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  1. Nested Folders: On Birds in Digital Poetry

    Digital poets have long explored the representation of birds’ physical presence and their mediation through visual and sonic technologies. Noah Wardrip-Fruin attributes the “first experiment with digital literature and digital art of any kind” to Christopher Strachey (302). The word “duck” appears in Strachey’s Love Letter generator, programmed on the Manchester University Computer in 1952. The word is used as a term of endearment; it does not refer to a specific bird. Birds and bugs intermingle in Jörg Piringer’s early iOS app, abcdefghijklmnopqrstuvwxyz (2010). In this piece, the winged creatures are not represented pictorially, but rather, by behaviour. The user selects letter forms from the edges of the screen, which then soar, in the case of birds, or jitter, in the case of crickets. Maria Mencia’s earlier work, Birds Singing Other Birds' Songs, was first exhibited at the Medway Gallery in 2001. As is the case in Piringer’s app, the birds are composed of letter forms.

    J. R. Carpenter - 25.04.2022 - 10:42

  2. All of the spaces collapsing: an interview with xtine burrough

    All of the spaces collapsing: an interview with xtine burrough

    Shanmuga Priya - 11.06.2022 - 18:10

  3. Electronic Literature Collection, Volume Four

    The fourth volume of the Electronic Literature Collection (ELC) was published on June 1, 2022  towards the end of the ELO’s annual conference at Como, Italy. ELC4 was edited by Kathi Inman Berens, John Thomas Murray, Lyle Skains, Rui Torres and Mia Zamora. The collection represents a wide variety of works from 42 countries. The enhanced participation in the ELC4 compared to its previous collections shows the global recognition of e-lit (see ABOUT ELC3 and ABOUT ELC4). The 132 electronic literary works are produced in 31 languages, namely: Afrikaans, Ancient Chinese, Arabic, Catalan, Chinese, Danish, Dutch, English, French, German, Greek, Hungarian, Indonesian, isiXhosa, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Romanian, Russian, Setswana, Simplified Chinese, Slovak, South African Sign Language, Spanish, Swedish, Turkish, Yoruba.

    Shanmuga Priya - 11.06.2022 - 20:37

  4. The Possibilities of Illness Narratives in Virtual Reality for Bodies at the Margins

    Through decades of scholarly analysis and application, the practice of illness narratives has been established as an effective therapeutic intervention for dealing with illness-related emotional well-being (Couser; Frank; Irvine and Charon). Scholars of illness narratives argue that the medium works to bring agency back to the body following the neoliberal relinquishing of one’s life story in the patient-physician encounter. Contemporary scholarly work is mapping the growth of illness narrative forms from the traditional book to emerging digital-born narratives; however, there is limited research on the medium’s intersection with virtual reality (VR) technologies. Working with Marie-Laure Ryan’s theoretical framework of possible worlds theory, this paper explores the transformative potential of VR illness narratives for pathologized identities found when VR resists the call to fall into one of two categories: pure transhumanism where VR reality is emancipated from actual reality or an artificial experience that has no lasting effect on the self.

    Astrid Ensslin - 31.08.2022 - 13:39

  5. Developing a Choice-Based Digital Fiction for Body Image Bibliotherapy

    Body dissatisfaction is so common in the western world that it has become the norm, especially among women and girls. Writing New Body Worlds is a transdisciplinary research-creation project that aims to address these issues by developing an interactive digital fiction for body image bibliotherapy. It is created with the critical co-design participation of a group of young women and non-binary individuals (aged 18–25) from diverse backgrounds, who are representative of its intended audience. This article discusses how our participant research influenced the creative development of the digital fiction, its characters and its novel ludonarrative or story-game design. It theorizes how the specific affordances of a choice-based interactive narrative, that situates the reader-player in the mind of the fictional protagonist, may lead to enhanced empathic identification and agency and, therefore, a more profoundly immersive and potentially transformative experience.

    Astrid Ensslin - 31.08.2022 - 13:49

  6. Transmedial Unnatural Spatiality and Postdigital Dystopicalization in The Pickle Index

    Transmedial Unnatural Spatiality and Postdigital Dystopicalization in The Pickle Index

    Astrid Ensslin - 28.01.2023 - 15:27

  7. Digital Realism

    Digital Realism

    David Wright - 22.02.2023 - 12:12

  8. Digital Literary Creative Practice and COVID-19

    Digital Literary Creative Practice and COVID-19

    David Wright - 22.02.2023 - 12:15

  9. Putting the Pig Back Together Again: Dis(re)connection in "Figurski at Findhorn on Acid"

    Putting the Pig Back Together Again: Dis(re)connection in "Figurski at Findhorn on Acid"

    Richard Holeton - 23.02.2023 - 23:54

  10. AI for Games

    What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That's one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI)

    Martijn Holtkamp - 15.03.2024 - 14:06

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