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  1. Analyzing Digital Fiction

    Analyzing Digital Fiction offers a collection of pioneering analyses based on replicable methodological frameworks. It offers analyses of digital works that have so far received little or no analytical attention and profiles replicable methodologies which can be used in the analyses of other digital fictions. Chapters include analyses of hypertext fiction, Flash fiction, Twitter fiction and videogames with approaches taken from narratology, stylistics, semiotics and ludology. Essays propose ways in which digital environments can expand, challenge and test the limits of literary theories which have, until recently, predominantly been based on models and analyses of print texts.

    Chapters:

    1.Introduction: From Theorizing to Analyzing Digital Fiction Alice Bell, Astrid Ensslin and Hans Kristian Rustad

    Section 1: Narratological Approaches

    2. Media-Specific Metalepsis in 10:01 Alice Bell

    3.Digital Fiction and Worlds of Perspective David Ciccoricco

    4. Seeing into the Worlds of Digital Fiction Daniel Punday

    Section 2: Social Media and Ludological Approaches

    Alice Bell - 06.05.2014 - 12:45

  2. Psychoanalytic Interpretation of Blueberries by Susan Gibb

    La obra de ficción digital titulada Blueberries (2009) de Susan Gibb, publicada en la ELO (Organización de literatura electrónica) invita al lector/a a viajar dentro de la mente de la protagonista para descubrir sus experiencias reales e imaginarias en las que se examinan las nociones de género, sexo, cuerpo e identidad de una mujer traumatizada. En este artículo se exploran los modos verbales y visuales en esta ficción digital breve siguiendo patrones semióticos así como se interpretan los estados psicológicos por medio de componentes poéticos y tecnológicos. Se llevará a cabo un estudio comparativo de las consecuencias del trauma en la protagonista de la historia con teorías psicoanalíticas de Sigmund Freud, Jacques Lacan, así como las de las psicoanalistas feministas: Melanie Klein y Bracha Ettinger. Se estudiarán las reacciones de la protagonista ante la pérdida de la realidad, las alucinaciones y el complejo de Electra, así como el surgimiento de mecanismos de defensa y su uso de la creatividad artística como terapia curativa.

    Maya Zalbidea - 03.06.2014 - 11:07

  3. Disguised Tales: A Masqueraded Complexity in Children's Electronic Literature

    This paper explores what I define as a “masqueraded complexity”, a term that refers to the way
    children’s electronic literature disguises its multiple features to a formative reader (the child/young adult) in order to maintain/assert the whole range of semiotic and narratological creative approaches allowed in this new literary scenario. The paper paper also examines the lights and shadows of children's digital literature's inherent properties from an educational perspective. To support this exploration, I combine theoretical approaches to digital literature (Ryan, Murray, Hayles, Landow, etc.), the exploration of the digital literature landscape for youngsters and recent studies on children's literary education (Chambers, Colomer, Tauveron etc.). Some of my own research group ongoing case studies with real young digital readers will also be used to illustrate the outcomes.
    Despite its obvious heterogeneity, electronic literature presents a series of common complexities

    Jill Walker Rettberg - 20.06.2014 - 18:13

  4. Musico-literary miscegenations: relationships between words and sound in new media writing

    While discussion of the relationship of image and word has been prominent in the discourses surrounding new media writing, the role of sound is rarely addressed in this context, even though words are sounds and sounds are a major component of multimedia. This paper explores possibilities for new theoretical frameworks in this area, drawing on musico-literary discourse and cross-cultural theory, and using ideas about semiotic and cultural exchange as a basis. It argues that words and music in new media writing create emergent structures and meanings that can facilate ideas to do with boundary crossing, transnationalism and cross-cultural exchange.

    Thor Baukhol Madsen - 13.02.2015 - 10:48

  5. Entrevista a Pedro Barbosa

    Pedro Barbosa recalls in this interview his memories of the first studies and works of electronic literature back in the 1970s when he was a student at the University of Porto. Starting from considerations about his collaborative works he makes a comparison between printed literature tradition and the age of new media focusing on the paradigmatic change of this very transitional period with live in and the differences of the creative work. Furthermore he makes an interesting statement on regard of the aesthetics of new media by comparing works of electronic literature with the oral tradition. In the end he mentions some of the milestones of electronic literature that he considers important.

    Daniele Giampà - 22.03.2015 - 15:58

  6. From The Unknown to Piksel Zdrój: Collaboration in E-literature: Models, Newcomers, Predictions

    The talk reflects on the theoretical and practical aspects of collaboration in e-literature. Firstly a model of digitally enhanced collaboration that could encompass both its past and future instances is proposed. Matching several groups of categories (for example “production / negotiation / creation” against “material / story / discourse”) the model demonstrates that e-literature – even if we are really witnessing the end of it now – maintains its status of an important laboratory for any collaboration in digital environment.

    Alongside acclaimed collaborative works (Forward Anywhere, The Unknown, A Million Penguins) several less known examples from Poland will be presented: Digital Green Eye (2012) and Bałwochwał (2013) – collaborative adaptations of Polish avant-garde classics – as well as Piksel Zdrój – a hypertext project by 8 authors published in 2015. The aim of the first part is to introduce both a universal analytical model and some rather unknown examples of e-literature to the international audience.

    Hannah Ackermans - 16.11.2015 - 09:59

  7. Notes Towards a Semiotics of Kinetic Typography

    This paper traces the development of a new semiotic mode, kinetic typography. Kinetic typography began with the experiments of filmmakers like Len Lye and Norman McLaren. Later, film title designers like Saul Bass and Pablo Ferro drew on the shapes of letters with inventive metaphors – serifs, for instance could make letters walk, because they can stand for shoes as they are elongated horizontals on which something stands. In Saul Bass’ titles for Hitchcock's Psycho, the splitting of letters became a metaphor for the split mind of the film's main character. Such inventions eventually became part of a lexicon of clichés drawn on by designers across the world. Eventually, researchers and software designers began to formalize and systematize the language of kinetic typography, and the fruit of their work is now widely available, not only to specialists, but also to anyone who uses PowerPoint or Adobe AfterEffects, even though users may not always be aware of the lexico-grammatical rules which underlie the menus they choose from.

    Jill Walker Rettberg - 23.09.2016 - 16:08

  8. Gestural Semiotics and App Fiction

    In his theory of gestural manipulations, Bouchardon (2014; see Ensslin 2014: 82-83) starts from the assumption that “all clicking is interpretive” (160). He proposes a refined view of how readers interact with digital media through a “repertoire of gestures” (161-162), the use of which depends on the physical device used to interact with a particular text. In his view, analyses of gestural manipulations happen at five distinct levels: (1) the gesteme, which is an individual move, such as a key stroke or a mouse click, linking haptic move and interactive interface item; (2) the acteme, which refers to a sequence of individual gestemes combining to form a larger unit of gestural meaning, such as drag-and-drop; (3) the semiotic unit of manipulation (“SUM”), which is the sum of identical or similar actemes and their semiotic function; (4) media coupling, which denotes specific functions and meanings of SUMs in their medial contexts; and (5) interactive discourse, which happens at the superordinate level of digital text in context, and relates to the meanings of gestural interactions against this larger backdrop. 

    Susanne Årflot Løtvedt - 29.08.2018 - 15:28

  9. Multimodality: A Social Semiotic Approach to Contemporary Communication

    The 21st century is awash with ever more mixed and remixed images, writing, layout, sound, gesture, speech, and 3D objects. Multimodality looks beyond language and examines these multiple modes of communication and meaning making.

    Multimodality: A Social Semiotic Approach to Contemporary Communication represents a long-awaited and much anticipated addition to the study of multimodality from the scholar who pioneered and continues to play a decisive role in shaping the field. Written in an accessible manner and illustrated with a wealth of photos and illustrations to clearly demonstrate the points made, Multimodality: A Social Semiotic Approach to Contemporary Communication deliberately sets out to locate communication in the everyday, covering topics and issues not usually discussed in books of this kind, from traffic signs to mobile phones.

    In this book, Gunther Kress presents a contemporary, distinctive and widely applicable approach to communication. He provides the framework necessary for understanding the attempt to bring all modes of meaning-making together under one unified theoretical roof.

    Ana Castello - 02.10.2018 - 18:51

  10. Splatter Semiotics / Semiotics of Splatter

    The paper would be a presentation, with video, on the subject of Splatter Semiotics, and The Semiotics of Splatter, which is concerned with 'messy' digital lit / digital literacy. It will discuss Trump's tweets, Russian hacking, blockchain, and disruptive technologies which possess 'spread' as, not only a form of digital literature, but also a new and dangerous cultural horizon, one that threatens the very foundations of democratic institutions. This work stems out of my thinking about 'gamespace / edgespace / blankspace' that I've presented at other conferences (including ELO); the three terms reference gaming and habitus as forms of political, social, and artistic thinking; I would include a summary of this work and indicate its relationship and dissolution in splatter.

    Li Yi - 03.10.2018 - 15:52

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