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  1. Programming Literary Flow

    "Flow" is the movement of eyes and bodies through museums or city traffic, through instructional diagrams or branching narratives, through hypertexts or games. What is flow in electronic literature? While comics scholars have theorized linear flow (e.g. closure, trails) and hypertext scholars have theorized multilinear flow (e.g. transclusions, links), this exploration of flow in elit considers flow as a total experience or simultaneous visible landscape, beginning in the visual design tradition of flowchart art. Bill Barker or Martijn Englebregt's beaurocratic infographics, Jason Shiga or Chris Ware's narrative diagrams, and Simon Patterson or Dorian Lynskey's subway map art remixes all posit narrative as an experience occuring within a visible landscape of controlled traversals. In digital arts, this situated experience is best exemplified by performers using flow-control programming. How might the metaphors and software tools of flow-control used by audio livecoders and video jockey mashup artists (e.g. PD, Max/MSP, Quartz Composer) serve electronic textualists (e.g. Yahoo! Pipes)?

    Scott Rettberg - 09.01.2013 - 11:51

  2. Et P set forfra, bagfra og fra siden

    A reflective essay on the history of Afsnit P, from the beginning, through finding its form as a contemporary electronic culture critical website, towards the end and a new function as archive over added digital content and own development.

    Sissel Hegvik - 07.03.2013 - 20:56

  3. 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

  4. UbuWeb, the archive and the gallery

    As a seemingly limitless and comprehensive resource, UbuWeb (http://www.ubu.com) has put together a map of the past hundred or so years of ‘experimental’ writing, film, video, and sound art. It resembles the archive in its breadth and depth, in its relentless collecting, in its inherent totalizing tendencies. My argument is that UbuWeb, while not an ‘archive’ per se, does have a cataloging logic, though it is not apparent, and that its specific logic is based on the commodification of the artwork and the effects of that commodification on its exhibition. To understand that logic, I want to situate UbuWeb at the latest point in a series of discontinuous institutions and discourses that have all taken the ‘artwork’ as their object.

    Audun Andreassen - 03.04.2013 - 10:13

  5. Lines for a Virtual T[y/o]pography: Electronic Essays on Artifice and Information

    This dissertation is comprised by five interrelated electronic essays (plus a VRML installation) on artifice, information, and aesthetics. Each essay has been conceived as an intervention in the current critical discourse of new media studies. The essays oscillate loosely between the twin graphical themes of typography and topography, evoking what a recent writer in ArtByte magazine has called (in another context) "a vast network of dislocated visual events." The first essay, "A White Paper on Information," argues for a fundamental shift in the nature of information in the midst of our current "Information Age," a shift recognizing information (data) as a historically and epistemologically distinct category of representation; this shift, I argue, is a direct result of the rise (since the mid-eighties) of computer graphics and information design as leading-edge research areas in computer science.

    Patricia Tomaszek - 29.06.2013 - 01:22

  6. Relocating the Literary: In Networks, Knowledge Bases, Global Systems, Material and Mental Environments

    In two essays, "Toward a Semantic Literary Web" (2006, ONLINE at http://eliterature.org/pad/slw.html) and "Electronic Literature as World Literature" (2010, Poetics Today), I set out a project for identifying literary qualities and marking literature's present transformations within new media. The idea in these essays was to discern aesthetic and communicative qualities that I felt could be carried over to the present (e.g., Goethe's and Marx's unrealized call for the formation of a world literature "transcending national limits"), and those that could easily go missing (e.g., the materially bounded object whose aesthetic can be recognized and repeated by a generation of authors in conversation with one another, and renewed, revised, or renounced by later generations).

    Jill Walker Rettberg - 23.08.2013 - 10:40

  7. Fertile Synthesis: Emotion in Online Digital Poetry

    Computation and networking are changing language, the art of reading, and the act of writing. Multimedia digital poetry allows for the creation and simultaneous display of visual, sonic and textual patterns with unprecedented mobility and typographic capacities. This interdisciplinary form encourages an exploratory art-research practice-based investigation using a blend of theoretical knowledge ranging from literary criticism, phenomenology, aesthetics, affective computation and neurological research. In contrast to software-centric theory and/or materiality analysis, this thesis argues for the continuing relevance of the lyric, expressive affect and aesthetics in contemporary digital poetics. It examines the evolution of digital poetry with a specific emphasis on online poetry. In the context of this thesis, poetry is considered to be an ancestor of computer code. Poetry is also considered as information visualization of emotions. Emotions are considered to be complex embodied patterns; poetry expresses those patterns in language.

    Source: Author's Abstract

    Patricia Tomaszek - 15.09.2013 - 12:47

  8. The Ethos of "Life": digital writing and the temporal animation of space

    When we strip the lexical band-aid ‘embodiment’ off the more than 350 year-old wound inflicted by the Cartesian split of mind and body, we find animation, the foundational dimension of the living. Everything living is animated. Flowers turn toward the sun; pill bugs curl into spheres; lambs rise on untried legs, finding their way into patterned coordinations. The phenomenon of movement testifies to animation as the foundational dimension of the living.

    We propose that the importance of movement in the distribution of space and time is one of the things digital media works make palpable. While western aesthetics – consonant with its spatialised images of subjects and objects – has traditionally paid more attention to spatial form, this is being challenged by new forms of mobility made possible by digital media. These provide both the opportunity for immersion in mediated and programmed/programmable environments, but also the opportunity to move through existing and technologically augmented environments in different ways, using different surfaces and forms of literary inscription.

    Stig Andreassen - 25.09.2013 - 15:05

  9. Generation Flash

    This essay that consists from a number of self-contained segments looks at the phenomenon of Flash graphics on the Web that attracted a lot of creative energy in the last few years. More than just a result of a particular software / hardware situation (low bandwidth leading to the use of vector graphics), Flash aesthetics exemplifies cultural sensibility of a new generation. This generation does not care if their work is called art or design. This generation is no longer is interested in "media critique" which preoccupied media artists of the last two decades; instead it is engaged in software critique. This generation writes its own software code to create their own cultural systems, instead of using samples of commercial media. The result is the new modernism of data visualizations, vector nets, pixel-thin grids and arrows: Bauhaus design in the service of information design. Instead the Baroque assault of commercial media, Flash generation serves us the modernist aesthetics and rationality of software. Information design is used as tool to make sense of reality while programming becomes a tool of empowerment.

    (Source: Author's abstract)

    Scott Rettberg - 09.02.2015 - 09:28

  10. Entretien avec Jean-Pierre Balpe

    Entretien avec Jean-Pierre Balpe

    Daniele Giampà - 27.03.2015 - 17:26

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