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  1. Golpe de gracia and the Latin American Electronic Literature

    Golpe de Gracia by Jaime Alejandro Rodríguez Ruiz is a landmark of Latin American electronic literature. There is no other digital narrative in Spanish that compares in craftsmanship or creativity to Golpe de Gracia. In contrast with other Latin American digital pieces, Golpe de Gracia departs from the premise that this narrative is digital and as such should take advantage of a variety of tools to bring to the fore the most relevant aspects of this piece. In Golpe de Gracia Rodríguez Ruiz challenges the reader/participant to traverse a series of layers to decode the meaning behind a series of intertwined stories and metaphors. To accomplish this goal, Rodríguez Ruiz has incorporated games, animations, a wiki, a blog and a sophisticated layer of narratives. In this presentation I will critically analyze Golpe de Gracia taking into consideration the information systems framework presented by the panel “Rereading E-Lit as Information Systems” in the 2007 ELO conference.

    Audun Andreassen - 14.03.2013 - 15:35

  2. Between Experiments and Traditions: Italian and Portuguese E-poetry

    This paper aims at analyzing the historical evolution of poetry experiments in Italian and Portuguese languages. Poetry has always been interested in experimenting with new ways of writing; however the computer and internet media make the experiments with the language a basic question. The first part of this paper will refer to a historical approach tracing the most important breakpoints in the poetry development in Italian and Portuguese languages during the last century. We will focus above all on Italian Futurism and visual poetry and we will connect Italian visual poetry tradition to Brazilian concrete poetry to identify the main characteristics and to define the links between these movements and the contemporaneous epoetry environment. In the second part some Italian Portuguese e-poetries will be presented and analyzed. A close-reading of some famous works will be proposed trying to identify the strategic elements which constitute the poetics of digital text - the infographic images, the poeticity of the elements, theirs [il]legibility, the pluri-signification of the relation image.

    Audun Andreassen - 14.03.2013 - 15:41

  3. The magnificent 7

    The aim of this paper, titled “The magnificent Seven” as an echo of the homonymous film, is to introduce the works of different authors that have been included in the Electronic Literature Collection (vol. II) and that are not in English. Following the panel that the ELO introduced in Maryland that opened the e-lit works in languages other that English, here the step has moved convincingly forward since 12 authors from countries such as Brazil, Portugal, France, Israel, Belgium, Colombia, Germany, Perú, México, Catalonia and Spain have been introduced in the vastest English corpus. Some of these authors write in English or have had their works translated into English (Tisselli, Berkehenger, Kruglanski, etc.) but this paper, included in a specific panel that deals with e-lit works non written in English, will analyze in an exercise of “close-reading”, this “magnificent seven” works in Romance languages on the collection: Isaías Herrero’s La casa sota el temps and Universo molécula, Doménico Chiappe’s Tierra de extracción, Ton Ferret’s The fuguebook, Chico Marinho et al. Palavrador and Amor de Clarice and Poemas no meio du caminho by Rui Torres.

    Audun Andreassen - 14.03.2013 - 15:46

  4. The Heuristic Value of Electronic Literature

    What makes electronic literature interesting for researchers?
    Maybe not its artistic and literary value, but rather its heuristic value.
    Indeed electronic literature not only permits previous media to be reexamined (paper for instance), but it also allows several well-established notions to be questioned (cf. figure above) such as:
    - narrative in narratology;
    - text in linguistics and semiotics;
    - figure in rhetorics;
    - materiality in aesthetics;
    - grasp in anthropology;
    - memory in archivistics;
    - literariness in literary studies…

    Exploiting the heuristic value of electronic literature has two consequences:
    - an evolution of some notions in certain scientific disciplines, and maybe of the disciplines themselves;
    - a revealing effect regarding both digital technology and interactive and multimedia writing.

    Audun Andreassen - 14.03.2013 - 15:51

  5. Giving form to choice: tree-structures and the question of notational systems in multimedia.

    A selection of exercises de style based on Raymond Queneau’s Un Conte à Votre Façon shall serve to analyze the transitions from written text, to tree-structure, to multimedia, dialogic form. Queneau’s own rendering of the paths contained in his text is a rectangular, closed shape; it evokes both a constellation and an abstract painting, flattening out the horizon of choice. Others have diagramed “Un Conte à Votre Façon” quite differently, with metaphors that suggest alternative ways of revealing elements of Queneau’s text during an interactive “wreading”.

    Annotating gesture is linked to the larger issue of how to represent interlocutors in a complex dialogic chain. Un Conte à Votre Façon includes, among others, Queneau the “scriptor”, who answers our “yes” or “no”; imaginary characters, with whom we may identify and who lend their voice to some of our choices; a more or less tacit programmed “intelligence” that determines the evolution of the interface; not to mention our own inner-voice, anticipated by Queneau but shaped by a multimedia incarnation that transforms the status of his text to that of a score.

    Audun Andreassen - 14.03.2013 - 15:57

  6. Into the Deep End: An Approach to Generation of Formal Poetry

    Depth-first searches (DFS) have enabled computers to beat human opponents at chess for decades. By constructing a search tree of future board states and evaluating them against a given rubric, chess-playing machines guide themselves toward a desirable outcome. In my paper, I examine how a DFS-based algorithm can be used to generate formal poetry (meaning verse that exists under metrical and phonological constraints) by advancing one word at a time through a library of potential choices and "scoring" the results based on formal characteristics, backtracking as necessary.

    Audun Andreassen - 14.03.2013 - 16:01

  7. Cyborg Tactics and Perilous Hermeneutics in Lexia to Perplexia Shifts in materiality across space.

    Cyborg Tactics and Perilous Hermeneutics in Lexia to Perplexia Shifts in materiality across space¬—from monitor to cell phone screen, from private bedroom to public bus—alter experience and sway meaning. But time also entails an expectation of change that sometimes never comes: works of electronic literature often go without the steady updates to security, appearance, and functionality that corporate software enjoys, turning into strange ruins that, if not broken, carry that possibility. Eight years after the publication of Katherine Hayles’s Writing Machines, my paper returns to one of the book’s case studies, Talan Memmott’s Lexia to Perplexia, with the goal of investigating the effects of the passing years on the hermeneutics instilled in the user by the text. Focusing on the instability that time and software evolutions have sown, I argue that in this uncertain environment, the recourse of the user is a heightened emphasis on investigation, experimentation, and attempted recovery. With these motivations in mind, I turn to various palimpsests in the text, features of Lexia that straddle the divide between the literary technique and the glitch.

    Audun Andreassen - 20.03.2013 - 09:24

  8. Lessons Learned from Designing Children’s Interactive Narratives

    Abstract Designing interactive narrative for children requires awareness of the cognitive abilities of young readers. In this paper, we present the lessons learned from two example interactive narrative systems, Baby Duck Takes a Bath and A Little Quiz for the Little Hare. Baby Duck is a multi-sequential narrative where the user can explore how a duckling can become dirty or clean by interacting with its habitat. The agency of the characters (including a mother duck and duck friends) result from manipulating elements within the small story world. The narrative changes according to the user's interactions, allowing for change in perspective, agency and attitude in real-time. The Little Quiz system aims to teach young children the concepts of measurement and comparison through the conversation between two characters. It explores the design space of enhancing interactive narrative using a commonsense knowledge database to understand players' intention and generate relevant narration. Both works target children from 1st to 3rd grade in the early stage of learning story construction.

    Audun Andreassen - 20.03.2013 - 09:41

  9. Internet Literature in China: A New Literary Revolution?

    During the past 10 years, the success of Internet literature has become the most attractive phenomenon in contemporary Chinese literature. Internet literature has not only attracted millions of readers, it has also gained commercial success. How can we understand the combination of computer and Internet as a kind of global technology, and the literature, as the local and the national representation, in China? In order to answer this important question, my paper will begin with a discussion of the rising young and famous Internet literature writers. The Internet not only provides a new world of cyberspace to young people to express their feelings and lives in a new age, it has also created new possibilities for the refashioning of literature in contemporary China. By following the successful stories of Internet literature writers, we will find that Internet literature, as a kind of new folk disourse, creates a new discursive space and constructs a kind of virtual identity. Such an attempt, generally called "the spirit of new folk literature" in the cyberspace, counters the elite discourse of Chinese traditional literature.

    Audun Andreassen - 20.03.2013 - 09:47

  10. The materialities of close reading: 1942, 2009

    Today, we not only see video games and online role-playing games interpreted, in print-based scholarly journals, by way of classical literary and narrative theory (to the dismay of the radical ludologist), but we also see the inverse: classical novels interpreted by way of role-playing games staged in computerized, simulated environments (as in Jerome McGann's IVANHOE Game). The use of classical theory for the study of contemporary video games and video games for the study of classical literature, however, does not necessarily mean that we now inhabit a mixed up muddled up shook up literary-critical world. In fact, these examples might mark opposite sides of a continuum of critical practice, and underscore the logic of analyzing a text in a given medium with the tools of a different – and complementary – medium.

    Audun Andreassen - 20.03.2013 - 09:54

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