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Electronic Literature in the 21st Century
Electronic Literature in the 21st Century
Scott Rettberg - 12.01.2013 - 11:09
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Ergodic Characters
While much of the attention towards ergodic fiction has been focusing on plot (either dynamic or multiple-path), its characters still lack complexity and expressiveness. In this paper we will explore two different techniques to face this problem.
One major issue in videogames is the lack of personality in user-controlled characters. In other words, the author of a videogame cannot give a deep personality to her character, because the user will be the one who will control it. For example, you cannot design a melancholic, non-violent character, if there is a knife available in the environment. Many users would just take the knife and start a Doom-like game, turning the originally pacifist character into a serial killer. The designer can obviously prevent the user from manipulating harmful objects. However, through this arbitrary rule, users will see their freedom limited. This would also diminish the environment's coherence: why some objects can be manipulated and other cannot?
Scott Rettberg - 19.01.2013 - 13:24
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Hypermedia, Eternal Life, and The Impermanence Agent
The story of hypermedia, in which the Web is a recent chapter, begins with a vision of transforming the brain's associative connections into media - media that can be infinitely duplicated and easily shared - creating pathways of thought in a form that will not fade with memory. In recent years, hypermedia has begun to permeate our lives. But it is not as we dreamed: constantly growing, with nothing lost, only showing what we wish to see. Instead we find 'Not Found' a nearly daily message.
The story of software agents begins with the idea of a 'soft robot' - capable of carrying out tasks toward a goal, while requesting and receiving advice in human terms. In recent years, a much narrower marketing fantasy of the agent has emerged (with a relationship to actual agent technologies as tenuous as Robbie the Robot's relationship to factory robots) and it grows despite failures such as Microsoft Bob. Now we often see agents as anthropomorphized, self-customizing virtual servants designed for a single task: to be a pleasing interface to a world of information that does not please us.
Scott Rettberg - 19.01.2013 - 15:14
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The trAce Experience
trAce, an online organization located at Nottingham Trent University, UK, offers educational and cultural opportunities for writers. We will be presenting and discussing some of the products related to that process.
Janet Holmes, Boise State University (USA)
"The trAce Experience: 'The Ballad of Sand and Harry Soot'"Marjorie C. Luesebrink, Irvine Valley College (USA)
"The trAce Experience: Collaborative Aspects of Fibonacci's Daughter"Christy Sheffield Sanford, trAce (USA)
"The trAce Experience: Virtual Writer-in-Residence - Creating a New Profession"Sue Thomas, Nottingham Trent University (UK)
"The trAce Experience: Connecting Writers in Real and Virtual Space"Scott Rettberg - 19.01.2013 - 16:29
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A White Paper of Information
Also titled "Looking Backward: Visual Culture and Virtual Aesthetics, 1984-1998" -- the online essay presents a history of visual cultural, virtual aesthetics and visualization
Scott Rettberg - 19.01.2013 - 17:48
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Reconsidering the Electronic Literary Artifact: E-Books, Twitterature, and Digitalized Richard Brautigan
In this panel, "Reconsidering Electronic Literary Artifact," theorists and artists take a look at some of the assumptions that have informed scholarship surrounding electronic literature and offer alternative visions about reading, the notion of “born digital,” and archiving electronic artifacts.
Audun Andreassen - 03.04.2013 - 10:23
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Electronic Literature Directory 2.0
The Electronic Literature Directory has served over the years as an ongoing project of the ELO. The recently revamped directory will, by the time of ELO_AI meeting, have been formally launched and will be approximately six months old. The purpose of this proposed panel is to allow sitting editors to provide a face-to-face introduction of the evolving directory to ELO community. Participants will address issues of design, bibliography, editorial process, tagging, and pedagogical relevance of the project. Vincler, a special collections librarian, will address issues of cataloging and archiving. Branda, the site programmer, will address technical aspects of the site's development. Engberg and Heckman will address the potential use of the format in a variety of educational settings. Tabbi will address the general implications of the directory for the future of the field. Special attention will be given to the continued development of the site content, and active discussion will be encouraged.
Audun Andreassen - 03.04.2013 - 13:45
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What Is at Work in a Work of Digital Literature?
This proposal is for a panel presentation. In keeping with the themes of Archive and Innovate, this panel will look at structures and decoding with respect to the practice of preserving electronic fiction and poetry. A finished electronic piece is the end result of various decisions about technology and the coding that accompanies this production. In some cases the reading of a piece partially decodes the assemblage; in other works, the coding structure remains hidden. The members of this panel will look at both phenomena as an aspect of investigating works of digital literature. Members will include Marjorie C. Luesebrink/M.D. Coverley (chair), Stephanie Strickland, John Zuern, and Mark Marino.
Audun Andreassen - 03.04.2013 - 15:19
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Geo-locative narratives and e-lit: A Literary Positioning
At The MITH/ELO Symposium, guest speaker N. Katherine Hayles concluded her talk proposing that electronic literature needed to leave the limits and the realm of the screen. Her words proved an inspiration to our panel. The HERMENEIA Research Group (www.hermeneia.net) and the Centro Avanzado de Investigación en Inteligencia Artificial (CAVIIAR-the Advanced Research Center in Artificial Intelligence) subsequently proposed to the Spanish Department of Industry and Technology the generation of a literary space that would use the technologies foreseen as having the greatest social penetration: cellular telephony, personal computation, Web 2.0 and geographical positioning, i.e. a literary GPS.
Audun Andreassen - 03.04.2013 - 15:23
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Intersecting Approaches to Electronic Literature: Close-Reading Code, Content, and Cartographies in “William Poundstone’s “Project for the Tachistoscope: [Bottomless Pit]”
What does it mean to close read electronic literature? Should one closely engage the screenic content, the programming code, or the operating patterns of a work? This panel proposes that critical analysis need not be limited to one approach or one focal point of attention, and seeks to demonstrate what can be gained when scholars collaborate to apply multiple methodologies to engage a single work. All three panelists will read the same work of digital literature, William Poundstone’s “Project for the Tachistoscope: [Bottomless Pit]” (EL Collection, vol.1), but using three different critical methods with the collaborative goal of approaches that mutually inform and enrich each other. Jessica Pressman will approach the Flash-based animation from the lens of traditional literary hermeneutics, close reading the onscreen literary aesthetics to explore the relationships between form and content as well as locate the points of aporia and mystery that traditional reading strategies are left struggling to explain.
Audun Andreassen - 10.04.2013 - 11:12