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  1. From The Unknown to Piksel Zdrój: Collaboration in E-literature: Models, Newcomers, Predictions

    The talk reflects on the theoretical and practical aspects of collaboration in e-literature. Firstly a model of digitally enhanced collaboration that could encompass both its past and future instances is proposed. Matching several groups of categories (for example “production / negotiation / creation” against “material / story / discourse”) the model demonstrates that e-literature – even if we are really witnessing the end of it now – maintains its status of an important laboratory for any collaboration in digital environment.

    Alongside acclaimed collaborative works (Forward Anywhere, The Unknown, A Million Penguins) several less known examples from Poland will be presented: Digital Green Eye (2012) and Bałwochwał (2013) – collaborative adaptations of Polish avant-garde classics – as well as Piksel Zdrój – a hypertext project by 8 authors published in 2015. The aim of the first part is to introduce both a universal analytical model and some rather unknown examples of e-literature to the international audience.

    Hannah Ackermans - 16.11.2015 - 09:59

  2. Gestural Semiotics and App Fiction

    In his theory of gestural manipulations, Bouchardon (2014; see Ensslin 2014: 82-83) starts from the assumption that “all clicking is interpretive” (160). He proposes a refined view of how readers interact with digital media through a “repertoire of gestures” (161-162), the use of which depends on the physical device used to interact with a particular text. In his view, analyses of gestural manipulations happen at five distinct levels: (1) the gesteme, which is an individual move, such as a key stroke or a mouse click, linking haptic move and interactive interface item; (2) the acteme, which refers to a sequence of individual gestemes combining to form a larger unit of gestural meaning, such as drag-and-drop; (3) the semiotic unit of manipulation (“SUM”), which is the sum of identical or similar actemes and their semiotic function; (4) media coupling, which denotes specific functions and meanings of SUMs in their medial contexts; and (5) interactive discourse, which happens at the superordinate level of digital text in context, and relates to the meanings of gestural interactions against this larger backdrop. 

    Susanne Årflot Løtvedt - 29.08.2018 - 15:28

  3. Splatter Semiotics / Semiotics of Splatter

    The paper would be a presentation, with video, on the subject of Splatter Semiotics, and The Semiotics of Splatter, which is concerned with 'messy' digital lit / digital literacy. It will discuss Trump's tweets, Russian hacking, blockchain, and disruptive technologies which possess 'spread' as, not only a form of digital literature, but also a new and dangerous cultural horizon, one that threatens the very foundations of democratic institutions. This work stems out of my thinking about 'gamespace / edgespace / blankspace' that I've presented at other conferences (including ELO); the three terms reference gaming and habitus as forms of political, social, and artistic thinking; I would include a summary of this work and indicate its relationship and dissolution in splatter.

    Li Yi - 03.10.2018 - 15:52