social fact.

    Lene Tøftestuen - 25.05.2021 - 17:09

  8. On Reading and Being Read in the Pandemic: Software, Interface, and The Endless Doomscroller

    A primary interface pattern of contemporary software platforms is the infinite scroll. Often used to deliver algorithmically-selected personalized content, infinitely scrolling feeds are one of many design decisions seen as responsible for compulsive use of social media platforms and other information-rich sites and apps. During the COVID-19 pandemic, a time marked by a substantive increase in time spent online, the infinitely scrolling feed has been implicated in a new negative pattern: “doomscrolling.” Doomscrolling refers to the ways in which people find themselves regularly--and in some cases, almost involuntarily--scrolling bad news headlines on their phone, often for hours each night in bed when they had meant to be sleeping. While the realities of the pandemic have necessitated a level of vigilance for the purposes of personal safety, doomscrolling isn’t just a natural reaction to the news of the day—it’s the result of a perfect yet evil marriage between a populace stuck online, social media interfaces designed to game and hold our attention, and the realities of an existential global crisis.

    Lene Tøftestuen - 25.05.2021 - 17:21

  9. Gender in “Bits”: Critical Thinking and Pattern Recognition in World Electronic Literature Platforms

    Panel description
     

    This panel explores how digital environments affect literature, and more specifically, how writing and reading practices speak across electronic literature platforms. If it is true that every medium develops its own telling structure and, thus, each platform allows authors specific literary affordances and constraints. It is also true, from a narratological point of view, that the same medium could spawn different products (Ryan 2004). With this in mind, panel members focus on female literary creations, coming from different geographic regions. Their papers analyse the ways in which platforms affect narrative and poetic construction, including gender patterns highlighted in the selected examples. Methodologically, qualitative and quantitative research methods are used, including close reading, digital hermeneutics, distant reading, semiotics and Material Engagement Theory (MET).
     

    HStudies Research Group, University of Jyväskylä, Finland
     

    Individual abstracts
     

    Milosz Waskiewicz - 27.05.2021 - 16:47

  10. Media archeology: a genealogical approach to Peruvian electronic poetry

    Since the 1960s, several Peruvian poets, insular and heirs to an experimental poetic tradition, created works with visual and verbal elements that advanced the presence of poetry in electronic media and platforms. Works such as those by Jorge Eielson, Raquel Jodorowsky, Ricardo Falla, Enrique Verástegui, César Toro Montalvo or Juan Ramirez Ruiz already showed in Peruvian creators an awareness of the existence and assimilation of electronic media to their productions based on references to circuits electronic (1964), computers (1973-1988) and formal and experimental games with the algorithm (1977).

    Milosz Waskiewicz - 27.05.2021 - 17:22