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  1. Cross-­Referenced E-­Lit and Scholarship: The ELMCIP Knowledge Base

    The ELMCIP-Knowledge Base (Electronic Literature as a Model of Creativity and Innovation in Practice) provides researchers, students, and a general audience of electronic literature new ways of accessing existing scholarship in the field. With a special focus on cross-references, the relational database documents the field of research and creative practice in electronic literature. While focusing on the display of social entities and geographical roots, connections between actors and works in the communities field become visible. The strength of the database lies in the variety and cross-referenced nature of record types that feed the database: author, creative work, critical writing, event, organization, publisher, and teaching resources are being documented and referenced. In this talk, I will present suggestions how to integrate the ELMCIP-Knowledge Base into regular writing, research, and teaching practices.

    Scott Rettberg - 20.05.2011 - 13:25

  2. …ha perdut la veu: Some reflections on the composition of e-literature as a minor literature

    This article has two objectives. One is to give a clear example of the way in which practice and theory, or rather practice-as-research, can exist in a symbiotic relationship – each benefiting and illuminating the other. The second aim is to propose and map out an area of potential further research into the discursive positioning of e-literature. It draws on some of the thinking of Deleuze and Guattari around language and literature, in particular as it is articulated through a reading of them by Jean-Jacques Lecercle. In this respect it should be seen as a point of departure, not a presentation of findings. The article is an extended version of one I gave at Kingston University as part of the From Page to Screen to Augmented Reality Conference. The original article was designed to be delivered in conjunction with a video of a digital text work in performance. For this context I have taken some screenshots of that video and added them to the article. They will at least provide some sense of how the digital text work is displayed and how it functions.

    Source: author's abstract

    Jerome Fletcher - 17.06.2011 - 12:09

  3. Reproductive Technologies, Fetal Icons, and Genetic Freaks: Shelley Jackson’s Patchwork Girl and the Limits and Possibilities of Donna Haraway’s Cyborg

    This article uses Donna Haraway’s work in “A Cyborg Manifesto” to examine how new reproductive technologies and politics meet and converge with fictional representations of the posthuman subject in Shelley Jackson’s hypertext, Patchwork Girl. It argues that Jackson’s text offers a cyborgian reading of reproduction that challenges the dominant discourse surrounding new reproductive technologies. Ultimately, it argues that Jackson’s text represents assisted conceptions, cyborgian births, and monstrous progenesis in ways that explore the possibilities and limitations of the cyborg, and it addresses current preoccupations with the potential benefits and horrors of new reproductive technologies. (Source: Author's abstract)

    Eric Dean Rasmussen - 27.06.2011 - 08:22

  4. Finding a Third Space for Electronic Literature: Creative Community, Authorship, Publishing, and Institutional Environments

    The article addresses topics including creativity as a social ontology, reformulations of the idea of authorship in digital environments, the economics of electronic literature publishing, and the institutional challenges involved in developing academic environments for the teaching of digital writing.
    (Source: Author's abstract)

    Eric Dean Rasmussen - 01.09.2011 - 11:17

  5. Following Paths of Electronic Literature

    Easy manipulation, playfulness, creative and active participation in the progress of society and culture by the development of various (art) projects are essential for the ideal of contemporary culture and society. The aim of the article is to look at the phenomena that play an important role in the field of electronic literature – interaction, materiality, performativity and the dynamics of hic et nunc, playfulness, ludification and the innovative use of platforms. The article follows contemporary trends in the field of electronic literature and simultaneously tries to outline some possible directions that electronic literature could take in the near future. (Source: author's abstract)

    Eric Dean Rasmussen - 01.09.2011 - 11:24

  6. The Genealogy of a Creative Community: Why is Afternoon the "Grandaddy" of Hypertext Fiction?

    Michael Joyce’s hypertext fiction afternoon, a story was first publicly presented in 1987, and is generally known as the “granddaddy” of electronic literature (Coover, 1992). It has been anthologised by Norton, is substantially analysed and discussed in dozens of academic treatises and is taught or at least mentioned in almost every course taught on electronic literature. But afternoon is not the first work of electronic literature. Why did this particular work become the progenitor of a community of writers, a common reference point for scholars and students for the next 25 years? There were alternative possibilities. (The case has already been made that interactive fiction is equally a form of electronic literature - but IF is a distinct genre with a distinct community.) Why didn’t bp Nichols’ work “First Screening: Computer Poems” (1984) start a movement? Why are there no cricital discussions of Judy Malloy’s database narrative “Uncle Roger”, published on the WELL in 1986/97? This brief paper will question the role of the mythical progenitor in the creation of a creative communtiy. Why do we tend to imagine a father or “granddaddy” of a field?

    Eric Dean Rasmussen - 08.09.2011 - 16:48

  7. Because It's Not There: Ekphrasis and the Threat of Graphics in Interactive Fiction

    Existing scholarship on interactive fiction (IF, also known as the text adventure) tends to treat it as a video game genre and/or as a category of electronic literature. In this essay I argue that IF can be understood as participating in traditions of visual prose and ekphrastic textuality, insofar as IF consists of room and object descriptions which direct the player to visualize the things they describe. Unlike traditional ekphrastic literature, however, IF also asks the player to take practical actions in response to the images he or she visualizes. During the commercial era of IF, ekphrasis was the most effective means available of providing players with immersive visual experiences. However, graphical video games have now surpassed IF in this area. Therefore, in order to justify the continued existence of IF, contemporary IF authors have been forced to conceive of the visuality of IF otherwise than in terms of the logic of transparency. One strategy for doing this, exemplified by Nick Montfort's game, Ad Verbum, is to abandon visuality almost entirely and emphasize IF's linguistic and textual qualities.

    Eric Dean Rasmussen - 13.09.2011 - 12:20

  8. Making Connections Visible: Building a Knowledge Base for Electronic Literature

    Developing a Network-Based Creative Community: Electronic Literature as a Model of Creativity and Innovation in Practice (ELMCIP) is a collaborative research project funded by the Humanities in the European Research Area (HERA) JRP for Creativity and Innovation. Focusing on the electronic literature community in Europe as a model of networked creativity and innovation in practice, ELMCIP is intended both to study the formation and interactions of that community and also to further electronic literature research and practice in Europe. The ELMCIP Knowledge Base is a publicly accessible online database that focuses on capturing core bibliographic data and archival materials about authors, creative works, critical writing, events, organizations, publishers, and teaching resources and on making visible the connections between creative and scholarly activities in the field.

    This presentation will focus on three aspects of the ELMCIP Knowledge Base in particular:

    1) Cross-referencing to make visible the emergence of creative and scholarly communities of practice

    Eric Dean Rasmussen - 13.09.2011 - 15:42

  9. New Media in the Academy: Labor and the Production of Knowledge in Scholarly Multimedia

    Despite a general interest in exploring the possibilities of multimedia and web-based research, the humanities profession has been slow to accept digital scholarship as a valid form of intellectual endeavor. Questions about labor, peer-review, and co-authorship often arise in academic departments’ attempts to evaluate digital research in the tenure and promotion process. In this essay, we argue that these tensions stem from a general misunderstanding of the kinds of "work" that goes into producing scholarship in multimedia form. Multimedia work, we suggest, places scholars in an extended network that combines minds, bodies, machines, and institutional practices, and lays bare the fiction that scholars are disembodied intellectuals who labor only with the mind. We argue that while traditional ideas of what "counts" as scholarship continue to privilege content over form, intellectual labor over physical labor, and print over digital media, new media’s functional (and in some cases even biological) difference from old media contributes to a double erasure, for scholars working in multimedia, of both their intellectual contributions and their material labor.

    Eric Dean Rasmussen - 29.09.2011 - 08:31

  10. E-LITERATURE E NEW MEDIA ART _ LJUBLJANA

    A report on the Sept 2007 Electronic Literature and New Media Art seminar in Ljubljana, posted on Mouseland, Patricia Gouveia's weblog.

    Scott Rettberg - 12.10.2011 - 09:18

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