Article in a print journal

By Eric Dean Rasmussen, 24 June, 2011
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Pull Quotes

Patchwork Girl is a hypertext novel with no paper to touch or smell or fall apart, and its use of hypertext should be integrated into any reading of the text. Even as a hypertext work, however, the novel relies on conventions familiar from the reading of print materials, characteristics of wholeness and permanence associated with paper and print, and the materiality of paper as a metaphor for the patchworked body of the creature.

Rather than continue to bracket Patchwork Girl as a great work of hypertext, we should consider it as part of the continuing debates about the future of the book, the materiality of print, and the relationship between print and new media, along with the effects of these debates on the future of feminism. Rather than read Patchwork Girl as a paradigm of first-generation hypertexts, we can read the novel as a paradigm of the process of remediation, a process that Bolter and Grusin view as having a long history and an even longer future.

Creative Works referenced
By Jerome Fletcher, 17 June, 2011
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53-65
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Abstract (in English)

This article has two objectives. One is to give a clear example of the way in which practice and theory, or rather practice-as-research, can exist in a symbiotic relationship – each benefiting and illuminating the other. The second aim is to propose and map out an area of potential further research into the discursive positioning of e-literature. It draws on some of the thinking of Deleuze and Guattari around language and literature, in particular as it is articulated through a reading of them by Jean-Jacques Lecercle. In this respect it should be seen as a point of departure, not a presentation of findings. The article is an extended version of one I gave at Kingston University as part of the From Page to Screen to Augmented Reality Conference. The original article was designed to be delivered in conjunction with a video of a digital text work in performance. For this context I have taken some screenshots of that video and added them to the article. They will at least provide some sense of how the digital text work is displayed and how it functions.

Source: author's abstract

By Serge Bouchardon, 17 June, 2011
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65-78
Journal volume and issue
4.1
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All Rights reserved
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Abstract (in original language)

In this article, the approach to the Digital is based on the distinction between three levels: a theoretical level, an applicative level and an interpretative level. Now digital literary works play on the tensions between the three levels and allow these tensions to be highlighted. Studying the conjunction of the Digital and of literary creation – by analysing digital literary works – thus proves to be relevant. Looking into the specific properties of the Digital can throw light on the potentialities of digital literature; in the same way, digital literature can act as a revealer for the Digital.

By Jill Walker Rettberg, 22 May, 2011
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204-214
Journal volume and issue
63-2 (2010)
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Abstract (in English)

In her three electronic works, Shelley Jackson exacerbates the tension between self-writing and the diffraction of subjectivity, as she engages with a more explicit autobiographic form. Shifting from hyperfiction in Patchwork Girl (1995) to a fictionalized exercise in remembering through the scrutiny of her body parts in My Body & A Wunderkammer (1997), she eventually explores a pseudo-historiographic and documentary approach of the games she used to play with her sister in The Doll Games (2001), a work closer to an online family album of sorts. The present article purports to interrogate the preservation of the intimate in a context of public self-exposure through an archival electronic medium.

 

By Scott Rettberg, 20 May, 2011
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36–45
Journal volume and issue
9(1)
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Abstract (in English)

Full title: "ELIZA — A Computer Program For the Study of Natural Language Communication Between Man And Machine"

ELIZA is a program operating within the MAC time-sharing system at MIT which makes certain kinds of natural language conversation between man and computer possible. Input sentences are analyzed on the basis of decomposition rules which are triggered by key words appearing in the input text. Responses are generated by reassembly rules associated with selected decomposition rules. The fundamental technical problems with which ELIZA is concerned are: (1) the identification of key words, (2) the discovery of minimal context, (3) the choice of appropriate transformations, (4) generation of responses in the absence of key words, and (5) the provision of an editing capability for ELIZA "scripts". A discussion of some psychological issues relevant to the ELIZA approach as well as of future developments concludes the paper.

(Source: Author's abstract)

Creative Works referenced
By Scott Rettberg, 19 May, 2011
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Year
Pages
677-707
Journal volume and issue
43.3
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All Rights reserved
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Abstract (in English)

The most talked-about, and potentially the most significant consequence of recent advances in electronic technology for the practive and theory of literature is the promise of interactivity. The idea of interactivity is traditionally associated with hypertext. But compared to Interactive Drama, a genre existing mainly in the conceptual stage, hypertext involves a relatively low grade of interactivity: the freedom to select an itinerary on a network of author-defined pathways. In Interactive Drama, ideally, "the interactor is choosing what to do, say, and think at all times" (Kelso, Bates and Weyhrauch); "the users of such a system are like audience members who can march up onto the stage and become various characters, altering the action by what they say and do in their roles" (Laurel). This essay investigates the basic dilemma encountered by Interactive Drama, a dilemma reminiscent of a familiar theological problem: how can the system grant users some freedom of action, and yet enact an aesthetically satisfying narrative scheme ? The predominantly epic structure of Brenda Laurel's VR installation Placeholder is contrasted to the Aristotelian design philosophy of Joseph Bates' Oz. In spite of these structural differences, both works uphold the ideal of a system designed in such a way that every traversal of the virtual world will provide a rewarding experience. This concern for the "safety of a controlled situation" suggests that in contrast to most forms of hypertext, interactive drama owes more to the spirit of classicism than to postmodern aesthetics.

(Source: Author's website)

By Scott Rettberg, 19 May, 2011
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Year
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Pages
515-534
Journal volume and issue
16
License
All Rights reserved
Record Status
Abstract (in English)

The intelligence of a story-generating computer program can be assessed in terms of creativity, aesthetic awareness, and understanding. The following approaches are evaluated with respect to these three criteria: simple transition networks, grammar-driven models, simulations, algorithms based on problem-solving techniques, and algorithms driven by so-called "authorial goals." The most serious deficiency of the discussed programs resides in the domain of aesthetic awareness. In order to improve on this situation, story-generation should not follow a strictly linear, chronological order, but rather proceed from the middle outwards, starting with the episodes that bear the focus of interest. The program should select as top-evel goal the creation of climactic situations, create the preparatory events through backward logic, and take the story to the next highlight, or to an appropriate conclusion through a guided simulation. This strategy is ilustrated in a "reverse-engineering," or generative reading of Little Red Riding Hood that simulates the reasoning of an imaginary computer program.

(Source: Author's website)