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By Cecilie Klingenberg, 24 February, 2021
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This paper explores the pervasive presence of literature, film, speculation, fabulation, and other genres of invention in the theoretical writings also known as “critical posthumanism.” Identifying a set of different appropriations of fictional discourse in theoretical work by, amongst others, Astrida Niemanis, Stacy Alaimo, Rebekah Sheldon, Donna Haraway, and Jane Bennett, the paper asks why theorists united by a common interest in “getting real”, to use Karen Barad’s phrase (1998), often turn to a type of discourse that is defined precisely by not committing itself to reality. What, in other words, do genres and rhetorical devices that deliberately and explicitly make stuff up allow thinkers within critical posthumanism to do that traditional academic styles of writing do not?

To answer this question, the paper adopts key concepts from fictionality theory and utilize these in order to trace three distinct modes through which fictional discourse is put to use in the field of critical posthumanism. These modes are distinguished by inventing 1) non/human entanglements, 2) scientific knowledge, and 3) future societies respectively; yet all of them, the paper argues, fictionalize with the primary aim of imaginatively and affectively grasping phenomena that in principle reside beyond the limits of intelligibility.

In critical dialogue with Slavoj Žižek, who have accused this field for ignoring the question of epistemology, I will try to show that fictionality is adopted, here, precisely as an epistemological tool for envisioning that which cannot (yet) be perceived as “true.” On this basis, the paper intervenes in recent debates on the modes of theoretical argumentation in critical posthumanism, arguing that fictionality – in contrast to “literature”, “fabulation”, “speculation” or “wor(l)ding” – is a particularly attractive type of discourse for attempts to move beyond anthropocentric regimes of truth.

By Cecilie Klingenberg, 24 February, 2021
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We are on the brink of planetary catastrophe. Environmental, political, health and humanitarian crises have infused the zeitgeist of the Anthropocene with a sense of urgency (Crutzen and Stoermer 2000). Human activity has been placed in opposition (or as an add-on) to Nature, participating in a dialectical discourse that, like the binaries of sexism, racism, or even Eurocentrism, points directly to the violence, inequality and oppression of the modern world (Moore 2016). As these relate to climate and political change, the Anthropocene argument presents the exploitation and accumulation of capital as conterminous to human nature and progress.

Accumulation, however, is not only productive, but necrotic (McBrien 2016), in the sense that it unfolds a slow violence sustained by reduction or, perhaps, extinction: the reduction of cultures, languages and peoples; as well as the extinction of the Earth through depletion of resources. If accumulation is natural to us, then so are reduction and extinction.

This talk looks at how certain works of digital literary art (also known as “electronic literature” or “e-lit”) place digital production within a web of material accountability that rejects the binaries implicit in capitalist logic in pursuit of a new type of poetic materiality I am calling “web materiality.” Although it may sound counterintuitive, the destruction of natural resources and human life is directly related to the evolution of digital technologies that project a perverse sense of immaterial existence.

To expose this, I analyze five examples of online e-lit that exploit the affordances and limitations of the digital web: Eugenio Tisselli’s (Mexico-Spain) El 27/The 27 (2014) and Amazon (2019); Joana Moll’s (Germany-Spain) CO2GLE (2014) and The Hidden Life of an Amazon User (2019); and my own (Alex Saum, Spain-U.S.A) The Offline Website Project (2019). Rethinking digital materiality calls for a double framework of interpretation; one that looks both at the place of the works within the web of life (Moore), as well as a new methodological approach that is based on a multi-directional relational logic.

This requires not only a new framework to understand a new historical context (the Capitalocene) or new politics to frame digital objects (Haraway’s ontological politics) but also a different type of methodology and language such as Braidotti’s posthuman theory and politics, where new relationships of knowledge emerge from epistemic accountability and transversal ethics.

Description (in English)

Adventures with inter-linguistic combinatorial poetry, machine translation and text-to-speech.

Description (in original language)

Aventuras com poesia combinatória inter-linguística, tradução automática e text-to-speech.

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978-1-71630-738-6
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Golem is a computer-generated casebound book consisting of 109 pages of text in eight sections. Each section has sentences of a distinct syntax. These express the undertakings, interactions, perceptions, and thoughts of a few people. The seventh section has two long Perl programs which differ from one another, the first described as being understood by one of the people, the second described as being written by another.

The book includes a postword by Zach Whalen.

Pull Quotes

Justice remembered existence. The philosopher contemplated that they (whom they (whom they (whom the censor contemplated) (whom Justice (whom the philosopher (whom Tim (whom Remy recalled) grasped) wrote) (whom Charlie recalled) (whom the censor (whom Cyn wrote) (whom Tim contemplated) felt) (whom the philosopher (whom Justice (whom Tim recalled) (whom the exhibitor understood) sensed) imagined) took in) sensed) wrote) remembered something or Charlie (whom Remy felt) (whom Justice imagined) understood that the mentor grasped that when they understood something it was false that the mentor (whom the censor wrote) understood that when Charlie wrote the possible idea that she contemplated her it was absurd that the philosopher (whom they grasped) remembered a lot, so select individuals imagined the other.

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An open casebound book, inside covers rimmed in blue, showing pp. 62-63.
By Cecilie Klingenberg, 20 February, 2021
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Abstract (in English)

Instapoetry is entangled in the ecology of Instagram and the digital media ecology at large, which despite instapoetry’s very conservative output (images of text or images with textual elements), still has caused questions regarding how to approach it. While a lot of poetry on Instagram is simply images of poetry remediated on the social media, there also exist a type of platform literature, or platform poetry, which in this paper is treated as instapoetry proper.

With instapoetry proper the intent of publishing it on Instagram is something that affects how we should approach it aesthetically. From a media ecological and posthumanist perspective; while we use social media to do things, it also affects how we do things.

In this paper I will present and argue for my proposed definition of instapoetry proper, which is poetry created with the intention of being an Instagram post published in Instagram. This definition is meant to work as a way to combat textual as well as media blindness when approaching an instapoem for the close reading of it. I will show that the creation of instapoetry is closely tied with the creation of Instagram posts and the use of social media in general, which among other things includes the editing and filtering of the everyday to become extraordinary. With instapoetry, this means creating a literary experience of an Instagram post where you approach the poem first by looking at it.

I will show this by close reading different examples of instapoetry from both an established instapoet, the Norwegian instapoet Alexander Fallo, and from someone in the gray area between hobby writer/amateur/Instagram user and established instapoet.

This paper will touch upon how the digital environment, or rather, the digital ecologies of which instapoetry exist in, offer a different type of literary experience when the poem is intended as an instagram. While perhaps not being born digital poetry, it is never the less born into the digital. This is relevant because it shows how the situatedness of the authors and the poetry requires adjusted close readings of this type of poetry, where the poetic work – understood in encompassing more than just the (digitally) printed word depicted in the image – needs to be read as what it is intended to be.

Even if the remediations of instapoetry into printed works might lure us into thinking we can continue with our old ways of close reading poetry. Which in some cases might be too tied to the print ecologies of our contemporary world and thus cause unintended textual and media blindness to new non-avant garde works, such as the pop poetry of instapoetry.

 

Description (in English)

In our piece we explore themes of intimacy, proximity, disruption and mediation through our audio-only documentation of suspended being(s) in the emerging and familiar spaces, patterns and troubled times of contemporary 2020 COVID existence inside the many rooms of Apt. 3B (wherever that is). We draw creative inspiration from personal historical accounts of plague and disease narratives (Boccaccio’s Decameron, Pepys’ Diary of Samuel Pepys, Gilman’s “The Yellow Wallpaper,” for example), as well as reflections on home and storytelling (from Ursula K. LeGuin and others), combined with original texts, recordings and contemporary (2020) news reporting focused on global destruction, recovery, resistance, and homage. We remix, re-design and (sound) engineer an audio experience deliberately intended to evoke curiosity from eavesdropper-users, drawing them in, while distancing them through confusion and discomfort.

Our interactive audio experience moves between deep materiality and immaterial illusion, and it is captured through spatial dis/orientation, fragmentation, layered affects, embodied response, and confession, all reconstructed by a single eavesdropper-user, also ideally in semi-isolation. Created as a web-based interface (but with downloadable versions for PC and MAC available), and with no identifiable graphics, other than a full-screen black square, the eavesdropper-user wears headphones (and ideally a face mask, blindfold, or plague doctor hood, if available) and may only move a computer mouse blindly across the flat surface of a desk in front of the blackened computer monitor. Hidden sound files, which also move and shift, must be discovered by the eavesdropper-user, who accesses them through a further limited sense of human touch, mediated through the mouse. The sound files shift and are layered to create the manifold and multiplicitous spaces (‘rooms’) of “Apt. 3B,” both a site-specific—and therefore bounded location—but also a conceptual space of endless limitation and resonance. (Left mouse clicks allow users to move from room to room, signaled by opening/closing door creaks, and right clicks allow escape.)

(Source: author's abstract)

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toniZ.ch - or forcing the virtual down the throat of the analog. It may even be understood as a design method. 

toniZ.ch is oriented towards a culture of software that has been liberated from legal constraints. Crackers call software that is free from piracy protection mechanisms gamez or warez. toniZ is the attempt to free a (university) building at least a little bit from its legalistic, institutional rules and constraints. In the virtual environment imagination and subjective memories take over and offer other possibilities than reality does. 

It is precisely the virtual that for years would have offered the opportunity to rethink, to reshape our environment, precisely by letting the virtual overwrite the analog.  

In the case of the ToniAreal, toniZ is also the third attempt. Before that, there were constructions and 'occupations' by means of SecondLife (ca. 2007). There was also a demolition of the ToniAreal and a renaissance. All this can be seen in the virtual exhibition in the ToniZ. 

Visually the whole thing comes along as a 80/90s multiplayer point & click adventure. The software was originally developed by Paolo Pedercini, Molleindustria.com (OpenSource) for an event that was no longer possible due to COVID-19 and then further developed with its own inventory or display of Youtube, links directly in the content. The software works with ProcessingJS/5p.js and with NodeJs in the backend. 

ToniZ.ch is the twin of the Toni Areal, the building where the Zurich University of the Arts is housed in. With the lockdown in place in March 2020, the building was shut off completely for several months. The ToniZ.ch is a try to gain back some grounds for students and teachers. ToniZ.ch is a symbolic and ironic confrontation with the university building. Similarities with exsting institutions and people are incidental. ToniZ.ch has been designed under the auspices of GameLab ZHdK. Main Creator is René Bauer. Parts of the content and individual exhibitions have been created by Master students Larissa Wild, Emma McMillin, Leander Schneeberger, Chris Leisi u.a. 

Bachelor and Master graduation celebrations were held in ToniZ.ch with all students and teachers present and able to interact with each other. 

Enter here: http://toniz.ch

(Source: Author's abstract)

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Simulating computer-mediated environments that dominated our lives in 2020, in merged with the screen for days, computer-generated stanzas that move across a four-array structure play unpredictably together -- allowing, if the reader generates several versions, multiple views.

The history of generative poetry is referenced in the background by Jonathan Swift's Lagado Engine from Gulliver's Travels. (the drawing probably did not appear until the 1727 third edition). Swift imagined this engine as a satire that predicted where literature, art, and science would go astray centuries later. But for years, I have been haunted by the beauty of his illustration. 

In the first column, backgrounded by the Lagado Engine, some of the texts are taken from The Roar of Destiny, a work I began in 1995, while I was working full time online for Arts Wire. In The Roar of Destiny, I wanted to simulate the merging of real life and online life that occurred when at least half of one's life was spent online. I recall that we thought that many other people would soon be working in this way. But that did not happen until 2020, when it was mandated by an epidemic. 

The other columns were written in response to COVID-isolation. The title, merged with the screen for days, is taken from a line in The Roar of Destiny. 

My work with computer-mediated generative literature began in 1988 with the generative hypertext system that I devised for the third file of Uncle Roger and subsequently used to create its name was Penelope in 1989. In my creative practice, a literary "engine" -- that I design, code, and write -- seeks to fulfill an individual vision that would be difficult to convey in print. 

merged with the screen for days is available at https://www.narrabase.net/merged/merged_cover_index.html 

(Source: Author's abstract)

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The British Library Simulator is a short browser-based game created by Giulia Carla Rossi during the 2020 lockdown using Bitsy, a free game engine developed by Adam Ledoux. It was published online in June 2020, while the Library buildings were closed. The British Library Simulator was created as a fun way to engage with our audience during the pandemic, giving them a chance to visit a different version of the Library, while learning interesting facts about the physical building and the Library as a whole. It was also a way to make the public aware of the services we continued to provide even during lockdown, by highlighting ongoing projects and the digital content that could be accessed from home (such as the Sound Archive and the UK Web Archive). Finally, it provided an example of the digital interactive narratives we are collecting as part of our work on emerging formats and new digital media.

In the game, players wander around the St Pancras building in London, encountering different characters (other visitors and members of staff) on their way to the Reading Room. The game takes less than 10 minutes to complete and the gameplay is deliberately limited (the only obstacle players need to overcome is leaving their belongings at the Cloakroom before entering the Reading Room). This choice was made in an effort to make the game appealing and accessible to a wider audience, including people that don’t necessarily identify as gamers, and to keep the main focus on the information relative to the British Library and its services. Links to the projects and resources mentioned in the game were provided on the game page - including the Emerging Formats Project (https://www.bl.uk/projects/emerging-formats), the UK Web Archive (https://www.webarchive.org.uk) and British Library Sounds (https://sounds.bl.uk). 

The British Library Simulator aimed to present libraries under a different light: not just as keepers of knowledge, but also as creators of content willing to engage with new technologies, even during a time of crisis. The British Library Simulator won joint first prize at the 2020 British Library Lab Staff Awards.

The British Library Simulator was created by Giulia Carla Rossi, the British Library’s Curator for Digital Publications. She is responsible for supporting the Library in developing capacity to manage collections of complex digital objects as part of the Emerging Formats Project. Currently, the project is focusing on publications produced for mobile devices (apps) and interactive narratives, covering requirements across the collection management lifecycle. She’s in the process of curating an online collection of all shortlisted and winning entries to the New Media Writing Prize, to be hosted on the UK Web Archive. She is interested in interactive storytelling, net art and how new technologies and forms of creating and consuming content are challenging existing practices in collecting institutions.

(Source: Author's abstract)

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Curt Curtal Sonnet Corona Based on Sonnet Corona by Nick Montfort December 2020 

Gerard Manley Hopkins invented the curtal sonnet, a 3/4 abbreviation of the Petrarchan sonnet in which each section of the form is proportionately shortened: the octave becomes a sestet, the sestet a quatrain with an extra tail. In March 2020, at the start of the COVID-19 pandemic, Nick Montfort published “Sonnet Corona,” a tiny program that can generate a crown of 3^14 or 4,782,969 potential sonnets. Its 14 monometer lines evoke the enclosure and uncertainty of the early lockdown. “Curt Curtal Sonnet Corona” utilizes Montfort’s code to generate 4^11 or 4,194,304 curtal, 11-line sonnets with 4 variables per line. The abbreviated form felt appropriate to my feelings about this moment at the end of a very difficult year, but one illuminated by hope, as my son, due in January 2021, decided he couldn’t wait and joined our family in the final weeks of December. "Curt Curtal Sonnet Corona" is dedicated to Dorothea and Dashiell. The generator is available at amaranthborsuk.com/curtalcorona

Sample poems: 

1. we ask in mind one shot a dash deadlines for naught 

so long we sigh fine wrought our hope— starbright . starbrought 

2. we thrash resigned uncaught held fast fault lines drawn taut 

so long entwined one thought keep on— our light . our lot 

3. we thrash still blind a dot at last headlines in knots 

headstrong we sigh unknot our hope— forthright . forethought 

4. we ask resigned a dot a dash deadlines drawn taut 

heartstrung we sigh unknot new song— our light . our lot 

(Source: Author's abstract)

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