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  1. Shapeshifting texts: following the traces of narrative in digital fiction

    We have been referring to electronic literature as a corpus of texts with dynamic and
    multimodal features. A digital text can change during reading and assume the form of a
    collage work, a film or a game. Additionally, the text as a whole (Eskelinen, 2012),
    because of its own transient nature, might never be presented to the reader. The text
    can be played at such a pace as to be partly or completely ungraspable. Due to the range
    of forms assumed by the text, it might also be unable to return to an early state. This
    means that the reader might not be allowed to reread or replay the text in order to achieve
    a final or coherent version of it. This also means that there might be no original state to
    return to.
    Shapeshifting is the ability of a being to take the form of an object or of another being.
    This has been a common theme in folklore and mythology and it continues to be explored
    in games or in fantasy and science fiction films, as well as in literature. Since digital
    fiction is created through a computer and this tool can show emergent behavior, texts can

    Daniela Côrtes Maduro - 05.02.2015 - 14:48

  2. AdLiPo

    AdLiPo is a browser plugin that replaces advertisements with generated language art. Leveraging the ad-detection techniques of popular ad-blockers, AdLiPo not only blocks ads, but replaces them with calls to a JavaScript language library (the RiTa library, in this case), filling the advertising regions of pages with static or kinetic text created for the specific context (the containing page, advertising-content, and dimensions of the ad-frame). (Source: http://rednoise.org/adlipo/)

    Daniela Ørvik - 05.02.2015 - 14:52

  3. #4artforfreedom

    In “#4artforfreedom” I sustain a mode of writing I began in 2007: exploring possibilities in creating anagrammatic digital poetry in multimedia contexts—now with the added feature of enabling multiple sonic possibilities. Works like this represent my own way of seeing language and imagery (in poetic texts) as a sustainable, or at least self-sustaining, self-supported form. For “Art for Freedom” I was thinking about gender equity, and the need—from Confucius, who I revise, onward—to demand parity. My presentation reflects and oscillates between the physical strength of everyone, visualizing a sensibility that bestows power to all. I render a plain yet artful visual aesthetic in order to support an unconventional and inventive constraint-based verse.

    (Source: ELO 2014 Conference)

    Marius Ulvund - 05.02.2015 - 14:54

  4. The Obsolete Book in a Post-Obsolete World as Represented by a Post-Obsolete Book About Dance

    The Obsolete Book in a Post-Obsolete World as Represented by a Post-Obsolete Book About Dance is a multimedia archival rhizome ecology in ten parts, and a reflection on the obsolescence of obsolescence, documented on the cloud, and open-sourced as a defense against post-post-obsolescence. It is a performable website, a pseudo-academic lecture, and a dance about architecture, in the spirit of Michelle Ellsworth. It exists as a website, and/or an installation, and/or a 10-minute performance. The book is dead. Long live the book. (Source: ELO Conference website)

    Elias Mikkelsen - 05.02.2015 - 15:09

  5. Give Me Your Light

    One day in 2008 in Malaysia, by chance, I videotaped two starkly ordinary events: a dying kitten and a chained monkey. Give me Your Light explores the archetypal capacity of these creatures. The archetypes are death and enslavement. The dying abandoned kitten in a parking lot stands-in for the fatally ill, homeless runaways and abandoned children. The chained monkey suggests slaves, prisoners, abductees, captives, convicts, detainees and internees. Give me Your Light is about the limits of empathy and ubiquitous complicity. The display of Give me Your Light is not a linear video, it is a set of video-clips, sounds, music and words reassembled every two minutes into a new sequence by an algorithm. Events repeat but never in the same order. Clips appear in both monochrome and colour, with music and without, with sound and silent. Contextual structure and affective content collide. (Source: http://glia.ca/2011/BNL/)

    Daniela Ørvik - 05.02.2015 - 15:13

  6. War Poems: Critical race theory and database narrative in digital public histories

    This public research/community project explores the use of database narrative in the process of “counter-storytelling” using oral history and Critical Race Theory (CRT) in a public history touch-table project. The research is based on a case study of an ongoing digital humanities project at the historic Kimball African American War Memorial Building, built by black veterans of WWI in 1928 in the southern coalfields of West Virginia. The Kimball Project’s aim has been to further develop the significance of the renovated Kimball African American Memorial, which was once a vibrant center of local community life for all ethnicities and races. A central goal of the project is to create an identity as a national treasure and unique destination for historical tourism through the innovative use of digital information technology. One of the objectives of the project has been to involve the community in telling their own historical narratives using iPhone and iPod-based mobile journalism tools for incorporation into the Memorial’s exhibits, digital content, and to upload these stories to the Memorial website.

    Magnus Lindstrøm - 05.02.2015 - 15:14

  7. AUTHENTIC IN ALL CAPS

    AUTHENTIC IN ALL CAPS is a web audio adventure about the meaning of death. It draws audio drama, audio tours and alternate reality gaming. The use of audio is an attempt to create a sense of unity in a highly fragmented experience. I see the techniques and experience of audio tours as a way to bring disparate elements together. Just as an audio tour involves guiding a listener to different places, this audio experience guides players to different websites. I include both custom and existing sites, and so this project continues my interest in pervasive design: where the players’ world is part of the fictional world. The story is born out of the pain of suddenly losing my mother, and facing the meaninglessness of my life. I got past heaviness of the subject matter by drawing on my early days in sketch comedy theatre, unifying the disparate times of my life.

    (Source: ELO 2014 Conference)

    Marius Ulvund - 05.02.2015 - 15:16

  8. Wandering Meimei / Meimei Liu Lang Ji

    Wandering Meimei / Meimei Liu Lang Ji is a bilingual interactive fiction app designed for mobile interfaces for the Chinese market. This story is an intertext to the traditional Chinese comic strip, Sanmao Liu Lang Ji (Wandering Sanmao), a homeless boy. Meimei, meaning little sister, is an allegorical character and contemporary representation of the largest migrant population the world has ever seen: the migrant female factory worker. Through the app, you can make contact with the character Meimei who works in a smartphone factory in the Pearl River Delta city Guangzhou. Meimei's only technology and access point to the outside world is through her own phone. The social media hub and interface enable you to enter and become a part of Meimei's story.

    (Source: ELO Conference 2014)

    Thor Baukhol Madsen - 05.02.2015 - 15:19

  9. The Montaigne Machine

    The Montaigne Machine is a work of electronic literature that invites users to participate in the creation of multimedia personal essays. The essays generated by The Montaigne Machine each center on a specific topic taken up by the inventor of the genre, Michel de Montaigne. The essays combine text from Montaigne’s famous Essais, first published in 1580 and here translated into English, with original text from each visitor who uses the machine. These texts are placed within an image that has been uploaded by a photographer on Flickr, designated as available for remixing, and most recently tagged with a term appropriate to the essay’s topic. The resulting essay is a collaboration, perhaps even a conversation, across time and media by three artists.

    (Source: http://conference.eliterature.org/media/eric-lemay-montaigne-machine)

    Daniela Ørvik - 05.02.2015 - 15:33

  10. Not Not 0.1

    How do we perform ourselves in digital space? In Not Not 0.1, Catherine Siller uses her own custom software and a motion capture camera to generate projected text and images of herself. She immerses herself in these projections and dances between the virtual and the real in a duet with her digital double. The piece destabilizes language and gesture as it repeatedly redraws the boundary between the physical and the digital self.

    (Source: ELO Conference 2014)

    Thor Baukhol Madsen - 05.02.2015 - 15:34

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