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By Milosz Waskiewicz, 27 May, 2021
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The pandemic has enhanced awareness and reliance on digital platforms. Brick and mortar museums and libraries that are having difficulties pivoting to such platforms are presently unable to share works with the public for safety reasons. Consequently, special attention is being paid to platforms that produce, protect, and promote electronic literature, such as Electronic Literature Organization’s Repository. Housing 30 collections of 2500 digital-born works, the site must be maintained, the works thoroughly and accurately described, and digital art preserved and shared with scholars, artists, and the public. In light of the pandemic, it was realized that the Repository could fill more roles than storing digital artwork and the accompanying information. It had the untapped potential of becoming a space where digital art could be studied, experienced, preserved, and shared from anywhere. In short, it would become the next generation museum, library, and preservation site for born digital literature collected by the Electronic Literature Organization (ELO), the site now known as The NEXT. This panel showcases the newly designed Repository implemented by 39 students at Washington State University Vancouver (WSUV). 

In 2021, ELO in conjunction with the Electronic Literature Lab (ELL) partnered with students at WSUV to implement this new vision for The NEXT. The new site makes digital artwork easily accessible to the public from a single digital space, enhanced by SEO and ADA compliance. From here, visitors have the ability to download permitted works and view any associated media, including images, videos, visualizations, and recorded interviews with the donor. They have also developed a search function for easily finding records. To further increase accessibility, students conducted usability testing on pages within the site, which includes an About page, Donations page, documentation regarding metadata schema, and more. With these components, The NEXT has transformed from an informational space into a multimedial site that is participatory, interactive, and experiential.

The architecture of the site is built to be scalable, allowing it to grow as new donations are offered to ELO. The NEXT sets a precedent for future museums and databases to follow. Blending information with human interaction stimulates The NEXT’s use as a virtual interactive museum and library, while increasing awareness of artists and their artwork. The site will continue to be maintained by ELL for ELO, and sustained by donations to ELO and ELL. Scholars volunteering their time and labor will further refine the metadata.

The NEXT will be presented at the conference by five of the 39 students involved in the implementation stage of the project. Kathleen Zoller will act as moderator, discussing the aim of the project and the components that made it come together; Katya Farinsky will share her process regarding copyediting; Betsy Hanrahan and Sarah West will demonstrate the site’s architecture and layout; Mallory Hobson will share design decisions made for The NEXT; Preston Reed will discuss the filming and interview process.

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By Milosz Waskiewicz, 27 May, 2021
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Abstract (in English)

Recent pandemic-imposed restrictions on face-to-face exchanges have required that we find new ways to connect, often through networked platforms. Without classrooms, labs, and conference environments, ELO has embraced platforms such as Discord and Zoom for communication, and has also looked to online platforms for collaborative writing.

As we contemplate how platforms can keep us connected with our work and with each other, as well as the ways they may limit our interactions and thus arguably “disconnect” us, this panel explores what happens when e-literature—as research, practice, and field—is bound to platforms. E-literature scholarship and creative works that do not have the opportunity for in-person exchange provoke re-examinations of platform affordances and limitations. We ask: how may platforms may shape e-literature through their pre-set parameters, interfaces, and infrastructures? What are the promises and perils of platform-specific e-literature? Can we bring attention to platform through works of e-literature? Led by Marjorie C. Luesebrink, five speakers will answer these questions.

Lai-Tze Fan will trace the platform of a work of e-literature to its infrastructural origins. Nick Montfort’s generative poem Round (2013) is accompanied by a Note that describes the computational processes behind the poem. Fan will trace the specific hardware components’ production, manufacturing, assembly, and natural resource origins that support Round; in so doing, she provides an ecological understanding of the physical platforms that support e-literature.

Will Luers will sketch out some principles for a theory of recombinant fiction by exploring algorithmic flux (scripted variability) as something experiential within the digital text itself. His question for authors and readers of platform-based fiction production is: why is this play of forces between chaos and order thematically and formally important? Luers argues that algorithmic flux in digital fiction has a history, but that it presently lacks a theory and poetics for contemporary practice.

Erik Loyer will examine Google Sheets for how it enables users to treat spreadsheets as databases which can drive whole applications, effectively turning documents into platforms. He asks: what happens when we apply the same approach to digital narrative, giving individual stories the potential to function as their own platforms? Drawing on his experience developing creative tools for the digital humanities, digital comics, and e-lit, Loyer will sketch out some of the potentials and pitfalls of this mode of creation, and how our practices might better encourage it.

Christy Sanford reflects upon the processes for combining images and texts in some of her creative works. Sanford finds herself prompted by various platforms and platform-based texts around her, noting that in order to combine images and text, she needs technology’s assistance and inspiration to let unique characteristics of programs and platforms contribute to the development of her work.

Finally, Caitlin Fisher will discuss the promises and perils of disconnection and connection inside VR platforms that support literary and artistic co-creation. As we consider the use of virtual environments and spaces in place of in-person meetings and engagements, Fisher explores the futures of these platforms as a novel means of creative exchange.

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By Milosz Waskiewicz, 27 May, 2021
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Abstract (in English)

Since the 1960s, several Peruvian poets, insular and heirs to an experimental poetic tradition, created works with visual and verbal elements that advanced the presence of poetry in electronic media and platforms. Works such as those by Jorge Eielson, Raquel Jodorowsky, Ricardo Falla, Enrique Verástegui, César Toro Montalvo or Juan Ramirez Ruiz already showed in Peruvian creators an awareness of the existence and assimilation of electronic media to their productions based on references to circuits electronic (1964), computers (1973-1988) and formal and experimental games with the algorithm (1977). Works like these are used in key antecedents to reimagine the Peruvian poetic tradition, but, at the same time, they raise the need for an approach that analyzes and discusses the adoption of the media as part of poetic experimentation to understand, in all its dimensions, at the time of the internet boom and its platformization, the work carried out in later decades by José Aburto with interactive poems using Flash (2000); Oswaldo Chanove through the possibilities of the hyperlink in a web platform (2001); Enrique Beó with hypertext poems in binary language through Wix and Issuu (2010); and Rafael García Godos with MVX0 a video game poem programmed in Unity (2017). Therefore, the objective of this panel is to show how, since the 2000s, Peruvian poets have inhabited digital platforms with works that used different technologies in trend, as practices related to what was previously developed by their peers in the materiality of paper. For this, our research will focus on this problem from a media archeology with two areas that must necessarily dialogue: discursive and digital. In the first case, to trace the insularity of these authors, we start from Michel Foucault's concept of genealogy as the study of a non-linear and heterogeneous history of knowledge, contextualized by power relations. In the second case, to show the jobs that were hosted on the Internet, we will use various rescue platforms such as wayback machine, for old websites; Ruffle, for work done in flash; and videos of the experience in the case of wix. The result of this work will be exposed in a data visualization on what we have called the origins of electronic poetry in Peru. In this way, we consider that a genealogical work must combine the apparatus of symbolic evaluation and the consequent use of platforms to counteract the absence of a critical and theoretical approach to this complex field, but also the obsolescence of technology.

By Milosz Waskiewicz, 27 May, 2021
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Abstract (in English)

While both can produce choice-based interactive fiction works playable via a web browser, the hypertext authoring tool Twine and the narrative scripting language Ink are, at first glance, two very different platforms. Twine takes text input in the form of passages and transforms it into HTML. Ink, as a scripting language, uses applications like Inky to create JSON files representing a compiled Ink project capable of more easily being used with game engines like Godot and Unity. The communities for each, however, approach these processes in the same ways: they create guides, make tutorials, and build resources to help other users understand how each tool moves content from input to output. They provide, in a word, service. It is this labor supporting the connections between users across these platforms, and it is the members of these communities maintaining its resources and reinforcing the platformization of each. 

This roundtable examines two different primary documents related to these platforms, the community labor histories behind them, and their current iterations. The first, the Twine Cookbook, was born out of a collection of resources and has become, over three years, the go-to source of Twine knowledge. During its lifetime, it has slowly absorbed content spread across other services such as the Twine wiki, forum, and details found in development posts. The second document, the Unofficial Ink Cookbook, is a more recent creation that was born out of the combined experiences of two instructors. It has slowly grown into an expansive document now quoted and used as a reference document by students learning Ink and as part of the Ink Discord to help new users understand concepts within the scripting language Ink. 

As editors and contributors to these documents, the members of this roundtable will speak to the ways in which community labor, service, is the conduit through which knowledge is shared, rules are enforced, and the sense of a “platform” emerges through the pedagogical resources created by the communities around Twine and Ink. Given the variety of platforms and tools available for creating interactive fiction, the members of this roundtable will review common problems, discuss possible solutions, and examine how a “platform” cannot exist without its community supplying the labor to sustain it.

By Milosz Waskiewicz, 27 May, 2021
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Abstract (in English)

The possibilities for interaction in electronic literature (e-lit) are heavily shaped by the platforms on which that interaction occurs, yet audiences are rarely aware of the extent to which the digital interface may influence, if not define, their sociality. These limitations take the form of community moderation tools and explicit censorship (such as in the case of profanity filters), but also in the designs of emote systems and content popularity systems, and achievement and reputation systems, and even in gameplay design. Often players, users, and audience members must oscillate rapidly and continually between determining the affordances of the tools available to them and evaluating the capacity of those tools to provide the social aims they desire.

This panel explores the current limitations of contemporary literary and art criticism when applied to interactive narratives in order to build a richer dialogue attentive to sociological factors affecting platform-based literary activity. A diffusion of social and literary perspectives, we argue, is ultimately more appropriate for understanding the complex role networked communication and collaboration plays in the very fabric of these works. Considered together, the presentations on this panel will look deeply into how social media platforms generate increasingly innovative experiments in narrative structure by adapting interpersonal communication and live social exchange to online writing and reading practices. Digital network culture, dating back to the earliest text adventure games and first BBS servers, marked a fascinating conjunction between art works and participatory activity, aligning in the process many established literary and artistic aims with an array of diverse social behaviors and habits. The narrative structure of interactive fiction tends to offer the same points of reference key to any story, beginning with its setup followed by examples of conflict and resolution. Upon migrating to platform-managed media tools, narrative design has continued to sponsor a variety of coordinating behaviors among users, including what we’ve identified as consistent patterns of aggregation, accumulation, and competition. In addition, as critics like Manuel Castells, Lev Manovich, and more recently Manish Mehta have shown, networked media platforms invoke powerful programmable determinisms in the process of managing, and, in some cases, defining our cultural and social interactions.

Aligning these behavioral patterns with new literary guidelines and frameworks, the panel will look critically and, we hope, provocatively at narrative construction as collaborative digital network interaction. As these technologies continue to entwine human agents into increasingly complex actor-network systems, the resulting shift in writing practices and attitudes compares well to the new linguistic consciousness Russian theorist Mikhail Bahktin attributed a century ago to the emergence of the novel within modern literature. Panelists Kirill Azernyi, Stephanie Jennings, Andrew Klobucar, Rebecca Rouse, and Kate Tyrol will contribute presentations covering a variety of perspectives on these considerations, including online conspiracy theory, classroom gamification, player and user experience, interactive sculpture, and the role of debate in public discourse.

The panel will consist of traditional oral presentations, and attendees will also be invited to concurrently experience the panel through a custom-built Twine narrative.

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