Book (Ph.D. dissertation)

By Patricia Tomaszek, 4 July, 2011
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Abstract (in English)

This study investigates Anglophone digital poems, created with and disseminated through digital computer media, for their visual, kinetic, and textual practices. I seek to articulate an analytic method grounded in close readings of selected poems. I have chosen to focus on poetic practices that raise questions about spatiality, temporality, kineticism, and word-and-image construction. My chief interest lies in how poetic form is orchestrated and what forms of engagement these digital constructions present the reader with. Underlying the main arguments of this study is an understanding of literary works in general as materially, culturally, and historically situated entities. Such “attention to material” is brought to bear on the digital poems that I analyze. Building upon N. Katherine Hayles’s notion of a “media-specific analysis,” I propose a materially specific analysis. In line with this proposition, I investigate particular properties of three clusters of poems. I propose terms such poemevents, cinematographic poems, and visual noise poems. A common feature of digital poems is the multisensory experience created through visual, auditive, tactile, kinetic, and textual artifice. The reader’s level of interaction is often of utmost importance. To articulate the different roles that the reader has to take on, I use two compound terms: reader/user and reader/viewer/listener. I argue that the active embodied engagement that is required of the reader/user in some digital poems and the denial of an active participation in others is part of the works’ materiality. Digital poetry as a field is expanding; it would not be too daring to claim that the exploration of the writing of poetry in the age of new media has only begun. I conclude the thesis by looking forward to what might lay ahead, how literary scholarship can be inspired by digital poetic work, and the questions about literary materiality that it poses.

 See thesis presentation at http://stream.humlab.umu.se/index.php?streamName=bornDigital

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By Patricia Tomaszek, 4 July, 2011
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263
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Abstract (in English)

The creativity support community has a long history of providing valuable tools to artists and designers. Similarly, creative digital media practice has proven a valuable pedagogical strategy for teaching core computational ideas. Neither strain of research has focused on the domain of literary art however, instead targeting visual, and aural media almost exclusively. To address this situation, this thesis presents a software toolkit created specifically to support creativity in computational literature. Two primary hypotheses direct the bulk of the research presented: first, that it is possible to implement effective creativity support tools for literary art given current resource constraints; and second, that such tools, in addition to facilitating new forms of literary creativity, provide unique opportunities for computer science education. Designed both for practicing artists and for pedagogy, the research presented directly addresses impediments to participation in the field for a diverse range of users and provides an end-to-end solution for courses attempting to engage the creative faculties of computer science students, and to introduce a wider demographic—from writers, to digital artists, to media and literary theorists—to procedural literacy and computational thinking. The tools and strategies presented have been implemented, deployed, and iteratively refined in real-world contexts over the past three years. In addition to their use in large-scale projects by contemporary artists, they have provided effective support for multiple iterations of ‘Programming for Digital Art & Literature’, a successful inter-disciplinary computer science course taught by the author. Taken together, this thesis provides a novel set of tools for a new domain, and demonstrates their real-world efficacy in providing both creativity and pedagogical support for a diverse and emerging population of users.

By Patricia Tomaszek, 27 May, 2011
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xiv, 404
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Abstract (in English)

The Interactive Fiction (IF) genre describes text-based narrative experiences in which a person interacts with a computer simulation by typing text phrases (usually commands in the imperative mood) and reading software-generated text responses (usually statements in the second person present tense). Re-examining historical and contemporary IF illuminates the larger fields of electronic literature and game studies. Intertwined aesthetic and technical developments in IF from 1977 to the present are analyzed in terms of language (person, tense, and mood), narrative theory (Iser's gaps, the fabula / sjuzet distinction), game studies / ludology (player apprehension of rules, evaluation of strategic advancement), and filmic representation (subjective POV, time-loops). Two general methodological concepts for digital humanities analyses are developed in relation to IF: implied code, which facilitates studying the interactor's mental model of an interactive work; and frustration aesthetics, which facilitates analysis of the constraints that structure interactive experiences. IF works interpreted in extended "close interactions" include Plotkin's Shade (1999), Barlow's Aisle (2000), Pontious's Rematch (2000), Foster and Ravipinto's Slouching Towards Bedlam (2003), and others. Experiences of these works are mediated by implications, frustrations, and the limiting figures of their protagonists.

(Source: From the author´s website)

By Jill Walker Rettberg, 4 March, 2011
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This study focuses on the work of Jim Andrews, whose electronic poems take advantage of a variety of media, authoring programs, programming languages, and file formats to create poetic experiences worthy of study. Much can be learned about electronic textuality and poetry by following the trajectory of a poet and programmer whose fascination with language in programmable media leads him to distinctive poetic explorations and collaborations. This study offers a detailed exploration of Andrews' poetry, motivations, inspirations, and poetics, while telling a piece of the story of the rise of electronic poetry from the mid 1980s until the present. Electronic poetry can be defined as first generation electronic objects that can only be read with a computer--they cannot be printed out nor read aloud without negating that which makes them "native" to the digital environment in which they were created, exist, and are experienced in. If translated to different media, they would lose the extra-textual elements that I describe in this study as behavior. These "behaviors" electronic texts exhibit are programmed instructions that cause the text to be still, move, react to user input, change, act on a schedule, or include a sound component. The conversation between the growing capabilities of computers and networks and Andrews' poetry is the most extensive part of the study, examining three areas in which he develops his poetry: visual poetry (from static to kinetic), sound poetry (from static to responsive), and code poetry (from objects to applications). In addition to being a literary biography, the close readings of Andrews' poems are media-specific analyses that demonstrate how the software and programming languages used shape the creative and production performances in significant ways. This study makes available new materials for those interested in the textual materiality of Andrews' videogame poem, Arteroids, by publishing the Arteroids Development Folder--a collection of source files, drafts, and old versions of the poem. This collection is of great value to those who wish to inform readings of the work, study the source code and its programming architecture, and even produce a critical edition of the work.

This study makes available new materials for those interested in the textual materiality of Andrews’ videogame poem, Arteroids, by publishing the Arteroids Development Folder—a collection of source files, drafts, and old versions of the poem. This collection is of great value to those who wish to inform readings of the work, study the source code and its programming architecture, and even produce a critical edition of the work.

 

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By Scott Rettberg, 26 February, 2011
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PhD, University of Cincinnati, Arts & Sciences : English & Comparative Literature, 2003.

Advisor: Dr. Thomas LeClair

The dissertation contains two components: a critical component that examines recent experiments in writing literature specifically for the electronic media, and a creative component that includes selections from The Unknown, the hypertext novel I coauthored with William Gillespie and Dirk Stratton. In the critical component of the dissertation, I argue that the network must be understood as a writing and reading environment distinct from both print and from discrete computer applications. In the introduction, I situate recent network literature within the context of electronic literature produced prior to the launch of the World Wide Web, establish the current range of experiments in electronic literature, and explore some of the advantages and disadvantages of writing and publishing literature for the network. In the second chapter, I examine the development of the book as a technology, analyze "electronic book" distribution models, and establish the difference between the "electronic book" and "electronic literature." In the third chapter, I interrogate the ideas of linking, nonlinearity, and referentiality. In the fourth chapter, I examine some specific examples of network novels: Robert Arellano's Sunshine '69, Shelley and Pamela Jackson's The Doll Games, Rob Wittig's Blue Company, and The Unknown. In discussing these network novels, I illustrate how the network imposes certain constraints on the form of the novel, and discuss some of the strategies that authors have employed to create distinctly literary reading experiences for the fragmented reading environment of the network. In the conclusion of the critical component, I survey some of the new forms and genres currently in development, and delineate some of the challenges faced by the field of electronic literature at this time. The creative component of the dissertation includes forty "scenes" from The Unknown, the 1998 trAce/AltX International Hypertext Competition-winning collaborative hypertext novel. The preface to these selections discusses the effect of remediating sections of a novel written for the network into print. In print, the selections from the hypertext novel function autonomously as a comic, metafictional, and intertextual road-trip novel, and track the rise and fall of the eponymous authors of The Unknown.

By Jill Walker Rettberg, 14 February, 2011
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University
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9789185178384
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424
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Abstract (in English)

This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of "hyperworks" refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. The three articles that make up the dissertation include analyses of individual works as well as discussions of theoretical models and concepts. The study combines perspectives from several theoretical traditions: narratology, hypertext theory, ludology (i.e. game studies), sociology of literature, textual criticism, media theory, and new media studies. This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of “hyperworks” refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. The three articles that make up the dissertation include analyses of individual works as well as discussions of theoretical models and concepts. The study combines perspectives from several theoretical traditions: narratology, hypertext theory, ludology (i.e., game studies), sociology of literature, textual criticism, media theory, and new media studies. The first article examines narrative technique and aspects of ergodicity in the digital hyperwork afternoon, a story (1997) by Michael Joyce. The main focus is on an analysis of the work’s structural organization and narrative technique. The second article proposes a theoretical framework for the analysis of texts and works in different media, especially focusing on the media structure (i.e. linking, navigation, storage, presentation, etc.) The third article analyzes and describes the ludolization, i.e., transposition into game form, of J. K. Rowling’s novel Harry Potter and the Philosopher’s Stone (1997). The study is a comparative analysis of the PC version of the computer game Harry Potter and the Philosopher’s Stone (2001) and the original novel, and discusses the media structure and the narrative/ludic structure of the two works. The concepts of ergodicity, cybertext, and content space are especially central to the study. Among the new concepts introduced are omnidiscourse, omnistory, performed discourse, performed story, lateral structure, hyperliterary competence, core ludic sequence, and performed ludic sequence. Also, a method for the analysis and description of links, i.e. a linkology, is presented along with new terms such as linkarium, ancoral text, adlink, and exlink.