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  1. Strange Rain and the Poetics of Motion and Touch

    Mark Sample provides a close-reading of one work that takes advantage of the “interface free” multitouch display: released in the last year, “Strange Rain” is an experiment in digital storytelling for Apple iOS devices (the iPhone, iPod Touch, and iPad) designed by new media artist Erik Loyer.

    Eric Dean Rasmussen - 05.10.2011 - 09:56

  2. See Spot Link. Link, Spot, Link: How to read and appreciate electronic literature (Workshop)

    Abstract
    What is the difference between reading on screen and reading electronic literature? Between an e-book and an e-lit piece? Electronic literature, or eliterature, uses computer technology as an integral part of the work to convey meaning. Find out about the literary art of links, images, sounds, and motions. Make connections between images and text, between sounds and words, between motions and implications. Uncover an exciting new world where writers expand beyond the page and embrace the screen with an array of new literary techniques.

    Agenda
    This workshop will cover 4 basic elements of electronic literature: links, imagery, motion, and sound. For each element, we will read a portion of works to see these elements in action, take part in an exercise to explore writing using these elements, and discuss techniques to recognize and understand these elements.

    Scott Rettberg - 07.01.2013 - 15:41

  3. Between Code and Motion: Generative and Kinetic Poetry in French, Portuguese, and Spanish

    This article looks at works of electronic poetry in French, Portuguese, and Spanish. While video and digital experiments in these languages date back to the 1970s and 1980s, the works considered here are mostly post-World Wide Web, i.e., produced between the mid-1990s and 2009. The article discusses the work of Philippe Bootz, founding member of Lecture, Art, Innovation, Recherche, Écriture (LAIRE) and theorist of programmed literature. It comments on the relationship between digital computer code and literature, addressing the materiality of the display and poetics. Other topics explored include programming poetry, patterns of specific writing processes, and automatic text generation. Through analysis of computer-assisted multimodal and retroactive forms, this essay discusses the role played by code and motion in digital works. It also stresses the function of language as cultural form in electronic literature.

    (Source: Author's abstract)

    Scott Rettberg - 23.01.2013 - 23:20

  4. This Is Not the Beginning or the End of Literature

    It is too easy to fall into prognostications of electronic literature as the end of literature or as a new beginning. (...) Such views imply too much teleology, and see electronic literature purely as the unfolding of the possibilities of the apparatus. The rhetorical logic at work is literalization, i.e. taking literary works as the sum of their technical features. (Rui Torres & Sandy Baldwyn, eds. 2014. PO.EX: Essays from Portugal on Cyberliterature and Intermedia. Morgantown, WV: Center for Literary Computing: xv-xvi).

    Hannah Ackermans - 28.11.2015 - 14:53

  5. 80 days: Breaking the Boundaries between Video Games and Literature

    “Moveable books” predate the printing press. Such experiments, including popular pop-up books of the nineteenth century, pushed against the boundaries of two-dimensional storytelling by crafting ways paper can mechanically foster motion and depth. iPad artists and game designers experiment with device-specific expressive capacities. I call moveable books designed for iPad “playable books” to invoke their ergodic filiation with videogames. In this presentation, I analyze one playable book, 80 Days (2014) by Inkle Studios, which won Time Magazine’s best game of the year and was named by The Telegraph a best novel of the year. Crossing the “border” between literature and videogames, 80 Days invites us to consider how popular modes of human/computer interaction in games shape new forms of reading in device-specific ways. I discuss how 80 Days’ gameful attributes adapt and contest Jules Verne’s 1873 novella Around the World in Eighty Days. The game gives the reader a physical experience of the original story’s chief mechanic, racing to beat the clock.

    Hannah Ackermans - 06.02.2017 - 15:59