Norwegian (Bokmål)

Description (in original language)

En multimodal hypertekst om ulike særegne lyder i bybildet, samt refleksjoner omkring disse lydene.

Description in original language
Contributors note

En multimodal hypertekst om ulike særegne lyder i bybildet, samt refleksjoner omkring disse lydene.

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Description (in English)

The narrative of this digital story is filled with information and siding. By liking information from different fields, scientific or personal, 'Fuora Grenen' illustrates new blind spots in the micro-macro-cosmic perspective.

Description (in original language)

Denne digitale fortellingens forgreninger gror frem som fra en væskefylt plante, fylt med opplysninger og sidespor. Ved å likestille informasjon fra ulike felt, vitenskaplige eller personlige, belyser 'Fuora Grenen' nye dødvinkler i det mikro-makro-kosmiske perspektiv. (nrk.no)

 

Description in original language
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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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)

Written for the opening of the Stavanger Concert hall and its custom built organ, the poetry film The Pipes is an ode to the industrial history and former backbone of the city. Published as part 9 of the electronic poetry film series Gasspedal Animert, intended for electronic distribution through the internet, the film combines text, sound and digital animation. This particular film is a collaboration between the small press Gasspedal and the publishing house Gyldendal. (Source: ELO 2015 Conference Catalog)

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By Jill Walker Rettberg, 1 October, 2015
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Abstract (in English)

The Intruder, Dakota and Faen. Nå har de senka takhøyden igjen. Må huske å kjøpe nye knebeskyttere are regarded as considerable works within the field of electronic literature. The works are made by Natalie Bookchin, Young Hae-Chang Heavy Industries and Tor Åge Bringsværd, and have strong bonds to the literary tradition. While using different aspects of the digital media to convey their stories, the three texts are retelling stories from earlier works of literature. The Intruder is built on a short story by Jorge Louis Borges, Dakota is a reading of Ezra Pounds Canto I and II and the third text is a html-version of a print short story by Bringsværd. With great variation in their use of different modalities, such as images, sound and animation, the retelling of these narratives are shaped by the digital works different semiotic meanings and materialities. By using a comparative method, the close readings of these works is more specifically examining: How does the digital texts physical material and context contribute to shaping the narration in The Intruder, Dakota and Faen. Nå har de senka takhøyden igjen. Må huske å kjøpe nye knebeskyttere? Through comparing these three digital works I look at the way they form their narratives and emphasize the act of reading, through means such as intertextual references and the remediation of older media.

Abstract (in original language)

Denne oppgaven undersøker tre digitale verk: Dakota (2002), The Intruder (1999) og Faen. Nå har de senka takhøyden igjen. Må huske å kjøpe nye knebeskyttere (1999) Disse verkene er hovedsaklig valgt på grunn av sin forankring i tradisjonell litteratur. Young-hae Chang Heavy Industries' Dakota er basert på en nærlesning av Ezra Pounds Cantos, Natalie Bookchins The Intruder bygger på Jorge Louis Borges' «La intrusa» og teksten Takhøyden, av Tor Åge Bringsværd, ble først utgitt som trykt tekst og senere tilrettelagt for internett av Trygve Lillefosse.

Analysene ser på forholdet de digitale verkene har til sine trykte forelegg og undersøker problemstillingen: Hvordan bidrar tekstenes fysiske materiale og kontekst til å forme narrasjonen i The Intruder, Dakota og Faen. Nå har de senka takhøyden igjen. Må huske å kjøpe nye knebeskyttere?

Description (in English)

In this digital first picture book app, the reader encounters several interwoven stories connected by a thoroughly digital aesthetics that suits the different stories. The frame narrative centres around Kubbe, an anthropomorphic wooden log (kubbe is Norwegian for log) who is having a picnic with his grandmother and becomes curious about the shadows he sees. Upon hearing his grandmother’s story about how shadow theatre was created in ancient China, Kubbe decides to produce his own shadow theater: an unusal retelling of “Little Red Riding Hood”. The tablet’s affordances of back lighting, animation and visual spatiality are exploited in this app in a manner that suits and enhances the different stories’ individual characteristics. (source: ELO 2015 conference catalog)

Description (in original language)

Ny bildebok-app med Kubbe! Første digitale bildebok fra Gyldendal laget først for digitale flater, med både animerte sekvenser og en rekke berøringselementer. I denne digitale barneboka er det både interaktivitet og animasjoner, musikk og en historie som barna blir glad i. Hvis noe i boka blinker eller beveger seg, kan barna trykke på det og se hva som skjer. Kubbe-figuren har gått sin seiersgang internasjonalt, og historien er blant annet utgitt i Frankrike, Japan og Kina. Forfatter og illustratør er Åshild Kanstad Johnsen. (source: http://www.gyldendal.no/Barn-og-ungdom/Apper/Kubbe-lager-skyggeteater)

Description in original language
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By Jill Walker Rettberg, 17 February, 2015
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Abstract (in English)

Review of electronic literature reading series at Bergen Public Library in 2014.

Abstract (in original language)

Konkret poesi hadde sin blomstringstid på 60-tallet. det er en poesi som bruker bilder og lyd for å skape mening. Nå får denne poesien sin renessanse gjennom innføring av bevegelse ved bruk av ny teknologi. I fjor presenterte Bergen offentlige bibliotek kunstnere innen elektronisk litteratur.

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Description (in original language)

10% er en våt finger i været. Det kunne ha vært 28 eller 7%. I hvor stor grad føler du deg som borger i et samfunn? Hva er det å være en borger? Hva utgjør et samfunn? Når føles det som en maskin og når føles det som en organisk modellérbar form? 43 utvalgte spørsmål fra befolkningen danner et portrett av det norske samfunnet anno 2005. Det kan virke som alle er sin egen subkultur. Men når de bringer den til torgs, danner de et samfunn. Hommage aux bibliothécaires «Finnes det noen sider som sier litt om varmheving og kaldheving innenfor heimkunnskap? Setting av gjærdeig liksom.» «Hvilke reflekterte spørsmål og svar burde jeg skrive i et intervju med Karl Marx?» Spørsmålene er sendt inn til bibliotekenes elektroniske spørrekasse. Dette er ikke Google! Det er Jan Tore, Berit, Karen, Jørn Helge, Asgeir og 195 andre. Elipesi Stoffet er utvalgt, redigert, komponert og forkortet, men ikke språkvasket. Det er levendegjort med lyd, foto, video og programmering. Dette krever litt lastetid på svake nettforbindelser, så lav puls anbefales. Source: Author's home page

Description in original language
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