Search

Search content of the knowledge base.

The search found 89 results in 0.896 seconds.

Search results

  1. 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

  2. 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

  3. 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

  4. 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

  5. End Matter: Interactive Fiction and a New Linguistic Consciousness

    The possibilities for interaction in electronic literature (e-lit) are heavily shaped by the platforms on which that interaction occurs, yet audiences are rarely aware of the extent to which the digital interface may influence, if not define, their sociality. These limitations take the form of community moderation tools and explicit censorship (such as in the case of profanity filters), but also in the designs of emote systems and content popularity systems, and achievement and reputation systems, and even in gameplay design. Often players, users, and audience members must oscillate rapidly and continually between determining the affordances of the tools available to them and evaluating the capacity of those tools to provide the social aims they desire.

    Milosz Waskiewicz - 27.05.2021 - 17:14

  6. Platform as a Service: A Roundtable Discussion of Community Labor and Platformization of Twine and Ink

    While both can produce choice-based interactive fiction works playable via a web browser, the hypertext authoring tool Twine and the narrative scripting language Ink are, at first glance, two very different platforms. Twine takes text input in the form of passages and transforms it into HTML. Ink, as a scripting language, uses applications like Inky to create JSON files representing a compiled Ink project capable of more easily being used with game engines like Godot and Unity. The communities for each, however, approach these processes in the same ways: they create guides, make tutorials, and build resources to help other users understand how each tool moves content from input to output. They provide, in a word, service. It is this labor supporting the connections between users across these platforms, and it is the members of these communities maintaining its resources and reinforcing the platformization of each.
     

    Milosz Waskiewicz - 27.05.2021 - 17:18

  7. 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

  8. E-Literature Bound to Platforms: Exploring Opportunities for Narrative Connection and Disconnection

    Recent pandemic-imposed restrictions on face-to-face exchanges have required that we find new ways to connect, often through networked platforms. Without classrooms, labs, and conference environments, ELO has embraced platforms such as Discord and Zoom for communication, and has also looked to online platforms for collaborative writing.

    As we contemplate how platforms can keep us connected with our work and with each other, as well as the ways they may limit our interactions and thus arguably “disconnect” us, this panel explores what happens when e-literature—as research, practice, and field—is bound to platforms. E-literature scholarship and creative works that do not have the opportunity for in-person exchange provoke re-examinations of platform affordances and limitations. We ask: how may platforms may shape e-literature through their pre-set parameters, interfaces, and infrastructures? What are the promises and perils of platform-specific e-literature? Can we bring attention to platform through works of e-literature? Led by Marjorie C. Luesebrink, five speakers will answer these questions.

    Milosz Waskiewicz - 27.05.2021 - 17:26

  9. A Tour of ELO's The NEXT

    The pandemic has enhanced awareness and reliance on digital platforms. Brick and mortar museums and libraries that are having difficulties pivoting to such platforms are presently unable to share works with the public for safety reasons. Consequently, special attention is being paid to platforms that produce, protect, and promote electronic literature, such as Electronic Literature Organization’s Repository. Housing 30 collections of 2500 digital-born works, the site must be maintained, the works thoroughly and accurately described, and digital art preserved and shared with scholars, artists, and the public. In light of the pandemic, it was realized that the Repository could fill more roles than storing digital artwork and the accompanying information. It had the untapped potential of becoming a space where digital art could be studied, experienced, preserved, and shared from anywhere. In short, it would become the next generation museum, library, and preservation site for born digital literature collected by the Electronic Literature Organization (ELO), the site now known as The NEXT.

    Milosz Waskiewicz - 27.05.2021 - 17:32

  10. Digital Colonialism: Electronic Literature as Resistance

    In my essay titled “Third Generation Electronic Literature” I describe this new wave of electronic literature as one “based on social media networks and widely adopted platforms and apps” which is less interested in the Modernist, avant garde, or experimental poetics of 2nd wave elit. In 2019, I described that relationship between generations as analogous to popular culture versus high culture divides. More recently Nacher (“Weeding” 2020) and Berens (“Decolonize” 2020) initiated a conversation that connects 3rd gen elit to decolonization of the field, and I elaborated on that idea in my 2021 lecture, titled “Technological Imperialism and Digital Writing,” by discussing the history of digital technologies, their spread throughout the world, and how they establish an imperialistic and colonial relationship with the world, situating the US and its allies at the center of a global digital empire.

    Daniel Johannes Flaten Rosnes - 29.05.2021 - 07:34

Pages