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  1. Speech to text: between the real and the unreal

    Context aware technologies (Augmented Reality) allow for novel forms of interaction with physical environments. These technologies feature properties that allow information to be situated in the environment in a context aware manner. 
    There are diverse ways in which information can be integrated into the environment by such means. The Microsoft Hololens, and related technologies, allow the placement of virtual information in locations that are congruent with physically tangible objects and environmental elements. You may place virtual images onto physical walls, punch virtual portals through to other (virtual) spaces in actual floors, or place a virtual ball on a physical table so that when the table is tilted the ball will roll along the surface of the table and drop onto the floor, bouncing on impact. The virtual object and the physically tangible space the virtual object has been placed within are, within the logic of the system, of the same ilk. The imaginary and the tangible are merged in a novel manner. 

    Jana Jankovska - 05.09.2018 - 15:55

  2. Prototyping Resistance: Wargame Narrative and Inclusive Feminist Discourse

    Prototyping Resistance: Wargame Narrative and Inclusive Feminist Discourse was the first panel at the 2016 ELO conference. In it Stephanie Boluk, Diane Jakacki, Elizabeth Losh, Jon Saklofske & Anastasia Salter discuss wargames relationship to feminist discourse. They also discuss what a feminist wargame would look like.

    Ole Samdal - 25.11.2019 - 19:30

  3. Connections and Coincidences in The End: Death in Seven Colors: A Conversation with David Clark

    Connections and Coincidences in The End: Death in Seven Colors: A Conversation with David Clark

    Scott Rettberg - 30.01.2020 - 14:36

  4. GRIOT's Tales of Haints and Seraphs: A Computational Narrative Generation System

    D. Fox Harrell considers what is computational about composition, and describes the GRIOT system for generating literary texts.

    The source is the essay-review on www.electronicbookreview.com written by D. Fox Harrell

    Kristina Igliukaite - 15.05.2020 - 13:21

  5. The Fugue * book: when platforms don’t let us escape literature

    Anton Ferret, author of the E-Lit work The Fugue* book, will present a reflection on the technological and creative part of it, all that can be done well working with platforms and taking advantage of their own intrusion into the data and all that it means to lose it by the cultural and technological change that has meant the greater awareness for privacy. Oreto Doménech, a researcher in digital literature, will focus on the reception: on how this literary work reconfigures the platforms through which it’s expressed and on how fiction itself uses the platforms to build a metadiscursive reflection on the literature inserted in the historical and social fact.

    Lene Tøftestuen - 25.05.2021 - 17:09

  6. Virtualizing Material Games

    Even before worldwide quarantines added impetus, material gaming had already become increasingly enacted in virtual spaces. Rather than virtual play replacing the material, as some speculated in the early days of videogames, material play has become increasingly entangled with virtuality. These increasingly complementary modes of play offer a rich space for exploring the multifaceted embodied and conceptual activity of play, the blending of material and virtual that in many ways defines games.
    The three panelists encompass a wide range of perspectives, including the perspective of a game maker translating material play into the digital realm, that of a Human-Computer Interaction (HCI) scholar who researched how players interact differently with the Catan boardgame and its digital implementations, and that of a theorist reflecting on how virtual spaces remediate material affects. Together, these diverse perspectives aim to explore the paradoxical yet generative spaces where materiality and virtuality intersect in gaming.

    Milosz Waskiewicz - 27.05.2021 - 16:00

  7. E-Literature Bound to Platforms: Exploring Opportunities for Narrative Connection and Disconnection

    Recent pandemic-imposed restrictions on face-to-face exchanges have required that we find new ways to connect, often through networked platforms. Without classrooms, labs, and conference environments, ELO has embraced platforms such as Discord and Zoom for communication, and has also looked to online platforms for collaborative writing.

    As we contemplate how platforms can keep us connected with our work and with each other, as well as the ways they may limit our interactions and thus arguably “disconnect” us, this panel explores what happens when e-literature—as research, practice, and field—is bound to platforms. E-literature scholarship and creative works that do not have the opportunity for in-person exchange provoke re-examinations of platform affordances and limitations. We ask: how may platforms may shape e-literature through their pre-set parameters, interfaces, and infrastructures? What are the promises and perils of platform-specific e-literature? Can we bring attention to platform through works of e-literature? Led by Marjorie C. Luesebrink, five speakers will answer these questions.

    Milosz Waskiewicz - 27.05.2021 - 17:26

  8. Narrative across Media: The Languages of Storytelling

    The essays gathered in this collection approaches the subject of narrative and how it creates meaning across various media. This collection has a new approach to defining storytelling, raising questions on how narratives are expressed through visual, gestural, electronic and musical means.

    Mathias Vetti Olaussen - 29.09.2021 - 12:44

  9. "Play, Memory": Shadow of the Colossus and Cognitive Workouts

    This paper applies the distinction of episodic and procedural memory from cognitive science to the experience of contemporary video games. It aims to illustrate how participation in the simulative digital environments of "coherent world games" not only draws on but also relies on both forms of memory. Toward this end, the paper employs Fumito Ueda's _Shadow of the Colossus_ (2005), a game that combines a complexity of interaction (play and puzzle-solving) with a narrative complexity that allows for - and encourages - an interpretative understanding of its characters and storyworld. (Source: Abstract)

     

     

    Daniel Johannes Flaten Rosnes - 30.09.2021 - 00:06

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