Book (Ph.D. dissertation)

By Solange Saballos, 26 September, 2020
Publication Type
Language
Year
Pages
191
Record Status
Librarian status
Approved by librarian
Abstract (in English)

This dissertation examines how social network site (SNS) platforms enhance writers’ experiences of pleasure and play in the process of writing together. My primary site of study is Protagonize.com, a SNS that encourages member-generated collaborative creative writing. Correlating Bakhtin’s theory of utterance, Huizinga’s understanding of play, and Wittgenstein’s concept of language games, I argue that Protagonize.com allows writers to engage in writing practices where authorship becomes inherently collaborative, context adapts to users’ needs, and the social-dimension of language emerges.

By Jill Walker Rettberg, 24 September, 2020
Publication Type
Year
University
Record Status
Abstract (in English)

In this habilitation thesis I report on over 30 years of creative research in the visual arts. I conducted and analyzed three selected experiments to cast light on the artistic process. In a body of work entitled Paris Réseau/Network I explored the possibilities of networked art using protocols and instructions. I developed this in several stages. Originally designed as a performance, it quickly developed beyond the real-time experience to take charge of its own archives. The second chapter describes the making of Partially Buried University, an interactive 3D environment, and reflects on my implication in a collective research project involving artists, scientists and industrialists. In the third experiment, the goal was to test protocols developed by other artists. As a pedestrian, I followed the paths traced by these artists, and as cartographer I represented and situated these experiences. Finally, with a view to interpreting the “field data,” in the last chapter I outline the problems that underlie all these practices. Can we take advantage of the instability of digital media to design a “robust” art that is not limited by a single presentation device? What is the role of the onlooker in the resulting artistic experience?

By Jill Walker Rettberg, 22 September, 2020
Publication Type
Language
Year
ISBN
9789515131843
Pages
279
Record Status
Librarian status
Approved by librarian
Abstract (in English)

This study concentrates on reading digital poetry. Reading entails the act of reading, strategies of analysis, and the means of understanding. Specifically, this study constructs a model of reading and interpreting poetry in digital form by close analysis of three complex case studies. Broadly, this study concerns the aesthetic means and meanings of poetry in the contemporary moment, where new and old media are in visible negotiation with each other. In digital poetry artistic expression, digital media, technology and cultural practices clash and combine to produce new poetic forms. With new forms of poetry come new challenges to reading, analysis, and interpretation. Digital poetry presents new material, literary, technical, and rhetorical strategies and techniques that offer novel possibilities – and restrictions – for reading. Thus, my broad question is: How do we read digital poetry? This broad question is broken down to a subset of research questions. These deal with the material medium, readerly action, and the processes of the poem, which are all to be seen as constituent of its effects and meanings. In answering these questions, I construct a new model for reading digital poetry. The model is distilled from my close readings of the case studies. The readings are literary, cultural, media-historical and media-specific. The background methodology for the investigation comes from the notion of close reading (sensu Culler 2010; Simanowski 2011; Pressman 2014). My reading model consists of three main elements: interface, interaction, and interpretation. I further divide the interface into elements of data (e.g. text, music, images), processes (e.g. temporal control, text generation), and medium (as material and conceptual). Interaction consists of logic, performance, and effect, which designate the mode of engagement with the work, the joint performance of the poem and the reader, and the effects these produce. Interpretation includes the articulation of effects and meanings. Whereas the effects are created in interaction with the work, articulating them is seen as part of interpretation. Interpretation includes the articulation of the meanings and connections the poem invites. In other words, the poem’s interface guides the concrete act of reading, interaction guides the reader’s mode of engagement with the interface, and interpretation guides the means of understanding what is read. The case studies renegotiate the interrelated and overlapping arenas of print and digital poetry, old and new media, and traditional and digital literary criticism. The first includes Cia Rinne’s zaroum (2001), archives zaroum (2008; with Christian Yde Frostholm) and notes for soloists (2009). The second is Young-Hae Chang Heavy Industries’ Dakota (2002). And the third is Stephanie Strickland’s “V-project”, which includes two print books (V:WaveSon.nets /Losing L’Una 2002; V: WaveTercets /Losing L’Una 2014) two web applications (V:Vniverse Shockwave application 2002 with Cynthia Lawson-Jaramillo; Errand Upon Which We Came 2001; with M. D. Coverley), and an iPad application (Vniverse 2014; with Ian Hatcher). The emphasis in the case studies is on examining strategies of reading and interpretation as well as producing new readings and interpretations of the poetry in question. I investigate the interdependence of traditional print-based and emerging digital strategies of reading poetry, and combine print-based scholarly approaches with digital-based scholarship.

By Mads Bratten Myking, 19 September, 2020
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Year
Record Status
Abstract (in English)

The novel is digital, it was digital, and it will be digital. Most authors have written on word processors and most publishers have made books with some form of desktop publishing software since the early 1990s. The first novels for digital display were written and published in the late 1980s. From a literary perspective, the question is whether such digital-born literature translates into palpable changes in the novel form, why, and how.

Previoustheories of the meeting of digital technology and literature have all too often presented a predetermined fate for this pairing—an essentialist vision of literature, technology, or both. I begin by showing this process at work in the creation of Michael Joyce’s afternoon, a story (1987), the most well-known hypertext fiction. Joyce’s work is often understood as evidence that hypertext and digital technologies were inherently suited to experimental practice. I show, instead, that hypertext technology was initially reader and user friendly, and that the experimentalism of afternoon should be credited to Joyce’s literary goals. Print books also became digitally born in the 1990s, with all major American publishers shifting to digital typesetting (or desktop publishing). This largely unnoticed shift shows a technology developing according to the particular state of the publishing industry during this period, and the fading influence of high postmodern literary style. I show how three authors—Mark Z. Danielewski, Jennifer Egan, and Junot Díaz—turn digital technology toward more narrative means during this period, augmenting textual meaning with an enhanced typographical paratext. Last, I look at a digital book within a book, the Primer from Neal Stephenson’s The Diamond Age or, A Young Lady’s Illustrated Primer (1995), to show how this digital book remediates the social and contextual aspects of the early British novel. The Primer shows how clearly digital fiction has been defined as highly experimental, and how this constricts how we think about digital fiction and what it can be. Digitizing the novel has not meant something stable or predefined, but is a moving target, shifting to account for context, public, and literary moment.

Description in original language
Creative Works referenced
By Odd Adrian Mik…, 17 September, 2020
Publication Type
Language
Year
Pages
288
Record Status
Abstract (in English)

This dissertation explores the relationships between literacy, technology, and bodies in the emerging media of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). In response to the recent, rapid emergence of new media forms, questions arise as to how and why we should prepare to compose in new digital media. To interrogate the newness accorded to new media composing, I historicize the literacy practices demanded by new media by examining digital texts, such as video games and software applications, alongside analogous “antiquated” media, such as dioramas and museum exhibits. Comparative textual analysis of analogous digital and non-digital VR, AR, and MR texts reveals new media and “antiquated” media utilize common characteristics of dimensionality, layering, and absence/presence, respectively. The establishment of shared traits demonstrates how media operate on a continuum of mutually held textual practices; despite their distinctive forms, new media texts do not represent either a hierarchical or linear progression of maturing development. Such an understanding aids composing in new VR, AR, and MR media by enabling composers to make fuller use of prior knowledge in a rapidly evolving new media environment, a finding significant both for educators and communicators. As these technologies mature, we will continue to compose both traditional and new forms of texts. As such, we need literacy theory that attends to both the traditional and the new and also is comprehensive enough to encompass future acts of composing in media yet to emerge.

By Håkon Dale Askeland, 17 September, 2020
Publication Type
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Year
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Abstract (in English)

This thesis conducts a critical investigation into digital literature—a genre of literary expression that is integrated with, and articulated using, digital computing systems and infrastructures. Specifically, it presents a framework for evaluating the expressive capacities of this genre as it relates to particular conceptions of knowledge-making in the contemporary technocultural environment. This framework reveals how the generation of critical knowledge concerning digital literature, as crystallised through a reader’s material engagements with specific works, enacts a ‘performative’ conception of knowing and being, in which the observable world is treated as emerging in the real time of practice—as being articulated through the entanglement of human and nonhuman agencies, rather than existing as a fixed array of passive, unchanging primitives. Digital literature is presented subsequently as a model of this greater performative vision—as a means of evaluating the structures and processes that manifest it, particularly within digital systems, and for assessing its practical and political implications for art and culture more broadly. In so doing, this thesis aims to justify the value of engaging digital literature from a standpoint that is more expressly political, contending not only that these texts are revealing of key processes shaping digital activities, artefacts, and environments, but are enacting alternative vectors of thought and practice concerning them.

By Steffen Egeland, 17 September, 2020
Publication Type
Language
Year
ISBN
9781321696714
Pages
191
Record Status
Abstract (in English)

This thesis looks at a sample of twelve stories of electronic literature written in Spanish and focuses on the different narrative techniques that these works implement. The techniques range from simple hyperlinks to highly complex functions as in videogames. These works draw from the traditions of print literature as well as from the digital culture that has shaped this era: hypertext, algorithms, text reordering, text fragmentation, multimedia creations, and almost anything else the computer is capable of. As each work discussed here is unique, a different theoretical approach is used for each.

By Martin Li, 16 September, 2020
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Abstract (in English)

There is a peculiar method in the area of procedural narrative called emergent narrative: instead of automatically inventing stories or deploying authored narrative content, a system simulates a storyworld out of which narrative may emerge from the happenstance of character activity in that world. It is the approach taken by some of the most successful works in the history of computational media (The Sims, Dwarf Fortress), but curiously also some of its most famous failures (Sheldon Klein's automatic novel writer, Tale-Spin). How has this been the case? To understand the successes, we might ask this essential question: what is the pleasure of emergent narrative? I contend that the form works more like nonfiction than fiction—emergent stories actually happen—and this produces a peculiar aesthetics that undergirds the appeal of its successful works. What then is the pain of emergent narrative? There is a ubiquitous tendency to misconstrue the raw transpiring of a simulation (or a trace of that unfolding) as being a narrative artifact, but such material will almost always lack story structure.

So, how can the pain of emergent narrative be alleviated while simultaneously maintaining the pleasure? This dissertation introduces a refined approach to the form, called curationist emergent narrative (or just curationism), that aims to provide an answer to this question. Instead of treating the raw material of simulation as a story, in curationism that material is curated to construct an actual narrative artifact that is then mounted in a full-fledged media experience (to enable human encounter with the artifact). This recasts story generation as an act of recounting, rather than invention. I believe that curationism can also explain how both wild successes and phenomenal failures have entered the oeuvre of emergent narrative: in successful works, humans have taken on the burden of curating an ongoing simulation to construct a storied understanding of what has happened, while in the failures humans have not been willing to do the necessary curation. Without curation, actual stories cannot obtain in emergent narrative.

But what if a storyworld could curate itself? That is, can we build systems that automatically recount what has happened in simulated worlds? In the second half of this dissertation, I provide an autoethnography and a collection of case studies that recount my own personal (and collaborative) exploration of automatic curation over the course of the last six years. Here, I report the technical, intellectual, and media-centric contributions made by three simulation engines (World, Talk of the Town, Hennepin) and three second-order media experiences that are respectively driven by those engines (Diol/Diel/Dial, Bad News, Sheldon County). In total, this dissertation provides a loose history of emergent narrative, an apologetics of the form, a polemic against it, a holistic refinement (maintaining the pleasure while killing the pain), and reports on a series of artifacts that represent a gradual instantiation of that refinement. To my knowledge, this is the most extensive treatment of emergent narrative to yet appear.