Portuguese

By Daniela Côrtes…, 20 September, 2016
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Abstract (in English)

This doctoral thesis is dedicated to a form of storytelling which was added to the literary horizon
almost three decades ago. Digital fiction began by defining itself against the printed book. The
transgression of linearity, a feature which is often related to print or, more precisely, to the novel, and the attempts to reduce authorial presence in the text, were soon turned into defining
characteristics of this literary form. These works were first described as fragmented objects
comprised of “text chunks” interconnected by hyperlinks, which offered the reader freedom of
choice and a participative role in the construction of the text. This text was read by selecting several links and by assembling its lexias. However, the expansion of the World Wide Web and the emergence of new software and new devices, suggested new reading and writing experiences. Technology offered new ways to tell a story, and with it, additional paradigms. Hyperlinks were replaced with new navigation tools and lexias gave way to new kinds of textual organization. The computer became a multimedia environment where several forms of representation could thrive and prosper. As digital fiction became multimodal, words began to share the screen with image, video, music or icons. Sound was also included as part of digital fiction.
In electronic literature, the emergence of new software is often followed by the creation of new
types of texts. Virtual reality or augmented reality are presently being used to produce new textual responses. These demand an analysis of the relation between interactivity and immersion. While interactivity is often described as a set of physical activities that can interfere with attention, immersion is frequently seen as an uncritical and passive response to the text. Interactivity was used to offer freedom of choice to the reader and to give the
reader the opportunity of co-authoring the text. Immersion was, by contrast, considered as the
result of a reading experience constrained by authorial intention. In so doing, interactivity was
mostly viewed as an antidote of reader’s immersion in the text. However, in this thesis, I will focus on a cooperation rather than a conflict between both. By describing electronic literature as part of a long self-generating process known as literature, I will demonstrate that immersion and interactivity cannot survive separately. In fact, they represent intrinsic characteristics which can be identified in any kind of literary text. In order to better understand the relation between immersion and interactivity, the alleged transparency of the medium and its apparent immateriality will be discussed in this thesis. The hybridity and interactivity of digital fiction will be considered as aesthetic features that must be covered by literary analysis. This thesis aims to address the relationship between immersion and interactivity by taking into account the text’s multimodality and transiency, as well as the ergodic and cognitive work done by the reader.

Description in original language
Abstract (in original language)

A presente tese de doutoramento é dedicada a uma forma de contar histórias com cerca de três décadas de existência. Recém-chegada ao horizonte literário, a ficção digital começou por definir-se através de uma contraposição face ao livro impresso. A transgressão da linearidade e a tentativa de reduzir a presença autoral no texto, foram tornadas em características fundamentais desta forma literária. As primeiras obras de ficção digital eram descritas como objectos fragmentados que continham lexias interligadas através de hiperligações. Esta estrutura tinha como objectivo oferecer liberdade de escolha ao leitor e uma maior participação na construção do texto. No entanto, a expansão da World Wide Web e a emergência de novo software e de novos dispositivos permitiram a criação de experiências adicionais de leitura e de escrita. A tecnologia possibilitava a introdução de novas formas de contar histórias, mas também novos paradigmas. A hiperligação acabaria por ser substituída por novas ferramentas de navegação e a divisão em lexias acabaria por dar lugar a novos tipos de organização textual. Por seu turno, o computador apresentava-se como um instrumento multimédia e como um território onde diferentes formas de representação poderiam prosperar. A ficção digital acabaria por adquirir uma componente multimodal, pelo que a palavra viria a dividir o ecrã com a imagem, vídeo ou ícones. O som acabaria por fazer igualmente parte da ficção digital. A ficção digital é aqui tratada como parte de um processo de auto-geração e introspecção catalisado pela literatura. Os textos ergódicos são considerados como parte desse processo. Sendo assim, eles surgem em resposta às expectativas criadas pela literatura. Na literatura electrónica, a emergência de novo software e novos dispositivos é normalmente acompanhada pela criação de novos tipos de texto. A realidade virtual, a realidade aumentada e dispositivos de localização permite proporcionam hoje novas respostas textuais. O movimento corporal é usado como o catalisador dessas respostas textuais, pelo que o leitor é visto como o criador de uma narrativa escrita em tempo-real. Isto significa que a tentativa de oferecer ao leitor um papel participativo continua a ser acalentada pela literatura electrónica. Enquanto a interactividade é frequentemente descrita como um conjunto de actividades físicas que comprometem a atenção do leitor, a imersão está ligada a uma resposta acrítica e passiva por parte deste. Ao passo que a interactividade era usada para proporcionar ao leitor uma maior liberdade de escolha e para oferecer a este a possibilidade de co-criar o texto, a imersão era vista como o resultado de uma experiência de leitura constrangida pela intenção autoral. Assim descrita, a interactividade seria o antídoto da imersão do leitor no texto. Porém, a interactividade será aqui associada a um conjunto de acções físicas e cognitivas levadas a cabo pelo leitor. Já a imersão será vista como resultado e origem dessas acções. Nesta tese, o conflito entre imersão e interactividade dará lugar a uma cooperação. A análise da relação entre ambas terá em conta a multimodalidade e transiência do texto, bem como o trabalho ergódico e cognitivo levado a cabo pelo leitor.

Description (in English)

1_100 is a digital poem by Bruno Ministro that appropriates Charles Bernstein's voice recorded from a live performance that took place somewhere in the late 60s. First called 1,100 and later 1-100, the sound piece by Bernstein consists in the author's voice reading numbers from 1 to 100. Transposed to the digital ecologies, we can easily relate the numbers of the artwork's title to the cartographies of the binary code, composed of infinite sequences of 1s and 0s.

(Source: http://hackingthetext.net/pdf/1_100_Presentation_BrunoMinistro_2016.pdf)

Description (in original language)

A interface do poema digital recorre à cor azul do tema standard da última distribuição do sistema operativo Windows 10 (foi usada ferramenta de color picker), procurando construir um caminho poético para a profanação e détournement. Este artefacto poético digital lida com a expectativa do utilizador, por meio da latência, desespero e frustração. Os utilizadores esperam que o poema carregue e, no fim, tudo o que lhes é devolvido é uma mensagem de erro que os informa de que é necessário fazer refresh à página, reiniciando todo o processo de carregamento do poema. Toda a gente sabe que não há nada mais frustrante do que a latência de uma barra de carregamento numa época sem tempo (sendo que nos encontramos constantemente com pressa, partilhando dum sentimento de urgência que nos é imposto). Ainda para mais se o processo de carregamento nunca acaba de todo, reivindicando um loop eterno que insiste numa iterativa formatação da memória. É o tempo na era digital um diferente tipo de tempo?

(http://po-ex.net/taxonomia/materialidades/digitais/bruno-ministro-1-100)

Description in original language
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1_100 loading bar
Description (in original language)

Where in the World is Loira do Banheiro é um mapa interativo dos lugares mal-assombrados da cidade de São Paulo. Para adicionar sua própria história, clique duas vezes onde gostaria de fazer a marcação (há um campo de busca de endereço no canto baixo-esquerdo do mapa, para ajudar a encontrar o lugar), e aparecerá um marcador vermelho; então preencha o formulário abaixo do mapa.

(source: http://bogotissimo.com/mapas/clarahm.htm)

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By Alvaro Seica, 19 February, 2016
Year
ISSN
1932-2016
License
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)

Creative Works referenced
Description (in English)

Machines of Disquiet (iPad App) has been developed in the context of an ongoing research project at the University of Coimbra, Portugal, and its goal is to create a Digital Archive of the Book of Disquiet [Livro do Desassossego – LdoD], an unfinished work written by Fernando Pessoa between 1913 and 1935. Machines of Disquiet is the name chosen for a number of experimental applications for mobile devices (iOS and Android) that aim to provide reading and aesthetical experiences based on the text of the Book of Disquiet. Every application is an attempt to find a new setting for experiencing the LdoD as sensitive matter (i.e. matter experienced in different modalities – text, drawing, sound, image, motion) and explores the expressive potential of these types of devices, particularly in terms of interface (e.g. multi-touch interactions and motion sensors). (Source: ELO 2015 catalog)

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Description (in English)

Liberdade is a collective and collaborative experience in computational poetics. The work is inspired by São Paulo’s neighborhood “Bairro Liberdade” [Neighborhood Freedom]. In the same way as the neighborhood, an island that aggregates people from different nationalities in friendly coexistence, the poetic work Liberdade is an invitation to interaction and collective creation. Liberdade is a field of poetic possibilities written in code. Liberdade is a stream poem like Heraclitus’s river. Every time you enter it, you can bathe in different streams, free as poetry itself.

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By Alvaro Seica, 4 September, 2015
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CC Attribution Non-Commercial Share Alike
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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)

By Alvaro Seica, 3 September, 2015
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Year
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Pages
387-419
Journal volume and issue
11.1
eISSN
1807-9288
License
CC Attribution Non-Commercial No Derivatives
Record Status
Abstract (in English)

The Portuguese Electronic Literature Collection (PELC) at the ELMCIP KB aims to address and collect the most relevant creative and critical works produced by Portuguese authors in the field of electronic literature during the past forty-five years. The collection also brings together authors, events, organizations, publishers, journals, publications, conferences, performances and exhibitions related to the Portuguese context.
This paper critically examines PELC by focusing on literary, political, historical, aesthetic and technological elements through a common thread represented by a “luminous beam.” It intends to highlight not only the thematic and medial transition and continuity, but also the transgression and rupture, that runs from the Portuguese avant-garde movement of Experimental Poetry from the 1960s to current electronic literature environments. Throughout the paper there is an analysis of several works by Pedro Barbosa, E. M. de Melo e Castro, Silvestre Pestana, Manuel Portela and Rui Torres.

(Source: Author's Abstract)

Abstract (in original language)

A Coleção de Literatura Eletrónica Portuguesa (CLEP), na base de dados ELMCIP, pretende abordar e recolher as obras criativas e teóricas mais relevantes produzidas por autores portugueses no campo da literatura eletrónica, durante os últimos quarenta e cinco anos. A coleção agrega também autores, eventos, organizações, editoras, periódicos, publicações, conferências, performances, instalações e exposições que estejam relacionadas com o contexto português.
O presente ensaio analisa criticamente a CLEP, em torno de elementos literários, políticos, históricos, estéticos e tecnológicos, através de um fio condutor representado por um “feixe luminoso”, que pretende dar conta da transição e continuidade temática e medial, mas também da transgressão e ruptura, produzidas pela vanguarda do movimento de Poesia Experimental dos anos 1960 até aos ambientes computacionais de criação literária do século 21. Ao longo desta leitura, analisa-se igualmente várias obras de Pedro Barbosa, E. M. de Melo e Castro, Silvestre Pestana, Manuel Portela e Rui Torres.

(Fonte: Resumo do Autor)