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  1. 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

  2. My Own Private Augmented Reality: ulillillia's Mind Game

    This paper looks at Nick Smith's (aka ulilllillia) "Mind Game" as an illustration of how augmented reality systems, while based in digital media, do not necessarily rely on digital software or hardware, but in the influence of digitally-mediated practices on the imagination. !Smith's "Mind Game" constitutes a form of experiential poetry mediated through augmented reality.

    (Source: Author's abstract for ELO_AI)

    Audun Andreassen - 10.04.2013 - 11:33

  3. Experiments in Literary Cartography

    Coover wrote: “The most distinctive literary contribution of the computer has been (...) the intimate layering and fusion of imagined spatiality and temporality.” Of course, by “spatiality” Coover meant the topologies of text non-linear in its presentation, not a more literal representation of space. I discuss my experiments using the Google Maps API as an interface for hypertext fiction. This of course is not in itself new, but there are some possibilities in cartography-oriented fiction I would like to call attention to. In particular:

    1. Using a familiar interface, such works may introduce a broader audience to Electronic Fiction, without dumbing it down;

    2. The Golden Age’s concerns with spatiality are recast now with a third extra dimension, represented space in a more literal sense. The realm of topological possibilities in this intertwining – temporality, textual structure, represented space – is vast. 3. Such works inevitably touch upon our subjective relationship with space, and the shifting modes of our articulation thereof. Three works are presented:

    Audun Andreassen - 10.04.2013 - 11:56

  4. Textopia: Experiments with Locative Literature

    textopia is a design experiment situated in humanist media studies, and based on a simple idea: Making it possible for someone who is walking through the city with a mobile phone to listen to literary texts which talk about whichever place she is walking by. The aim of this exercise has been to explore the relationship between places and literary texts – not just what the relationship is and has been, but what it can be in the new medium. Inspired by the ideas embedded in hermeneutics, open source philosophy and agile software development, I have outlined a methodological approach that I call "agile media design". In the course of the practical process I have ialso dentified three key principles for locative media design, summed up in the "G-P-S" model: Granularity, Particiation and Serendipity. Together they describe the unique characteristics of designs like textopia – a category I call "annotative, locative media".

    Scott Rettberg - 26.06.2013 - 13:19

  5. Der Dialog der Kultur und die Kultur des Dialogs: Die chinesische Netzliteratur

    Mit der Entwicklung des Internets erscheinen im chinesischen Literaturraum viele neue literarische Werke in Internet-Megaportalen, auf literarischen Webseiten und auf persönlichen Homepages. Aus Schreiblust oder um persönliche Gefühle auszudrücken stellen Amateurautoren ihre Werke ins Netz. Sie handeln vor allem nicht von den großen Themen, sondern überwiegend von persönlichen Erfahrungen und Gefühlen. Ihre Sprache ist oft witzig, lebendig, alltäglich. Zugleich tauchen auch einige Werke auf, die gar nicht für die Buchform konzipiert worden sind. Sie bestehen aus vielen Hyperlinks, die die Leser anklicken können oder müssen, oder sie benutzen außer Sprache auch Musik, Animationen und andere mediale Ausdrucksformen. Einige Werke beruhen sogar auf der interaktiven Teilnahme des Lesers als unverzichtbare Voraussetzung für ihre Entstehung.

    Patricia Tomaszek - 01.07.2013 - 14:23

  6. Understanding Media: The Extensions of Man

    Understanding Media: The Extensions of Man is a 1964 book by Marshall McLuhan, a pioneering study in media theory. McLuhan proposes that the media, not the content that they carry, should be the focus of study. He suggests that the medium affects the society in which it plays a role not by the content delivered through it, but by the characteristics of the medium. McLuhan pointed to the light bulb as an example. A light bulb does not have content in the way that a newspaper has articles or a television has programs, yet it is a medium that has a social effect; that is, a light bulb enables people to create spaces during nighttime that would otherwise be enveloped by darkness. He describes the light bulb as a medium without any content. McLuhan states that "a light bulb creates an environment by its mere presence." More controversially, he postulated that content had little effect on society — in other words, it did not matter if television broadcasts children's shows or violent programming, to illustrate one example — the effect of television on society would be identical.

    J. R. Carpenter - 20.07.2014 - 12:40

  7. Un Cuarto propio conectado : (ciber)espacio y (auto)gestión del yo

    A Connected Room of One’s Own is an insightful essay about intimacy, about the spaces of privacy and the Internet; a book which sets out to ponder the challenges new online habits and customs pose to creativity, politics, and the management of our personal identities. It brings a broad range of disciplines to the discussion –from anthropology and sociology to philosophy and politics– certain to be of interest to researchers working in the fields of online culture, feminism and identity/cultural studies.

    Maya Zalbidea - 30.07.2014 - 11:29

  8. Un cuarto propio conectado. (Ciber)espacio y (auto)estión del yo

    Suppporting the critical reappropriation of a room of one’s own -Virginia Woolf, 1929-and contextualizing in the present Net Culture, this essay questions the redefinition of the private spaces transformed into nods of relation and inmaterial work in a Web-Society. With the hypothesis of that space conforms a new public public-private scenario for the reflection and self-management of the self, this book examines the new conditions and possibilities of emancipation and subjective construction of a connected home, the consequences of the production ways and online life from the intimate spaces and the redefinition of the new productive spheres.

    Maya Zalbidea - 30.07.2014 - 11:34

  9. Recombinant Poetics: Emergent Meaning as Examined and Explored Within a Specific Generative Virtual Environment

    This research derives from a survey of primary and secondary literature and my practice as a professional artist using electronic information delivery systems. The research has informed the creation of an interactive art work, authored so that emergent meaning can be examined and explored within a specific generative virtual environment by a variety of participants. It addresses a series of questions concerning relationships between the artist, the art work and the viewer/user. The mutable nature of this computer-based space raises many questions concerning meaning production, i.e., how might such a technopoetic mechanism relate to past practices in the arts, and in particular how might its use affect our understanding of theories of meaning? If the outcome of this part of the research suggests a radical transformation in meaning production as dynamically encountered through interactivity with a generative work of art, then how might the construction of this device inform a new field of practice?

    Johannah Rodgers - 09.11.2015 - 23:09

  10. Gaming: Essays on Algorithmic Culture

    Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework.

    Hannah Ackermans - 18.03.2016 - 15:49

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