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  1. Swimming against the data stream: plot, polyphony and heteroglossia in data-­driven writing

    Conference presentation proposal for ELO 2014 “Hold the Light”

    Unprecedented access to real-time social data is changing the way we tell stories about ourselves. Social data is being utilised within a wide variety of electronic literature and media art from Mark Hansen and Ben Rubin’s Listening Room to the recent explosion in Twitter bots which remix digital text. These practices have been designated under the rubric “environmentally interactive” digital writing (Wardrip-Fruin 2010, p. 41). Such writing often takes the form of a data stream (Manovich 2012), representing content as a chronological flow of units of information, with the newest information being most salient.

    Alvaro Seica - 19.06.2014 - 23:58

  2. Computational Editions, Ports, and Remakes of "First Screening" and "Karateka"

    Print literature has a deep, theoretically-engaged history of scholarly editing practice which provides a powerful framework within which to understand different versions or editions of texts and the natures and sources of their differences. While scholarship on electronic literature has brought in forensic, bibliographic, and platform-related concepts in the last decade or so, only recently have original computational works been considered in this way. Much of the discourse around “digital editions” has focused on the creation of electronic versions of print works.

    Alvaro Seica - 20.06.2014 - 00:20

  3. Writing Synaptically: Using SCALAR as a Creative Platform

    I attended the ELO’s 2012 conference at WVU as a novice in electronic literature—primarily as a fiction person with an interest in the creative possibilities of new media, particularly given the ways in which the nature of the cinematic experience is becoming more personal. (Though I am a writer rather than a scholar, I have written critically on this topic in “The Lost Origins of Personal-Screen Cinema,“ a chapter in the anthology Small Cinemas Discovered Anew, forthcoming in 2014 from Lexington Books/Rowman-Littlefield.)

    Alvaro Seica - 20.06.2014 - 00:31

  4. Detective Stories in Digital Games

    Literary detective stories have some game-like elements, as they pose an implicit challenge for the reader to solve the crime before they read the solution (Suits, 1985). This paper will examine early detective games to argue that interactive detective investigations are essentially linked to textual exploration and exegesis; as text becomes de-emphasized, the detective work also takes a secondary role.

    According to Todorov’s typology of detective fiction (Todorov, 2000), detective games present two stories: the story of the crime and the story of the investigation. The first type of detective fiction, the whodunit, emphasizes the story of the crime, which the detective reconstructs, on the other hand, the thriller emphasizes the story of the investigation, by which the detective gets embroiled into the crime that he is solving.

    Jill Walker Rettberg - 20.06.2014 - 18:00

  5. CELL: The Consortium for Electronic Literature

    A presentation of the CELL consortium's work with interoperability between databases about electronic literature.

    Jill Walker Rettberg - 20.06.2014 - 18:03

  6. Bookish Electronic Literature: Remediating the Paper Arts through a Feminist Perspective

    An exploration of bookishness (book fetishism, book porn, books as physical aesthetic objects that we adore) and in particular the way in which paper arts and bookishness, and the "cute", are used in a feminist and thereby political aesthetics.

    Electronic literature is awash with paper. In particular, the paper arts of scrapbooking, paper dress-up dolls, paper-doll theater, postcards, and stitch patterns have found a resurgence in recent works of electronic literature by women writers. In very different ways but with meaningful connections, Caitlin Fisher, Travis Alber, J.R. Carpenter, and Juliet Davis all purposefully remediate these paper arts associated with female domestic crafts in ways that both archive and reinvigorate them. Moreover, as I will argue in this talk, these writers use digital poetics to reconsider these feminized forms from a feminist perspective. They insist on the significance of materiality, both the materiality of bodies of humans and of texts, in ways that subtly transform and update older feminist discourses and artistic practices for a new medium and moment.

    (Source: Author's Description)

    Jill Walker Rettberg - 20.06.2014 - 18:06

  7. What Do Children Want: Enhanced Books or Innovative E-lit for Kids?

    E-books for kids are one of the few areas in which commercial publishers are creating innovative literary works for tablets and smartphones, but most of the apps available do not explore the rich traditions of electronic literature, instead opting for a more linear “enhanced book” approach that strongly borrows from the tradition of picture books and in particular pop-up books. Scholarship on and criticism of children's’ book apps tends to be in the fields of literacy studies andchildren's literature rather than in the field of electronic literature, and this paper aims to bring the two domains together, looking at picture book apps aimed at young children.

    Jill Walker Rettberg - 20.06.2014 - 18:09

  8. 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

  9. Discovering E-lit for Children

    Discovering E-lit for Children

    Jill Walker Rettberg - 20.06.2014 - 18:14

  10. Cardamom of the Dead

    Written in Unity for use with Oculus RIFT glasses, Cardamom of the Dead is a literary VR environment - the user wanders through a virtual environment filled with a vast collection of things a narrator, heard in voice-over, has hoarded over years (decades? centuries?).  The environment is filled with debris and stories and the piece is ultimately a meditation on collecting as madness, consoling practice and memory palace.

    (Source: ELO 2014 Media Arts Show)

    Scott Rettberg - 24.06.2014 - 19:14

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