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  1. Edge Effects: Queer Virtual Arcades

    What happens at the edges of bordercrossing technologies? Our poster showcases an exploratory, Benjaminian digital experiment that queers the investigation into who and what and how emerging technologies connect with our bodies, lives and desires. This work is part of a larger project investigating tools, platforms and digital strategies that help us to weave together the digital and the analogue, human and machine, and interactivity that moves us beyond linearity to multiplicity, and for ELO we are excited to highlighting our proposed experimental project archive, still in the early stages of development as we are considering multiple platforms and seeking feedback. We’re building a kind of queer digital arcades - both platform and method - weaving together poetry, elit, theory and ephemera to perform an interactive, technoerotic story that troubles the borders between technologies, selves, others and the world. Our goal is to offer de-centred and multiple entry points to explore the increasingly ubiquitous technologies that summon our curiosities, vulnerabilities and penetrability, and implicate our skin, our memories of the basement bar, and our bravery.

    Carlota Salvador Megias - 24.05.2021 - 13:02

  2. Creating and Archiving Electronic Literature During the Pandemic

    The 2020 COVID-19 pandemic has had a considerable impact on the way cultural heritage organisations engage with their audiences. At a time when public exhibitions and events have to be postponed indefinitely or cancelled, many GLAM institutions have chosen to increase their online presence instead, looking at virtual platforms as a means to deliver content, showcase their collections and drive engagement. The British Library Simulator (https://giuliac.itch.io/the-british-library-simulator) is a brief video game created and released in June 2020, as a way to engage with our audience while the physical library buildings were closed. The game, created using the free online game engine Bitsy, allows players to explore a pixelated rendition of some popular areas of the British Library; by moving their avatar and interacting with other characters in the game, players can learn facts about the history of the building and discover some of the projects the library staff have been working on during the pandemic.

    Carlota Salvador Megias - 24.05.2021 - 13:14

  3. Generated Texts: Reading Strategy and Interpretational Options

    The paper is devoted to the reading and critical reflection of the generated electronic literary texts. From the structural point of view all textones of generated texts can be divided into standard schemes or patterns (word combinations or the whole sentences that are switched according to the software algorithms). Authors use these schemes to make generated texts close to the natural human language. If we look closer, for example, at generative elit works, most of their verbal patterns look like meaningful expressions. But what makes them meaningful and what kind of meaning can readers get from these patterns? Is it possible to catch the esthetic idea of the whole generated work analyzing these verbal patterns? One of the strategies to reveal the author’s aesthetic concept of the generated work is to identify the key words grid of the separate textone as well as of the whole work. The key words grid allows to catch the thematic dominant and then move to the interpretive strategies of the whole literary work.

    (Source: the work itself)

    Lene Tøftestuen - 24.05.2021 - 17:01

  4. The Paradox of Electronic Literature in the Classroom: The Challenges for New Literacy Practices within the Platformized School

    Reviewing the history of computing, the educational potential of new ways of knowledge representation and new literary affordances have sparked many influential ideas and reform efforts, spanning from “frantic systems” (Nelson, 1970) to constructionist discovery learning (Papert, 1993) to the reconfiguration of literary education (Landow, 2006, ch. 7). Yet, the current usages of electronic literature in education arguably fall behind those early anticipations. Therefore, this paper explores the wider educational and social entanglements that withhold electronic literature from entering classrooms in the context of current technology transformations. Considering the recent pandemicrelated global upsurge of the digitalization of educational systems, the mere lack of supply of digital devices and equipment will cease to be the main obstacle for the adoption of electronic literature in K12 classrooms. Nonetheless, the question shifts to what imaginaries and discourses shape (and limit) the use of new digital literary affordances. Reviewing current trends, three issues are identified.

    Lene Tøftestuen - 24.05.2021 - 17:07

  5. Motivating Struggling Readers to Mentally “Show Up” with Wonder Stories

    In the United States, a student in the 20th percentile reads books for 0.7 minutes per day, while a student in the 98th percentile reads 65 minutes per day (Cunningham & Stanovich, 1998). For the last four years, with 300 children from Title 1 schools and the Boys & Girls Club, we researched how to create digital texts that better cognitively engage struggling readers using psychophysiological sensors, eye tracking, and co-creation. This research led to the creation of Wonder Stories. Wonder Stories’ texts motivate students to critically think by immersing students in frequent, story-based questions. As a response to children’s low motivations during COVID19, we added a social competition to Wonder Stories – answering questions correctly gave points in a trivia-like game. When struggling readers were given Wonder Stories, students mentally showed up: their participation increased, readers were more cognitively engaged with the material, and students were critically thinking about the text more often.

    Lene Tøftestuen - 24.05.2021 - 17:51

  6. Paper or Pixel: Revisiting Geoff Ryman’s 253

    In 1996, Geoff Ryman released 253: or Tube Theatre, a novel that used hypertext linking to set the stage for his fictitious story about the crash of a London Underground train. The text is divided into seven sections, one for each of the train’s cars, which are further subdivided into passages, one for each of the 252 passengers and its driver. Two years later, a print version of the novel was released as 253: The Print Remix. The print version maintains the same structure, but uses an index to mimic the hyperlinking used in the original.

    Daniel Johannes Flaten Rosnes - 24.05.2021 - 18:11

  7. An Institutional Approach to Building a Platform of Digital Literary Works: The Case(s) of Dutch and Flemish Digital Literature

    The recently formed Dutch Digital Literature Consortium – a partnership of researchers from Tilburg University, Radboud University Nijmegen, the Royal Library of the Netherlands and local libraries – aims to develop and launch an online catalogue of digital literature, created in the Netherlands and Flanders, and turn this collection into a publicly accessible digital catalogue. The project draws inspiration from comparable databases, such as the Electronic Literature Collection 1-3, NT2, Hermaneia, and Literatura Electrónica Hispánica. Whereas these databases bring together digital literary projects from a variety of traditions – often with a particular focus –, the project at hand focuses exclusively on works from a specific geographical location (much like collections such as the Brazilian Electronic Literature Collection).

    Lene Tøftestuen - 24.05.2021 - 18:49

  8. "Writing To Cope": Anti-Shipping Rhetoric in Media Fandom

    Hannibal, a drama series which aired on NBC from 2014-2017, experienced an unexpected revival when the show was released for streaming on Netflix in 2020. New fans, many of whom had been too young for the show when it first aired, brought with them a disdain for “problematic” content—ironic given the show itself’s over-the-top engagement with subjects like murder, emotional abuse, and cannibalism. A public incident on Twitter involving series creator Bryan Fuller provoked the ire of these new fans, who perceived an immoral betrayal in his vehement disapproval of “anti-shipping” culture.

    Daniel Johannes Flaten Rosnes - 24.05.2021 - 19:07

  9. Comparing methods of generating 3.5 inch floppy disk forensic images

    I propose comparing methods of generating forensic images of 3.5 inch floppy disks in order to evaluate methodologies for use in media archeology labs. Many key works of electronic literature (including the bulk of Eastgate Systems, Inc. early publications) were released on 3.5 inch floppy media. I will use both Kyroflux and Superdrive floppy disk controller units to generate forensic images and also generate images using BitCurator suite of forensic software and using legacy computing hardware and software.

    Gathering data on the quality of images created by these disparate methods and also on the workflows involved and the ease and practicality of employing them will produce useful information for other media archeology labs examining how the field of floppy disk forensics has advanced.

    The results of these tests should show useful comparison data between the quality of the images created from identical media, the range of image types that can be created using each technique, and the usefulness for online access and emulation each forensic methodology and platform provides.

    (Source: Author's own abstract)

    Lene Tøftestuen - 24.05.2021 - 19:16

  10. Dystopic plagiarized platforms: found text, corrupted code, and robotic poetics.

    The (auto)biography of 김정은 (2020) is a conceptual ‘found’ artwork in VII parts. It combines found code with found text. Multiple ‘found’ computational pieces have been modified with vocabulary drawn from multiple speeches delivered by the current North Korean Leader, Kim Jong-un/김정은. In addition, vocabulary and phrases from journalism critical of the North Korean regime are also incorporated into these generative works. On the one hand, this work is an experiment in propaganda delivery: it emulates the relentlessness of the North Korean indoctrination machine and shows how born-digital writing can be stolen and misused; in so doing, it reveals digital literature’s power. As part of this process, a Kim Jong-un ‘poetic robot’ has been created to demonstrate how such propaganda might be delivered/forced upon a populace. This work also seeks to capture the perspective of a curious, intelligent yet powerless North Korean citizen and demonstrate how they might (struggle to) engage with local culture.
     

    Daniel Johannes Flaten Rosnes - 24.05.2021 - 19:38

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