discourse

By Hannah Ackermans, 27 October, 2015
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Abstract (in English)

This is a two-part meditation on where electronic literature came from, some of the places it’s been, and how (and why) it might possibly go on.

Espen Aarseth will look at the roots of electronic literature in the period before 1997, discussing the origins of digital writing in terms of contemporary art and theory. Particular attention will be given to interactive fiction and what happened to it.

Stuart Moulthrop skips over the really important bits (1997-2010) and concentrates on the state of electronic literature in the current decade, especially the intersection of various text-generation schemes with latter-day conceptualism and “the new illegibility.”

Both keynote speakers will offer critical prospects on the very idea of electronic literature, the meaning of the name, and various present and future ontologies for our discourse.

(source: ELO 2015 conference catalog)

By Elisabeth Nesheim, 4 October, 2013
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Abstract (in English)

Contemporary “format disruptions” (Savikas) lead to a new experience and practice of scholarly publishing: it is global, virtual, and instantaneous. How does this apply to electronic literature? Elit works exist in a field of publication, characterized by circulation, commentary, and archiving. They are subject to complex corporate toolchains, software updates, social media, etc. The work is no longer just the work but the entirety of this field. Publication is no longer a single event or a single thing. Think of this in terms of Luhmann’s systems theory: the differentiating distinction between artistic production and critical discourse is shifted; the difference made by artwork - its “poetics” - is now systematically linked to critical discourse.

Our essay is a call for editors and publishers of works on / about elit to become active participants in the process of creating the entire work and in creating the field around works of elit. Traditionally editors were invisible, working in the background. By contrast, the contemporary publishing situation - as well as the specifics of publishing on elit - enables publishers and editors to address the global with local realities of writers, the virtual with the material concerns of the text, and the instantaneous with the measured need for critical reading. We look at two case studies. The first is a discourse analysis of existing publications on elit. Scholarly publishing is already in a tight reflexive relation with elit works (e.g. the ELD). We recognize these contributions, but we also examine how in many cases the unevenness of the existing field of critical discourse re-distributes and re-names these works as dealing with “new media” or “electronic culture,” or similar topics. Our second case study is Po.Ex, a collection of essays on intermedia and cybertext by authors from Portugal, currently being co-edited with Rui Torres, and due to be published in 2013 by the Computing Literature series - releasing print and ebooks - developed at West Virginia University, in collaboration with the University of Paris 8. The three primary contributions of the book are: 1) a historical model of elit within a continuum of avant-garde writing stretching back to the Middle Ages; 2) a hermeneutic model for finding meaning in electronic literature through intermediality; and 3) a semiotic model for the computer as the cybernetic extension of human creativity and as an enabling medium for merging writers with readers as mutual authors (as wreaders). While these essays demonstrably shaped the field of elit, especially in Europe, their influence is limited because new generations of artists, critics, and students of elit do not have access to the works. Our case studies shows that scholarly publishing as a critical practice can address such limitations. Our overall claim is that publishing can organize and create the field of discourse for elit. We conclude with proposals and questions for future directions of critical publishing on elit.

(Source: Authors' abstract ELO 2013: http://conference.eliterature.org/critical-writing/editing-electronic-literature-global-publishing-system)

Multimedia
Remote video URL
By Jill Walker Rettberg, 29 June, 2013
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9783770528813
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504
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Approved by librarian
Abstract (in English)

English translation: Discourse Networks 1800/1900

Description in original language
Abstract (in original language)

Als Aufschreibesystem bezeichnet Kittler in seiner Medientheorie primär technische Einrichtungen, die dem Speichern von Daten dienen, aber auch „das Netzwerk von Techniken und Institutionen […], die einer gegebenen Kultur die Adressierung, Speicherung und Verarbeitung relevanter Daten erlauben“

Mediengenealogish unterscheidet Kittler dabei vor allem drei Phasen, die er als Aufschreibesysteme 1800 und 1900 bezeichnet. Die nachfolgende Phase, die man vielleicht als "Aufschreibesystem 2000" bezeichnen könnte, blieben bei Kittler ohne Namen.

Description (in English)

Textual instruments make text playable in a new way. At first, as one encounters their workings, they are toys for exploring language — more flexible than link-node hypertext, more responsive than batch-mode natural language generators. With growing experience, these instruments can also become tools for textual performance. Regime Change begins with a news article from April 2003, following the bombardment that began the U.S. invasion of Iraq. George W. Bush cites "eyewitness" intelligence that Saddam Hussein was assassinated by targeted U.S. bombing and clings to the contention that the Iraqi president was hiding "weapons of mass destruction." Playing Regime Change brings forth texts generated from a document that records a different U.S. attitude toward presidential assassination and eyewitness intelligence — the report of the Warren Commission. This instrument operates using the statistics of n-grams, a technique used for textual games for more than 50 years, beginning in Claude Shannon's 1948 A Mathematical Theory of Communication. These n-grams are chains of words, and this instrument uses shared chains between documents as "bridges," allowing movement from the text of one document into a body of text created from another and back. (Source: Author description, ELC 1).

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Technical notes

Run the Regime Change application to begin. Regime Change presents text in several windows, which will open and close on their own, as needed. Try the following steps to see the basic way that Regime Change expands one text using another: (1) Once the first window with the news story "Saddam Hussein 'May' Be Dead or Severely Injured, Bush Says" has fully loaded, click on the blue words "that the same." Clicking on colored words opens a new window, offering ways to expand the text. (2) Texts from the Warren Commission's report appear in a new window — different ones each time. From this window, it would be possible to click on red words to expand further. Instead, click on any black word in the middle of the paragraph. (3) The window closes and the text from the Warren Commission's report, up to the selected point, is incorporated into the original news story. Play with the text can continue from here. Clicking on a colored word (blue or red) provides new possibilities from the other text, opening a new window. Clicking on a black text makes a selection, closing the current window and placing that selection in the one before it. After spending some time playing with this instrument, the user can learn which words are most interesting points for expansion and can determine how best to end each selection so that the text remains coherent.

Description (in English)

Galatea is a work of interactive fiction set in an art gallery an undetermined amount of time in the future. The player takes on the role of an unnamed art critic examining works of personality referred to in the story as “animates.” Galatea is the name of one such animate however, unlike the other exhibits at the museum (which are forays into rudimentary artificial intelligence,) Galatea was a sculpted women who simply willed herself to life. The player must interact with Galatea through text commands until they get one of several endings.

It's hard to place Galatea in a single genre. With its “animate” art gallery one could place it in Science Fiction. It relates rather easily to Issac Assimov's works about artificial intelligence, sharing a similar atmosphere and similar thoughts on what it means to be human and what it would be like to be a conscious other, Galatea is fairly speculative in this regard. On the other hand one could say the work is more a piece of Magical Realism or Gothic Fiction, since Galatea's creation is miraculous and is the only thing that's really out of place with the world. Also like many Gothic fiction pieces the human psyche is rather thoroughly examined. The name Galatea is actually a reference to Greek mythology, something that this work seems to be rather fond of. In Greek mythology Galatea was a statue that came to life after her creator fell in love with her.

The tech at work beneath the text is fairly complex. It's not simply a dialogue tree with set responses and limited choices. The game tracks tension, sympathy, mood, and general conversation flow to give players a level of interactivity in conversation that is rarely seen in any examples of modern games. On top of this there are over 400 responses to words and 25+ unique endings. Its method of interaction is very similar to old text adventure games like Zork and its ilk, the player enters commands followed by key terms and the results are narrated.

Overall the work is objectively well written. Its lore of “animates” lends itself rather interestingly to the player. One may look at the work as an example of what interaction with an “animate” from the story's world might be like. Galatea the character being very similar to the “animates’” description from the story. The many varied endings and possible responses lends itself to a very individualized experience. No two readings would be exactly alike and each repeated reading builds upon the world’s lore and the characters of Galatea, the narrator, and Galatea's creator become more fleshed out and grounded. It uses multiple references to Greek mythology which helps give the work an atmosphere of mystery and a kind of oldness to its sci-fi themes.

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Galatea cover image
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Screenshot from Galatea
Technical notes

To Begin ... Mac: Download and install Spatterlight if you do not already have a z-machine interpreter. Download and unzip Galatea.zip and open the resulting file Galatea.z8 in your interpreter. Windows: Download and install Gargoyle if you do not already have a z-machine interpreter. Download and unzip Galatea.zip and open the resulting file Galatea.z8 in your interpreter. Type commands to the main character at the ">" prompt and press enter. Input can take the form of imperatives such as "look," "examine the pedestal," or "touch" followed by some object. The most important commands in Galatea are those that pertain to conversation, which include "ask about" followed by a topic (abbreviated to "a") and "tell about" a topic (abbreviated to "t"). These commands steer the subject of the conversation. The best approach is to follow up on a word or idea that Galatea has herself used, or to talk about objects present in the room. Other important verbs are "think about" followed by a topic to recall a previous topic, and "recap" to review the topics previously discussed.