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  1. Seven Types of Interface in the Electronic Literature Collection Volume Two

    Seven Types of Interface in the Electronic Literature Collection Volume Two

    Eric Dean Rasmussen - 05.10.2011 - 10:16

  2. Cicatrix: Pain, Sex, and Dying in E-Literature

    This panel will deal with the relationship between extreme affect and electronic literature: How are pain, sex, and death _embodied_ in E-lit, virtual worlds, and textuality so that the abstract, for the reader, performer, or user, becomes empathetically embodied within hir? In other words, how can the skipping/skimming, which characterize the Net, be delayed, so that an actuality of politics and the body emerges? This panel will explore this and related issues. (Source: Author's abstract, 2012 ELO Conference site)

    Eric Dean Rasmussen - 18.06.2012 - 13:38

  3. Embodied Algorithms: On Space and Mobility as Structural Metaphors

    This short paper proposes the concept of "embodied algorithms" to describe the use of models borrowed or derived from other disciplines as structural metaphors in works of art. The models may originate in fields as diverse as phenomenology, linguistics, or computer science, and while they may not themselves be computational or procedural, their cross-disciplinary/cross-modal implementation imbues them with a symbolic dimension that suggests a hermeneutical methodology (hence, “algorithm”) for constructing interpretive narratives. The paper examines the constitutive role played by space and mobility in interpreting a series of the author’s own artworks. For the sake of brevity, it focuses primarily on a single interpretive model derived from the writing of phenomenologist Georg Gadamer, and relates it to a number of digital models, or algorithms, employed in the works.

    Elisabeth Nesheim - 27.08.2012 - 13:42

  4. Tangibles and Storytelling

    Tangible User Interfaces (TUI) are systems with the goal of giving a physical aspect to accessing information from a digital medium. Combining physical interactions with digital information in order to evoke a sense of interactivity and control over a system. Coupled with storytelling, these user interfaces become potent information relays, as well as being effective edutainment tools for younger audiences. This is because of physical interactions are extremely significant in providing stimuli for the memory, thus facilitating learning.

    In this paper, we discuss and evaluate several different research papers about various different tangible user interfaces designed to facilitate interactive narratives and storytelling. These systems provide insight to the dynamics of interactive storytelling, and how these tangibles can be used to deliver non-linear storylines and detach the users from the role of a passive observer to an active role in the stories.

    Jill Walker Rettberg - 02.07.2013 - 16:08

  5. Between Floors: The Ups and Downs of Mediated Narrative

    “Between Floors: The Ups and Downs of Mediated Narrative” and the accompanying creative remediation project, “Between Floors: Love and Other Blood Related Diseases,” meld theory and practice of print with electronic literature and installation art. I argue that as the medium changes, the narrative is transformed. The narrative can be reconstructed and pieced together as the reader or viewer becomes increasingly involved, even embodied within the work. This embodiment is what Nathaniel Stern calls “Moving and thinking and feeling” (1) and can result in a more direct emotional experience. The form, structure, and medium (sjužet) rely on authorial intention, yet as a narrative becomes more interactive and experiential the feedback loop shifts, placing meaning, message, and construction of narrative (fabula) between media and reader/viewer. This necessarily complicates the notion of authorship, yet within an embodied space, such as the installations included in this analysis, there is a potential for greater emotional understanding between author/artist and reader/viewer.

    Melinda White - 31.05.2014 - 16:17