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  1. 2014 Electronic Literature Organization: Gallery of E-Literature First Encounters

    The artists featured on Gallery of E-Literature First Encounters were not previously exhibited at a media arts show sponsored by the Electronic Literature Organization. In some cases, this is their first time exhibiting work in any setting.

    (Source: ELO conference website)

    Magnus Lindstrøm - 29.01.2015 - 15:43

  2. Processing

    Processing is a programming language, development environment, and online community. Since 2001, Processing has promoted software literacy within the visual arts and visual literacy within technology. Initially created to serve as a software sketchbook and to teach computer programming fundamentals within a visual context, Processing evolved into a development tool for professionals. Today, there are tens of thousands of students, artists, designers, researchers, and hobbyists who use Processing for learning, prototyping, and production.

    (Source: Processing Website)

    Alvaro Seica - 29.01.2015 - 16:56

  3. Culture and Norms in the Information Society: Identity, Gender and Social Interaction (DIKULT 106, Fall 2014)

    Culture and Norms in the Information Society: Identity, Gender and Social Interaction (DIKULT 106, Fall 2014)

    Alvaro Seica - 04.02.2015 - 13:17

  4. Trends in Literary Studies: Narrative, Cognitive and Historical Perspectives

    In what ways can we renew Literary Studies? How far can new approaches be combined with existing ones?

    Alvaro Seica - 04.02.2015 - 16:11

  5. International Conference: Digital Literary Studies

    International Conference: Digital Literary Studies

    Daniela Côrtes Maduro - 06.02.2015 - 23:12

  6. Digital Arena: Stories Beneath Your Feet and Fingertips: Playing Locative Stories — Kathi Inman Berens

    Fall 2014 Electronic Literature Reading Series

    The Bergen Electronic Literature Research Group at the University of Bergen and the Bergen Public Library present:

    Stories Beneath Your Feet and Fingertips: Playing Locative Stories by Kathi Inman Berens

    Tuesday, November 4, 2014, 6-8 pm, Bergen Public Library

    Kathi Inman Berens, Fulbright Scholar of Digital Culture visiting UiB from the University of Southern California, showed literary works set in cityscapes from Los Angeles, Toronto, Paris, London, even a locative story set in Bergen.

    Humans have always scrawled stories onto their physical environs -- cave paintings, decorative friezes, eighteenth-century broadsides, graffiti, billboards. Equipped today with smart phones, artists and ordinary people are telling stories pinned to exact geospatial location using Google Maps, Twitter, and Layar (Augmented Reality).

    Alvaro Seica - 16.02.2015 - 16:46

  7. Digital Arena: Combinatory Cinema — Scott Rettberg

    Scott Rettberg presents collaborative, combinatory films, and an interactive artwork he has produced in collaboration with filmmaker Roderick Coover.

    Three Rails Live (2012), a web-based combinatory film developed by Rettberg, Coover, and Nick Montfort, produces new juxtapositions of image and text on each run, delivering narrative fragments from a contemporary story of personal and environmental dissolution sandwiched between “perverbs” that deliver a “moral” to each story.

    Toxi•City (2013-14) is a feature-length combinatory climate change film that layers segments of a speculative narrative of life in the toxic environment of the Delaware River Estuary after a series of hurricanes have devastated the landscape with the actual stories of area residents who perished during Hurricane Sandy in 2012.

    Alvaro Seica - 19.02.2015 - 15:03

  8. Digital Arena: On 'New Directions in Digital Poetry' — Chris Funkhouser

    Synthetic in essence and brittle in terms of longevity, digital poetry’s fluid states prevent us from considering works as being plastic. Yet since they are never completely fixed, works of digital poetry always maintain plasticity in presentation on the WWW. They exist in a state of being molded, receiving shape, made to assume many forms – often seeking qualities that depict space and form so as to appear multi-dimensionally.

    C.T. Funkhouser’s lecture “On 'New Directions in Digital Poetry'” recounts the challenges and process of preparing a scholarly edition focusing on the pursuit of fully – and usefully – capturing the dynamics of this ever-changing genre. As poetry becomes a networked form, its poetics explodes and singular measurements of its pliancy resist finite definition. Recognizing plasticity as an aesthetic foundation establishes a valuable metaphor for generally qualifying the results of electronic writing to date, “On 'New Directions in Digital Poetry'” explicitly stems from Funkhouser’s experience teaching Electronic Literature courses at New Jersey Institute of Technology.

    Bio:

    Alvaro Seica - 19.02.2015 - 15:38

  9. Digital Arena: Ink After Print — Søren Pold

    Søren Pold presented "Ink After Print" at the Bergen Public Library on Dec. 2, 2014, as part of the University of Bergen's Electronic Literature Research Group/Bergen Public Library Electronic Literature Reading Series.

    '"Ink After Print" is a digital literary installation designed to make people engage with, and reflect on, the interactive qualities of digital literature in public settings such as libraries.' (PR)

    The installation allows readers-users to perform, reenact and rewrite recombinant poems written by Peter-Clement Woetmann "and you" (user-reader).

    Alvaro Seica - 19.02.2015 - 15:55

  10. Atari

    The Atari 2600, originally called the Atari VCS, is the godfather of modern videogame systems, and helped spawn a multi-billion dollar industry.The industry recognized that cartridge systems were the future of video gaming, and began development in that direction. On September 11, 1977, the Atari VCS (Video Computer System), with an initial offering of nine games, was made available at both Macy's and Sears. This system, later renamed the Atari 2600, would come to dominate the industry for many years. Atari sold over thirty million of the consoles, and together with other companies sold hundreds of millions of games. Cartridges for the system were produced across three decades, and there are still new games being produced today.

    (Source: Atariage)

    Elias Mikkelsen - 09.04.2015 - 15:59

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