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  1. Narratologize it, Don’t Criticize it: feat. With Those We Love Alive

    There is a moment in Porpentine’s With Those We Love Alive (2014) when we must choose whether to join a murderous mob (albeit one murdering soft, pink, kitten-like “princess spores” that have spawned from a Skull Empress). It serves as a prompt to read digital narratives of choice – often, binary ones – in light of the intensely binarized socio-political moment more broadly.

    Amirah Mahomed - 05.09.2018 - 15:13

  2. Metainterface Character

    These projects ultimately portray a bleak picture of a metainterface industrial control of literacy and of how literature, art and aesthetics is commodified and instrumentalized. However, they also point to how literature potentially becomes sites of critical reflection of the way reading-writing is encased in a big data drama. In this way, they point towards redesigning and rewriting the metainterface character. 

    sondre rong davik - 05.09.2018 - 15:21

  3. Broken Windows and Slashed Canvases: Digital Comics and Transgressive Horror

    I investigate digital horror comics as a case study in anxieties about the boundaries between fiction and reality provoked by the remediation of print media forms, such as text or comics, as digital media forms. Because the horror genre often deals with questions of transgression and boundaries, and because the frightening fictions depicted in horror media raise the stakes on questions of the boundaries between media and reality, horror it is a fruitful site for exploring assumptions and anxieties about the boundaries of media. This paper uses Noel Carroll's framework of “art horror” to examine digital horror comics by three authors: Studio Horang's Bong-Cheon-Dong Ghost (2011), Ok-su Station Ghost (2011) and Ghost in Masung Tunnel (2013), Emily Carroll's Prince And The Sea (2011), When The Darkness Presses (2012) and Margot's Room (2011), and Kazerad's Prequel (ongoing). These comics all make use of uniquely digital elements, such as “infinite canvas” pages of different sizes, animation, and sometimes sound, to subvert the reader's expectations and create horrific effects.

    Linn Heidi Stokkedal - 05.09.2018 - 15:24

  4. There’s An Other Gap in Play

    Twine’s accessibility and ease of use have allowed more people to write and develop videogames. Merritt Kopas writes in Videogames for Humans: “Twine’s financial and technical accessibility are major reasons for its broad adoption, especially among economically marginalized, nontraditional game designers...” (10). These ‘nontraditional game designers’ have produced an influx of narrative and gaming content, and, as Stuart Moulthrop notes, despite the fact that Twine games can be seen “as an evolution from literary hypertext in the late 1980s,” many in the Twine community insist they develop games, not electronic literature (2016). This defiance should not go unnoticed, as Moulthrop asserts: “This resistance is important... Their return to the story/game problem implies a working- through of earlier issues, if not clear dialectical progress. Their willing embrace of the ludic also signifies an ability to stand among and against hegemonic interests like the videogame industry” (2016).

    Amirah Mahomed - 05.09.2018 - 15:26

  5. PhoneMe: A mobile phone-native genre of poetry for the social media age

    This presentation regards to development of a place-based, geotagged, online mapping of an innovative, mobile phone-native, spoken word genre of poetry. The website www.phonemeproject.com hosts poems that are left as messages by calling 1-604-PHONEME (746-6363) and leaving your name, location of the call or topical location of the poem, title of the poem, and then recording a poem of up to four minutes in length. The poem is pinned on an interactive map that features a google street view image of the location, the MP3 audio file, and in some cases the text of the poem. Longer poems can serialized. The intent of this project is to give voice to community-based writing about real places and spaces within the community. As such, it began with a year of workshops conducted in the downtown east side of Vancouver, one of the poorest neighbourhoods in North America, in order that poets in the community to speak back to media representations of their neighbourhood. We have moved on to working with schools, providing workshops for hundreds of students in British Columbia, Canada.

    Jana Jankovska - 05.09.2018 - 15:28

  6. All VR’s a Stage: The Aesthetics of Immersive Mixed Reality Theater

    Virtual Reality presents great promise as a storytelling medium, but rarely delivers on that promise because it is often approached as an offshoot of cinema. Virtual Reality as a narrative medium has much more in common with theater, using multi-modal narrative in a three dimensional space to tell the story. The possibility of multiple users sharing a virtual space simultaneously creates the opportunity for live performance, with one or more performers moving among and around the audience -- immersive theater within a computer-generated setting. This paper examines the aesthetics of this new space for digital performance. 

    We introduce a new type of performance activity, “Immersive Mixed Reality Theatre” (IMRT), which promises exciting possibilities for participatory immersive digital narratives. To explore the potential aesthetics of IMRT we created Holojam In Wonderland (2017), a short play inspired by the work of Lewis Carroll. It was built on the Holojam platform developed by the NYU Future Reality Lab, which enables both performers and audience to walk around with untethered VR headsets within the same room. 

    June Hovdenakk - 05.09.2018 - 15:29

  7. Unheard Music: Twine and Its Priority

    When he created Twine, Kris Klimas apparently did not think he was building a hypertext platform, rather an intervention into the broader, perhaps distinct tradition of interactive fiction. By 2009 the hypertext moment may have completely passed, leaving Twine within a different dispensation. Reinforcing this impression, some prominent Twine users have disclaimed any links between their work and that of earlier digital writers, notably the Storyspace contingent, decrying their elders’ commercial publishing model and noting that pay barriers have made turn-of-the-century work inaccessible to them. In thinking about how Twine fits into software culture, we thus face a continuity gap. In technical and (perhaps more arguably) aesthetic dimensions, Twine inherits from and extends the hypertextual experiment; yet there are no formal or institutional connections. Twine works may be in some respects a second coming of hypertext fiction (and many other things as well), but without awareness of prior art.

    Amirah Mahomed - 05.09.2018 - 15:38

  8. It Must Have Been Dark by Then

    It Must Have Been Dark by Then is a book and audio experience that uses a mixture of evocative music, narration and field recording to bring you stories of changing environments, from the swamplands of Louisiana, to empty Latvian villages and the edge of the Tunisian Sahara. Unlike many audio guides, there is no preset route, the software builds a unique map for each person’s experience. It is up to you to choose your own path through the city, connecting the remote to the immediate, the precious to the disappearing.

    Akvile Sinkeviciute - 05.09.2018 - 15:45

  9. Hypertropic Story Spaces: Ambient Literature in Practice.

    The Ambient Literature project explores situated digital storytelling as it responds to the presence of a reader. Within an Ambient Literary work, urban space is reconfigured as a paratextual site to be ‘read’ just as we read the form of a book; becoming the site for story.

    The foundation of the study are three commissioned works, each exploring an approach to the design and delivery of a digitally-mediated experience of urban space. These works, successively released in 2017 and 2018, comprise a research- by-practice approach to developing forms for digital writing – ‘It Must Have Been Dark by Then’, ‘The Cartographer’s Confession’ and ‘Breathe’ - each employ different approaches to the positioning role of the reader; the manner in which their presence is implicated in the construction of story; and the specific qualities of that presence within (and around) the works.

    Akvile Sinkeviciute - 05.09.2018 - 15:47

  10. Is there a gap in the classroom? Inanimate Alice in Portuguese schools

    There is still a big gap between electronic literature for children and Portuguese schools. Actually, this situation is in contrast with the increasing interest the educational community and publishers show in print literature for children and young adults in Portugal.
    In this paper we aim to develop the steps that the team from the project Inanimate Alice: Translating Electronic Literature for an Educational Context (Centre of Portuguese Literature at the University of Coimbra) took in order to give Portuguese students the opportunity to experience e-lit.
    As our ultimate goal is to introduce e-lit in Portuguese schools, the team has translated the first five episodes of Inanimate Alice and is now working on the translation of the Pedagogical Guidance, created by Bill Boyd.
    To accomplish that, we needed to find financial support to publish the Portuguese version of the series. So we contacted the two biggest education-oriented Publishing Companies in Portugal, but they rely a lot on the ministerial documents and they barely dare to innovate, as it is safer to publish what the Ministry of Education (ME) recommends schools, teachers and students to buy.

    Li Yi - 05.09.2018 - 15:48

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