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Description (in original language)

samen dichten is een poëziemachine waarbij mens en computer elkaar kunnen versterken. zo ontstaat er een gedicht dat de gebruiker niet zonder computer en de computer niet zonder deze specifieke gebruiker had kunnen schrijven.
het idee achter dit project is om poëzie toegankelijk te maken voor een breder publiek. de poëziemachine laat mens en machine samenwerken, maar belangrijker: iedereen kan zo de kracht van taal ontdekken.

(source: http://rooslaan.nl/samen-dichten/)

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By Alvaro Seica, 19 February, 2016
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1932-2016
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CC Attribution Non-Commercial No Derivatives
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Abstract (in English)

In the golden age of electronic books (or e-books), the phones, pads, tablets, and screens with which we read have become ubiquitous. In hand around the house or emerging from pockets on trains and planes, propped up on tables at restaurants or on desks alongside work computers, electronic books always seem to be within arms reach in public and private spaces alike. As their name suggests, however, the most prevalent e-books often attempt to remediate the print codex. Rather than explore the affordances and constraints of computational processes, multimodal interfaces, network access, global positioning, or augmented reality, electronic books instead attempt to simulate longstanding assumptions about reading and writing. Nevertheless, the form and content of literature are continually expanding through those experimental practices digital-born writing and electronic literature. Electronic literature (or e-lit) occurs at the intersection between technology and textuality. Whereas writing is a five thousand year old technology and the novel has had hundreds of years to mature, we do not yet fully know what computational and programmable media can do and do not yet fully understand the expressive capacities of electronic literature. In this respect, e-lit does not operate as a fixed ontological category, but marks a historical moment in which diverse communities of practitioners are exploring experimental modes of poetic and creative practice within our contemporary media ecology. If we define literature as an artistic engagement of language, then electronic literature is the artistic engagement of digital media and language. Such works represent an opportunity to consider both the nature of text as a form of digital media--as a grammatization or digitization of otherwise unbroken linguistic gestures--as well as the algorithmic, procedural, generative, recombinatorial, and computational possibilities of language. The history of e-lit includes projects that may not be labeled by their authors as part of this literary tradition and, in fact, some of the most compelling engagements are found in animation, videogames, social media, mobile applications, and other projects emerging from diverse cultural contexts and technical platforms. The Electronic Literature Organization (ELO), founded in 1999, has released two volumes collecting works of significance to the field: the ELC1 (http://collection.eliterature.org/1/) in 2006 and the ELC2 (http://collection.eliterature.org/2/) in 2011. Following this five-year tradition, the Electronic Literature Collection Vol. 3 (ELC3) continues the legacy of curating and archiving e-lit. Since the second volume was published, the rise of social media and increased communication between international communities has brought attention to authors and traditions not previously represented, while authors outside traditional academic and literary institutions are using new accessible platforms (such as Twitter and Twine) to reach broad audiences with experimental forms of both human and nonhuman interaction. As such, the editors of the ELC3 seek to expand the perceived boundaries of electronic literature. In 2015, we disseminated an open call inviting communities from across the web and across the globe to submit their work to this this collection. And although many of the submitted works were produced very recently, we also looked backward and included a number of historical selections reflecting work that was not yet part of the discussion of electronic literature when the previous volumes were curated. The ELC3 features 114 entries from 26 countries,13 languages, and including a wide range of platforms from physical interfaces and iPhone apps to Twitter bots and Twine games to concrete Flash poetry and alternate reality games to newly performed netprov and classic hypertext fiction. By pulling projects from these different spaces and times into the same collection, the ELC3 aims not only to preserve a diverse set of media artifacts but to produce a genealogy that interleaves differing historical traditions, technical platforms, and aesthetic practices. Many of the works in this collection are already endangered bits. Some of the platforms that supported them, such as Adobe Flash and the Unity 3D web player, are quickly becoming outmoded by new standards while material platforms like mobile phones and touch-screen tablets, are always on the cusp of new upgrades and models. This archive attempts to capture and preserve ephemeral objects by including textual descriptions and video documentation along with the source materials that offer a glimpse into the underlying structures of each work. Although metadata and paratexts cannot substitute for the original experience of a work, supplementary media delays the inevitable. Both the greatest threats to the field of electronic literature and its pharmacological raison d'etre is the rapid progression and newness of new media itself. As editors, curators, archivists, and creators ourselves, we hope to preserve some of this history and provide new generations of scholars, authors, and readers with insight into the ongoing experiments in the electronic literature. The Electronic Literature Collection Vol. 3 is not the end of e-lit. Nor is it necessarily the beginning of a new chapter of its history. The ELC3 is a mirror of a specific moment in time occurring across continents, languages, and platforms during the second decade of the twenty-first century. This collection parallels the works collected, operating in symbiotic relation with programs and processes, images and texts, readers and writers—and you. —Stephanie Boluk, Leonardo Flores, Jacob Garbe and Anastasia Salter (Source: http://collection.eliterature.org/3/about.html)

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Description (in English)

"Je veux" is a collection of poems written in 1997/1998 directly accessible through the authors' website by clicking "Being Human 1997/1998". Access to the text is through a menu offering a choice between "Je veux" , "tendresse easy easy", "a kiss" and "more". In the three poems the reader/visitor is invited to click on either "tu" or "you". The narrator's voice appears in the forms of "Je", "me" as well as in expressing his/her desire in "je voudrais".

In the poem "a kiss", the visitor "engages" with the narrator when s/he encounters a dialogue box and is asked to enter his/her name - the narrator only kisses people whose name s/he knows. The visitor then has to confirm if he or she wants a computer kiss. There are four different languages: German, English, French and Dutch. If the visitor responds in the affirmative in a language, oui, ja or yes, the screen is emblazoned with monochrome flashes of orange, red, pink resembling lipstick kisses. There is also a sentence in the middle of the screen saying how many times the narrator has kissed, reminiscent of the number of visitors to a website. The visitor returns to the menu and finds it changed. S/he now finds "a kiss" replaced with "we could meet again?" This new link brings the visitor to an error page. The question remains as to whether this is intentional or a reminder of the ephemeral character of electronic literature.

If the visitor responds "no", another scenario is launched. The narrator asks for the visitor's name, and reveals the number of times s/he has kissed up to that point. The moment the visitor responds "no", s/he is left with the return response of "Then, I will leave you" as well as the "threat" of the closing of the window. The window closes automatically after a few seconds and the visitor is out of the website completely. There is a possibility to keep the window open, which mirrors an ultimatum in a real relationship - underneath "Then I will leave you!" which is presented in bold letters, in fine print is "If you don't want the window to close click here". The program playfully mimics a relationship. The personalized reaction of the program to the visitor's answer suggests artificial intelligence.

In the poem "je veux", the words "tu", "me" and "respectes" in white appear on a black background. These form to read "je veux que tu me respectes" (I want you to respect me); "you are loved", "you loved me". Some words are underlined in the poem, and if those words are clicked, they freeze. After clicking several more times on different words, the visitor is returned to the initial menu.

In the poem "tendresse", rectangles and squares form across the screen in different colors. Seven screens follow in succession in different colors and containing different words for each. The words appear in English, French, Dutch and in German. The seven screens represent the seven days of the week, and those words are written in English and in French moving from top to bottom of the screen. The days of the week are associated with emotions and feelings and also have different sounds for each one. This collection of poems blends visual, plastic and textual art, and animated poetry shows how well this relationship works.

(Source: Iona Wynter Parks)

Description (in original language)

"Je veux" est une sorte de collection de poème écrits en 1997/1998 et accessible sur le site internet de l'auteure qui s'intitule "Being Human" L’accès au texte est direct avec un menu où le lecteur peut choisir entre “Je veux”, “tendresse easy, easy”, “a kiss” et “more”. Dans les trois poèmes le lecteur est interpellé avec l’utilisation de “tu” ou bien “you”. La voix du narrateur ou de la narratrice se fait entendre par l’intermédiaire du “Je”, du “me” et de l’expression de son désir avec “je voudrais” etc.

Dans le poème “a kiss”, le lecteur revêt même le rôle d’avatar. on lui demande d’entrer son nom, car le programme, la narratrice n’embrasse que les personnes dont elle connaît le nom. Puis, le lecteur a le choix de vouloir embrasser la narratrice (le programme?). Il a plusieurs façons d’accepter dans quatre langues différentes: allemand, anglais, français et néerlandais. Si le lecteur répond oui, ja, yes, alors l’écran produit des flashs monochromes de couleurs orange, rose, rouge, tels les baisers faits par des lèvres maquillées. Après cela, le lecteur retourne au menu, et là il se trouve que le menu a changé. Au lieu de “kiss” on trouve “we could meet again?” En cliquant sur ce nouveau lien hypertexte, on trouve une page d’erreur. Est-ce intentionnel ou là encore cela témoigne de l’aspect éphémère de la littérature électronique, à car à cause d’un plugin manquant, ou autre module nécessaire, la littérature disparaît. Si le lecteur répond non en revanche, un autre scénario se met en action. Le narrateur demande également le nom du lecteur, et affiche combien de fois il a embrassé jusque là. Puis dès lors que le lecteur répond “non”, un message apparaît “Then, I will leave you”. Quelques secondes plus tard, la fenêtre se ferme d’elle même. Il y a donc un acte performatif qui est joué par la machine et qui amuse, surprend et interroge le lecteur. Ce la donne une impression de vie de la machine qui est en face de nous, comme si nous l’avions offensée. La question de la vie artificielle est donc posée ici car le programme répond à la saisie d’information du lecteur, le poème est donc en quelque sorte personnalisé.

Dans le poème “je veux”, un fond noir avec les mots “tu”, “me”, et “respectes” en blanc avec des flashs de couleur blanche. Les mots que l’on peut lire au tout début sont « je veux que tu me respectes », « you are loved », « you loved me ». A n’importe quel moment dans le poème, le lecteur s’aperçoit que certains mots sont soulignés. Si il décide de cliquer sur ces mots-là, ils se figent. Après avoir cliqué plusieurs fois, sur les différents mots, le lecteur peut enfin alors revenir au menu initial.

Dans le poème “tendresse”, des formes rectangulaires et carrées se forment à l’écran de couleurs différentes. Sept écrans se succèdent les uns après les autres de couleurs différentes avec des mots différents pour chaque écran. Ces mots sont en anglais, néerlandais, français et allemand. Certains mots et expressions peuvent être associés à des onomatopées tels « stststst » donnant un effet de poésie sonore. Les sept écrans sont associés à des jours de la semaine, qui défilent en haut à gauche de l’écran en français et en anglais. Ces jours de la semaine sont donc associés à des sentiments, des émotions, des couleurs et des sons différents.

Ces poèmes marient l’art visuel et plastique à l’art textuel et la poésie animée illustre bien ce mariage.

(Source: Johanna Montlouis-Gabriel)

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Description (in English)

11 Ways to escape the Symbolic Field is a hybrid work consisting of various Internet accessible pieces in which texts found on the Internet are combined with original digital art works. The texts are presented on the screen in different, mostly hermetic ways, to emphasize the eroding effects the internet has on the literacy of the ‘general audience’. The author intends to question the ‘authority’ of the found texts by deforming them and to render them illegible. Together with each – projected–piece is a sound track with recordings of spoken poetry in English and Dutch from the artist. The poems juxtapose each piece with political driven subjectivities. This series of work is building upon previously created works such as Semantic Disturbances (2005) and La Resocialista Internacional (2011) by the same author. (Source: GalleryDDDL description)

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Description (in English)

Reading Club is a project started by Emmanuel Guez and Annie Abrahams in 2013. Eleven sessions were organized with more than 40 different “readers” in English and/or French based on text extracts from Raymond Queneau, from Mez and the ARPAnet dialogues to Marshall McLuhan, Michel Bauwens and McKenzie Wark. Guez and Abrahams experimented with different reading and writing constraints (color, duration, text-length, number of “readers”, etc.) and different performance conditions (online vs. live performance, with and without sound, etc.). In a session of the Reading Club, readers are invited to read a given text together. These readers simultaneously write their own words into this text given a previously fixed maximum number of characters. The Reading Club can be seen as an interpretive arena in which each reader plays and subverts the writing of others through this intertextual game.

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Contributors note

This work uses networks to bring together multiple participants to collaboratively read and edit a work. The platform records the interactions and transformations of the text, identifying participants and their contributions live and documenting each in a variety of ways. The result is a material representation of the reader's presence in the text. As the readers type, cut and paste, delete, format, and transform the text, the text becomes a conversational space in which read not just the text but each other's interventions, guessing each other's goals as they collaborate, riff, joust, and subvert each other.

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A creative website that contains more than can be easily labelled as poetry, art, or narrative, though it certainly contains that and more. Launched in 1998, the site incorporates multiple Web technologies in very coherent fashion to create a hypertext of musings, anxieties, joys, searches for companionship, yearnings, and more navigable through interfaces populated by a variety of insects. Each page in this hypertext is a discovery: a thoughtful exploration of an idea through art, language, and metaphor. (Source: Leonardo Flores, I ♥ E-Poetry)

Description in original language
I ♥ E-Poetry entry
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By Scott Rettberg, 9 January, 2013
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Following the concept of "remediation" and the premise that "all of our examples of hypermediacy are characterized by this kind of borrowing, as is also ancient and modern ekphrasis" (Bolter and Grusin, 1999: 44-45), I would like to take under consideration a literary work of Portuguese poet Vasco Graça MouraGiraldomachias / Em demanda de Moura (co-author Gérard Castello-Lopes; 2000). The main idea is that this particular tipographic object not only illustrates the vitality and liveliness of modern ekphrasis (in this case setting up the relation between poetry and photography, these late made by the photographer which is the coauthor of the book) but for the most part underpins the concept of hypertext. My understanding of this notion is (an almost) direct result of my study, investigation and analysis of Theodor Nelson's works and thinking, especially Literary Machines (1981), to a great extent for the present book: in my perspective, this book is a hypertextual literary machine, considering that "By hypertext I simply mean non-sequential writing. A magazine layout, with sequential text and inset illustrations and boxes, is thus hypertext" (LM, 1993: 1/17).

Description (in English)

“Blind Side of a Secret” consists of three audiovisual variations, created individually by Mühlenbruch, Sodeoka, and Nakamura, on words written by Thom Swiss. The work could be considered remix culture in action, overlaying and cutting up an underlying tale—which is never given entirely as a whole, though many sections are held in common—about the unspoken parts of relationships, of coming and going. In all three pieces, alternating third-person voice-over narration by a man and a woman forms the bulk of the audio portion, and it includes parts in English, French, and Dutch. The three collaborators approach the material in sharply contrasting ways: the horizontally scrolling, black-and-red fluidity of Nakamura's animation tells the tale in the most linear fashion, with no interruptions or breaks in the audio and no interaction; Sodeoka takes a DJ's approach, carving up the audio into rhythmic segments and pulsating images that recall song more than narrative; and Mühlenbruch turns it into an interactive flash animation, where an image based on the narrative forms a template that a user can click on to follow the individual narrative threads of the voice-over or run them over each other concurrently. Taken together, and given the absence of the source text in the final presentation, the work suggests that the plethora of angles from which to approach the idea of remix in digital art need not conflict, while at the same time suggesting that nostalgia for an “original work” is perhaps secondary in some respects to the artistic potential of collaboration and redistribution.

(Source: Electronic Literature Directory entry by Rob Schoenbeck)