Jorge Luis Borges

By Jana Jankovska, 26 September, 2018
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Abstract (in English)

Argentine writer Jorge Luis Borges has been styled as one of the precursors of electronic literature, and his influence has been explored in a multitude of projects, especially when referring to the development of hypertextual structures (Manovich) or posthumanist theories (Herbretcher, Callus). Rather than tracing Borges’s overall influence in electronic literature, this talk presents a series of recent works of e-lit that that engage with Borges's particular figures of infinity as described in The Library of Babel (1941), The Aleph (1949), and The Book of Sand (1975). In each of these works, Borges’s figures of the infinite can be conceptualized as their own media object/process, inasmuch as they shape the limits (or lack thereof) and the form of their own particular “infinite”--very much in the same way that the media configurations of a work of electronic literature. Within this framework, Nick Montfort’s Taroko Gorge and Dan Waber’s Sestinas are presented as generativist works with the potential to run forever. Matt Schneider’s Babelling Borges is read as a looping Twitter bot whose loops signal infinity as a conceptual motif, in a similar manner to the multilingual looping translations we see in Luis Sarmiento’s Babel’s Monkeys. Laura McGee’s Infinite Notebook opens up the reading canvas to a rhetoric of zooming in and out as a way of navigating infinity in spatial terms. Finally, David Hirmes’s Infinite Wonder, Infinite Pity, and Jim Andrews’s Globebop take these explorations into the vastness of social media mining as apps that serve as windows into the universal--like the original Aleph. Although all these e-lit examples are different in terms of computation, interface and interactivity, they all engage directly and indirectly in a dialogue with Borges’s figures of infinity by enacting them structurally, but also conceptually—that is by the process they unfold and the output they produce, either computationally by means of non-stop algorithms or other mechanisms, or collectively and socially by drawing on our ever growing electronic output. Further, the impossibility of ever reading them completely highlights both the instantiation of Borges's media figures and the enactment of our reading, determined not by the bounds of the literary work, but by our own human-machinic condition: human exhaustion as well as the material conditions of the machine (electricity, connectivity, obsolescence, etc.). Borges sustains that literature embodied in the library will endure illuminated and infinite, independent to--and extending beyond--human life. But he also gives back a certain degree of agency to the reader, however, offering her the capacity to stop, forget, and begin to read again. Thus, it is reading what draws the boundaries of the infinite, negotiates the possible, and in a way keeps it under control. At the same time, it is the infinity of these works of e-lit what suggest their potential long-term relevance beyond machine lifespan and hardware and software obsolescence. This talk is part of the larger No Legacy project that explores the use of computational and digital technologies in literary production in the networked world and its material connections with 20th-century Latin American and Spanish technologized approaches to literature like Futurism, Concretism, Creationism, Stridentism, Magical Realism, and others.

By Diogo Marques, 26 July, 2017
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191-216
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2.2
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2056-4406
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Abstract (in English)

This paper argues that attending to the tropes of circularity featuring in print-based literature proves to be a useful foil for an analysis of electronic literature. Based on the idea that digital literary mechanisms do not obliviate previous circularity-inducing structuring motifs in analog literature, such as labyrinths, chess, rivers, and clockwork, this argument arrives at a crucial time for literature, which is currently the object of intensified debates on beginnings and ends, especially in the context of digitality and multisensory perception becoming central to some aspects of its processes. Accordingly, circular motion is here analysed in its depiction and actuation across several kinds of literary / literal machines, in reflection also on how sensory perception both mediate and is mediated. If literature is conditional upon a series of unique, though interconnected, mechanisms, it seems reasonable not to discard a certain circularity of the senses that is brought into play there and, indeed, given both thematic and formal substance in analog and digital works. In other words, representations generated at the confluence of both biological and technological bodies cannot but instigate a circularity on which they are dependent: an idea which this article examines and critiques with reference to canonical and electronic literature, particularly Borges, Beckett, and Joyce.

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Description (in English)

Langlibabex is a multilingual collaboration that departs from our shared experience of reading and responding in constrained poetic forms to Jorge Luis Borges’s short story “The Library of Babel.” As collaborators who met at ELO 2014 and shared conversation in three languages, we are committed to working in French, English, Portuguese, and Spanish, and translating one another’s work across continents and media.

(Source: ELO 2015 catalog)

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CC Attribution Non-Commercial Share Alike
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HD stands for Haute Densité (High Density) but also for Harley Davidson, for this is the brand of my very European designed Sportster XR 1200 bike, made in Milwaukee, WI, USA. While riding it I will film journeys from my home (Montreuil) to the Cartography Department at the National Archives (Pierrefitte-sur-Seine) near Paris, France. This motorized sign-writing journey is showed by video, enriched by the background reading of a text discussing Jorge Luis Borges’ "On Exactitude Of Science" from A Universal Story Of Infamy (1951). In this text Borges uses the tale genre to reflect on the relation between maps and the territories they represent, and eventually raises the question of the relation between Art and Technique, Science and the empirical world. I'm continuing the idea of genuinely «writing by riding» because my ride won’t be determined by the need to reach a location point, like a GPS could help me to do it, but to draw on the map of the city letters that will make words. Through this process the motorbike becomes a pen which allows me to write directly on the territory. (Source: Luc Dall'Armellina)

Description (in original language)

HD pour Haute Densité (High Density) mais également pour Harley-Davidson car ma moto est de cette marque, fabriquée à Milwaukee, WI, USA, c'est un modèle Sporster XR 1200 à la géométrie très européenne. C'est sur elle que j'ai filmé un parcours depuis mon domicile (Montreuil) jusqu'au département des cartes anciennes des Archives Nationales (Pierrefitte-sur-Seine). C'est par la vidéo qu'est rendu ce parcours, augmenté, en filigrane, par la lecture (simultanée en français et en anglais) d'un texte venant sampler et discuter celui de Jorge Luis Borges « De la rigueur de la science » dans l'Histoire universelle de l’infamie/Histoire de l’éternité, p. 10-18, Paris (1951, 1994). Dans ce texte l'auteur se livre sous la forme d'une fable, à une réflexion sur le rapport de la carte et du territoire, et pose finalement la question des rapports des arts et des techniques, de la science et du sensible. Je poursuis ici l'idée d'une écriture par le trajet, non déterminé par la nécessité de rejoindre un point donné comme un GPS nous aide à le faire, mais en dessinant sur la carte, des lettres formant quelques mots. La moto devient dans ce protocole, un stylo qui me permet d'écrire sur le territoire. Rapporté à la carte des lieux, elle « dessine » littéralement les lettres des mots qui prendront sens au fil du déroulement de la performance. (Source: Luc Dall'Armellina)

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Luc Dall'Armellina : texte, programmation, lecture // Léon Deutschmann (clavier) & Blaise Dall'Armellina (batterie) : musique // Virgile Dall'Armellina : traduction du français vers l'anglais. text, programs, reading : Luc Dall'Armellina // musique : Léon Deutschmann (keyboard) & Blaise Dall'Armellina (drums) // translation from french to english : Virgile Dall'Armellina

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"In Natalie Bookchin's piece, The Intruder, we are presented with a sequence of ten videogames, most of which are adapted from classics such as Pong and Space Invaders. We interact via moving or clicking the mouse, and by making whateve we make of/with/from the story. Meaning is always constructed, never on a plate. The interaction is less focused on videogame play than it is on advancing the narrative of the story we hear throughout the presentation of the ten games. The story is the Jorge Louis Borges piece The Intruder with a few changes. The female in the story is "the intruder" She is as a possession of the two closely bonded miscreant brothers enmeshed in a hopeless triangle of psycho-sexual possession with homoerotic undertones. Finally one of them kills her to end the tension between the two men. Game over. Story over.

Bookchin presents an awareness of being an intruder, herself, in the (previously?) male-dominated world of videogame creation and enjoyment. The videogame paradigms are subverted, mocked, and implicitly criticized for their shallow competitive and violent nature not unrelated to the nature of the violence of the males.

Although moving and clicking the mouse is associated with advancing the videogames, the videogames are subordinated to the story; the videogames are used as and within literary devices. The videogames are literary devices in that they are programmed machines functioning less to advance gameplay as triggers for the advancement of the audio of the story. The videogames are also functioning within other comparative/metaphoric literary devices. We compare the worlds of the games with the worlds of the story. We compare ourselves in the world of the games with ourselves in the world of the story, i.e., we compare the goals of the games with our goals in reading/listening to and understanding the stories. We cannot enjoy the games in the way that videogames are meant to be enjoyed [....]The artist mops the floor with the videogames. Art 10. Videogames 0. Women cheer this artwork like few other Net-based works. It is deservedly famous both as statement and for its formal literary innovation."

Author's page: http://bookchin.net/projects/intruder.html

I ♥ E-Poetry entry
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