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By Hannah Ackermans, 6 April, 2021
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Overview and Instructions

Regardless of what opinions you hold about Wikipedia from a public information, crowd sourcing, labor, language, design, educational, disciplinary, organizational, or commercial perspective, we can all agree that the site and its rhetorical organization of knowledge have achieved wide global currency in the 21st c. Frequently cited to support the incredible power of networked based digital reference materials to improve or destroy society and its cultures as we know them, empower or exploit contributors, hasten or impede the distribution of common knowledge and globalization, or merely as one of the few wikis that ever fully realized the power of that medium on a planetary scale, the site and its many connotations have become a part of popular discourse and culture. Whether this networked public encyclopedia project harkens the realization or the death of 18th c. European rationalist projects to organize the world's knowledge is a topic for all of us to consider in the background as we engage with the generic and stylistic conventions of the site to create Wikipedia entries that take a speculative, as opposed to documentary, approach to depicting the facts of the world(s) we live in, have lived in, or may or could live in.  

 

What I will be asking you to do in this virtual ELO session is to invent some phenomenon, system, business, product, person, group, artifact, language, discipline, place, or event and to create a Wikipedia entry for it.  I invite you to use this exercise as a way to describe elements of fictional worlds the you have previously constructed or considered constructing, elements within or related to the fictional worlds constructed by others, or elements that are plausible extensions of the objective worlds we inhabit based on slight revisions of the historical and fact-based narratives that we generally rely on to understand them.  Using the constraints of Wikipedia and the creative possibilities in satire, we will imagine new social structures and technologies to comment on existing ones.  

 

An example of the first approach, which I refer to as "world building," would be naming and describing some physical location or space in a fictional world from a text or object that you have crafted, thought about crafting, or simply imagined.  An example of the second approach, which I refer to as "annexed world building" would be describing an element from a fictional world already created in existing fictions.  An example of the third approach, which I refer to as "subjunctive world building," would be to engage with the histories we generally take for granted or collectively acknowledge as factual as instead being contingent and to depict a something or someone (an object, person, phenomenon, place, system, etc.) that could exist if the current reality we live in, which is based to some extent on a specific sequence of events and their interpretations, had occurred or been received differently.  

 

Below, you will find some additional prompts and resources related to each of the three approaches.  If you would prefer to work in pairs or groups, please feel free to do so.  Please use this instapad space to record your notes and thoughts related to this exercise and this template to record your fictional Wikipedia entry.  At the end of 30 minutes, we will reconvene to share our entries and to discuss this exercise.  

 

(salon documentation)

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By Hannah Ackermans, 6 April, 2021
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Abstract (in English)

Background

At a recent ELO meeting about options for increasing the accessibility of Deena Larsen’s work "Chronic", Deena mentioned us that the next ELO Virtual salon would be dedicated to the topic of accessibility. Since I am writing an essay about the accessibility of electronic literature, Deena invited me to share my work-in-process at the salon.

Presentation

My essay rewrites and overwrites, with all the political and creative connotations those terms contain, Joseph Tabbi’s essay "Electronic Literature as World Literature, or, the Universality of Writing under Constraint" through the lens of disability. Using three small case studies, I explore the concept of digital accessibility through the concepts of defamiliarization and writing under constraint.

Electronic literature uses defamiliarization to provide a powerful force against mainstream rhetoric surrounding digital media, considering reader engagement and reflection in its success rather than attention counted in time and size of the audience. Using Eugenio Tisselli's The Gate as a case study, I argue that for a work to defamiliarize, its authors need to consider what is familiar to a variety of audiences.

In electronic literature, the practice of writing under constraint is widely accepted as a creative catalyst; through self-imposed textual restraints, we find new meanings and forms. I argue that constraints can become meaningful through  the lens of disability because you have to interrogate your medium by making it more accessible. I use Franci Greyling's Byderhand as an example.

Not every work can be made accessible for everyone, but one must still think through which groups of people are systematically excluded. Through the case study of Lyle Skains' No World 4 Tomorrow, I argue that considering accessibility is key in successfully addressing the intended audience.

Discussion

During the long and engaged discussion that followed, we considered various elements of accessibility, including the overlap and difference between literary constraints and accessibility restraints, the necessity of identifying intended audiences, how to experience works created by disabled authors. More practically, we discussed various approaches that could help us improve the Accessible Bits document, including types of tagging and spider graphs.

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“You and CO2” is an innovative, interdisciplinary project combining research and public engagement activities to encourage young people, aged 12-15, to engage with the global problem of climate change on a local scale and to commit to behaviour changes that will reduce their carbon footprints.

Through three workshops delivered in class, we educate the students about the role of carbon dioxide in climate change and the carbon dioxide emissions associated with everyday activities. The students read/play No World 4 Tomorrow, a custom-built interactive digital fiction on climate change, and then create their own interactive stories on the topic.

Through discussing and creating their own works of fiction, we encourage the students to explore their ideas about climate change and the role that individual citizens play in shaping the world’s climate. The purpose of the study is to evaluate the effectiveness of these workshops on young people’s engagement with climate change, and to assess whether their personal feelings about their own responsibilities for their carbon dioxide emissions change over the course of the workshops.

(description from Youandco2.org)

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By Hannah Ackermans, 6 April, 2021
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E-lit is amazingly interdisciplinary. Every one of us is a citizen of & a practitioner in multiple overlapping worlds of literature, technology, art, theory, history, and not to mention archiving. Join Bill Bly and the rest of the salon in yet another intellectual discourse to explore a life long work and passion with We Descend.  The one thing exploring We Descend requires of its dearReader is *study*: careful reading and re-reading, pondering, patience while the overall story takes shape in the mind, and perseverance, because no single pass through the writings will tell the whole story. Claro, this isn't everybody's idea of a fun thing to do, but We Descend is addressed to those for whom it is. Bill will tell the story from  scribbling with a fountain pen on notebook paper jammed in a clipboard to its lyrical presence now at  https://www.wedescend.net/

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Description (in English)

Prairie Chants is part of a collection of hypermedia, narrative videos that chronicle aspects of life on the shores of Lake Michigan [called Michigami by some first nations].  In this video, a story of the prairie - and the native tribes who once lived there – unfolds.  The past, the present, the future….

The tribal narrative happens to follow the historic movement of the Sauk or Sac tribe (officially Sauk and Fox), but it could be that of any one of many eastern woodland people, indeed hundreds of tribes across the country, who were forced from their homes, had their land taken by trickery or force, and walked their own trail of tears into captivity. The narrative links to the present with the development of new prairie associated with solar gardens.

Author statement

One specific artistic choice in my train video works is that of platforms.  The move to make a piece of e-lit almost transparently accessible across devices imposes significant design accommodations.  Legends of Michigami can be read on a variety of platforms (mobile, tablet, desktop, screen projection). Even decisions as critical as type face and size needed to be made with various resolutions and screen sizes in mind. Moreover, as in all time-based narrative productions, the timing is a compromise between image-reading speed and text-reading capability. 

The Legends of Michigami works continue my career-long experiments with narrative structure and the blending of sensory media.  The layering of time and space, the merging of history and private symbolism and events, and the presence of multiple voices are all part of the storyline.  Each element: text, image, sound, and structure is almost equally important in conveying information about the story world.

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Clay conversations arose out of collaborative conversations I had with British ceramicist Joanna Still. After several meetings and exchanges, Joanna created some ceramics which evoked various forms of communication, for example a clay book, a calendar, and an abacus, but which also had an abstracted connection with the objects to which they refer. I wrote several short poems in response to Joanna’s ceramics, conversations we had, and textual material she sent me (such as a newspaper cutting about Haitians eating clay plates because they could not afford food).  My poetry also drew on experiences I had independently, which seemed to connect with the project, such as a visit I made to the Asian Art Museum in San Francisco.

I then started to experiment with the video program Final Cut Pro, and with a variety of techniques and processes such as split screens, superimposition and merging of images, and a range of filters for image transformation. Besides the images of the ceramics, I worked with photographs and emails resulting from Joanna’s travels in Zambia and Ethiopia, where she was sponsored by Voluntary Service Overseas to conduct workshops with local communities.  These were very inspiring and suggestive, and seemed to fit well with my own increasing interest in a cosmopolitan poetics,which moves between different cultures in the same work. I adapted some of the poems I had written for the video, often fragmenting and reorganising them in new ways to optimise integration with the visual images, and to exploit the possibilities of the split screen dynamic.

To accompany the video (presented here as a quicktime video), Roger provided a recorded soundscape: it reflects both the violence and love with which clay and ceramics are treated. With one short exception, all the sounds here are found sounds directly involving clay and pots. Several are recordings of Joanna at work, others are of stone/pot interactions recorded by Roger, while a significant selection of the sounds are taken from the freesound online sonic database maintained in Barcelona. Notable amongst these recordings is a five minute recording of clay gradually distributing itself as it hydrates in a body of water, made with an underwater microphone by KG Jones. We would also like to acknowledge, in keeping with the Creative Commons license which applies, the use of material from Benboncan, Heigh, homejrande, NoiseCollector, Robinhood and volivieri.

Clay Conversations, which runs for just over 10 minutes, was first presented at a performance by austraLYSIS at the Sydney Conservatorium of Music in December 2009.

It was published in Scan Gallery in 2010 and in Hyperrhiz in 2012. 

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The first text adventure game by pioneering software company Radarsoft (John Vanderaart). Players had to make their way through the storyworld by typing in commands on their keyboards.

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Computer generated poem in English by the Dutch sound poet Greta Monach (1928-2018), which was anthologised in the Richard W. Bailey's collection Computer Poems (1973).

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You Say Time is a River is a locative, digital poetry collection, created and currated by Maria Barnas for the AMC Kunststichting (Academic Medical Center Art Foundation).

Anyone who is in a waiting room, lives in her own special time zone. For some, time goes by slowly, for others, time pulsate like a stroboscope. Maria Barnas created poems for the Emergency Room of the AMC Hospital that open up a spaces where the different timelines of the visitors are made accessible.

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You Say Time is a River is een ruimtelijke, digitale poëzie bundel, ontwikkeld en samengesteld door Maria Barnas in opdracht van de AMC Kunststichting.

Iedereen in een wachtkamer leeft in een eigen tijd. Voor sommigen verstrijkt de tijd als stroop, voor anderen pulseert de tijd als een stroboscoop. Maria Barnas maakte voor de afdeling Spoedeisende hulp van het AMC met poëzie een ruimte waarin ze de uiteenlopende tijdslijnen van de bezoeker betreedbaar maakt.

Maria Barnas nodigt u uit om een gedicht van maximaal drie regels aan te leveren waarin u uw eigen tijdsbeleving vanuit de wachtruimte beschrijft. Zij maakt een keuze uit de ingezonden gedichten en laat deze vertalen. De gedichten zijn na te lezen in de digitale dichtbundel die Barnas voor het AMC samenstelt, op deze website.

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The philosophical animal stories by famous Dutch author Toon Tellegen are brought to life in the app ‘A Distant Journey’. Now even the youngest can enjoy the story of the elephant, the squirrel and a mysterious tree. This interactive story is perfect for parents and teachers who want to spend some quality time with their children or want to hand them something interesting and thoughtful to do on their own.

With hand drawn illustrations by artist Gwen Stok, a compelling and heartfelt soundtrack by Half Way Station, lively animations and various interactions, this heartwarming story will keep children coming back again and again. Reading the story themselves or listen as the story is being told.

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Voor alle fans van het werk van de veelgeprezen Nederlandse auteur Toon Tellegen, liefhebbers van geïllustreerde verhalen en prentenboeken en ouders of leerkrachten die een bijzonder interactief boek zoeken voor hun kind: met 'Een Verre Reis' duik je in een fabelachtige geanimeerde wereld.

Met handgetekende beelden van Gwen Stok, diverse interacties en animaties, een meeslepende soundtrack en een ontroerend verhaal is dit een app om bij weg te dromen. Om zelf te lezen of als voorleesboek. Inclusief audio van de auteur zelf: Toon Tellegen leest voor!

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