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  1. Introduction [to New Narratives: Stories and Storytelling in the Digital Age]

    Editors' introduction to a collection of essays on digital narratology. 

    Eric Dean Rasmussen - 10.05.2012 - 13:26

  2. Carrying across Language and Code

    With reference to electronic literature translation projects in which we have been involved as translators or as authors of the source work, we argue that the process of translation can expose how language and computation interrelate in electronic literature.

    Eric Dean Rasmussen - 12.06.2012 - 16:36

  3. Galatea’s Riposte: The Reception and Receptacle of Interactive Fiction

    When I open the Spatterlight application to access “Galatea,” one of Emily Short’s many fabulous
    pieces of interactive fiction, a supple string of text hails me, flirts with me, and stops just short of
    calling me by name. The more I read, the more I learn about the source of the text itself, Galatea.
    “She” is a simple yet oddly convincing AI, one who is as reactive as she is acted upon, whose words
    emerge in response to my own, and whose short temper has shut down our collective story more
    times than I can count. As startling as her salutations initially seemed and as accustomed to her
    spurning me as I have become, I remain intrigued by Galatea’s overt and shameless invocation of her reader—in this case, me.

    Eric Dean Rasmussen - 14.06.2012 - 16:34

  4. The Presumed Literariness of Digital

    This presentation will challenge the current, too quickly determined relationship between
    the ‘literary’ and digital media. The presumed literariness of digital art--these days, anything
    from performance art to virtual sculpture work--muddles the already confused and meandering
    genre of electronic literature, leading away from acts of reading and remarking on text and its location in new media. Electronic literature began as a study of literary writing produced and
    meant to be read on a computer screen, opening up new possibilities for interactive and dynamic
    storytelling, utilizing the new medium’s ability for linking lexias. The literariness of this work
    is manifest: the work was primarily textual, the centrality of reading paramount. Textuality was
    at the heart of the work, thus the term electronic literature was appropriate and uncontested.
    Lately, ‘electronic literature’ is an umbrella-term for all things digital. A spectrum of genres
    and forms are included, among them video games, interactive fiction, digital art, and (virtual)

    Eric Dean Rasmussen - 19.06.2012 - 14:41

  5. From Reality to Interactive Fiction and the Way Back

    From Reality to Interactive Fiction and the Way Back

    Eric Dean Rasmussen - 22.06.2012 - 16:44

  6. Shakespeare in Simlish? Responsive Systems and Literary Language

    There is a moment that can happen when reading/playing an interactive fiction. The system just presented some text, perhaps quite engaging or even beautiful. And then one tries to reply, using some of the same language, only to receive an error. The underlying system doesn't can't hear the language with which it speaks. The language it displays is written ahead of time, while the language it receives must be parsed and acted upon at runtime.

    There is something uneasy about this disjuncture, and one response is to try to avoid all such problems. Will Wright's Sims speak only in gibberish sounds and visual icons, so that the surface representation of language matches the very simple internal representation of what they can discuss. Chris Crawford currently plans for his new storytelling system to avoid the construction of English-like sentences found in Storytron — instead moving to an icon language intended to help players better understand the internal representations (much more complex than those in The Sims) on which his story system will operate.

    Eric Dean Rasmussen - 22.06.2012 - 16:55

  7. DAC 2000: A Choose-Your-Own-Trip-Report!

    You are sitting in front of a computer, ready to read about Digital Arts and Culture 2000, a conference held in Bergen, Norway on 2-4 August 2000. If you click, you'll see some comments on that conference from interactive fiction and hypertext author Nick Montfort.

    Jill Walker Rettberg - 09.10.2012 - 22:58

  8. Generating Narrative Variation in Interactiv Fiction

    A general method for the generation of natural language narrative is described. It allows the expression, or narrative discourse, to vary independently of the underlying events and existents that are the narrative’s content. Specifically, this variation is accomplished in an interactive fiction (IF) system which replies to typed input by narrating what has happened in a simulated world. IF works have existed for about 30 years as forms of text-based computer simulation, instances of dialog systems, and examples of literary art. Theorists of narrative have carefully distinguished between the level of underlying content (corresponding to the simulated world in interactive fiction) and that of expression (corresponding to the textual exchange between computer arnd user) since the mid-1960s, when the field of narratology began to develop, but IF systems have not yet made use of this distinction. The current project contributes new techniques for automatic narration by building on work done in computational linguistics, specifically natural language generation, and in narratology.

    Scott Rettberg - 13.12.2012 - 20:01

  9. Interactive fiction, virtual realities, and the reading-writing relationship

    Interactive fiction, virtual realities, and the reading-writing relationship

    Scott Rettberg - 13.12.2012 - 21:14

  10. Techno-historical Limits of the Interface: The Performance of Interactive Narrative Experiences

    This thesis takes the position that current analyses of digitally mediated interactive experiences that include narrative elements often lack adequate consideration of the technical and historical contexts of their production.

    From this position, this thesis asks the question: how is the reader/player/user's participation in interactive narrative experiences (such as hypertext fiction, interactive fiction, computer games, and electronic art) influenced by the technical and historical limitations of the interface?

    In order to investigate this question, this thesis develops a single methodology from relevant media and narrative theory, in order to facilitate a comparative analysis of well known exemplars from distinct categories of digitally mediated experiences. These exemplars are the interactive fiction Adventure, the interactive art work Osmose, the hypertext fiction Afternoon, a story, and the computer/video games Myst, Doom, Half Life and Everquest.

    Scott Rettberg - 13.12.2012 - 22:42

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