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  1. CODE STORY

    CODE STORY is a visual and literary arts project, which includes nine digital code portraits. Which includes nine static, physical photographs, and nine dynamic, virtual Web pages. 

    The Digital code are compromised of standard codes with values ranging from 0 to 255. It is the value, sequence, and most importantly the interpretation of these codes that determine what information is represented. The Codestory project investigates possibilities for a creative interpretation of digital code. 

    sondre rong davik - 12.09.2018 - 14:50

  2. Let’s Play: Ancient Greek Punishment: CPU Edition!

    Let’s Play is part of an ongoing series of games based on ancient Greek figures
    and their punishments. Sisyphus, Prometheus, Tantalus, Danaids and Zeno, the
    philosopher known for his paradoxes, are represented by the CPU player, the
    computer’s Central Processing Unit. In this CPU edition, the computer does it all
    by itself, both simulating and playing the game, cutting out the player entirely.
    Every time the reload button is activated, the game starts afresh. It may seem
    like watching an animated GIF or a video file, but it’s the computer playing,
    pushing a rock or having its liver eaten. Again and again. Let’s Play presents a
    world closed in on itself, behaving according to its own logic, its own code. A
    world stuck in a frustrating loop.

    (source: Description from the schedule)

    June Hovdenakk - 26.09.2018 - 15:39

  3. Electronic Literature as an approaching tool to emerging ways of reading

    What is reading? As a transitive verb, and in the strict action, it is to pass the view by the signs that we recognize from our mother tongue, written in a text to understand them and turn them into sounds. The act of reading goes beyond the interpretation of an inherited code. Reading is a cognitive visual/motor activity and meaningful of reality. 

    When we read a text, our thinking manages a bunch of received information that little by little it is organizing according to its maturity, experience, cognitive processes, intuition and conceptualization. The order in which it happens does not matter. What is important is the fact that when it is read, the construction and appropriation of both historical and a-historical concepts is happening. But, what happens when we read Electronic Literature? 

    Technology, following the proposal of Marshall McLujan, is an extension of our own body. For that matter, clothing is an extension of our skin. The shoes are an extension of our feet. 

    June Hovdenakk - 03.10.2018 - 15:21

  4. Hybrid Praxis and Collaborative Culture in an E-Lit Classroom

    In this paper, I share my experiences and some strategies developed while teaching my first E-lit course at a small urban liberal arts college. Mills College at that moment, had no campus digital curricular resource center for faculty or students and the English department’s approaches to digital humanities were, by necessity, hyper local and “small batch.” As the first E-lit course offered at Mills it was designed to be both an introduction to E-literature and criticism, and to literary critical practices and it was also to have a creative component that allowed students to develop their own born-digital projects. 

    The course drew students from literature and creative writing majors and non literature majors and enrolled both graduates and undergraduates. It was an exuberant group who brought a tremendous range of skills to the table. Figuring out how to teach this cohort and this material was a creative-critical challenge of its own. E-lit as topic and medium invited me to think in new ways about my pedagogy. 

    June Hovdenakk - 05.10.2018 - 12:55