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  1. Electronic Literature: Linking Database Projects

    Electronic Literature: Linking Database Projects

    Eric Dean Rasmussen - 19.06.2012 - 15:15

  2. Documenting Your Work: A Workshop on Using the ELMCIP Knowledge Base for Authors, Critics, and Teachers of Electronic Literature

    The ELMCIP Electronic Literature Knowledge Base (http://elmcip.net/knowledgebase) is an open-access research database for documenting information about authors, works of electronic literature, critical writing that references those works, publishers, organizations, events, and teaching resources about e-lit. We propose a hands-on workshop session, ideally two hours in length, to be held in a computer lab with a networked computer available for each participant. The workshop will include a presentation of how authors, scholars, and teachers can use the Knowledge Base for professional purposes, to bring readers to their work, to support their research, and to develop their courses. Contributor accounts will be created for all workshop attendees, and the bulk of the session will be devoted to documenting participant’s work in the Knowledge Base itself, actively creating new records. We will focus in particular on documenting works and papers which have been presented at the ELO conferences.

    Eric Dean Rasmussen - 19.06.2012 - 15:23

  3. Semiotic Cross Analyses of Digital Poetry

    Semiotic Cross Analyses of Digital Poetry

    Eric Dean Rasmussen - 20.06.2012 - 15:02

  4. Open Discussion Session on the Future of ELO

    At the ELO conference in 2012, several authors had a discussion on the future of the ELO.

    E-lit authors Stephanie Strickland and Marjorie Luesebrink organized a panel on the "Future of E--Lit" at the ELO 2012 conference, allowing emerging and early career authors to articulate institutional and economic, as well more familiar technological, developments that constrain and facilitate current practice. The panel papers were released in ebr in March 2014. Luesebrink and Strickland followed up with comments on the papers, offering a "progress report" on the future of the field. The individual responses are available as glosses on the essays and in full here.

    Eric Dean Rasmussen - 20.06.2012 - 15:04

  5. Mimesis: An Integrated Social Networking Application and Computer Game for Exploring Social Discrimination

    Game characters and social networking profiles potentially can be used to help people better
    understand others’ experiences. However, merely customizing graphical representations and text
    fields is insufficient to convey actual identity experiences. As a step toward conveying richer
    identity experiences, we implemented an interactive narrative game for iOS called Mimesis to
    allow players to explore identity phenomena associated with discrimination. Mimesis is an
    outcome of the NSF-supported Advanced Identity Representation (AIR) Project (Harrell,
    Principal Investigator) to develop new computational identity technologies informed by theories
    of cognitive categorization and social classification. An ICE Lab interactive narrative platform
    called GeNIE is used to implement the game. We propose to present and discuss Mimesis.

    (Source: Author's abstract, 2012 ELO Conference site)

    Eric Dean Rasmussen - 20.06.2012 - 15:10

  6. Transient Self-Portrait

    Transient self–portrait is an artistic research project with the aim of creating an interactive piece.
    I take as the point of departure two pivotal sonnets in Spanish literature that are normally studied
    alongside each other, En tanto que de rosa y azucena by Garcilaso de La Vega, a 16th Century
    Spanish poet, using Italian Renaissance verse forms and Mientras por competir con tu cabello by
    Luís de Gongora, a 17th Century Spanish poet from the Baroque period. Gongora’s sonnet is a
    homage to Garcilaso’s and the styles and the cultural aspects that appear on the sonnets are very
    different reflecting the attitudes from the Renaissance and the Baroque.

    Eric Dean Rasmussen - 20.06.2012 - 19:33

  7. Gesture-Driven Electronic Literature for Mobile Devices: The Gestural Narrative Interaction Engine (GeNIE)

    Gesture-Driven Electronic Literature for Mobile Devices: The Gestural Narrative Interaction Engine (GeNIE)

    Eric Dean Rasmussen - 20.06.2012 - 19:35

  8. Prosthesis, or The Forthcoming Public Cloud IaaS Magic Quadrant Tenancy

    This new public cloud covers a subset of the market covered by the existing cloud. Please consult cloud market segmentation to understand the segments covered. The existing covers the traditional market (with an emphasis on managed complexity), along with all eight of the cloud market segments. It covers both public and private cloud. This new offering covers multi-tenant clouds. It has a strong emphasis on automated services, with a focus on the scale-out cloud hosting, virtual lab environment, self-managed virtual data center, and turnkey virtual data center segments. The existing weights managed services very highly. By contrast, the new emphasizes automation and self-service. When we say "public cloud", we mean massive multi-tenancy. This means that the service provider operates, in his or her data center, a pool of virtualized capacity in which multiple arbitrary users will have virtual machines on the same physical server. None need have any idea with whom he or she is sharing this pool of capacity. This does not include any of the cloud-enablement vendors nor does it include any of the vendors in the ecosystem.

    Eric Dean Rasmussen - 21.06.2012 - 11:33

  9. Re:Cycle - A Computationally Generative Ambient Video System

    Ambient video art is designed in the spirit of Brian Eno's ambient music - it must never require our attention, but must reward our attention whenever it is bestowed. It comes in many forms, ranging from the kitsch of the Christmas yule log broadcast to more mature moving image art created by a number of contemporary video artists and producers. The author has created a series of award-winning ambient video works. These works are designed to meet Eno's difficult requirements for ambient media - to never require but to always reward viewer attention in any moment. They are also intended to support viewer pleasure over a reasonable amount of repeated play. These works are all "linear" videos - relying on the careful sequencing and meticulous transitioning of images to reach their aesthetic goals. Re:Cycle uses a different approach. It relies on a computationally generative system to select and present shots in an ongoing flow - but with constant variations in both shot sequencing and transition choice. The Re:Cycle system runs indefinitely and avoids any significant repetition of shots and transitions.

    Eric Dean Rasmussen - 21.06.2012 - 12:57

  10. Locating the Literary in Electronic Ludicity: Jason Nelson's Evidence of Everything Exploding

    Literary gaming (Ensslin 2014) is situated at the interface between literary computer games and ludic digital literature. The conjunction of literary close-reading and gaming is inherently paradoxical because literature and computer games are two entirely different receptive, productive, aesthetic, phenomenological, social and discursive phenomena. Reading, according to Hayles (2007), requires deep attention, which allows subjects to focus on an artefact such as a print novel or digital fiction for an extended period of time without, however, losing a sense of the actual world surrounding them. Gameplay, on the other hand, typically involves hyperattention, which literally glues players to the screen, thereby creating "artificial" basic needs, such as the urge to finish a level or quest before being able to focus on any other activity. (Literary) art games tend to "détourn" commercial game aesthetics (Dragona 2010, Vaneigem 1967) to evoke a critical meta-stance in players towards the ludic and textual expectations created by mainstream game culture.

    Eric Dean Rasmussen - 21.06.2012 - 13:51

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