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  1. Research Collection of Research on Collections

    //Work in progress//

    This research collection consists of publications about the electronic literature databases included in the CELL project

    Hannah Ackermans - 24.09.2018 - 14:05

  2. Electronic Literature, Chapter 1: Genres of Electronic Literature

    This research collection includes references from the first chapter of Electronic Literature by Scott Rettberg (Polity, 2018), which is focused on the question of how we can describe genres in electronic literature, and why we should. The chapter also provides an overview of key critical writing in the field.

    Scott Rettberg - 26.09.2018 - 09:21

  3. Electronic Literature, Chapter 2: Combinatory Poetics

    This research collection includes references from the second chapter of Electronic Literature by Scott Rettberg (Polity, 2018) on Combinatory Poetics. Computer programs access and present data, whether internal to the program and provided by external sources and user input, and then through algorithmic processes, modify or substitute the data presented by the system. It is in this procedural substitution of data, and of language, that computation is most concretely connected to combinatory poetics in experimental writing traditions such as Dada, Surrealism, and Oulipo. This chapter of Electronic Literature considers how elements of chance and procedurality served as the foundation for combinatory and generative art and literature. Combinatory poetics emerged in twentieth-century avant-garde movements, further developed in poetry generators in the early history of computing and remains today an essential mode of practice in electronic literature.

    Scott Rettberg - 26.09.2018 - 09:45

  4. Electronic Literature, Chapter 3: Hypertext Fiction

    This research collection includes references from the third chapter of Electronic Literature by Scott Rettberg (Polity, 2018), on Hypertext Fiction. Hypertext fiction was the first form of electronic literature to garner sustained critical interest during the late 1980s and early 1990s. A small but dedicated group of writers began to work seriously in the genre at the same time as the personal computer and then the Internet were becoming widely adopted, writing stories designed as interlinked fragments of text, with multiple possible reading sequences to be navigated through the reader’s selection of links between them. At the same time, postmodernism was reaching the peak of its literary and theoretical interest. Hypertext fiction represented a bridge between the literary experimentation of the late twentieth century and the cultural shifts accompanying the move to networked computing.

    Scott Rettberg - 26.09.2018 - 09:49

  5. Electronic Literature, Chapter 4: Interactive Fiction and Other Gamelike Forms

    This research collection includes references from the third chapter of Electronic Literature by Scott Rettberg (Polity, 2018), on Interactive Fiction and Other Gamelike Forms. Computer games and electronic literature share a rich common history. Computer games are clearly the dominant form of contemporary entertainment produced within digital environments and are the sites of some of the most developed thinking about the potentialities of computation for narrative, interactivity, and multimedia. Computer games are also, at this point in history, the focus of the largest popular entertainment industry, dwarfing even the film industry. As discussed in this chapter of Electronic Literature, at least one genre of electronic literature, interactive fiction (IF), is directly derived from some of the earliest games made for personal computers – the “text adventure” games of 1980s. A community of “amateurs” coalesced around the genre in subsequent years, developing its own creation and distribution platforms, competitions, publications, and databases.

    Scott Rettberg - 26.09.2018 - 10:02

  6. Electronic Literature, Chapter 5: Kinetic and Interactive Poetry

    This research collection includes references from the fifth chapter of Electronic Literature by Scott Rettberg (Polity, 2018), on Kinetic and Interactive Poetry. This chapter considers kinetic, multimedia, and interactive digital poetry. These forms of digital poetry have rich relationships with antecedent movements, particularly those that are concerned with the materiality of the text as image, with the granularity of language, and with the relationship between poetry, sound, and music. Animation and interactivity have consequences not only for our experience of the text as read, but also for our understanding of letters and words as manipulable material objects.

    Scott Rettberg - 26.09.2018 - 10:10

  7. Electronic Literature, Chapter 6: Network Writing

    This research collection includes references from the sixth chapter of Electronic Literature by Scott Rettberg (Polity, 2018), on Network Writing. Network writing is electronic literature created for and published on the Internet. It may require readers to visit multiple sites to experience the narrative, it may interrogate the nature and materiality of the network itself, it may use the Internet’s potential for collaboration, or use the network as a site for performance. For electronic literature, networks are both platform and material. As technology has led to rapid societal change, one of the most logical extensions of the project of electronic literature is to serve as a locus of reflexive critique of the position of the human within the technological apparatus.

    Scott Rettberg - 26.09.2018 - 10:18

  8. Electronic Literature, Chapter 7: Divergent Streams

    This research collection includes references from the seventh chapter of Electronic Literature by Scott Rettberg (Polity, 2018), on Divergent Streams. Locative narrative, digital literary installations, virtual and augmented reality narrative, and interactive and combinatory cinema are each areas of electronic literature that have been substantially developed, if not yet in the same sustained way as the core genres detailed in the other chapters of Electronic Literature. Each in some way builds upon those other genres while expanding them into new spaces and environments, as well as into other disciplines. Extensions of electronic literature into the physical world, into virtual reality, into performance, gallery arts, and cinema environments could in fact be the subject of a successor volume to this book. This chapter also provides the reader with some information on the research infrastructure of the field and where to find work, and finally considers the present situation and potential future of electronic literature as a discipline.

    Scott Rettberg - 26.09.2018 - 10:24

  9. Third Person: Authoring and Exploring Vast Narratives

    The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives—featuring an ongoing and intricately developed storyline, many characters, and multiple settings—did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors—media and television scholars, novelists, comic creators, game designers, and others—investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena.

    Ana Castello - 02.10.2018 - 19:56

  10. The Importance of the Term of Narratology in Electronic Literature

    This research collection is created for the paper for the research paper that is a final assesment of Digital Humanities in Practise course in University of Bergen. I will analyse the connection between creative works that are mentioned in the critical writings that are emphasizing the term of narratology in electronic literature.  

    At the moment, The ELMCIP Knowledge Base of Electronic Literature is the most suitable source for the analysis of this topic. Even if we cannot apply the same conclusion for all of the genre of the Electronic Literature, we can at least make generalizations about data that is uploaded to the database, which probably gathers most of the existent information about the genre of electronic literature. The database consists of cross-referenced entries on creative works of and critical writing about electronic literature as well as entries on authors (Scott Rettberg 2012). All nodes are cross-referenced so that it can be clearly seen which works were linked to the critical articles referencing the works.

    Akvile Sinkeviciute - 23.10.2018 - 11:50

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