printed book

Description (in English)

A “book post” is placed in the UiB Humanities Library during March 2021, consisting of a table/desk with two stools by it, near a wall.

Four books are on the table/desk (left to right, in alphabetical order by title): Articulations (Allison Parrish), Golem (Nick Montfort), A Noise Such as a Man Might Make: A Novel (Milton Läufer), and Travesty Generator (Lillian-Yvonne Bertram). Each has a hole drilled through it in the upper left and is secured to the table with a cable, creating a chained library. The books represent the work of four participants in an SLSAeu panel about computer-generated literature.

A Kodak carousel slide projector is in the middle of the table/desk, projecting small, bright images and texts onto the wall. Slides presenting covers and contents of the five books are shown continually during the exhibition. The selections will be made in consultation with all author/programmers and with their approval.

The stools allow two readers to sit and peruse the books. The table is wide enough to allow readers to do so while socially distanced.

The presence of a functioning “obsolete” slide projector, and the establishment of an “obsolete” chained library within the Humanities library, suggests to visitors that the book is also obsolete — while it is, at the same time, a perfectly functional technology. The dissonance of presenting computer-generated text via film slides and analog projection resonates with the decision that this group of five author/programmers has made: to present our computational writing in codex form.

The chained library is both practical and symbolic. Given that this is a library exhibit, the cables prevent people from relocating the books as one typically does in a library. They also emphasize that while we value ubiquity and portability in the digital age, at the same time we want things tethered, grounded, and available at the expected location. This suggestion will be strengthened by the similarity between the way these books are tethered and the way computer equipment is secured to a desk.

The projection of course alerts visitors to the availability of the books. Even if visitors do not choose to sit and peruse these books, the projected texts allow them to see and read computer-generated writing from recent years. Those who only view the projections nevertheless get a sense of the wide variety of approaches and the many textures of language that are seen in this sort of experimental digital writing.

By Daniele Giampà, 10 April, 2015
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Abstract (in English)

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, 22 March, 2015
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Pedro Barbosa recalls in this interview his memories of the first studies and works of electronic literature back in the 1970s when he was a student at the University of Porto. Starting from considerations about his collaborative works he makes a comparison between printed literature tradition and the age of new media focusing on the paradigmatic change of this very transitional period with live in and the differences of the creative work. Furthermore he makes an interesting statement on regard of the aesthetics of new media by comparing works of electronic literature with the oral tradition. In the end he mentions some of the milestones of electronic literature that he considers important.

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Description (in English)

Ice-bound is an interactive novel that combines a printed art book with an iPad app. Our goal was to create an experience with both high-quality surface text and significant player agency. The story concerns an encounter with a fictional artificial intelligence, a simulation of a long-dead author who enlists the player's help to finish his original's final novel. Inspired by the dense, labyrinthical texture of works like Nabokov's Pale Fire and Mark Danielewski's House of Leaves, the novel is a unique collaboration between two artists, both of whom are writers, coders, and graphic designers. Each story is built around a dynamically chosen set of symbols representing possible elements of the story. These might be traits a character could have, or plots that could be included in the story. When a story is first visited, the symbols are assigned to an author-defined group of sockets which can be turned on or off by the player. However, the player can only turn a limited number of sockets on at one time. As different combinations of sockets are activated, a version of the story is displayed, projecting what might happen if the symbols associated with those sockets were part of the story. While players explore possible stories, they also carry on an ongoing conversation with the AI character, who comments on the reader's activity, engages in philosophical discussions, and ultimately demands physical proof that a reader's selected ending for the story is appropriate. The reader provides this by finding a page from the companion printed book that contains an overlapping theme with the selected ending. Using markerless tracking augmented reality (AR), we can identify which page of the print book the player is pointing the iPad's camera at, and display additional layers of story content overlaid on the physical book. Once a story is resolved, the themes associated with it are strengthened. In this way the next story has thematic connections with the way the reader resolved prior stories, and as play progresses subsequent stories become more and more similar to the reader's own aesthetic. (Source: authors abstract)

By Daniele Giampà, 12 November, 2014
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Abstract (in English)

TheCoevas Strumentist di Parole is an group of authors or, as they define themselves, a literary band which created an interactive novel called TheCoevasIo interattivo (TheCoevas I interactive). The novel which was published in 2011 on the blog of the authors is accompanied by a medium-length documentary and is also published in form of printed book. Another characteristic of the novel is the variety of the online versions: iWork Apple, Powerpoint and pdf. As they explain in the interview, the project as a whole is conceived as an experiment of different ways of expressions and the work of writing is similar to the musical composition of a band. The very freedom of creativity is granted to the readers who can choose various audio-visual effects and narrative paths following their emotional and individual choices according to the demands of extemporaneity.

Abstract (in original language)

TheCoevas Strumentisti di Parole è un gruppo di autori o una band letteraria, come si definiscono loro, che ha creato un romanzo interattivo intitolato TheCoevasIo interattivo. Il romanzo che è stato pubblicato nel 2011 sul blog degli autori è accompagnato da un mediometraggio ed è anche stato pubblicato in forma di libro cartaceo. Altra particolarità del romanzo è la varietà delle versioni online: iWork Apple, Powerpoint e pdf. Come spiegano nell’intervista, il progetto nell’insieme è inteso come una sperimentazione di diverse forme espressive e il lavoro di scrittura è simile a una composizione musicale di una band. Questa libertà creativa viene concessa anche ai loro lettori che possono scegliere diversi effetti audio-visivi e percorsi narrativi in base a scelte emotive e individuali secondo le esigenze dell’estemporaneità.

By Stefano Calzati, 21 December, 2011
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Through the analysis of three case-studies, I investigate what happens to blogs when they are transposed outside the web, in media such as printed books or ebooks. Starting from Walker-Rettberg's definition of blog (2008), three orders of change are identified: blog's life and function; author's life and role; blog's structure and content. These three levels open the discussion to gender and genre issues with reference to digital texts and to the possibility that, far from sealing the death of the author or the onnipotence of the reader, the web opens texts to emancipation. 

Pull Quotes

Asking what happens when blogs are remediated passing to codex and ebook versions, means to address a whole range of questions: Are there differences among digital version, printed version and ebook version? If so, which ones? Are blogs and/or author/s affected by the remediation process? If so, how? Are authoriality gender and narrative genre redefined? If so, in which way?

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