Book (Ph.D. dissertation)

By Hannah Ackermans, 7 December, 2018
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Abstract (in English)

This dissertation arises from an interest as a research fellow at the project “PO.EX'70-80 – Digital Archive of Portuguese Experimental Poetry” which has in its essence the problematic of digital archives for variable and multimodal media. Sharing is nowadays a word contested in many ways, and it is this same fact that underpins this thesis too. The distribution of information and the works of art in various digital files is our topic in scrutiny. With this sharing it is our intention to inform about distinct authors and art forms, making them present in a world where the multimodal and the cultural diversity seem to walk together, but also seem to be quite ephemeral in its productions. Assuming that the digital files are critical to the preservation and dissemination of artistic content, the aim of this dissertation will be to know a little more of this world of participative, multimedia and hypertextualized culture, and ending with an overview of the forms of archiving that digital makes possible today. This research also includes the analysis and qualitative assessment of five digital archives: PO.EX'70-80, ELMCIP (Electronic Literature as a Model of Creativity and Innovation in Practice), VirtualArt Database, ELD (Electronic Literature Directory) and NT2 (Nouvelles Tecnhologies Nouvelles Textualités). We investigate and propose a autonomous model of analysis and evaluation, aiming to understand the pros and cons of these archives and how they are made known to the public and their users.

(source: abstract in repository)

Description in original language
Abstract (in original language)

Esta dissertação é um dos resultados da participação como bolseiro de investigação no projecto "PO.EX'70-80 – Arquivo Digital da Literatura Experimental Portuguesa" e tem como pano de fundo a problemática dos arquivos digitais para conteúdos variáveis e multimodais. A partilha é hoje em dia uma palavra contestada por muitas causas, e é esse mesmo facto que está na base desta dissertação. Isto é, através da distribuição de informação e obras de arte em diversos arquivos digitais. Com essa partilha pretende-se dar a conhecer autores e formas artísticas distintas, tornando-os presentes num mundo onde a integração multimodal e a diversidade cultural parecem andar juntos, mas também caracterizado pela efemeridade das suas produções. Partindo do princípio de que os arquivos digitais são fundamentais para a preservação e divulgação de conteúdos artísticos e literários, será objectivo desta dissertação dar a conhecer esse mundo da cultura participativa, multimediático e hipertextualizado, acabando com uma visão geral sobre as formas de arquivamento que hoje em dia o meio digital torna possíveis. Esta investigação tem também uma componente empírica que envolve a análise e avaliação de cinco arquivos digitais, a saber: PO.EX'70-80, ELMCIP (Electronic Literature as a Model of Creativity and Innovation in Practice), VirtualArt Database, ELD (Electronic Literature Directory) e NT2 (Nouvelles Tecnhologies Nouvelles Textualités). Investigamos e propomos por isso um modelo próprio de análise e avaliação, tendo como objectivo perceber quais os aspectos positivos e negativos destes arquivos, bem como a forma como se dão a conhecer ao público e aos seus utilizadores.

(Source: abstract in repository)

By Diogo Marques, 5 December, 2018
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Abstract (in English)

The intensification of tactile/haptic research by academia and the digital technology industry, has given rise to several instrumentalizations of the adjective haptic, often contradicting an entire philosophical haptological tradition, going back to Aristotle and allowing us to think of the haptic from a multisensory perspective capable of destabilizing the idea of pure sensory modalities. On the one hand, such intensification is evidenced by the ubiquity of digital technological devices that call for interaction through touch and gesture as tactile/haptic functions necessary for experiencing digital content. On the other hand, it may be seen in the increasing demand for tangibility between human and machine, particularly through sensory experiences made possible by virtual/augmented reality, as well as, mixed reality/virtuality platforms. Such intense literalization of the haptic also, paradoxically, ends up reinforcing the existence and primacy of a visual culture inherent to an ocularcentric society. It is in line with this haptological tradition, as well as through the recovery of a multisensory perspective explored by a series of avant-garde artistic practices that permeate the history of twentieth-century art, that I propose to (re)think digital literary works via means of an alternative and operative redefinition of haptic drawn from the metamedial and intermedial specificities of current digital poetic practices. Based on the mapping and analysis of carefully selected digital literary works, this research intends to understand how digital poetic practices make use of certain processes of haptic reading enabled by current digital technology, in order to explore and question the processes of writing and reading in media. In order to validate an argument largely based on the examination of ambiguities and tensions highlighted by the literary exploration of interface functionalities in arts and literature, this thesis will attempt to analyze the referred ambiguity, by showing a parallel between an inherent circularity of (multi)sensory perception and the way certain circular, or rather, spiral-like, trajectories, are able to be identified across multiple arts, artists and movements. All of this, of course, is put together via a process of dialectic subversion/disruption that characterizes multiple variants of experimentalism across the centuries. Moreover, doing so is a way of finding possible answers, or perhaps, raising new questions, regarding longstanding problematics pertaining to the relationship between tradition and innovation, from which the digital era is not exempt.

Organization referenced
Critical Writing referenced
By Jill Walker Rettberg, 16 October, 2018
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Language
Year
Pages
160
Record Status
Abstract (in English)

This dissertation speaks to a massive dearth of research in African electronic literature (African e-lit), a discipline that boasts a growing number of works but little scholarship. With African literature incorporating digital technology into its creative process, and with electronic literary criticism focusing on areas outside its predominantly western cannon, African e-lit positions itself as an important area of scholarly endeavor. After considering the implications of placing African e-lit as the direction in which both African literature and electronic literature take, this dissertation looks at three different genres of African e-lit in the context of oral literature. There are analyses of examples of concrete poetry, conceptual poetry, and mobile video games, all from Ghana. Ultimately, the aim of this project is to ascertain the ways in which oral tradition influences the nature, form, and shape of African electronic literature.

By Patricia Tomaszek, 7 August, 2018
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Language
Year
Pages
221
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All Rights reserved
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Abstract (in English)

At least since Mallarme, if not before, poets in the Western tradition have responded to changes in media technologies by reflecting on their own relationship to language, and by reassessing the limits and possibilities of poetry. In the German- speaking world, this tendency has been pronounced in a number of experimental movements: Dada, particularly in Zurich and Berlin between 1916 and 1921; Concrete poetry, especially its Swiss and German variants in the 1950s and '60s; and finally, digital or electronic poetry, a genre that is still developing all around the world, but has roots in Germany dating back to the late 1950s. For each of these movements, the increasing dominance of new media technologies contributes to an understanding of language as something material, quantifiable, and external to its human users, and casts doubt on the function of language as a means of subjective expression, particularly in the context of poetry. However, this poetic engagement with a materialized, quantified language does not only pose a challenge to older conceptions of the lyric subject; rather, a new sort of subjectivity may emerge through the interaction of human authors and technological media. Thus by engaging with new media technologies, the experimental movements considered here have raised fundamental questions about the nature of subjectivity in a media-dominated age. This argument is developed here in the form of critical surveys of all three movements, together with case studies of works that have received relatively little scholarly attention to date. The introduction to the Dadaists' media poetics in Chapter One is followed, in Chapter Two, by a closer look at how print media and advertising fit into the Berlin Dadaists' political program, focusing on the collaboration between George Grosz and John Heartfield in the June 1917 issue of Neue Jugend. Following the survey of Concrete poetry in Chapter Three, Chapter Four focuses on the role of information theory in the works of Max Bense, particularly in his 1963 book Vielleicht zunaechst wirklich nur: Monolog der Terry Jo im Mercey Hospital, as well as the 1968 radio-play adaptation, Der Monolog der Terry Jo. The final chapter pursues this trajectory further, tracing the development of digital poetry in the German-speaking world from its earliest experimental phase in 1959 up to the present day.

(Source: Abstract by the Author)

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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.

By Johannah Rodgers, 9 November, 2015
Author
Publication Type
Language
Year
Publisher
University
ISBN
9783639236514
Pages
319
Record Status
Librarian status
Approved by librarian
Abstract (in English)

This research derives from a survey of primary and secondary literature and my practice as a professional artist using electronic information delivery systems. The research has informed the creation of an interactive art work, authored so that emergent meaning can be examined and explored within a specific generative virtual environment by a variety of participants. It addresses a series of questions concerning relationships between the artist, the art work and the viewer/user. The mutable nature of this computer-based space raises many questions concerning meaning production, i.e., how might such a technopoetic mechanism relate to past practices in the arts, and in particular how might its use affect our understanding of theories of meaning? If the outcome of this part of the research suggests a radical transformation in meaning production as dynamically encountered through interactivity with a generative work of art, then how might the construction of this device inform a new field of practice? The scope of the topic and the secondary questions that flow from the initial speculation focus on the inter-conveyance of text (both spoken and written), image (both still and time-based) and music, as encountered by participants through interactive engagement within an authored and inter-authored virtual environment. The method has been to extend the realm of a series of theoretical positions relative to these areas as they appear in the mainstream literatures on art and interactivity, meaning and understanding. A virtual interactive art work has been developed in parallel to the literature survey and exhibited in Europe and Japan. The conclusions have been drawn by the author on the basis of a series of theoretical positions that examine the operative nature of an art work which is intended to generate emergent meaning. Future research is also discussed that seeks to extend our understanding and use of generative virtual environments.

Description in original language
By Patricia Tomaszek, 2 October, 2015
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Year
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Abstract (in English)

This dissertation is just one portal into the cyberspace-based virtual world called the "Xenaverse," so named because of its association with the world-wide syndicated television program, "Xena: Warrior Princess." The Xenaverse cannot be contained by this dissertation, but this project seeks to link and merge with the webbed Xenaverse culture in cyberspace. To learn about the Xenaverse you must step through a portal, become immersed and explore, both within and beyond the blurred boundaries of this dissertation, and into the Xenaverse itself.

When you are ready to leave, you will have to find your way out, for just as this hypertextual dissertation has an entry portal, it also has an exit portal, a space for you to debrief and share your thoughts on your way out, to contribute to the ongoing dialogue that is this dissertation web on the Internet.

The Xenaverse will stretch your imagination and disbelief in many ways: in constantly shifting voices and perspectives, through bastardized and parallel timelines, with flawed classical Greek deities, by darkly troubled heroines and their numerous bards, and most of all by the Xenites themselves, who have collectively created this virtual landscape in cyberspace. This dissertation aims to be one sort of tour guide, both describing and analyzing in an effort to understand this space. The journey begins with a single link.

Source: from the opening page to the hypertext-only doctoral dissertation

By Alvaro Seica, 6 May, 2015
Publication Type
Language
Year
Pages
268
Record Status
Librarian status
Approved by librarian
Abstract (in English)

Digital technologies have begun to affect the activity of creating poetry. This development does not threaten to supplant poetry in its written, oral, and other senses. Rather, it holds the potential to accentuate and extend its capabilities. My study discusses historical and mechanical issues related to literature and digital media, exposing how approaches to the creation of poetic texts are evolving as writing (in part) becomes machine-modulated. Aiming to chronicle the opening period of cybertext, these essays intend to expand the discourse and illustrate aesthetic properties of digital text. Theodor Holm Nelson invented the concept of hypertext in the 1960s. Hypertext, to Nelson, meant branching texts and "non-sequential writing." It is a specialized mode of multi-layered reading and writing enabling the integration of digital texts. My study advances hypertext by adopting the term cybertext to include other digital forms and possibilities. It continues the work of developing a vocabulary bridging poetry and cybertext, discussing contemporary theory and practice in this discipline. Cybertext poetry crafts language to integrate lyrical, alphabetic, and visual representations in a task of both building and unearthing what is inside a text. Cooperative use of computers, networks, and software are understood to extend the purposes, concerns, and visibility of poetry through electronic gateways, yet the overall status of the form is rudimentary. Conceptualizations of computerized texts and digital literary output to-date, especially in the area of poetry, are my primary focus here; this is a broad introduction to the making(s) of these texts. Multiple cybertext poems are introduced in order to derive a broadly informed poetics for this mechanically interconnected form. Removed from certain particulars, such as which software programs are "best" (or even which individual works are most successful), this study analyzes and evaluates cybertext with the objective of adding a lasting sense of what areas are worth a poet's pursuit amidst the new technologies. (Source: Author's Abstract)

By Daniela Côrtes…, 5 February, 2015
Publication Type
Language
Year
Record Status
Abstract (in English)

Digital fiction began by defining itself against the printed book. In so doing, transgression of linearity and the attempt to reduce the authorial presence in the text, were soon turned into defining characteristics of this literary form. Works of digital fiction were first described as fragmented objects comprised of “text chunks” interconnected by hyperlinks, which offered the reader freedom of choice and a participatory role in the construction of the text. These texts were read by selecting several links and by assembling 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 types of textual organization. The computer became a multimedia environment where several media could thrive and prosper. As digital fiction became multimodal, words began to share the screen with image, video, music or icons.
In electronic literature, the emergence of new software and new devices is often followed by the creation of new texts. Head-mounted displays and tracking devices are being used to produce new textual responses. Bodily movement is often treated as the catalyser of these textual responses and the reader is often considered as the creator of a narrative written in real-time. This means that the attempt to offer the reader a participatory role continues to be fostered by electronic literature. In this thesis, digital fiction is described as part of an introspection and self-generating process catalysed by literature. Consequently, these new kind of texts will be defined as part of the ever-evolving field of literature.
While interactivity was often described as a set of physical activities that can interfere with attention, immersion was 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 regarded 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 interactivity as a set of cognitive and physical actions on the part of the reader and by defining immersion as a result and origin of these actions, I will demonstrate that immersion and interactivity cannot survive separately. This thesis aims at addressing the relation 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