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Spaces Speak: (RE)VERB an Emerging Space for E-Lit Creations
Spaces Speak is a panel presentation to raise awareness and enlist participation in (RE)VERB an Audio AR ‘zine for e-lit writers/artists. (RE)VERB is an audio augmented reality zine dedicated to spatially conceived electronic literature projects that explore the aesthetic possibilities of sonically delivered language engaging with the physical and corporeal experience of the environment. As a publication (RE)VERB was inspired by the Emerging Spaces for E-Lit Creations initiative to expand works that engage with popular social media spaces.
Spaces Speak will consist of five presenters including editorial board members, the guest curator for issue one and artists who created work for the first issue. The artists and curators will discuss the challenges and rewards for producing site-specific work and the concepts driving their creative decisions.
Milosz Waskiewicz - 27.05.2021 - 16:20
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E-Lit and its Myriad of Platforms: A Critical Approach to Language,Culture and Digital Literacy
E-Lit is yet to be discovered by many scholars, educators and students at different levels of education but the impact it has had on the teaching and learning of those who have already come across this field is worth sharing in order to broaden not only the recognition of the field but the impact it might have in the teaching and learning of modern languages in our fast-evolving technological societies. In light of the benefits that a critical study of e-lit works presents, this panel addresses three scenarios where the teaching and learning of e-lit has proven a challenging yet productive path to broaden educators and students’ horizons alike.
Milosz Waskiewicz - 27.05.2021 - 16:24
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ELO Salons: Beyond 2020
First proposed by Annie Abrahams and Deena Larsen at the 2019 ELO Conference in Cork, the ELO Salons initially comprised 10 online sessions on the second Tuesday of every month from February to November 2020. The sessions encompassed close readings and ensuing discussions, collaborative writing experiments, ontological examination of elit, and approaches to increasing elit accessibility and archivability. Each session has been led by a different attendee, recorded, and archived. Conceived by Deena Larsen as "almost like an extended family, which has a core group of people that participated and could function online”, the Salons have been a point of brightness in an extremely difficult year for many.
Milosz Waskiewicz - 27.05.2021 - 16:31
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Platformization and Decolonial E-Lit. Is There Any Chance?
We will discuss the issue of the platformization of culture from a Latin-American perspective and decolonial thinking. Platforms strive on the automated algorithmic administration of access and reproduction of creative works (text, sound, video, o code-based). The common trait of current platform culture is the maximization of profit by means of garnering data and attention in order to capture more attention (and more data). In this context, is there any space for pursuing artistic digital activism and decolonial e-lit? The presentations in this panel will try to answer this question. The panel will be Spanish-English based in a sort of tentative of linguistic decolonization of e-lit field:
Milosz Waskiewicz - 27.05.2021 - 16:36
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Netprov in the Classroom: Character Building and Team Building
This talk shares collaboration strategies and “funnest practices” for using netprov — networked improvisation, online roleplay literature — in the classroom. In sequences of “jump right in” creative games, students explore such topics as character development and character voice in a real-time laboratory of quick creative exchanges (accompanied by mutual encouragement and laughter). By building a bridge between students’ own social media writing practices and learning about historic literature, their creative strategies are expanded and critical connections between canonical texts and contemporary, everyday writing are made. What students may not realize is that netprov also can help break through their own creative blockages and freezes.
Milosz Waskiewicz - 27.05.2021 - 16:41
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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
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Post(?) Pandemic Prose
When the global pandemic spread in early 2020, we, as many others, wondered what was happening and what it all meant. Almost all cultural activity moved online and the electronic platforms took even stronger hold of our lives. We started gathering material about the impact of the Covid 19 on e-literature and digital creativity for a round table presented at the ELOrlando 2020, the first completely online ELO conference ever. This work led to the project Electronic Literature and Covid 19 (supported by DARIAH EU), which includes an exhibition at this year’s conference, a research collection at the ELMCIP Knowledge Base, other presentations and further research.
Milosz Waskiewicz - 27.05.2021 - 16:52
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Ocean as Media Platform for Electronic Literature
Ocean as Media Platform for Electronic Literature
The ocean is a media platform. Recognizing it as such can change how we think of platform, media, and meaning. This panel takes an ecocritical approach. We understand the ocean to be a primary platform for life on Earth, encompassing 70% of our globe, and also a platform that inspires much of our digital life and literature. We take Joellyn Rock and Alison Aune’s FISHNETSTOCKINGS” as sinew connecting our diverse our critical methodologies and perspectives, as we consider how emerging knowledge from environmental humanities informs
electronic literature.Milosz Waskiewicz - 27.05.2021 - 16:56
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Community building through the design of co-creative online workshops: emerging collaborative practices and social dynamics.
The concept of a workshop refers to an arrangement whereby a group of people learn, acquire new knowledge, perform creative problem-solving, or innovate in relation to a domain-specific issue (Ørngreen & Levinsen, 2017). In this round table session we will discuss the rulesets and social dynamics applied in different collaborative workshops within the context of Networked and Programmable Media (Cayley, 2009). We will share our experiences with three series of workshops organized in the past and current year, aiming to create platforms to socialize and build communities in the context of COVID19:
(1) Viral Imagina (imaginaviral.net) is a series of online brief workshops and art performances that have been taking place throughout 2020. The project has emerged as an independent effort to spread art language practices in digital environments for the global Spanish speaking community.
Milosz Waskiewicz - 27.05.2021 - 17:01
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Community Storytelling: Beyond the Table and onto the Digital Green
Tabletop Role-Playing Games (ttrpgs) are games of communal storytelling. These gameworlds exist in the minds of players who collectively populate them with people, events, and histories. Traditionally played in-person, groups found themselves hard hit when social-distancing rules came into effect. While some went on hiatus, others took to the web to continue their sagas. For some, this was an uphill battle of new technology and social norms. For others, the move was trivial as ttrpgs in fact existed online even before the pandemic.
For this panel, we take for granted that playing ttrpgs is an act of oral literary production. We talk about the ways this storytelling – once done cooperatively but semi-privately – has grown beyond the table through various internet platforms to include a much larger production base. We will also cover the ways platforms have enhanced the building aspects of ttrpgs – the building of community, worlds, and narratives. Our panelists are as follows.
Milosz Waskiewicz - 27.05.2021 - 17:08