reading

Description (in English)

Artistic reenactment of the speech “Against Poets” from Buenois Aires from 1947 with using digital media 

Witold Gombrowicz (one of the most important Polish writers and an icon of XX century European literature) spent almost 25 years in Buenos Aires. In 1947 he gave a talk "Against Poets" at Fray Mocho’s bookshop, then in 1951 he publish the text in "Kultura" in Paris, which provoked a lot of poets and scholars to respond, e.g. Czeslaw Milosz (Nobel Prize winner). In this well known statement Gombrowicz attacked the very institution of Poetry (Form), as a kind of religion. The institution of Poetry attacked him back. Such controversies give a kind of new energy and awareness to the field and get artists out of their routine positions. The point of departure for this project is to reenact his statement in the new digital context. 

Nowadays there are a lot of attacks, controversies in the public sphere, and also in literary, artworld circles (on the Internet). We are going to research and mix some „attacking-” and „against-” poetics. Using words, phrases, sentences which we find in a selected cultural contexts (European, Argentinian, American) we will produce a generated speech reenactment in a new context in which artists, writers, and also anonymous Internet haters attacked eachother. To produce such an output we will create an archive which will provide input for the generation of speeches. This project has one goal: to unify the community through controversy. We hope to give rise to a variety of emotions among the e-poets (support, rejection, disgust, lack of interest). 

"In 2015, E-Poetry, which is headquartered in Buffalo, New York, organized its festival in Buenos Aires, Argentina. The Spanish and Portuguese languages seemed to take a leading role during research presentations as well as artistic events. During the festival segment titled NEW PATHS, NEW VOICES/NUEVAS RUTAS, NUEVAS VOCES, a coalition was forged against the domination of the English language in the field. During a performance (an intentionally antagonistic one, dedicated to trolling) presented in Spanish and Polish and abiding by the spirit of major Internet trolling strategies, it was established that the name of the coalition would not be announced in English, and the performance also was expressly forbidden from being translated to English. This was a gesture aimed at opposing the most significant type of domination in the field—namely, language domination and all the hegemonic practices that stem from it. It was a move modeled after that of the Coalition Against Gringpo5 and assumed this sort of trolling approach as a reply to having languages and practices identified as being at the ‘end(s)’. "

Piotr Marecki, Nick Montfort, Renderings: Translating literary works in the digital age  https://academic.oup.com/dsh/article/32/suppl_1/i84/3077164

 

“En una sala a oscuras, de espaldas al público, un hombre de estatura media, pelo canoso y un cuerpo de apariencia frágil recita algo en una lengua que no existe pero en la que se distinguen rasgos de todas partes: sonidos nasales franceses o polacos, morfemas en español, aglutinaciones de consonantes de ecos indoamericanos, entonaciones tangueras, vocales cerradas anglófilas"

http://reseniasbds.blogspot.no/2015/07/cronica-del-e-poetry-festival-lu…

Description (in English)

Opening in the center of the international refugee crisis, this playable story places the interactor in the position of the refugee. As the tale opens, an explosion sends the interactor from the comfort of a ship into the salt immortal sea. Rescued by a mysterious boat the player encounters eight other passengers, drawn from the present and the ancient past. However, one of these passengers has angered the gods, and unless the player can discover which, all will face their wrath. However, finding that secret is no easy task. Each passenger harbors secrets that pit them against each other in an allegory of contemporary global crisis. Choosing from one of nine iconic positions in the refugee crisis, the interactor can explore tales of misfortune while trying to keep the shipmates in balance by collecting and circulating secrets. In this tale, we recast figures in the contemporary refugee crisis against the mythos of the quintessential traveler, Odysseus, for the refugee likewise travels cursed, unable to return home. It is a tale of the eternal return to proxy wars and the challenge of achieving some semblance of world peace. The story of the refugee is a harrowing reality reimagined here in terms of sirens and cyclops, not to make the horrors of war fanciful but to render the tale of the contemporary global conflict in timeless, epic terms. What does it take to survive this existential journey with humanity in tact? How can one negotiate the turbulent waters and the whims of unseen gods and foreign powers in the human tragedy of a proxy war? The Salt Immortal Sea will be set up as an installation that invites a primary interactor to make choices while a larger group can watch the story’s progression play out.

The primary interface will be an iPad. LED lights spread in the room will represent the characters aboard the ship, lighting up when the player interacts with them. The reading experience can take 5-30 minutes, depending on depth of exploration. Platform: Ink + Unity Displays on IPad, (also PC or Mac).

(Source: ELO 2017: Book of Abstracts and Catalogs)

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Salt Immortal Sea
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Salt Immortal Sea 2
Multimedia
Remote video URL
By Eric Dean Rasmussen, 2 June, 2016
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Year
Publisher
Pages
140-171
Journal volume and issue
2.2
ISSN
2056-4406
eISSN
2056-4414
License
All Rights reserved
Record Status
Abstract (in English)

Programmable computation is radically transforming the contemporary media ecology. What is literature's future in this emergent Programming Era? What happens to reading when the affective, performative power of executable code begins to provide the predominant model for creative language use? Critics have raised concerns about models of affective communication and the challenges a-semantic affects present to interpretive practices. In response, this essay explores links between electronic literature, affect theory, and materialist aesthetics in two works by experimental writer and publisher William Gillespie.

Focusing on the post-digital novel Keyhole Factory and the electronic speculative fiction Morpheus: Bilblionaut, it proposes that: first, tracing tropes of code as affective transmissions allows for more robust readings of technomodernist texts and, second, examining non-linguistic affect and its articulation within constraint-based narrative forms suggests possibilities for developing an affective hermeneutics.

My project was prompted by calls for more in-depth critical interpretations of works of electronic literature; an appreciation of how Gillespie problematises tropes of proximity and distance used to characterise modes of critical reading; and a desire to explain Gillespie's commitment to both conceptual, constraint-based writing practices (facilitated by computational media) and the intentional production of meaningful narrative affect. Ultimately, my analyses showcase Gillespie's countertextual achievement: assembling a network of texts, both electronic and analogue, that functions as a literary ecosystem resistant to the instrumentalism of the neoliberal publishing industry. Gillespie's Spineless Books provides an exemplary model of and working platform for collaborative, conceptual, and countertextual literary writing across media.

(Source: Author's Abstract)

Pull Quotes

The Programming Era, as I define it, is the period when the affective, performative, and transformative power of executable code begins to provide a powerful, and potentially the predominant, model for creative language use.

Morpheus: Biblionaut is a remediation of the ‘Biblionaut’ chapter from Keyhole Factory, and Gillespie and Alber’s moving work of e-lit attunes readers [...] to how Gillespie’s intricately structured novel stages scenarios of affective communication in order to raise concerns about the ways meaningful human communication gets devalued in a media ecology warped by the quantifying pressures of technocapitalism.

This essay suggests how this work of e- lit [Morpheus: Biblionaut] enables readers to make sense of a larger, complex literary ecosystem that Gillespie is creating with not just Keyhole Factory but also Spineless Books, a small, avant-garde press Gillespie founded on the palindromic date of 20 February 2002 (20–02–2002) and still operates from his Urbana, Illinois home.

What happens to more ‘traditional’ modes of language arts, such as lyric poetry or narrative storytelling, and, more broadly, humans’ ability to read, write, and make meaning, if writing computer code is valued more – based on the financial and cultural capital its authors accrue – than writing literature in ‘natural’, ‘human-only’ languages?

[T] the figure of the isolated and disoriented poet-astronaut in Morpheus: Biblionaut gives a unique spin to debates about literature’s long-term future given the prevalence of short-term perspectives in the contemporary media ecology, the devaluation of writing and criticism with an ever-accelerating publishing cycle, and the benefits and limitations of ‘close’ and ‘distant’ readings.

Morpheus: Biblionaut performs important cultural work by foregrounding concerns about reading’s future in the Programming Era while preparing readers for the challenge of interpreting Keyhole Factory, a conceptual, constraint-based novel that can seem dauntingly esoteric if readers don’t practice both close and hyper readings of the codex book and the digital text and consult the web-work map that constitute the Keyhole Factory textual ecosystem. These three components comprise a larger ‘Work as Assemblage, a cluster of related texts that quote, comment upon, amplify, and otherwise intermediate one another’.

By design, Morpheus: Biblionaut demands deep attention and rewards close, sustained re-readings, which become increasingly significant as the reader picks up on subtle clues about and allusions to Keyhole Factory. Its formal constraints require readers to practise attentive-reading strategies that are at risk in post-digital media environments, while its content prompts readers to read the piece self-reflexively. The senselessness the Biblionaut experiences in the isolating environs of deep space, readers can infer, is akin to the indifference to meaning he experiences in the isolating publishing environs of cyberspace.

And when Keyhole Factory is read as part of an even larger, deliberately designed literary ecosystem, including texts published by Gillespie’s press, Spineless Books provides an exemplary model of and working platform for collaborative, conceptual, and countertextual literary writing across media.

Confronted with a technocapitalistic ‘attention economy’ that undermines both the ‘psychic faculty that allows us to concentrate on an object’ and the ‘social faculty that allows us to take care of this object’ (Stiegler 2013: 81), Gillespie (in a way anticipated by Pessoa) has decided to develop an elaborate literary system enabling him to become a ‘self-effacing’ literary presence.

As a motif, the government’s indifference to the Biblionaut’s reading-and-writing abilities is but one of many incidents in which interpretation is rendered irrelevant by the ontologisation of meaningful human language into affective, but asignifying, forms.

Approaching a literary artwork simply as a technology for producing affective responses in the reader instrumentalises the work, rendering much of its full affective dimension irrelevant (the inevitable modulation of non-linguistic affect into linguistic, and hence, inherently significant forms, for instance). Yet the temptation to technologise the text is, understandably, particularly strong when reading works of

That this message might sound retrograde to those who feel writers working in multiple media should abandon the literary altogether suggests why the readers and writers who believe in the field of electronic literature and the ethico-political importance of sustaining human readability need William Gillespie, DIY publisher and author of affective, meaningful post-digital fictions for the Programming Era.

Publisher Referenced
Description (in English)

Concept "The End of the White Subway" is a strange little text-game that bears some resemblance to a text adventure or interactive fiction... more or less the way a toadstool resembles a geranium. Is this a game? If being a game requires consequential decisions, controllable actions, differential outcomes, and quantification (score), then it's a game. If your definition includes fun, well... This project is really more like a time simulator -- though in some ways every game is that. It invites you to think about the passing of time (all those moments you'll never get back), the way things change even as they stay the same, what you think you are doing when you can't do much of anything, and how you know when it's time to leave the train. What You Can Do Ride the train from station to station: either click Continue or simply press any key while you are in Train mode. (You'll need to click once in the text window, or use the Continue link initially, in order to set focus.) Each station of your passage comprises a screenful of text. The text is always different, or perhaps always the same. Look at things: The Earth is full of them. Examinable objects show in red when under the cursor. Click to inspect. Some objects are described in text, some with images. Collect things: You may add objects to your Inventory after you inspect them. Clicking the Inventory link at left shows you what you have. You are only allowed to hold seven things. The system will automatically delete the oldest item if you exceed the limit. Delete or Expend things: Every item in your inventory is preceded by an X. Click here to remove the item. Some items go quietly. Others perform certain actions before they disappear. Read (or not) a story: Occasionally the view will change from Train mode to something more coherently narrative. Read (or not) and then follow the link to return. This story has a beginning and an end, and a beginning and no end. Ask for help: Use the Help link at left. Ask for as much help as you can stand. Exit: Use the Exit link whenever you feel you are ready. Leaving the train ends the game. Technical Notes The game is built entirely in Javascript and plain-vanilla HTML/CSS. This means it is stateless, so remember that leaving the page means wiping out your game. Recommended browser is the current build of Firefox (Mozilla). The game will run in Safari with minor visual glitches. Internet Explorer doesn't recognize keystrokes to advance the game, but seems to handle all other aspects. I haven't even started debugging this thing, so expect trouble. (Source: ELO 2015 Conference Catalog)

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By Hannah Ackermans, 14 November, 2015
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Abstract (in English)

In this paper, I present close readings of a selection of Emily Dickinson’s poems that I propose might be best explained through an understanding of her awareness of the current scientific topics of the time. These include, for example, the publication of Darwin’s Origin of Species in 1859, Faraday’s and Maxwell’s numerous investigations into electromagnetism in the early to mid 1800s, and the production of Babbage’s Difference Engine in 1847. Specifically, in regards to Babbage’s computing machine, I demonstrate a connection between some of the innovations first formulated by the mathematician and proto-programmer Ada Lovelace in 1842 and 1843, including concepts of looping, modeling, and isomorphism, and Dickinson’s poems, written more than one decade later, which include references to cycles, recursion, and branching. Additionally, I show that there are clear stylistic similarities between Lovelace’s philosophical inquiries into the nascent discipline of computation and some of Dickinson’s poems that might be said to contain algorithmic structures or images. While I do not believe that Dickinson necessarily had any direct awareness of Lovelace’s writing (which she termed “poetical science”), these computational concepts enable new readings that provide insight into some of the more puzzling aspects of Dickinson’s work. Moreover, through exploring these similarities in poetry and programming at the dawn of the age of computation, I articulate relationships between the lyrical and logical that are more evidently realized in the contemporary genre of electronic literature.

(source: ELO 2015 Conference Catalog)

By J. R. Carpenter, 24 June, 2015
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Year
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Journal volume and issue
issue 14
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Abstract (in English)

Not quite a short story, not quite a stage play, ‘Once upon a Tide’ is just one of those moments in literature when time … stands … still. When plot advances by simply refusing to budge. One of those waiting times, slack tides, great hollows within which heat intensifies, cold deepens, night thickens, fevers rage, or the sun continues its relentless blaze. Tension builds, and still nothing happens; neither the sight of a sail on the horizon nor the slightest breath of wind. It is within these long stillnesses that sailors’ yarns unravel. In Conrad’s Heart of Darkness (1899), the entirety of Marlow’s tale is recounted in one evening whilst sitting utterly still on the deck of a ship moored on the Thames. In the pitch dark and the heavy night air of the river, the narrator strains to discern meaning: ‘I listened, I listened on the watch for the sentence, for the word, that would give me the clue to the faint uneasiness inspired by this narrative that seemed to shape itself without human lips…’.

In fiction, these long feverish pauses eventually break. In a variable text, however, we may hover forever within the tense and nuanced relation between reading, listening, watching, and waiting for the sentence, the word, the clue…

(Source: J. R. Carpenter, The Junket)

Pull Quotes

There is no logical reason to cause Conrad-esque characters to speak Shakespearian dialogue. The compulsion to do so is born of reading and re-reading sea stories across genres and across centuries. The reader of ‘Once Upon a Tide’ is encouraged to do the same – read and re-read, aloud if possible.

Creative Works referenced
By Alvaro Seica, 15 May, 2015
Language
Year
Presented at Event
Journal volume and issue
4.1
Platform/Software
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Abstract (in English)

This paper takes a topographical approach to re-reading print books in digital literary spaces through a discussion of a web-based work of digital literature “…and by islands I mean paragraphs” (Carpenter 2013). In this work, a reader is cast adrift in a sea of white space extending far beyond the bounds of the browser window, to the north, south, east and west. This sea is dotted with computer-generated paragraphs. These fluid texts call upon variable strings containing words and phrases collected from a vast literary corpus of books about islands. Individually, each of these textual islands represents a topic – from the Greek topos, meaning place. Collectively they constitute a topographical map of a sustained practice of reading and re-reading and writing and re-writing on the topic of islands. This paper will argue that, called as statement-events into digital processes, fragments of print texts are reconstituted as events occurring in a digital present which is also a break from the present. A new regime of signification emerges, in which authorship is distributed and text is ‘eventilized’ (Hayles). This regime is situated at the interface between an incoherent aesthetics, one which tends to unravel neat masses, including well-known works of print literature; and an incoherent politics, one which tends to dissolve existing institutional bonds, including bonds of authorship and of place. Alexander Galloway terms this regime of signification the ‘dirty regime of truth’.

(Souce: ELD 2015)

Pull Quotes

Today topography is generally associated with cartography. A topographic map locates topics—such as elevation, population, forestation, and rainfall—on a map in a graphic manner. But in classical times topography referred to geographers’ written descriptions of places. A topos is a place in discourse and a place in the world. Through topos, location and narration are inextricably linked. Susan Barton, the castaway narrator of J. M. Cotzee’s novel Foe asks: “Is that the secret meaning of the word story, do you think – a storing-place of memories?” (1986: 59). The practices of textual and visual topography aim to locate topics in memory. In Writing Space: Computers, Hypertext, and the Remediation of Print, Jay David Bolter argues that with the advent of digital writing topos are now located in the data structure of the computer (29). As such, he writes: “Electronic writing… is not the writing of a place, but rather a writing with places as spatially realized topics” (36). In a programming language like C, variables indeed refer to specific locations in computer memory. In a programming language like JavaScript, however, the operation of processes including memory are distributed across networks and devices. The arguments a variable refers to may be located anywhere. Once it has been referred to, through a process known as garbage collection, an argument may disappear. Or, the reference to it may disappear. JavaScript’s mode of dispersed, temporary, and transitory memory allocation is well suited to the re-reading, re-searching, and re-writing of transient, variable texts.

Platform referenced
By J. R. Carpenter, 22 November, 2014
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Abstract (in English)

This paper interrogates the ‘topic’ of islands displaced from print books into digital literary spaces through a discussion of a web-based work of digital literature ...and by islands I mean paragraphs (Carpenter 2013) http://luckysoap.com/andbyislands/ In this work a reader is cast adrift in a sea of white space veined blue by a background image of graph paper. Whereas horizontally lined loose leaf or foolscap offers a guide for linear hand writing, horizontally and vertically lined graph paper offers a guide for locating positions, or intersections, along orthogonal axes such as latitude and longitude, and time and distance. In this graphic space the horizon extends far beyond the bounds of the browser window, to the north, south, east and west. Navigating this space (with track pad, touch screen, mouse, or arrow keys) reveals that this sea is dotted with islands… and by islands I mean computer-generated paragraphs. JavaScript continuously recomposes these fluid texts, calling upon variable strings containing words and fragments of phrases collected from a vast literary corpus of books about islands – Deleuze’s Desert Islands, Shakespeare’s The Tempest, Defoe’s Robinson Crusoe, Bishop’s Crusoe in England, Coetzee’s Foe, Ballard’s Concrete Island, Hakluyt’s Voyages and Discoveries, Darwin’s Voyages of the Beagle, and many other lesser-known sources. Individually, each of these textual islands represents a topic – from the Greek topos, meaning place. Collectively they constitute a topographical map of a sustained practice of reading and re-reading and writing and re-writing on the topic of ‘topical islands’ (Díaz), places only possible in literature. Called as statement-events into digital processes, fragments of print texts are reconstituted as events occurring in a digital present which is also a break from the present. A new regime of signification emerges, in which authorship is distributed and text is ‘eventilized’ (Hayles). Situated at the interface between an incoherent aesthetics, one which tends to unravel neat masses, including well-known works of print literature; and an incoherent politics, one which tends to dissolve existing institutional bonds, including bonds of authorship and of place; Galloway terms this regime of signification the ‘dirty regime of truth’.

Creative Works referenced
Event type
Date
Individual Organizers
Associated with another event
Address

University of Wisconsin-Milwaukee (UWM)
Milwaukee, WI
United States

Short description

In this workshop we'll be going through the initial steps of setting up a mobile application for iOS and Android devices. Each attendee will leave with a simple poetry chapbook application they will be able to publish to the Apple App Store. Over the two hours we'll be using Photoshop, Corona SDK, and XCode to turn your poetry or stories into an engaging piece of interactive art. No programming experience is necessary however you should have moderate experience using Photoshop. Attendees should bring a thumb drive with their stories and any art they would like to use.

(Source: ELO 2014 Conference homepage)

Record Status
Event type
Date
Individual Organizers
Associated with another event
Address

University of Wisconsin-Milwaukee (UWM)
Milwaukee,
United States

Short description

READING, WRITING, AND PROGRAMMING ELIT

Wednesday, June 18: Reading and Writing (morning); Programming (afternoon)

Workshop Leaders: Deena Larsen (deenalarsen[at]yahoo.com) and Joshua Fisher (admin[at]appoet.org)

This is an all-day event in three parts, consisting of presentations and hands-on activities. The first two parts are intended especially for beginners: anyone who does not have deep familiarity with electronic writing, or wishes to extend or deepen an initial encounter. The third part is meant for both beginners and more experienced members of the community. Participants in workshops taking place earlier in the day may join the afternoon session (Part Three) at no additional charge. Registration is limited to 20 for Parts One and Two, 25 for Part Three; participants are encouraged to bring laptops.

Part One: Reading (one hour)

In this activity, we will be presenting four relatively simple works of electronic writing. We will discuss the use and meaning of sound, motion, imagery, and games --and how the works would not be the same without these essential elements. We will first present the works and then allow folks to play with them.

Part Two: Writing (two hours)

In this activity, we'll ask participants to quickly write about two images (these will be the same images for each group or team of writers--about 2 -4 people per team). We will discuss imagery, placement, montage, sound, and navigation. Then we will "present" each of these planned works as a group to discuss how the same images

Part Three: Programming (three hours, with break)

In this workshop we'll be going through the initial steps of setting up a mobile application for iOS and Android devices. Each attendee will leave with a simple poetry chapbook application they will be able to publish to the Apple App Store. Over the two hours we'll be using Photoshop, Corona SDK, and XCode to turn your poetry or stories into an engaging piece of interactive art. No programming experience is necessary however you should have moderate experience using Photoshop. Attendees should bring a thumb drive with their stories and any art they would like to use.

About the Workshop Leaders: DEENA LARSEN is a founding member of the Electronic Literature Organization, author of the hypertext fiction Marble Springs, as well as many other works of experimental poetry and fiction. Larsen has taught introductory courses and workshops on electronic writing throughout the U.S., as well as in Europe, Australia, and South Africa. She is the author of Fun Da Mentals, an online textbook for learning and teaching electronic literature (http://www.deenalarsen.net/fundamentals/). JOSHUA FISHER is the author of several works of digital poetry and storytelling currently available as mobile apps, and is the founder of Appoet, a location-based venue for urban poetry based in Chicago (www.appoet.org). Fisher has also given many presentations and workshops on electronic publishing and application development.

(Source: ELO 2014 Conference homepage)

Record Status