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  1. "Whom the Tellling Changed"

    Author description: In this interactive short story, author Aaron A. Reed explores what storytelling meant to the earliest civilizations and what it will mean in the 21st century. The player takes the role of a villager thousands of years ago whose people have gathered to hear their storyteller tell part of the epic of Gilgamesh. As the player traverses the mostly linear plot, he or she accumulates a history based on decisions both important and trivial that ultimately impact the outcome and significance of the frame story. Hypertext-like keywords allow the player to raise points in the interior story, persuading the crowd and other characters to corresponding points of view, while a more robust interactive fiction parser allows the player to interact extensively with the frame story.

    Pål Kjelkenes - 05.12.2016 - 02:24

  2. Collapsing Generation and Reception: Holes as Electronic Literary Impermanence

    This essay discusses Holes, a ten syllable one-line-per-day work of digital poetry that is written by Graham Allen, and published by James O’Sullivan’s New Binary Press. The authors, through their involvement with the piece, explore how such iterative works challenge literary notions of fixity. Using Holes as representative of “organic” database literature, the play between electronic literature, origins, autobiography, and the edition are explored. A description of Holes is provided for the benefit of readers, before the literary consequences of such works are examined, using deconstruction as the critical framework. After the initial outline of the poem, the discussion is largely centred around Derrida’s deconstruction of “the centre”. Finally, the literary database as art is re-evaluated, drawing parallels between e-lit, the absence of the centre, and the idea of the “deconstructive poem”.

    Kristen Lillvis - 07.06.2017 - 20:42

  3. The Machine in the Text, and the Text in the Machine

    "The Machine in the Text, and the Text in the Machine" is a review essay on Electronic Literature: New Horizons for the Literary (University of Notre Dame, 2008) by N. Katherine Hayles, and Mechanisms: New Media and the Forensic Imagination (MIT Press, 2008), by Matthew G. Kirschenbaum. Both works make remarkable contributions for the emerging field of literary studies and the theory of digital media. While Hayles analyses the interaction between humans and computing machines as embodied in electronic works, Kirschenbaum conceptualizes digitally at the level of inscription and establishes a social text rationale for electronic objects.

    tye042 - 06.09.2017 - 12:59

  4. Wallpaper

    WALLPAPER is an interactive and immersive piece of digital fiction that has been exhibited in the UK at Bank Street Arts Gallery in Sheffield as a largescale projection and as part of the Being Human Festival of the Humanities 2016 in Virtual Reality. Funded by Arts Council England and the Arts and Humanities Research Council, it forms part of the Reading Digital Fiction research project led by Dr Alice Bell at Sheffield Hallam University. Reading Digital Fiction aims to raise public awareness of and engagement with digital fiction by analysing the way that readers respond, applying empirical methods and cognitive theory. Through its accessible storyline, strong visuals and immersive atmosphere, WALLPAPER has engaged non-academic audiences online, through live events and within gallery settings.

    Filip Falk - 06.09.2017 - 17:01

  5. Turn on Literature

    3 Libraries in Romania, Norway and Denmark have joined forces to “turn on literature” by creating 3 generative literature machines (poetry machines) and 3 authors have written texts for the machines. The poetry machine is designed to involve users in the creation of e-lit in the library space. Through a game-like interface the user combines the author’s sentences into a poem, which will then be printed onto a library receipt creating an intermedial translation. At the same time, the poem will be projected onto projection surfaces in the other participating libraries making the installation transnational. The poetry machine translates the concept of e-literature into a tangible object (a printed poem) and transforms the solitary activities of writing and reading into a social undertaking since three simultaneous users can interact with the machine creating a poem together. Our installation is located within the “Translations” strand of the festival. The festival in Porto will be the very first showing of the installation, which is an up-scaled re-design and re-writing of the Ink installation presented at the ELO conference in Milwaukee in 2014.

    Filip Falk - 07.09.2017 - 22:36

  6. Throwing Exceptional Messages

    ‘Throwing Exceptional Messages’ is a performative work that frames theoretical critique as practice in a gallery setting. The work uses a deconstructive methodology derived from Jacque Derrida’s practice of ‘sous rature’ to perform critique upon a particular moment in the historical formation of the field of ‘codework.’ The term codework was established in 2001 and attempted to describe literary works that were developed from or included elements of computer code. The taxonomy of this field, formalised by Alan Sondheim, was contested by John Cayley on the basis that ‘non-executable’ work should not be included into the field as ‘code’ referred to as ‘executable’ text. By bringing the thesis of this research into the gallery space the performer uses the theoretical methodology as a practical methodology to produce critical artefacts. The thesis is placed under erasure within a system that produces computational ‘exceptions’ or ‘non-executables’ as work.

    Eirik Tveit - 11.09.2017 - 13:51

  7. Nightmares for Children

    "Nightmares for Children" is a found-footage virtual reality installation with a fractional backbone and original soundscape created for Oculus Rift with touch. The viewer will be inmersed in 360 video with VR assets and 2D video overlays and will navigate through a series of dreamy horrors in different emotional registers using the intuitive Oculus touch interface. The piece allows for a very small child's voice and infant storytelling to sound fully, but at the same time is crafted as a mediattion on the imagery in children's dreams and what it might trigger in the adult imagination. 

    Juan Manuel Altadill Casas - 14.09.2017 - 18:42

  8. Hypertext Markets: a Report from Italy

    This is a text about hypertext in Italy and how the hypertext industry grew back in the 90`s.  He writing about how companies began to invest in hypertext as the popularity grew.

    Andre Lund - 21.09.2017 - 19:33

  9. The Metainterface: The art of platforms, cities and clouds

    The Metainterface: The art of platforms, cities and clouds

    Søren Pold - 01.06.2018 - 15:33

  10. E-Lit in the Gutter: Applying McCloud's Transition Categories to Interactive Fiction

    This is a speech by Ted Fordyce concerning the Scott McCloud’s "Understanding Comics" book.

    The book is about symbolic and iconic representation, the relationship between word and image and the illustration of time. Ted Fordyce thinks it is really helpful for the digital works' interpretation.

    The main point is the McCloud’s discussion of the gutter to link-oriented electronic literature: his thought is that the gutter is the result of the author + reader collaboration. There are six different transitions: in each of them, the author determines the type and the reader is the one who provides interpretations. 

    In conclusion, Ted Fordyce thinks that the McCloud’s discussion «provides us with a useful set of tools as both creators and readers of interactive fiction».

    Source: https://sites.grenadine.uqam.ca/sites/nt2/en/elo2018/items/1214

    Chiara Agostinelli - 05.09.2018 - 14:58

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