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  1. The Strategy of Digital Modernism: Young-Hae Chang Heavy Industries's Dakota

    from Project MUSE: A prominent strategy in some of the most innovative electronic literature online is the appropriation and adaptation of literary modernism, what I call “digital modernism.” This essay introduces digital modernism by examining a work that exemplifies it: Dakota by Young-hae Chang Heavy Industries. I read this Flash-based work in relation to its literary inspiration: the authors claim that Dakota is “based on a close reading of Ezra Pound's Cantos part I and part II.” The authorial framework claims modernism’s cultural capital for electronic literature and encourages close reading of its text, but the work’s formal presentation of speeding, flashing text challenges such efforts. Reading Dakota as it reads Pound’s first two cantos exposes how modernism serves contemporary, digital literature by providing a model of how to “MAKE IT NEW” by renovating a literary past.

    Eric Dean Rasmussen - 14.02.2011 - 10:27

  2. Concrete Poetry in Digital Media: Its Predecessors, its Presence and its Future

    How does concrete poetry develop in digital media? What is its intention? What is the meaning behind it? Does the play with the symbolic orders of language question social patterns as in concrete poetry in the 1960s? Does it rather aim to free the word from its representational, designational function towards the "pure visual"? And how should one approach it? With a meaning driven soul asking for the message behind the technical effect and disparaging any brainless muscle flexing? With a spectacle driven soul enjoying all the cool stuff you can do with programming and embracing de "pure code" as new avant-garde? This essay discusses the aesthetic concept of concrete poetry and places the subject into the ongoing discussion of "software-art" and the aesthetic of the spectacle. It begins with a look back to the predecessors of concrete poetry in print media before introducing to examples of concrete poetry in digital media.

    Patricia Tomaszek - 15.02.2011 - 18:53

  3. Interactive Fiction? I prefer Adventure

    Interview with Don Woods about how he built upon Will Crowthers Colossal Cave Adventure in 1976, making it more game-like.

    Jill Walker Rettberg - 18.02.2011 - 15:03

  4. Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original "Adventure" in Code and in Kentucky

    Because so little primary historical work has been done on the classic text computer game "Colossal Cave Adventure", academic and popular references to it frequently perpetuate inaccuracies. "Adventure" was the first in a series of text-based games ("interactive fiction") that emphasize exploring, puzzles, and story, typically in a fantasy setting; these games had a significant cultural impact in the late 1970s and a significant commercial presence in the early 1980s. Will Crowther based his program on a real cave in Kentucky; Don Woods expanded this version significantly. The expanded work has been examined as an occasion for narrative encounters [Buckles 1985] and as an aesthetic masterpiece of logic and utility [Knuth 1998]; however, previous attempts to assess the significance of "Adventure" remain incomplete without access to Crowther's original source code and Crowther's original source cave. Accordingly, this paper analyzes previously unpublished files recovered from a backup of Woods's student account at Stanford, and documents an excursion to the real Colossal Cave in Kentucky in 2005.

    Jill Walker Rettberg - 18.02.2011 - 15:39

  5. The Gaming Situation

    The Gaming Situation

    Jill Walker Rettberg - 18.02.2011 - 15:53

  6. Framed: The Machine in/as the Garden

    Deploying what he has dubbed "the ecological thought," Timothy Morton offers a critical reading of Roderick Coover's online cinemascapes Canyonlands: Edward Abbey and the Defense of Wilderness. In the video's stark modernist form, Morton writes, "the hydroelectric engine of human progress still hums." What's needed now, he suggests, is a "Goth remix."

    (source: http://electronicbookreview.com/thread/criticalecologies/flooded)

    Eric Dean Rasmussen - 18.02.2011 - 22:07

  7. A [S]creed for Digital Fiction

    An international group of digital-fiction scholars proposes a platform of critical principles, seeking to build the foundation for a truly "digital" approach to literary study. Published in ebr's electropoetics thread.

    Eric Dean Rasmussen - 18.02.2011 - 22:31

  8. Riposte to "A [S]creed for Digital Fiction"

    Kate Pullinger thinks the Digital Fiction International Network is too hasty in dismissing e-books as "paper-under-glass texts."

    Eric Dean Rasmussen - 18.02.2011 - 22:33

  9. Some Joyces, Not an Eco: Introduction to Instruments and Playable Texts

    Some Joyces, Not an Eco: Introduction to Instruments and Playable Texts

    Eric Dean Rasmussen - 21.02.2011 - 10:30

  10. Electronic Literature: Where Is It?

     Countering Andrew Gallix's suggestion in a Guardian blog essay, "Is e-literature just one big anti-climax," that electronic literature is finished, Dene Grigar proposes that it may not be e-lit, but rather the institution of humanities teaching, that is in a state of crisis. And e-lit, she proposes, could be well placed to revive the teaching of literature in schools and universities.The title of Grigar's essay was adapted by the Electronic Literature Organization 2012 Conference Planning Committee in its call for proposals.

    Eric Dean Rasmussen - 22.02.2011 - 17:01

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