Duplicate record (aggregate and delete one)

Description (in English)

‘Throwing Exceptional Messages’ is a performative work that frames theoretical critique as practice in a gallery setting. The work uses a deconstructive methodology derived from Jacque Derrida’s practice of ‘sous rature’ to perform critique upon a particular moment in the historical formation of the field of ‘codework.’ The term codework was established in 2001 and attempted to describe literary works that were developed from or included elements of computer code. The taxonomy of this field, formalised by Alan Sondheim, was contested by John Cayley on the basis that ‘non-executable’ work should not be included into the field as ‘code’ referred to as ‘executable’ text. By bringing the thesis of this research into the gallery space the performer uses the theoretical methodology as a practical methodology to produce critical artefacts. The thesis is placed under erasure within a system that produces computational ‘exceptions’ or ‘non-executables’ as work. These exceptional texts are ‘caught’ and ‘handled’ within the performance as a mode of production and are transformed into physical ‘objects’to be ‘thrown’ into the space. The resulting exceptional texts are developed from this codework divide yet they can no longer be read along these terms.

First name
John
Last name
Murray
Residency

CA
United States

Short biography

John T. Murray is a Ph.D. Candidate in the Computer Science Department at the University of California, Santa Cruz and a member of the Expressive Intelligence Studio. He is also Co-Founder and CTO of Seebright, a company designing authoring tools and affordable hardware for mixed reality. He is a co-author with Anastasia Salter of Flash: Building the Interactive Web from the MIT Press (2014). His research focuses on the application of computational models to studying interactive digital narratives, looking specifically at the genre defined by Telltale Games. His artistic work explores tangible user interfaces and playable stories. He can be found on twitter as @lucidbard or at lucidbard.com.

(Source: ELO 2017: Book of Abstracts and Catalogs)

Affiliations - Organizations
Description (in English)

3 Libraries in Romania, Norway and Denmark have joined forces to “turn on literature” by creating 3 generative literature machines (poetry machines) and 3 authors have written texts for the machines. The poetry machine is designed to involve users in the creation of e-lit in the library space. Through a game-like interface the user combines the author’s sentences into a poem, which will then be printed onto a library receipt creating an intermedial translation. At the same time, the poem will be projected onto projection surfaces in the other participating libraries making the installation transnational. The poetry machine translates the concept of e-literature into a tangible object (a printed poem) and transforms the solitary activities of writing and reading into a social undertaking since three simultaneous users can interact with the machine creating a poem together. Our installation is located within the “Translations” strand of the festival. The festival in Porto will be the very first showing of the installation, which is an up-scaled re-design and re-writing of the Ink installation presented at the ELO conference in Milwaukee in 2014. For the festival, we will exhibit one poetry machine. The works are in 3 different languages, but will be translated into English for the festival. Through live projections, poems created in the participating libraries will cross borders as they are shown at the festival in Porto as well. The project is co-funded by the Creative Europe Programme of the European Union. The installation consists of: text from Danish poet Ursula Andkjaer Olsen, Norwegian poet Morten Langeland, and Romanian poet Radu Vancu; a piece of furniture (1,60 x 1,20 meters) with a large flatscreen + 3 podiums with interaction controllers in the form of books. Required space for the installation: Preferably 3 x 4 meters (if possible) Technical needs: internet connection (preferably wireless) projector + projection surface. 

(Source: ELO 2017: Book of Abstracts and Catalogs)

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turn on literature
Description (in English)

WALLPAPER is an interactive and immersive piece of digital fiction that has been exhibited in the UK at Bank Street Arts Gallery in Sheffield as a largescale projection and as part of the Being Human Festival of the Humanities 2016 in Virtual Reality. Funded by Arts Council England and the Arts and Humanities Research Council, it forms part of the Reading Digital Fiction research project led by Dr Alice Bell at Sheffield Hallam University. Reading Digital Fiction aims to raise public awareness of and engagement with digital fiction by analysing the way that readers respond, applying empirical methods and cognitive theory. Through its accessible storyline, strong visuals and immersive atmosphere, WALLPAPER has engaged non-academic audiences online, through live events and within gallery settings.

A work of short fiction, it follows the story of PJ Sanders, a USA-based computer engineer and innovator who returns to his remote family home in the UK following the death of his elderly mother. His agenda is to close the house down and sell it. First though, he wants to trial an experimental device he’s been working on to help him uncover the history behind one particular room in the house – a room that has remained locked since his childhood. WALLPAPER can be shown on a modern gaming PC, through large-scale digital projection and in Virtual Reality on the Oculus Rift.

To see a short film of its reception in the UK at the Being Human Festival of the Humanities, please visit http://wallpaper.dreaming-methods.com/being-human/ For more information about the work, the storyline, its development, screenshots, in-project footage and downloads, please visit: http://www.dreamingmethods.com/wallpaper http://wallpaper.dreamingmethods.com http://www.readingdigitalfiction.com

(Source: ELO 2017: Book of Abstracts and Catalogs)

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Wallpaper
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By tye042, 6 September, 2017
Language
Year
Platform/Software
License
Public Domain
Abstract (in English)

"The Machine in the Text, and the Text in the Machine" is a review essay on Electronic Literature: New Horizons for the Literary (University of Notre Dame, 2008) by N. Katherine Hayles, and Mechanisms: New Media and the Forensic Imagination (MIT Press, 2008), by Matthew G. Kirschenbaum. Both works make remarkable contributions for the emerging field of literary studies and the theory of digital media. While Hayles analyses the interaction between humans and computing machines as embodied in electronic works, Kirschenbaum conceptualizes digitally at the level of inscription and establishes a social text rationale for electronic objects.

Pull Quotes

"Linking subjectivity with computational media is a highly contested project in which the struggle for dominance plays a central role: should the body be subject to the machine, or the machine to the body? The stakes are nothing less than whether the embodied human becomes the center for humanistic inquiry within which digital media can be understood, or whether media provide the context and ground for configuring and disciplining the body." Hayles 2008.

By Kristen Lillvis, 7 June, 2017
Publication Type
Language
Year
Abstract (in English)

This essay discusses Holes, a ten syllable one-line-per-day work of digital poetry that is written by Graham Allen, and published by James O’Sullivan’s New Binary Press. The authors, through their involvement with the piece, explore how such iterative works challenge literary notions of fixity. Using Holes as representative of “organic” database literature, the play between electronic literature, origins, autobiography, and the edition are explored. A description of Holes is provided for the benefit of readers, before the literary consequences of such works are examined, using deconstruction as the critical framework. After the initial outline of the poem, the discussion is largely centred around Derrida’s deconstruction of “the centre”. Finally, the literary database as art is re-evaluated, drawing parallels between e-lit, the absence of the centre, and the idea of the “deconstructive poem”.

Description in original language
Creative Works referenced
First name
John
Last name
Barber
Short biography

John F. Barber's scholarship, teaching, and creative endeavors focus on intersections among Digital Humanities, computer technology, and media art, particularly sound+radio art. He maintains Radio Nouspace, a curated listening gallery/virtual museum for sound featuring historical and experimental radio+audio drama, radio+sound art, sound poetry, and experimental music. His work has been broadcast internationally, and featured in juried exhibitions in America, Canada, Germany, Macedonia, Northern Ireland, and Portugal.

Description (in English)

Whom the Telling Changed is a short accessible piece of interactive fiction that incorporates several remarkable innovations. The reader can direct a character to do certain things, as is typical in interactive fiction, but is also able to influence the outcome of an important storytelling session, one which shapes a Sumerian people's course of action. Whom the Telling Changed adds hypertextual aspects to the conventional interactive fiction interface and shapes the story-world in unusual ways based on the reader's input.

Description (in original language)

Author description: In this interactive short story, author Aaron A. Reed explores what storytelling meant to the earliest civilizations and what it will mean in the 21st century. The player takes the role of a villager thousands of years ago whose people have gathered to hear their storyteller tell part of the epic of Gilgamesh. As the player traverses the mostly linear plot, he or she accumulates a history based on decisions both important and trivial that ultimately impact the outcome and significance of the frame story. Hypertext-like keywords allow the player to raise points in the interior story, persuading the crowd and other characters to corresponding points of view, while a more robust interactive fiction parser allows the player to interact extensively with the frame story.

Description in original language