non-linearity

By Daniele Giampà, 10 April, 2015
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Alan Bigelow tells in this interview how he started publishing online works of digital poetry around the year 1999 and where his inspirations for his work come from. Furthermore he explains why he chose to change from working with Flash to working with HTML5 and in which way this decision subsequently changed his way of writing. Then he considers the transition from printed books to digital literature from the point of view of the reader also in regards of the aesthetics of digital born literature. In the end he gives his opinion about the status of electronic literature in the academic field.

By Daniele Giampà, 7 April, 2015
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In this interview Andy Campbell talks about his first works in video games programming during his teens and how he got involved with digital literature in the mid-1990s. He then gives insight into his work by focusing on the importance of the visual and the ludic elements and the use of specific software or code language in some of his works. In the end he describes the way he looks at digital born works in general.

Description (in English)

daddylabyrinth is an interactive new media memoir, a combination of traditional writing and personal video assembled and delivered through the authoring system SCALAR <http://scalar.usc.edu/scalar/&gt;. It exists at the cusp of several forms—the lyric essay, the archive, the family history, the home movie—and delves into questions that shape our contemporary narrative practices, such as navigational readership and new ways of experiencing the cinematic. daddylabyrinth is a father/son book, in a long tradition of such, refracted through the lens of new media’s narrative possibilities. The legacies of my father that I carry—objects he left behind and a flotilla of unresolved emotions that continue to vex my self-identity nearly forty years after his death, when I am a father myself— resist any single linear narrative. I turned to SCALAR for this project because it lets me create multiple, interlocking narrative lines, through which I explore interrelationships between objects, incidents, and impressions. These two legacies have with time become inextricably bound, and the stories that I weave from them resist any single linear narrative. I turned to SCALAR to write daddylabyrinth because it allows me to create multiple, interlocking narrative lines, through which I could track and explore interrelationships between objects, incidents, and impressions—ranging from objects of his that I’ve given my children to ways that my father has shown up in my fiction. A portion of the work is currently up to view on demo at http://scalar.usc.edu/anvc/daddylabyrinth/index. Approximately 25% of its pages are available at the moment, and I will have a significantly more robust version of it available for the ELO conference next spring should my proposal be selected for the Media Arts Show—ideally a premiere of the whole work before I seek a publisher for it. Exhibition at ELO could take one (or both) of two forms. Internet-connected desktop, notebook, or tablet computers with headphones could be used in a stationary gallery situation, where readers could explore the work at their own pace. I could also present it in a live venue, talking my way through the labyrinth as I navigate it live and play some of its short videos. A combination of these two exhibition approaches would be ideal, and I am amenable to either a full presentation or a split one with another artist. (Source: ELO Conference 2014)

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By Daniele Giampà, 12 November, 2014
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Fabrizio Venerandi is author of two novels published in form of hypertextual ebooks and also co-founder of the publishing house Quintadicopertina. In this interview he talks about the book series Polistorie (Polystories) and about the basic ideas that inspired this project. Recalling the experience he made with the groundbreaking work on the first MUD in Italy in 1990, Venerandi describes the relations between literature and video games. Starting from a comparison between print literature tradition and new media, at last, he faces the problems of creation and preservation of digital works.

Abstract (in original language)

Fabrizio Venerandi è autore di due romanzi pubblicati in forma di ebook ipertestuali ed è anche cofondatore della casa editrice Quintadicopertina. In questa intervista parla della collana delle Polistorie e delle idee di fondo che hanno ispirato questo progetto. Ricordando l’esperienza legata al lavoro pioneristico al primo MUD italiano del 1990, Venerandi descrive la relazione tra letteratura e i video giochi. Da un paragone tra la tradizione della letteratura a stampa e i nuovi media, infine, affronta il problema della creazione e della preservazione delle opere digitali.

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By Jill Walker Rettberg, 14 June, 2013
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Hypertext’s non-linearity has critical implications for scholarly discourse and argumentation, where it is commonly considered important to control the reader’s exposure to the line of reasoning in order to communicate complex ideas and maximise rhetorical impact. Hypertext’s non-linearity has been seen to threaten authors ’ control over discourse order and the coherence of their argumentative discourse. Existing hypertext paradigms offer different solutions to the problem of preserving user-defined navigation whilst maintaining coherence: pagebased hypertext relies on the expressiveness of linear associative writing; semantic hypertext relies on the expressiveness of link taxonomies; spatial hypertext relies on the expressiveness of hypertext’s visual features. This research combines elements of these with new theoretical insights, to investigate a fourth paradigm referred to as Cinematic Hypertext. The problem of maintaining coherence is framed as the problem of representing

By Scott Rettberg, 13 December, 2012
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Only recently has our perception of the computer, now a familiar and ubiquitous element of everyday life, changed from seeing it as a mere tool to regarding it as a medium for creative expression. Computer technologies such as multimedia and hypertext applications have sparked an active critical debate not only about the future of the book format, ("the late age of print" {Bolter} is only one term used to describe the shift away from traditional print media to new forms of electronic communication) but also about the future of literature. Hypertext Fiction is the most prominent of proposed electronic literary forms and strong claims have been made about it: it will radically alter concepts of text, author and reader, enable forms of non-linear writing closer to the associative working of the mind, and make possible reader interaction with the text on a level impossible in printed text. So far the debate that has attempted to put hypertext fiction into a historical perspective has linked it to two developments. Firstly the developments in computer technology that made hypertext not only possible but also widely accessible and secondly a tradition of postmodern theory, where characteristics attributed to hypertext echo concepts of fragmentation, multiplicity and instability that theorists like Barthes and Derrida have formulated previously and that have led to the notion of hypertext as an "authentic, yet functional postmodern form" {Roberts} A third element that is not generally subject to critical evaluation is the practice of (post)modern writing in which a number of authors consciously break with the linearity of print conventions in favour for a more fragmented narrative and presentation as well as actively inviting the reader's participation in what Barthes calls "writerly" text. There are two reasons why these "proto-hypertexts" have been widely ignored or dismissed: Hypertext is still widely define as exclusive to the electronic realm and is furthermore generally perceived in oppositional pairs in contrast to print, i.e. non-linear vs. linear and interactive vs. passive, which conceptually does not leave room for a study of an "evolution" out of existing forms of writing practice. By examining hypertext fiction in a context of print experiments (Cortazar, Borges, B.S. Johnson, Andreas Okopenko, Raymond Queneau, Miroslav Pavic, Italo Calvino) and also in a context of other forms of digital literary experimentation (collaborative projects and computer-generated writing), this thesis aims to, on a diachronic level, reincorporate hypertext fiction into an evolutionary (though radical) literary tradition and examines the manner in which concepts which originated in this tradition have been taken over often very literally and without much redefinition. On the a-historical, synchronic level, this study explores some of the possible formats for literature in the new electronic textual media: hypertext fiction, collaborative writing projects, computer-generated writing and the different challenges these present to our understanding of literature. After an introduction in Chapter 1, Chapter 2 and 3 discuss two of the keywords of hypertext theory, its "grand narratives' (non-linearity and interactivity) and the appropriation of the terminology to hypertext theory and to hypertext fiction. Chapter 4 and 5 will look at alternative, though related, approaches to electronic fiction: Chapter 4 will examine aspects of collaborative writing in both a print and a digital environment while computer-generated writing stands at the centre of Chapter 5.

(Source: Author's abstract)

By Eric Dean Rasmussen, 22 June, 2012
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This critical essay was written for the Prairie Art Gallery catalogue presenting Kate Armstrong's and Michael Tippett's Grafik Dynamo! Its argument, implied in the catalogue version, can be stated explicitly in the present scholarly format, namely that narrative, associated with the development of the modern novel in print, is distinctly unsuited to literary arts produced in and for the electronic medium. Narrative in the Dynamo! is not entirely absent, but its dominance is put into question. The same holds for the place of argumentation in critical writing. The Dynamo! develops episodically, haunted by the comics, and by the popular and literary narratives it samples; the essay develops similarly, in blocks of partly autobiographical, partly analytical text. Propositions emerge not sequentially or through feats of interpretation, but at the moment when a block of text encounters a cited image from the Dynamo! Another collocation having implications for criticism, is the reading of Armstrong/Tippett's work in the context of a particular strain of contemporary fiction in print, which itself demonstrates that narrative was only ever a mode, one among many and not necessarily the dominant mode, in print literature itself. References are made to Pynchon's Gravity's Rainbow, to Pynchon's (and Armstrong/Tippett's) modernist antecedent, Henry Adams, to non-linear, non-sequential narratives by Robert Coover, Don DeLillo, and William Gaddis that are as open to innovation formally as they are expansive in subject matter. In this context, "Graphic Sublime" also introduces a major, as yet unpublished novel from the early 1970s by Phillip Wohlstetter, Valparaiso.

(Source: Author's abstract in DHQ 6.2)

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