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  1. A Topographical Approach to Re-Reading Books about Islands in Digital Literary Spaces

    This paper takes a topographical approach to re-reading print books in digital literary spaces through a discussion of a web-based work of digital literature “…and by islands I mean paragraphs” (Carpenter 2013). In this work, a reader is cast adrift in a sea of white space extending far beyond the bounds of the browser window, to the north, south, east and west. This sea is dotted with computer-generated paragraphs. These fluid texts call upon variable strings containing words and phrases collected from a vast literary corpus of books about islands. Individually, each of these textual islands represents a topic – from the Greek topos, meaning place. Collectively they constitute a topographical map of a sustained practice of reading and re-reading and writing and re-writing on the topic of islands. This paper will argue that, called as statement-events into digital processes, fragments of print texts are reconstituted as events occurring in a digital present which is also a break from the present. A new regime of signification emerges, in which authorship is distributed and text is ‘eventilized’ (Hayles).

    Alvaro Seica - 15.05.2015 - 13:59

  2. Once Upon a Tide: An Introductory Essay

    Not quite a short story, not quite a stage play, ‘Once upon a Tide’ is just one of those moments in literature when time … stands … still. When plot advances by simply refusing to budge. One of those waiting times, slack tides, great hollows within which heat intensifies, cold deepens, night thickens, fevers rage, or the sun continues its relentless blaze. Tension builds, and still nothing happens; neither the sight of a sail on the horizon nor the slightest breath of wind. It is within these long stillnesses that sailors’ yarns unravel. In Conrad’s Heart of Darkness (1899), the entirety of Marlow’s tale is recounted in one evening whilst sitting utterly still on the deck of a ship moored on the Thames. In the pitch dark and the heavy night air of the river, the narrator strains to discern meaning: ‘I listened, I listened on the watch for the sentence, for the word, that would give me the clue to the faint uneasiness inspired by this narrative that seemed to shape itself without human lips…’.

    J. R. Carpenter - 24.06.2015 - 11:36

  3. "'Till Algebra is Easier —': Elements of Computation in the Poems of Emily Dickinson

    In this paper, I present close readings of a selection of Emily Dickinson’s poems that I propose might be best explained through an understanding of her awareness of the current scientific topics of the time. These include, for example, the publication of Darwin’s Origin of Species in 1859, Faraday’s and Maxwell’s numerous investigations into electromagnetism in the early to mid 1800s, and the production of Babbage’s Difference Engine in 1847. Specifically, in regards to Babbage’s computing machine, I demonstrate a connection between some of the innovations first formulated by the mathematician and proto-programmer Ada Lovelace in 1842 and 1843, including concepts of looping, modeling, and isomorphism, and Dickinson’s poems, written more than one decade later, which include references to cycles, recursion, and branching. Additionally, I show that there are clear stylistic similarities between Lovelace’s philosophical inquiries into the nascent discipline of computation and some of Dickinson’s poems that might be said to contain algorithmic structures or images.

    Hannah Ackermans - 14.11.2015 - 16:02

  4. The End of the White Subway

    Concept "The End of the White Subway" is a strange little text-game that bears some resemblance to a text adventure or interactive fiction... more or less the way a toadstool resembles a geranium. Is this a game? If being a game requires consequential decisions, controllable actions, differential outcomes, and quantification (score), then it's a game. If your definition includes fun, well... This project is really more like a time simulator -- though in some ways every game is that. It invites you to think about the passing of time (all those moments you'll never get back), the way things change even as they stay the same, what you think you are doing when you can't do much of anything, and how you know when it's time to leave the train. What You Can Do Ride the train from station to station: either click Continue or simply press any key while you are in Train mode. (You'll need to click once in the text window, or use the Continue link initially, in order to set focus.) Each station of your passage comprises a screenful of text. The text is always different, or perhaps always the same. Look at things: The Earth is full of them.

    Hannah Ackermans - 30.11.2015 - 07:19

  5. Narrative Affect in William Gillespie's Keyhole Factory and Morpheus: Biblionaut, or, Post-Digital Fiction for the Programming Era

    Programmable computation is radically transforming the contemporary media ecology. What is literature's future in this emergent Programming Era? What happens to reading when the affective, performative power of executable code begins to provide the predominant model for creative language use? Critics have raised concerns about models of affective communication and the challenges a-semantic affects present to interpretive practices. In response, this essay explores links between electronic literature, affect theory, and materialist aesthetics in two works by experimental writer and publisher William Gillespie.

    Focusing on the post-digital novel Keyhole Factory and the electronic speculative fiction Morpheus: Bilblionaut, it proposes that: first, tracing tropes of code as affective transmissions allows for more robust readings of technomodernist texts and, second, examining non-linguistic affect and its articulation within constraint-based narrative forms suggests possibilities for developing an affective hermeneutics.

    Eric Dean Rasmussen - 02.06.2016 - 11:15

  6. Salt Immortal Sea

    Opening in the center of the international refugee crisis, this playable story places the interactor in the position of the refugee. As the tale opens, an explosion sends the interactor from the comfort of a ship into the salt immortal sea. Rescued by a mysterious boat the player encounters eight other passengers, drawn from the present and the ancient past. However, one of these passengers has angered the gods, and unless the player can discover which, all will face their wrath. However, finding that secret is no easy task. Each passenger harbors secrets that pit them against each other in an allegory of contemporary global crisis. Choosing from one of nine iconic positions in the refugee crisis, the interactor can explore tales of misfortune while trying to keep the shipmates in balance by collecting and circulating secrets. In this tale, we recast figures in the contemporary refugee crisis against the mythos of the quintessential traveler, Odysseus, for the refugee likewise travels cursed, unable to return home. It is a tale of the eternal return to proxy wars and the challenge of achieving some semblance of world peace.

    Filip Falk - 08.09.2017 - 15:51

  7. Against E-Poets

    Artistic reenactment of the speech “Against Poets” from Buenois Aires from 1947 with using digital media 

    Witold Gombrowicz (one of the most important Polish writers and an icon of XX century European literature) spent almost 25 years in Buenos Aires. In 1947 he gave a talk "Against Poets" at Fray Mocho’s bookshop, then in 1951 he publish the text in "Kultura" in Paris, which provoked a lot of poets and scholars to respond, e.g. Czeslaw Milosz (Nobel Prize winner). In this well known statement Gombrowicz attacked the very institution of Poetry (Form), as a kind of religion. The institution of Poetry attacked him back. Such controversies give a kind of new energy and awareness to the field and get artists out of their routine positions. The point of departure for this project is to reenact his statement in the new digital context. 

    Piotr Marecki - 27.04.2018 - 15:59

  8. Literatura electrónica en español / Electronic Literature in Spanish

    Alex Saum-Pascual presents and contextualizes contemporary Spanish-language electronic literature and reads from her digital poetry.

     

    Scott Rettberg - 03.05.2018 - 10:00

  9. I Hold It Toward You: A Show of Hands

    "What is a book?" This is the question the text starts of with and the question the text circles around, exploring the material basis of reading and writing. Parallel to the theoretical examination and anecdotal reference to the history of the written word, the author positions a post-apocalyptic fiction about the last reader.

    Hannah Ackermans - 18.09.2018 - 14:42

  10. 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

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