French

By Eleonora Acerra, 21 February, 2017
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8
Record Status
Abstract (in English)

By analyzing a selection of classical and contemporary adaptations of children apps, the article questions the hypothesis of a poetics of hypermedia works, based on their main features: their composite textual materials, their reconstruction of the page, animations and interactivity.

Abstract (in original language)

Par l’analyse d’un corpus d’adaptations de textes classiques et contemporains, l’article interroge l’hypothèse d’une poétique des œuvres hypermédiatiques, fondée sur les caractéristiques qui les constituent : leurs matières textuelles composites (et non exclusivement verbales), l’organisation des espaces de l’écran, la gestion de la page, les animations et l’interactivité.

Creative Works referenced
Description (in English)

MathX (Metadata-Eye) is an audiovisual software program with an infinite duration that is built using the open source processing programming environment. It is a navigator in a meta-symbolic space, that travels a 3D network of codes and text contents.

A collaborative piece by André Sier and Álvaro Seiça, MathX (Metadata-Eye) was developed for Sier's solo exhitibition 02016.41312785388128 at Ocupart Chiado, Lisboa, from May 19 to June 4, 2016. The navigator presents a poem by Álvaro Seiça made as an invitation to create a text based on the philosophical-archaic-metaphysical references of André Sier's work.

Sier's initial navigator, MathX, was developed in 2010.

Seiça's text departs from Sier's works, MathX Java code, Dziga Vertov's Kino-Eye (1924), and Ted Rall's Snowden (2015).

The collaboration branched out into sound, text, and visual pieces.

(Source: Adapted text from https://thenewartfestival.wordpress.com/catalogue/)

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MathX (Metadata-Eye) (screenshot)
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Description (in English)

Untrace is a short interactive narrative.
A character looks both at the traces that she comes across in his/her life and at those he/she leaves.
The story is an opportunity to play on the digital traces left by the reader, voluntarily and involuntarily, as well as those left by other readers.
Source: http://i-trace.fr/detrace/

Description (in original language)

Détrace est un court récit interactif sur le thème de la trace.
Un personnage se penche à la fois sur les traces dont il/elle dispose dans la vie et sur celles qu’il/elle laisse.
Le récit est l’occasion d’un jeu sur les traces numériques laissées par le lecteur/la lectrice, volontairement et involontairement, ainsi que sur celles laissées par les autres lecteurs/lectrices.
Source: http://i-trace.fr/detrace/

Description in original language
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Untrace - Electronic art by Serge Bouchardon, with Clément Routier, Antoine Aufrechter, & Elsa Chaudet
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Untrace - Electronic art by Serge Bouchardon, with Clément Routier, Antoine Aufrechter, & Elsa Chaudet
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Untrace - Electronic art by Serge Bouchardon, with Clément Routier, Antoine Aufrechter, & Elsa Chaudet
Description (in English)

The installation, “Elpénor,” is an interactive generated multimedia piece based on an electronic music by Xavier Hautbois. It treats of the confusion by generatively destructuring all media (the music, 3 texts, 1 visual) in order to produce a narrative depending on the activity of the reader. The reader must progressively dig with the mouse a visual composed with a layer of pictures from 2 different Spanish countries. The program recreates randomly these pictures and thwarts the reader’s activity. It results in an interactive generated visual that is the user interface of the piece. Each picture is associated with a concept and the others parts of Elpénor are text and music generators that react at each time to the proportion of each concept into the visual interface. These generators are very specific. The music generators deconstructs a previous work by Xavier Hautbois by moving into the score. It does not result to an “open work” in the classic sense because the music is generated and each sample depends on the current state of the generator that does not exist in an orchestra musical open work. The text generator is based on 2 narrative that treat on the same concepts. These narrative are first deconstructed and rearranged by concept. In a second setp each sentence is transformed into a combinatory generator expanded it to a new short text. The generator shows some textes resulting from this second step. Each media is in its own space: the visual interface is on a computer screen and the generated text is projected on a wall behind it in front of the reader. The program of the piece is a dialogue between 4 different programs: one (in Director) manages the narrative, the second (in Director) the pictures, the third (in pure data) the music and the fourth (in Iannix) is a dynamic score for the music. All programs run together into the same computer. This piece deconstructs all components of itself: medias, programs but also reading. The reader can access to all multimedia properties of the piece, but not at the same time. This piece is a part of the ” small umconfortable reading poems”

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Multimedia
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By Alvaro Seica, 19 February, 2016
Year
ISSN
1932-2016
License
CC Attribution Non-Commercial No Derivatives
Record Status
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)

Creative Works referenced
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Description (in English)

With the classic text of Gustave Flaubert as its starting point, this multi-channel installation is scheduled for exhibition internationally from early 2014. A work about the link between capitalism and romance, Mieke Bal and Michelle Williams Gamaker’s revisionist take on the 19th century novel was filmed in Åland, Finland in summer 2012 and Paris, France in winter 2013. The installations bring together the brilliant talents of actors Marja Skaffari, Thomas Germaine and Mathieu Montanier and many others. By creating deliberate anachronism and intertextuality, the work attempts to show how Flaubert was in many ways a post-modernist and feminist. It explores the way dominant ideologies – specifically capitalism and its association with emotions, and romantic love with its commercial aspects – are still dominant after 150 years. The Madame B. installation offers a radically new interpretation of the text, replete with powerful symbolism that evokes this reimagining. In this way, it questions visually the role of women in a society driven by masculine impulses. The installation pieces explore different visual modes, and demonstrate how these have themselves the power to create an immersive experience.

(Source: http://www.miekebal.org/artworks/installations/madame-b/madame-b-instal…)

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Description (in English)

The work plays a tension between media and treats the question of control. It is a piece of the “small uncomfortable reading poems” series.
Play music for my poem is based on 2 computers that communicate with each other. The first one contains a combinatory generator of sound that plays music for the second computer. The second computer runs a set of 4 combinatory text generators composing a unique poem in 4 stanzas. The music manages the visibility of this text and the reader controls the music generator via a game running on the first computer.

Description (in English)

Langlibabex is a multilingual collaboration that departs from our shared experience of reading and responding in constrained poetic forms to Jorge Luis Borges’s short story “The Library of Babel.” As collaborators who met at ELO 2014 and shared conversation in three languages, we are committed to working in French, English, Portuguese, and Spanish, and translating one another’s work across continents and media.

(Source: ELO 2015 catalog)

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