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By Dene Grigar, 10 December, 2019
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Abstract (in English)

This essay looks at the complexity and structure in Richard Holeton's absurdist hypertext novel, Figurski at Findhorn on Acid, published by Eastgate Systems, Inc. in 2001. 

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Noted scholar Astrid Ensslin claims Holeton’s storytelling technique results in Ilinx––or vertigo––a feature of video games that has the effect of inducing “physical or metaphysical forms of dizziness, confusion, or bemusement” (Literary Gaming, 61). The novel is successful because, as Michael Tratner claims, “Holeton has managed to integrate the mechanical structure, absurd philosophical ruminations, characters defined entirely by eccentricities, and intellectual metafictional commentary into a seamless whole.” 

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By Ole Samdal, 26 November, 2019
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This essay takes as its main object Paolo Cirio’s Street Ghosts, which is both a digital archive and a physical street art project present in cities around the world. According to the artist’s statement about the work: “In this project, I exposed the specters of Google’s eternal realm of private, misappropriated data: the bodies of people captured by Google’s Street View cameras, whose ghostly, virtual presence I marked in Street Art fashion at the precise spot in the real world where they were photographed.”

By Jill Walker Rettberg, 18 September, 2019
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We present a simple yet effective method for generating high qual- ity classical Chinese poetry with Generative Pre-trained Language Model (GPT)[5]. The method adopts a simple GPT model, without using any human crafted rules or features, or designing any additional neural compo- nents. While the proposed model learns to generate various forms of clas- sical Chinese poems, including Jueju(绝句), Lu ̈shi(律诗), various Cipai(词牌) and Couples(对联), the generated poems are of very high quality. We also propose and implement a method to fine-tune the model to generate acrostic poetry. To the best of our knowledge, this is the first to em- ploy GPT in developing a poetry generation system. We have released an online mini demonstration program on Wechat1 to show the generation capability of the proposed method for classical Chinese poetry.

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By Filip Falk, 23 July, 2018
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This project aims to explore some of the differences and similarities between the narrative video games and electronic literature games documented in the ELMCIP Knowledge Base. The paper focuses on comparing the two game types and discussing literary aspects, game mechanics, platforms, and more. It also includes graphs made in Gephi that shows how tags and platforms from the Knowledge Base can be connected to the different games and works. 

(Source: Author's description)

By Astrid Ensslin, 6 June, 2018
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This chapter is a contribution to the book, Rebooting Electronic Literature: Documenting Pre-Web Born Digital Media. It documents Judy Malloy's generative hypertext work, its name was Penelope, a remediation of Homer's Odyssey, which has so far appeared in four editions: (1) the original 1989 version ("exhibition version"), created with Malloy's own generative hypertext authoring system, Narrabase II, in BASIC on a 3.5-inch floppy disk; (2) a substantially revised Narrabase version, published in 1990; (3) the "Eastgate version" published on floppy disk and CD-ROM in 1993 and 1998 respectively; and (4) the "Scholar's version," which is a DOSbox emulation created under the auspices of the Critical Code Studies Working Group in 2016.

Grigar's article is accompanied by a multi-clip Live Stream Traversal of the work by Grigar herself; a reading of individual lexias of INWP by Malloy herself, which conveys previously unknown autobiographical insights; a social media section documenting live Twitter and Facebook feeds during Grigar's traversal on April 27, 2018; photos and screenshots of the original text itself and its paratextual paraphernaila; and a critical essay authored by Grigar, situating the text in its socio-historical and medium-specific contexts; and a page containing additional resources, such as an image from the original 1989 installation and a link to the zip file and instructions for the DOSbox emulation.

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By Magnus Knustad, 20 March, 2018
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11
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This project aims to investigate Nordic creative works in the ELMCIP Knowledge Base and see which platforms the Nordic works have been created for. Several differences between Nordic creative works were observed, and it was found that some languages were over-represented in the database, while others were under-represented. The most popular language was Norwegian (Bokmål), while Finnish and Swedish were under-represented. 

(Source: Author's Abstract)