Weblog

By Martin Li, 21 September, 2020
Publication Type
Language
Year
Record Status
Abstract (in English)

he annual Interactive Fiction Competition is an institution that has endured for almost 20 years, with the goal of discovering each year’s best and brightest works in the world of text-based gaming. The genre is surprisingly broad and complex – and this year’s entries show how much text games have to offer modern audiences, even those who don’t ordinarily play computer games.

The age of free and intuitive creation tools, combined with the explosion of mobile platforms, e-reader devices and an audience that’s comfortable reading screens, means a brand-new opportunity for fresh narrative experiences that stand to attract new types of players.

Veteran gamers may remember the text-based adventures of history – titles like Adventureland, Zork and Hitchhiker’s Guide to the Galaxy. Arriving in the late 1970s and early 80s, they were taut, forbidding puzzles of logic and language; proceeding the age of graphics on home computers, they made the most of constraints, using brief, carefully chosen prose and a limited list of terse commands to create the experience.

By Martin Li, 21 September, 2020
Author
Publication Type
Language
Year
Record Status
Abstract (in English)

Now that we're all getting comfortable with the notion of reading books on digital displays, it's little surprise that developers are starting to explore the interactive possibilities of electronic novels. In fact, simple interactive fiction has been available on the iPod since the very beginning, with a community of writers using the HTML functionality in the device's Notes application to create "choose your own adventure" stories.

Since then, the actual Choose Your Own Adventure Company, which now owns the rights to the classic interactive children's novels, has ported a couple of old favourites to iPhone. Meanwhile, Edward Packard, the original author and creator of the CYOA series, has a new brand name, U-Ventures and is adapting and updating many of his old titles for iOS platforms.

By Jeremy Hight, 26 January, 2020
Author
Publication Type
Language
Year
License
All Rights reserved
Record Status
Abstract (in English)

A fictional narrative is an agitated space. A story world is constructed with attention to selection of detail and level of its description (setting and its establishment of tone, subtext and above all, physical place). The traditional role of the author has been to carefully use these tools to create the other world. The city is also an agitated space. A city is a collection of data and sub-text to be read in the context of ethnography, history, semiotics, architectural patterns and forms, physical form and rhythm, juxtaposition, city planning, land usage shifts and other ways of interpretation and analysis. The city patterns can be equated to the patterns within literature: repetition, sub-text shift, metaphor, cumulative resonances, emergence of layers, decay and growth.

Read more: http://www.neme.org/texts/narrative-archaeology

 

By Scott Rettberg, 1 October, 2019
Author
Publication Type
Language
Year
Journal volume and issue
2018-08-26
Record Status
Abstract (in English)

At the recent ELO conference in Montréal Leonardo Flores introduced the concept of “3rd Generation” electronic literature. I was at another session during his influential talk, but I heard about the concept from him beforehand and have read about it on Twitter (a 3rd generation context, I believe) and Flores’s blog (more of a 2nd generation context, I believe). One of the aspects of this concept is that the third generation of e-lit writers makes use of existing platforms (Twitter APIs, for instance) rather than developing their own interfaces. Blogging is a bit different from hand-rolled HTML, but one administers one’s own blog. When Flores & I spoke, I realized that I have what seems like a very similar idea of how to divide electronic literature work today. Not exactly the same, I’m sure, but pretty easily defined and I think with a strong correspondence to this three-generation concept. I describe it like this: * Pre-Web * Web * Post-Web (Source: Post Position)

Platform referenced
Database or Archive reference
By Ana Castello, 28 October, 2018
Author
Language
Year
License
CC Attribution
Record Status
Abstract (in English)

How did it become normal to share from our personal lives on the public internet? This documentary overshare: the links.net story looks at the limits of one person's desire for online attention. 

Hello, my name is Justin Hall and I've been sharing my personal life in explicit detail online for over twenty years. Starting in 1994, my personal web site Justin's Links from the Underground has documented family secrets, romantic relationships, and my experiments with sex and drugs.

overshare: the links.net story is a documentary about fumbling to foster intimacy between strangers online. Through interviews, analysis and graphic animations, I share my motivations, my joys and my sorrows from pioneering personal sharing for the 21st century. In 2004 the New York Times referred to me as "perhaps the founding father of personal weblogging." I hope this documentary reveals that I was a privileged white male with access to technology who worked to invite as many people as possible to join him in co-creating an internet where we have a chance to honestly share of our humanity.

 

Find the whole video free and even pay for it at http://overshare.links.net/

This film is released under a Creative Commons license.

(Source: Author)

By Ana Castello, 2 October, 2018
Author
Publication Type
Language
Year
Record Status
Abstract (in English)

For the last year or two I’ve been focusing most of my research and writing on the notion of ‘interface’ – a technology, whether book or screen, that is the intermediary layer between reader and writing. What I’ve found is that ‘interface’ gives us a wedge to approach the broad and complex question of how the reading and writing of poetry have changed in the digital age and how the digital age has in turn changed the way in which we understand what I call “bookbound” poetry. It seems to me that a discussion of digital poetry in terms of interface – a discussion whose methodology is driven by the field of Media Archaeology – could be a crucial intervention into both poetry/poetics and media studies in that it meshes these fields together to 1) make visible the Human-Computer interfaces we take for granted everyday; and 2) to frame certain works of electronic literature as instances of activist media poetics.

In part influenced by the so-called “Berlin school of media studies” that has grown out of Friedrich Kittler’s new media approach, Media Archaeology is invested in both recovering the analog ancestors of the digital and reading the digital back into the analog. And so the argument I keep trying to make is this:  nineteenth-century fascicles as much as mid-twentieth century typewriters and later-twentieth century digital computers are now slowly but surely revealing themselves not just as media but as media whose functioning depends on interfaces that fundamentally frame what can and cannot be said. I am, then, trying to move the definition of “interface” outside its conventional HCI-based usage (in which interface is usually defined as the intermediary layer between a user and a digital computer or computer program) and apply it to writing media more broadly to mean the layer between reader and any given writing medium which allows the reader to interact with the text itself. Moving the fields of HCI and literary studies closer together through a simple widening of the term “interface” does not just signal a mere shift in terminology. Instead, my sense is that a hybridizing of the two fields helps to move the study of electronic literature into the post-Marshall McLuhan, enabling us to go beyond repeatedly pointing out how the medium is the message and take up Katherine Hayles’ well-received injunction for “media-specific analysis” to get at not just particular media, but particularities such as the interface in the individual media instantiations of e-literature.

It also seems to me that an attention to interface – again, made possible through attention to certain works of e-literature – is a crucial tool in our arsenal against a receding present…by which I mean without attention to the ways in which present and past writing interfaces frame what can and cannot be said, the contemporary computing industry will only continue un-checked in its accelerating drive to achieve perfect invisibility through mulit-touch, so-called Natural User Interfaces, and ubiquitous computing devices. My sense is that the computing industry desires nothing more than to efface the interface altogether and so also efface our ability to read let alone write the interface.

(Source: Author's introduction to the essay)

By Hannah Ackermans, 2 October, 2018
Language
Year
Platform/Software
Record Status
Abstract (in English)

The annual conference and festival of the Electronic Literature Organization took place in 2018 at UQAM (Montreal, Canada) to present state-of-the-art research and creative projects as well as discuss future collaborations and strategies of the field. This blogpost outlines the elements of the conference that are relevant to Machine Vision, and show examples of works using machine vision from the exhibition and performances.  

Creative Works referenced