Polish

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
Description (in English)

Powieki (eng. “eyelids”, also a pun on “forever”) is one of the crucial examples of Polish electronic poetry, authored by Zenon Fajfer, a contemporary Polish avant-garde poet, and creator of liberature, a literary genre integrating text and the material shape of the book (http://techsty.art.pl/powieki/). His volume of poetry is both in the form of the printed book and the accompanying CD included at the end of the volume; its on-line version premiered a year later (Szczecin: Forma, 2013). Fajfer introduced into poetry an original, interactive form called “the emanational poem,” in which he creates invisible, simultaneously coexisting dimensions of text that can be actualized in their kinetic (electronic) versions. Powieki is a multimodal cycle of such emanational poems. This textual labyrinth can be entered through different entrances and explored upwards, downwards, left and right to discover passages and openings unavailable in its printed form. Densely hyperlinked and granting the readers considerable freedom, this digital collection of poems invites contemplation, fostering “slow” reading, exemplifying Jessica Pressman’s argument presented in Digital Modernism. As Mariusz Pisarski stresses in his review of the work, it is “an oasis of zen in the world of hysterical discourses, offering us a verbal therapy on the liberatic couch, the more valuable as it is carried out by the same liquid crystal display that usually attacks us with its chaotic scream.” According to the critic, using all types of hyperlinks, Powieki constitutes an almost optimal kind of hypertext. During the reading Zenon Fajfer will present one possible passage through Powieki/Eyelids on the screen, accompanied by the voice-over giving the English versions of the poems in Katarzyna Bazarnik’s translation. To demonstrate the intricate, emanational, i.e. multi-levelled acrostic structure of the original a sample poem in English will be also presented to the audience in “Ars Poetica” http://www.techsty.art.pl/magazyn3/fajfer/Ars_poetica_english.html (source: ELO 2015 Catalog)

Description (in English)

It is a creative book app composed of words, images, and animations that—in addition to some ambitious poetic prose—offer a great reading adventure that can be controlled by the “rolling of the dice”. (source: ELO 2015 Catalog)

Screen shots
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Description (in English)

This is a digital embezzlement of Bruno Schulz’s short story “Sierpień” (“August”). Some of the nouns have been cut out of Schulz’s text and randomly replaced with words taken from the book Polski Fiat 125p. Budowa. Eksploatacja. Naprawa (“Polish Fiat 125p: Construction, Use, Repair”). (source: ELO 2015 catalog)

Screen shots
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Description (in English)

The old-school demo based on scroll-text, which moves up and down the screen. Fifth Demo is a kind of short story about the author’s imaginary struggles with the computer and his attempts to rein it in, as illustrated by the strange behavior of the scroll, allegedly caused by the computer. (source: ELO 2015 catalog)

Screen shots
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Description (in English)

This generator, dedicated to politicians, is good proof that Pampuch succeeded especially well in the tricky art of imitating the kind of political discourse which in Polish is called “grass-talk” or “empty talk”. The algorithm perfectly fulfills its stylistic constraints—generating a text that does not have to carry any concrete content or message.

(source: ELO 2015 Catalog)

Screen shots
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Description (in English)

Labyrinth… is a Polish interactive hypertext novel. Textual layer of the artwork is broadly inspired by postmodern books including If on a Winter’s Night a Traveler by Italo Calvino. It is referenced in the text both by a literary (by a note hold by one of the characters) and a metatextual structure of intertwining storylines (however a-story-within-a-story concept is replaced with a looping hyperlink chain). Because of that metatextual play the format of the hypertext (which is a MS Windows application written in C#) is important and significant itself. Although GUI could be initially seen as just a side-effect of using electronic medium, it in fact constitutes the mentioned metatextual layer. The text among with references to literature contains a lot of references to GUI widgets, algorithms and cognitive schemata typical to interfaces of computer programs. It is in fact a proof-of-concept of using (currently unused in literature) poetics of application interfaces to express fictional narratives and give them new emergent value. To achieve that goal, the hypertext is intentionaly written differently compared to classical hypertextual literature of the 1980s. It is intended not to be ergodic (although it somehow is). Even if the plot is non-linear (in fact it is a loop with side-chains) the fictional world is stable and remains consistent between different reading sessions. The text is to be read more like Wikipedia (reading about constant reality in custom order) rather than Afternoon, A Story (where different reading sessions produce different fabular sequences). Instead, the novel is paraconsistent on a storyline level. It has two endings. The fake one is offered only to be rejected by a reader (the GUI buttons should result in an action inside the story, not just in showing the next lexia!) leaving him inside a story loop which should be traversed like a labyrinth – to find the exit. And its exit is a side-chain of the novel which branches in the middle of a plot. In a result a question remains: Which part of the story was real and which was a dream? The branching one or the looping part with fake ending? (source: ELO 2015 catalog)

By Alvaro Seica, 4 September, 2015
Year
License
CC Attribution Non-Commercial Share Alike
Record Status
Abstract (in English)

The p2p exhibition brings to public different digital literary works produced by Polish and Portuguese authors in the past four decades. Polish and Portuguese literary, artistic, social, political, and even religious contexts are quite similar, even if geographically distant, and still quite divergent. It has been a fascinating surprise to find evidence of several common threads in works of experimental and generative literature, Spectrum-based animated poetry/Demoscene, and ActionScript-based digital poetry and fiction.

The exhibition will therefore be constructed around three nuclei: experimentalism, activism and animation. For this purpose, the p2p exhibition proposes to present, face-to-face, works by authors such as Pedro Barbosa, Silvestre Pestana, E. M. de Melo e Castro, Rui Torres, André Sier, Manuel Portela, Luís Lucas Pereira, Józef Żuk Piwkowski, Marek Pampuch, Michał Rudolf, Kaz, Piotr Puldzian Płucienniczak, Leszek Onak and Andrzej Głowacki.

A part of the ELO 2015 exhibition “Decentering: Global Electronic Literature” at 3,14 gallery in Bergen, Norway (August 4-23, 2015).

(Source: Álvaro Seiça and Piotr Marecki)

Description (in English)

This game offers a new methodology of reading: reading as destruction. The reader is challenged to disassemble classical texts using a handful of versatile expletives. A transference of the mechanisms used in Angry Birds into the textual field is a way to nirvana. Angry Words was unanimously voted the best project in the new media contest of Korporacja Ha!art in 2012.

Description (in original language)

Gra stanowi propozycję innej metodologii lektury: czytania jako niszczenia. Przy pomocy garści poręcznych wulgaryzmów czytelnik postawiony jest przed radosną koniecznością rozmontowywania monumentalnych tekstów kultury. Przeniesienie mechaniki Angry Birds do sfery tekstu jest drogą do nirwany. Projekt bezdyskusyjnie zwyciężył w konkursie na utwór nowomedialny ogłoszonym przez Korporację Ha!art w 2012 roku.

Description in original language