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  1. Winchester's Nightmare

    Author's description:

    Winchester's Nightmare is a work in Inform, premiered at Digital Arts and Culture '99 on October 29 in Atlanta. In its "hardback" form, it is a novel-length interactive fiction which includes a computer running software: a novel machine. The work consists of a primitive portable computer running this cybertext in the literary fiction genre, with a text-adventure interface. Ten hardbacks were manufactured for sale;some are still available. The softback, available free, contains the entire text of the hardback edition.

    Meri Alexandra Raita - 08.09.2011 - 21:25

  2. STRUTS

    STRUTS is an algorithmic narrative collage created from a collection of fragments of facts and fictions pertaining to a place and its people, history, geography and storm events. Narrative resonates in the spaces between the texts horizontally scrolling across the screen, the flickering updating of monthly tide gauge averages, the occasional appearance of live weather weather warnings pulled in by RSS feed and the animated set of photographs of the ends of the struts that support the seawall that protectsa portion of foreshore from the rising tides of the Northumberland Strait. The photographs were taken on May 23, 2011 the second day of a five-week stint as Open Studio Artist in Residence at Struts Gallery and Faucet Media Lab, Sackville, New Brunswick, Canada, May 22 – June 26, 2011. The Saxby Gale of 1869 is the storm we compare all possible storms to. The tide gauge data represents the monthly tide gauge averages for Shediac Bay from the month I was born to the month I moved from Canada to England.

    Eric Dean Rasmussen - 19.09.2011 - 15:27

  3. The History of Hypertext Authoring and Beyond: Interview with Stuart Moulthrop

    Malloy's interview with Moulthrop focuses on his early work, his entrée into writing hypertext and his hypertext novel Victory Garden, the "mostly mythical" artists' collective TINAC, and one of his later works, Under Language. The interview appears on the Authoring Software project.

    Scott Rettberg - 20.10.2011 - 09:42

  4. Friending the Past: The Sense of History and Social Computing

    Reflecting on the relation between the media ages of orality, writing, and digital networking, Liu asks the question: what happens today to the “sense of history” that was the glory of the high age of print? In particular, what does the age of social computing—social networking, blogs, Twitter, etc.—have in common with prior ages in which the experience of sociality was deeply vested in a shared sense of history? Liu focuses on a comparison of nineteenth-century historicism and contemporary Web 2.0, and concludes by touching on the RoSE Research-oriented Social Environment that the Transliteracies Project he directs has been building to model past bibliographical resources as a social network. (Source: author's abstract)

    Eric Dean Rasmussen - 20.10.2011 - 13:05

  5. Interactive Fiction Communities: From Preservation through Promotion and Beyond

    The interactive fiction (IF) community has for decades been involved with the authorship, sharing, reading, and discussion of one type of electronic literature and computer game. Creating interactive fiction is a game-making and world-building activity, one that involves programming as well as writing. Playing interactive fiction typically involves typing input and receiving a textual response explaining the current situation. From the first canonical interactive fiction, the minicomputer game Adventure, the form has lived through a very successful commercial phase and is now being actively developed by individuals, worldwide, who usually share their work for free online.

    Eric Dean Rasmussen - 23.03.2012 - 07:24

  6. A Short History of Electronic Literature and Communities in the Nordic Countries

    While literary hypertexts and the research field were still in an early stage, Nordic researchers laid their eyes on the literary potential of hypertext technologies. Some Nordic researchers (e.g. Aarseth 1994; Koskimaa 1994; Liestøl 1994), I would claim (perhaps in a moment of patriotism), contributed significantly to a research field still in its infancy. Still, after almost twenty years, it is hard to discover a specifically Nordic community for electronic literature. Those scholars conducting research on electronic literature in the Nordic countries are usually associates of international communities like the Electronic Literature Organization, Digital Fiction International Network and Electronic Literature as a Model of Creativity and Innovation in Practice. Similar communities in the Nordic countries are not that easy to spot, but we might say that they exist, although as rather small-scale projects and communities. This does however not imply that they are insignificant.

    Eric Dean Rasmussen - 23.03.2012 - 07:26

  7. Developing an Identity for the Field of Electronic Literature: Reflections on the Electronic Literature Organization Archives

    The Electronic Literature Organization (ELO) was founded as a literary nonprofit organization in 1999 after the Technology Platforms for 21st Century Literature conference at Brown University. Along with Jeff Ballowe and Robert Coover, I was a co-founder of the ELO, and served as its first Executive Director from 1999-2001, and have served on its board of directors in the years since then. Today it is one of the most active organizations in the field of electronic literature, central to the practice of e-lit in the United States and its establishment as an academic discipline. This essay briefly outlines the early history of the organization, the ways that the mission, profile, and the focus of the organization evolved and changed in its first decade, and offers some tentative insights into the ways that an institutionally structured community can facilitate network-mediated art practice.

    Eric Dean Rasmussen - 23.03.2012 - 07:30

  8. Electronic Literature Seen from a Distance: The Beginnings of a Field

    This paper outlines the development of the hypertext fiction community that developed in the United States of America from the late eighties and onwards. This community was separate from the interactive fiction community (and largely thought of its works as different from “games”) and largely revolved around the use of Storyspace, a software tool for creating electronic literature, and later, around Eastgate, a publisher of hypertext fiction and the company that developed Storyspace. While some work was written and published in Hypercard and other systems, the technology of a dominant software authoring tool and of the mechanics of distribution (diskettes sold by mail order) formed the hub of the electronic literature community during this period. There was little or no communication with other communities, such as the IF community or digital art communities. With the advent of the web, new authoring and distribution channels opened up, and this hub gradually lost its dominance. The transition from this relatively centralised and explicit community to the networked communities and scattered individuals of the Web is an interesting one to explore.

    Eric Dean Rasmussen - 23.03.2012 - 07:32

  9. Digital Literature in France

    Serge Bouchardon's paper concludes with the observation that the field of digital literature "is based on each country's own conception of literariness, of the digital medium, as well as on the relation between the two" and completes his article with a question to be considered in future research on communities, asking if digital literature is a coherent international field or a mere collection of cultural specificities. Giving an account of how digital literature in France evolved theoretically and historically through the creation of creative works and their traditional filiations, within a study of two socio-technical devices, he also analyzes how a particular mailing list, "a reflexive device" of a community possibly contributes to the construction of the field. His contribution comes along with a rich collection of links to various French actors in the field.

    (Source: Article abstract.)

    Eric Dean Rasmussen - 23.03.2012 - 15:36

  10. Dichtung Digital 41

    The first of two special issues of Dichtung Digital emerging from the 2010 ELMCIP seminar on electronic literature communities (Bergen). Articles explore electronic literature from a variety of perspectives, including regional or language-based communities, communities of practice that form around particular genres or technologies, and communities that develop around insitutionalization efforts.

    Eric Dean Rasmussen - 23.03.2012 - 15:44

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