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  1. Female Voices in Hispanic Digital Literature

    This paper explores four of the most engaging female voices in Hispanic digital literature, aiming at discovering the singularity of their proposals and attempting to find patterns that will disclose, or not, the existence of a female techno-cultural identity in the field. Through the analysis of the works by Marla Jacarilla, Tina Escaja, Dora García and Teresa Martín Ezama, contained in the corpus of Ciberia: Biblioteca de Literatura Digital en Español, we will delineate the diorama of female artists at the ends of digital literature. At the ends, not only because they come from the South, the periphery of main digital literature creation centers, but because they situate themselves in hybrid artistic territories, between contemporary art and digital literature. The main questions we want to formulate are: Can we identify a homogenous female techno-cultural identity in the field of Hispanic digital literature? Or are the works we have gathered single-handed attempts in a cultural vacuum? What is the space granted to gender discourses in the digital literature written by women? Do these creators share a common feminist intentionality or ideological imaginarium?

    Hannah Ackermans - 16.11.2015 - 10:56

  2. Research and Practice in Electronic Poetry in Ireland

    This panel focuses on the production and criticism of electronic poetry in the Irish context. The participants in this panel represent both practitioners and scholars of electronic poetry and poetics in, and from, Ireland. While critics have frequently commented on the relatively conservative poetic culture in Ireland, the various contexts of the production, reception and criticism of poetry disseminated via new media technologies in Ireland remain patchily explored. The emergence of a body of poetry disseminated in electronic formats also raises questions that go beyond questions of “Irishness” and relate to the wider topic of electronic poetry as a form of cultural production. What is the role of national culture in the emergence of electronic/digital literature, and how does this relate to its irreverence of geographical and cultural boundaries? What constitutes poetry, and what is read as poetry, in the multimodal contexts enabled by the emergence of new media? What is the role of the publishing industry and literary scholarship in the emergence, reception and evaluation of electronic poetry?

    Hannah Ackermans - 16.11.2015 - 11:01

  3. Running Out of Time: The Strategies of Ending in Digital Fictions

    Ever since the early theorizing of electronic literature, both the beginning and ending of these literary works has been seen as problematic issues. In the spirit of Umberto Eco’s “open work” (in English 1989), especially hypertext works were considered challenging to the closed nature of literary work – there may be several entrances to the work, but even more importantly, there is no fixed ending but rather, alternative, optional exit points. J. Yellowlees Douglas’s The End of Books or Books without End, a cornerstone in this field, provided a detailed analysis of M. Joyce’s Afternoon, putting much emphasis on its various endings.

    If the early 1990’s theoretical discussion was mainly concerned with hypertext, the current electronic literature scene with its dozens of new modes of expression, technologies and genres, has grown used to the fact that most of the works do not offer a definite ending, but either a set of alternative endings, or, no obvious ending at all. The openness of dynamic ergodic literature has become such a naturalized phenomenon that there has not been much theoretical interest in the question of ending in electronic literature lately.

    Hannah Ackermans - 16.11.2015 - 11:05

  4. Digital Letterisms

    According to Vilem Flusser, writing in the sense of placing letters or other marks one after another has little or no future (Flusser, 3). On the contrary, American conceptualists state that textual universe of the web is a victory of the verbal, liberating it, as earlier photography did for painting, from the task of representation and thus allowing it to obtain the artistic function (Goldsmith, 14). Indeed, in the world of digital communication, writing potentially acquires visual, audial, plastic, kinetic and computational features blurring the border between traditional writing and art practices. The work of many artists illustrates a trasition from concrete poetry to digital animation: John Maeda, Ottar Omstad, Jorg Piringer, Caroline Bergvall, Alexander Gornon, and many others. However, the reverse is also possible: transition from digital to postdigital – painted ASCII art (Ivan Khimin). So the letters are not only not dead, but the opportunities they acquire in the digital realm tie back to the central aspects of art history.

    Hannah Ackermans - 16.11.2015 - 11:13

  5. Performance Art, Experimental Poetry and Electronic Literature in Portugal: An Intermedial Archive to an Intermedial Practice of Language

    Considering electronic literature from a temporal perspective calls for a redefinition of our classical notions of time. It is impossible to anticipate its end because electronic literature appears as dynamic, and cyclic. Therefore, in order to think this ever-present artistic manifestation in its radical meanings and in a futuristic perspective, it is useful to know its past.

    In Portugal, electronic literature, experimental poetry, and performance art share and explore the same performative concept of language, re-examining fundamental literary notions such as author, space, time, audience, medium, mediation and materiality. In this paper, we will present an intermedial archive to illustrate an intermedial field of practice.

    This paper is thus based on current research on the history of Portuguese performance art. After framing and pointing out the close relationship between experimental poetry, performance art, and electronic literature in Portugal, we will present a timeline of Portuguese performance art (1915-1990), which will soon be available in the Digital Archive of Portuguese Experimental Literature (www.po-ex.net).

    Hannah Ackermans - 16.11.2015 - 11:20

  6. Fandom Vs. E-Lit: How Communities Organize

    “E-literature”, as defined by the ELO, is a fairly sweeping term. Any sort of “born digital” text can potentially be claimed as “e-lit”: video games, works of interactive fiction, fan fiction, et cetera. As a scholar, it is tempting to dragoon a favorite text, to bring it into an e-lit context. But to do this is to ignore the differences in the communities that supported these texts’ creation. Similarly, it is tempting to declare the “end of e-lit,” since so much e-lit can also be framed as fan fiction, video art, games, etc., but to do this is to ignore the impact of the e-lit community and its structure.

    Hannah Ackermans - 16.11.2015 - 11:23

  7. The Road to Assland: The Demoscene and Electronic Literature

    The demoscene is a European subculture that gathers computer programmers, who generate computer art in real time, the origins of which date back to the 80s. The most important genre created by the scene are demos – programs of which the sole aim is to impress the audience and demonstrate the abilities of the computer and the programmer. The demos are created in real time during demoparties, their effects are generated by a processor processing input data according to the created algorithm. The demoscene and its works are examples of pioneer creative computing in the field of digital media, at the intersection of computer science, media art and underground subculture. The aim of this paper is to attempt a description of the literary esthetic of the demoscene in scene genres such as demos, real-time texts, interactive fiction or zines. Special attention will devoted to the analysis of these genres in from the perspective of camp, pastiche, trash, bad taste. The point of departure will be the activity of the group Hooy-Program, and one of its members, the demoscener Yerzmyey, the author of various works, including the work of interactive fiction The Road to Assland.

    Hannah Ackermans - 16.11.2015 - 11:27

  8. Rhematics and the Literariness of Electronic Literature

    In Gerard Genette’s (1993; 1997) narratology, “rheme” is contrasted with “theme.” While themes are symbolic indications of what texts mean, rhemes are super-formal indications of texts themselves. The title of this article is highly thematic because it indicates much of that what is being discussed; a title like “Only an Article” would be highly rhematic due to its lack of indication of the subject matter at the expense of non-reflective form.

    Veli-Matti Karhulahti has recently argued that the aesthetics of the videogame phenomenon are better understood through “rhematics” than the rhetoric of “meaning” that has so far dominated the analysis of cultural products, especially within literary studies:

    Hannah Ackermans - 27.11.2015 - 14:48

  9. Ephemeral Words, Ephemeral People: Suicide and Choice in Twine Games

    On April 10th, 2014, game designer Porpentine released a game called Everything you swallow will one day come up like a stone with the intention of deleting it at the end of the day: “This game will be available for 24 hours and then I am deleting it forever. You can download it here until then. What you do with it, whether you distribute, share, or cover it, is up to you.” The game has lived on through what Porpentine predicted as “social means,” but it was designed as an ephemeral text, and one which the author deliberately destroyed as part of the act of creation. This idea of a vanishing text is interwoven with the experience of electronic literature, as Marjorie C. Luesebrink notes, as part of a practice of “text erasure” as embracing “self-undermining, undecidability, disdain for commercialization, ambivalence about technology, struggle against the presence of text itself, and response to overwhelming data” but also “the fragility of memory” (2014).

    Hannah Ackermans - 27.11.2015 - 14:52

  10. Toward Understanding Real-World Social Impacts of Avatars

    Many digital narratives feature avatars onto which we project our agency, aspirations, and biases – consciously and unconsciously. This paper presents two projects towards understanding why we construct the avatars that we do and how these avatars impact us. The upshot is that electronic literature authors should take constructing avatars in digital systems seriously since they can potentially reinforce real-world stereotypes.

    The first project consists of a system called AIRvatar (named for the Advanced Identity Representation), which is an avatar constructor for collecting analytical data such as mouse-click events and the amount of time spent in the different parts of the menu.

    Hannah Ackermans - 27.11.2015 - 15:05

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