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  1. To Touch

    It may seem paradoxical to create an online work on touching. One cannot touch directly: in this case touching requires a mediating tool such as a mouse, a microphone or a webcam. This touching experience reveals a lot about the way we touch multimedia content on screen, and maybe also about the way we touch people and objects in everyday life. The internet user has access to five scenes (move, caress, hit, spread, blow), plus a sixth one (brush) dissimulated in the interface. She can thus experience various forms and modalities of touching: the erotic gesture of the caress with the mouse; the brutality of the click, like an aggressive stroke; touching as unveiling, staging the ambiguous relation between touching and being touched; touching as a trace that one can leave, as with a finger dipped in paint; and, touching from a distance with the voice, the eyes, or another part of the body. This supposedly immaterial work thus stages an aesthetics of materiality.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Patricia Tomaszek - 17.09.2010 - 22:09

  2. Espen Aarseth

    Prior to coming to ITU in 2003, Aarseth was professor at the Department of Humanistic Informatics at the University of Bergen, which he co-founded in 1996. Co-founder and Editor-in-Chief of Gamestudies.org - the first academic journal of computer game research. Author of Cybertext: Perspectives on Ergodic Literature (Johns Hopkins UP 1997), a comparative media theory of games and other aesthetic forms.

    Patricia Tomaszek - 21.09.2010 - 10:49

  3. Sandy Baldwin

    Sandy Baldwin is Associate Professor of English at the Rochester Institute of Technology. He received his PhD from New York University and is a Fulbright Scholar. His work imagines the future of literary studies in a digital age. 

     (source: Regards Croisés: Perspectives on Digital Literature)

    Eric Dean Rasmussen - 21.09.2010 - 11:04

  4. Steve Tomasula

    Steve Tomasula is the author of the novels The Book of Portraiture (FC2); IN & OZ (University of Chicago Press); VAS: An Opera in Flatland (University of Chicago Press), an acclaimed novel of the biotech revolution; Once Human: Stories, and TOC: A New-Media Novel (FC2/University of Alabama Press).

    Maria Engberg - 21.09.2010 - 11:07

  5. trAce Online Writing Centre

    From 1995-2006 the trAce Online Writing Centre was based at Nottingham Trent University. From 1995-2005 the trAce Online Writing Centre hosted a unique international community where, using the internet as both medium and raw material, trAce contributors generated an unequalled body of innovative creative work. This open and generous group of people supported and influenced the development of new media writing worldwide and promoted lively debate about the impact of the World Wide Web on the future of text and literature. The trAce website evolved its own distinctive artistic ecology and the resulting complex interlinkings permeate this highly enjoyable archive of writing and making by numerous writers and artists. Like the original website itself, this archive will be of interest to many different kinds of visitors, including practitioners, researchers, teachers and general audiences.

    (Source: Organization's self-desription on the trAce Archive site). 

    See also J.R. Carpenter's Jacket2 article, "The Traces of the trAce Online Writing Centre 1995-2005." 

    Jill Walker Rettberg - 21.09.2010 - 11:11

  6. ELMCIP: Electronic Literature as a Model of Creativity and Innovation in Practice

    Developing a Network-Based Creative Community: Electronic Literature as a Model of Creativity and Innovation in Practice (ELMCIP) is a collaborative research project funded by the Humanities in the European Research Area (HERA) JRP for Creativity and Innovation. ELMCIP involves seven European academic-research partners and one non-academic partner that are investigating how creative communities of practitioners form within a transnational and transcultural context in a globalized and distributed communication environment. Focusing on the electronic-literature community in Europe as a model of networked creativity and innovation in practice, ELMCIP intends both to study the formation and interactions of that community and to further electronic-literature research and practice in Europe.

    ELCMIP is registered as a publisher in Norway, with ISBN publisher number 978-82-999089

    Jill Walker Rettberg - 21.09.2010 - 11:18

  7. Markku Eskelinen

    Markku Eskelinen (Ph.D.) is an independent scholar and experimental writer of ergodic prose and critical essays. Excerpts from his first novel were published in The Review of Contemporary Fiction (Summer 1996) according to which he is “easily the most iconoclastic figure on the Finnish literary scene.” Eskelinen is also one of the founding editors of both Game Studies, the international journal of computer game research, and Cybertext Yearbook.

    Maria Engberg - 21.09.2010 - 11:23

  8. Raine Koskimaa

    Raine Koskimaa (b. 1968, Finland), PhD, professor of Digital Culture at the University of Jyvaskyla, Department of Art and Culture Studies. Author of Digital Literature. From Text to Hypertext and Beyond (2000, Doctoral Dissertation Thesis, University of Jyvaskyla). Co-founder and co-editor of the Cybertext Yearbook, established in 2000, available at: http://cybertext.hum.jyu.fi/. Member of the Electronic Literature Organization Literary Advisory Board. Member of the Game StudiesReview Board. Programme Chair for the Digital Arts and Culture 2005 Conference (IT University of Copenhagen, Denmark). Raine Koskimaa works as a professor of digital culture at the Department of Art and Culture Studies. He teaches researches in the fields of digital textuality, programmable media, and game studies. He has published widely around the issues of digital culture, digital literature, hyper and cybertextuality, game studies, reader-response studies, media use, and narratology.

    Maria Engberg - 21.09.2010 - 11:26

  9. Loss of Grasp

    “Loss of Grasp” is an interactive narrative about the notions of grasp and control. What happens when one has the impression of losing control in life, of losing control of his/her own life? Six scenes tell the story of a man that is losing himself. “Loss of Grasp” plays with the grasp and the loss of grasp and invites the reader to experiment with these feelings in an interactive work.

    Serge Bouchardon - 21.09.2010 - 11:28

  10. flâneur - tag the world

    Participatory locative literature project

    Anders Løvlie - 21.09.2010 - 11:28

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