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  1. Dangerous Games: ARGs, Social Media Platforms and Participatory Propaganda

    Video games and their associated forms stand as the most lucrative entertainment sector on the planet, dominating other forms of visual media in dollars generated annually. In the proposed paper, adapted from a dissertation chapter, I will draw upon my experience as a game designer to illuminate the increasingly dire ways that various actors in the political sphere – from online trolls all the way to world leaders – have combined the language and techniques borne from the industrial practices of game design with the power of social media and other online communication platforms to produce new forms of disinformation, propaganda and conspiracy theory. In this paper, I will trace the history of a specific form of game – the Alternate Reality Game (ARG), from its early literary history in 1903 to its modern incarnations.

    Lene Tøftestuen - 25.05.2021 - 18:05

  2. Interacting with Empathy: Migrant narrative in the context of mobile apps

    This paper explores two main mobile app narratives that deal with the issue of perilous irregular migration, 'Survival' (2017, Omnium Lab) and 'Bury me, my love' (2017, The Pixel Hunt, Figs, ARTE France). This paper explores the way in which the mobile app form lends itself to elevation of migrant narratives and explores the capacity of such works to generate empathy.
    The paper will analyse the way in which migration and its subjects are treated and placed into relation with the notion of the game. The paper will also address the comparison between game-style apps and other online modes whereby migrant experience is being represented, such as that of humanitarian photojournalism and portraiture as it arises in social media apps, such as Instagram.

    (Source: Author's own abstract)

    Lene Tøftestuen - 25.05.2021 - 18:21

  3. Appropriationist practices and subjectivation / desubjectivation processes: some productions of Argentine digital literature in times of algorithmic governance

    In this work, we propose to study a series of Argentine digital literature productions that problematize the idea of property in language. We refer to practices of appropriation and expropriation that –through copy-paste, plagiarism, remix, collage and work with “ready made”, among other operations that the digital medium facilitates - question the triad author-authority-property. We consider that, in this questioning of the traditional conception of authorship, these productions also allow us to read an “epochal slippage” within the category of subject (Bürger 2001), as they propose alternative forms of subjectivity.

    Daniel Johannes Flaten Rosnes - 25.05.2021 - 19:36

  4. Repetition and Defamiliarization in AI Dungeon and Project December

    Recent advances in machine learning provide new opportunities for the exploration of creative, interactive works based around generative text. This paper compares two such works, AI Dungeon (Walton 2019) and Project December (Rohrer 2020), both of which are built on the same artificial intelligence (AI) platform, OpenAI’s GPT-2 and GPT-3. In AI Dungeon, the player can choose from several predetermined worlds, each of which provide a starting point for the story generation. However, while interacting with the system within this world, the player can stop, edit, modify and retry each utterance, allowing the player to “sculpt” the AI’s responses, and choose what goes into the AI’s memory, helping to shape the overall direction of the story. At a broader level, the player can edit world descriptions, insert scripts between the AI and the player (themselves or others), and share these worlds/scenarios with other players.

    Daniel Johannes Flaten Rosnes - 25.05.2021 - 19:44

  5. Solving the Babylonian Confusion: an Encyclopedia for Interactive Digital Narrative

    The lack of a shared vocabulary is a crucial obstacle on the path to a generalized, accessible body of knowledge about Interactive Digital Narratives. This describes a platform to solve this issue, developed in the EU COST action INDCOR (Interactive Narrative Design for Complexity Representations) - a community-driven encyclopedia, defining concepts and applications. Two similar and successful projects (The Living Handbook of Narratology and the Stanford Encyclopedia of Philosophy) serve as examples for this effort, showing how community-authored encyclopedias can provide high-quality content. The authors introduce a taxonomy based on an overarching analytical framework (SPP model) as the foundational element of the encyclopedia, and detail editorial procedures for the project, including a peer-review process, designed to assure high academic quality and relevance of encyclopedia entries.

    Daniel Johannes Flaten Rosnes - 25.05.2021 - 19:56

  6. Networks of Net Literature - Modelling, Extracting and Visualizing Link-Based Networks in the DLA corpus of net literature

    Net literature on the WWW is characterized by a special relationship between literary text and technical medium. In addition to the importance of graphic and typographic design, this includes in particular the hypertext structure of the texts. The distribution of a literary text across several interlinked web pages often leads to a non-linear structure, which usually corresponds to non-linear narrative structures. We consider a non-linear text structure to exist as soon as a page contains more than one reference to subsequent pages. A linear passage through the entire text is then no longer possible. For narrative texts, this also implies a non-linear narrative progression. Non-linear text structures can allow predominantly linear narrative progressions with alternative strands, variable endings, and cyclical elements, or multiple narrative progressions through complex linking.

    Daniel Johannes Flaten Rosnes - 25.05.2021 - 20:14

  7. TabLit: Theorizing, Teaching and Preserving a Platform-Specific eLit

    Tablet computers such as the iPad come with standard technological affordances that other computers such as laptops and desktops do not have as a default, such as touch screens, gyroscopes, and accelerometers. Their simplicity of design, consisting of a flat screen with no required peripherals (such as a mouse and keyboard), and their manipulability (they can be held in one hand, utilized assuming multiple bodily positions, held at different angles and in various distances from one’s face, and easily switched between portrait and landscape orientations) have opened new creative opportunities for multimedia authors. In doing so, ‘TabLit’ (or ‘AppLit’) has challenged scholars, teachers and preservationists of eLit to address the unique features of the platform which has enabled and shaped this body of work.

    Daniel Johannes Flaten Rosnes - 25.05.2021 - 20:21

  8. English Versification for the Billion: Translating the Early Latin Poetry Generator "Artificial Versifying" (1677)

    Amid the Great Plague of London (1665–1666), a man named John Peter developed a peculiar system allowing for the procedural generation of Latin poetry. A decade later, in 1677, Peter's system was published in a landmark booklet, titled "Artificial Versifying," whose subtitle proclaims that anyone "that only knows the A.B.C. and can count 9" may use it to produce "true Latin, true verse, and good sense" [1].

    The system itself centers on six tables in which letters are distributed across grids of cells. To generate a line of poetry, the user first produces a string of six digits (e.g., "952129"). Next, each digit is used to retrieve a sequence of letters from the table corresponding to that digit's position in the string. The letters obtained from a given table form one of nine words contained in that table, and the concatenation of the six chosen words constitutes a line of Latin verse in dactylic hexameter. The system is capable of generating 9^6, or 531,441, lines of verse.

    Daniel Johannes Flaten Rosnes - 25.05.2021 - 21:02

  9. Plat(free)forms: accessible tools for new e-lit composers

    “In a participatory medium, immersion implies learning to swim, to do the things that the new environment makes possible.” -Janet Murray, Hamlet on the Holodeck

    For new “digital swimmers,” or those just dipping their toes into the pool for a semester or two, complicated (and expensive) technology and skill sets can sometimes hinder creative expression. My goal, as a teacher of digital creative writing, is to get students to “listen to their broccoli” (follow their intuition), as Anne Lamott suggests, and express their unique voices through multiple modes. By utilizing software that is accessible on their own computers and easy to navigate, students are less intimidated and free to create and focus on writing. Although all software has its limitations, I’m seeing some wonderfully creative and thoughtful projects from my students.

    Daniel Johannes Flaten Rosnes - 25.05.2021 - 21:16

  10. The Art Object in a Post-Digital World: Some Artistic Tendencies in the Use of Instagram

    This presentation aims to reflect on two labels that have been used to define sets of artefacts born out of the same context but evoking different connotations. I refer to the terms “post-internet” and “post-digital”. Both terms allude to a post-stage, a leap that announces a cultural shift, perceived by artists but difficult to pinpoint and demarcate with precision, a prefix that might refer to ‘after’ (chronologically) as well as ‘beyond’ (spatially); often used to highlight that what has been superseded is the novelty and exceptionality of the internet and digital technology. Actually, these terms address the fact that digital media is no longer a form of mediation but it has become our ontology, though this new form of being is of such a diffuse, complex and assembled nature, not even Haraway could have anticipated it.
    Triggered by impulses of excess and overindulgence, on the one hand, or sustainability and preservation, on the other, post-internet and post-digital art emerge from a networking and tech-savvy sensibility that has altered the relation between artist, audience, and art object.

    Lene Tøftestuen - 26.05.2021 - 16:04

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