affordances

By Hannah Ackermans, 16 November, 2015
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Abstract (in English)

In Fall 2014 I taught a “special” version of my “Writing Electronic Literature” course. Throughout this class my students received an overview of established and emerging forms of Electronic Literature including hypertext fiction, network fiction, interactive works, and digital poetry. Students read, analyzed, and composed a variety of emerging genres of Electronic Literature. Yet what was unique to this particular iteration of my E-Lit class was that my students contributed to a transmodal generative novel to be published in late 2015 by the academic journal Hybrid Pedagogy. The idea of a generative novel is one that can be traced to the OuliPo group (Ouvroir delittérature potentielle) in France. According to the OuliPo website, the generative writer is “un rat qui construit lui-même le labyrinthe dont il se propose de sortir” (trans. “a rat who builds the maze he wishes to escape”). In this understanding of art and literature, the idea of creation, especially literary creation, is one of wordplay and gameplay. Therefore, the generative novel is, in itself, a game – one of interplay between people, cultures, and institutions. It is an open-ended enterprise that in many ways ensures new and unexpected results. In order to create a work of generative literature, there must be a creative constraint (limitation), which forces the writer to direct writing toward a particular purpose.

The Generative Literature Project is a crowdsourced gamefied digital novel about a murder. Nine writing professors and their students – from the US, The Marshall Islands, and Puerto Rico – completed a series of digitized artifacts about nine “distinguished alumni” of the fictional “Theopolis College”, a highly competitive Liberal Arts College that exists in the leafy suburb of the fictional town of Theopolis. In the artifacts created by my students can be found the clues and red-herrings, motives and alibis of the suspects in the murder of the Theopolis College president.

This paper/presentation will highlight our experimentation with this crowdsourced project as I consider some of the pedagogic affordances of digital writing within a networked and computational environment. As my students developed their fictional work for The Generative Literature Project, I watched how their evolving new sense of reading and writing (in a 21st century digitized context) shaped their own discovery of new ways to learn. What role might Electronic Literature play in transforming pedagogic practices for both reading and writing? In what ways does a networked learning context transform reading and writing methodology?

My discussion will highlight the work of my class’s contribution, offering a birds-eye view of the open ended electronic literary experiment. My presentation will include a further description of the project, including phases of development and forms of collaboration (i.e. the mechanics) and a schema of the digital writing spaces generated thus far (i.e. the infrastructure). Analysis of the project will include reflection on the element of creative play as an inherent entry point in the generative literature undertaking. It will also account for the ways in which community develops around a collaborative fictional enterprise. Other topics addressed include networked character development, social media as a space of fictional creation, pedagogical approaches & challenges, and examples of student generated character “artifacts”.

(Source: ELO 2015 Conference Catalog)

By Scott Rettberg, 21 August, 2014
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9780262016148
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xii, 483
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Abstract (in English)

Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field.

Murray explains that innovative interaction designers should think of all objects made with bits--whether games or Web pages, robots or the latest killer apps--as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity.

Each chapter includes a set of Design Explorations--creative exercises for students and thought experiments for practitioners--that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.

(Source: MIT Press catalog copy)

By Rebecca Lundal, 17 October, 2013
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In my paper I would like to propose reconfiguration of “literariness” through the concept of liberature formulated by Zenon Fajfer and Katarzyna Bazarnik (Bazarnik, 2005), updated to some extent with the theory of affordances (Norman, 1990, 2004). The term which according to Bazarnik (2005) denotes a transgenre where content (text) and its medium form a whole, seems to offer rich theoretical possibilities – especially if “literariness” is to be conceived also as a media-specific, embodied yet emergent and contigent phenomenon (Hayles, 2002). However, the concept of liberature - set from the ouset as both a theoretical tool against a form/content dualism and means to study multimodality of a literary text – still offers an interesting proposition when it comes to instances of e-literature developed for touch screen devices. A particularly interesting example to illustrate such interrogations is The Humument App by Tom Phillips. It is a part of the ongoing project coming from the artist known, among others, from his cooperation with Peter Greenaway on TV Dante. In 1966, inspired by Burrough's cut-up technique, Phillips started working on the print of a late Victorian novel, A Human Document by W.H. Mallock. Graphically enhanced, collaged and reconfigured, the artwork has been published in 1970 by Tetrad Press as The Humument Book: A Treated Victorian Novel with subsequent editions from Thames & Hudson in 1980, 1986, 1998 and 2004, each of which modified the precedent versions. This part of a project has already been interpreted by N. Katherine Hayles (Hayles, 2002). However, in 2010 The Humument has been released as a tablet application, enhanced with a few interactive features: “the oracle” seems to be the most interesting as the case of remediation of oral communication mode. Apart from questions that had already been asked (eg. about word/image interplay, the book as artefact and the narrative as the case of “interiorized subjectivity”) this particular instance of the Phillips' project inspires as well to pose a set of new inquiries. What constitutes “literariness” of touch screen device application? How – if ever - does it differ from its print (or remixed multimodal for that matter) incarnation? Does the notion of “literariness” exist independent from media into which it is inscribed? Could the protagnist of The Humument App – considering the common social media plug-ins included within it - be seen as an instance of networked subjectivity?

K. Bazarnik (2005), What is liberature. [in]: Bartkowiak’s Forum Book Art. Compendium of Contemporary Fine Prints, Artists’ Books, Broadsides, Portfolios and Book Objects. Yearbook no 23. Hamburg: H.S. Bartkowiak, pp. 465-468K.

N. Hayles (2002), Writing Machines, Cambridge and London: MIT Press

D.A. Norman (1990), The Design of Everyday Things, New York: Doubleday(2004), Design as Communication, http://www.jnd.org/dn.mss/design_as_comun.htmlaccessed 19.12.2012

(Source: Author's abstract at ELO 2013 site: http://conference.eliterature.org/critical-writing/humument-app-tom-phi… )

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By Luciana Gattass, 6 November, 2012
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135-156
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Abstract (in English)

This essay discusses the emergence of lifestyles under the paradigm of urban life, based on the results of research on interface design for mobile connections in ubiquitous computing with pervasive and sentient interfaces, which generate cybrid (cyber+hybrid) scenarios for co-located beings that act in physical and digital space. Artistic creation using software art writes programs and uses hardware that convey a sense of presence and action, with digital collage adding information about the physical scene. The digital material is pasted in layers onto the physical space, redesigning places, reconfiguring actions, and mixing realities in a cybrid manner. In other words, locative and mobile interfaces reconfigure the sense of presence by blending in the digital material that adds information to locations. Computers mix into the periphery through transparent interfaces, enabling enactions and affordances in quotidian actions in calm connections with transparent interfaces. Instants are experienced through computers, which become invisible in portable and mobile technologies: cell phones, PADs, displays, computational vision, tags, RFID, Bluetooth, wearable computers, geolocators, trackers, GPS, SMS, MMS, make us co-exist here and there. Augmented Reality (AR) and Mixed Reality (MR), social platforms, perceptual and affective computing, wearable computing, among other examples from various artists and scientists, are discussed here.

Description in original language
Abstract (in original language)

O ensaio discute a emergência de modos de viver sob o paradigma da vida urbana misturada a partir dos resultados de pesquisas em design de interface para conexão móvel, em computação ubíqua, com interfaces pervasivas e sencientes, que geram cenários cíbridos (ciber+híbrido) para seres co-locados, que agem no espaço físico e no espaço digital. A criação artística em Software Art escreve programas e usa hardwares que propiciam o sentido de presença e de ação, com o digital agregando informações sobre a cena. O digital cola-se em camadas sobre o espaço físico, redesenhando lugares, reconfigurando ações e misturando realidades de maneira cíbrida. Em outras palavras, interfaces locativas e móveis reconfiguram o sentido de presença por mesclas do digital, que agrega informações a locais. Computadores se misturam à periferia por interfaces transparentes e propiciam enactions e affordances nos atos cotidianos, em conexões calmas com interfaces transparentes. Átimos sãos vividos conectados a computadores que se tornam invisíveis em tecnologias portáteis e móveis: celulares, PADs, displays, visão computacional, tags, RFID, Bluetooth, computadores vestíveis, geolocalizadores, rastreadores, GPS, SMS, MMS nos fazem co-existir aqui e acolá. Realidade aumentada (RA) e realidade mista (RM), plataformas sociais, computação perceptiva e afetiva, computação vestível, entre outros exemplos de vários artistas e cientistas, são discutidos no ensaio.

Pull Quotes

Arte e tecnociência na interface humano-computador exploram o design de interface para a vida urbana misturada, em direção ao sentido de presença e de ações humanas que se dão pela tatilidade ou pelo ato de tocar o mundo com dispositivos tecnológicos. A realidade, que sempre foi um conceito filosófico, mais do que pura materialidade, é concebida redesenhada e refuncionalizada: conexões desplugadas e móveis em realidade aumentada e misturada passam a acontecer num espaço que permite compartilhar o sentido de presença em ambos os mundos – no real e no virtual – no espaço físico e no espaço de dados, em ações que se fazem por mútuas relações com ambos os ambientes, em comunicação distribuída. O co-existir, co-locado no ambiente físico e no digital confirma a condição humana biocíbrida de nossos tempos. Trata-se de uma existência cíbrida, num topos que gera um local diverso para um tipo de existir e de agir que antes dos dispositivos móveis não era possível. Em Artes, a aparência ou os “ modos de ver” são trocados pela experiência comunicacional, como “modos de usar” dispositivos de hardware e diferentes softwares embutidos nos dispositivos de conexão (HUHTAMO, 2004).

By Elisabeth Nesheim, 27 August, 2012
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The age of letter writing is coming to an end, just as an era of e-mail, blogs, online groups, and social networks is emerging as a new mode of communication. The work of scholars interested in what writers have to say about their work has simultaneously become easier and more challenging, depending upon the technologies used by these writers. How do we conduct authorial scholarship in an age of digital media? This paper address this question through a case study: Flores' own research on Jim Andrews and his work, focusing on the challenges and affordances offered by the current media ecology.

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By Elisabeth Nesheim, 20 August, 2012
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M.A. Thesis, 94 pages

The last thirty years have presented us with technology that has had a profound impact onhow we produce, socialize with others, and consume culture. Today most of these actions arelinked to a computational setup which involves a screen representing our options in twodimensions and a hand-operated controller for manipulating the screen environment, ahardware setup that has not changed considerably the last 50 years. The dominant interfacefor personal computers—the graphical user interface—is highly ocularcentric, where onlyparts of the body apparatus (eyes and hands) are addressed in the interface directly. As anincreasing amount of information, life experience and human contact is channeled through it,the desktop computer system, becomes increasingly inadequate to fully represent theseactions. Any prosthesis added to or used in conjunction with the body and any part of thesensory apparatus neglected will define our interaction with information. Informationgathered by the somesthetic—the touch and proprioceptic senses—constitute a significantcomponent in the way we form hypotheses about what an object is, and how it can bemanipulated. By addressing the somesthetic senses in computer interfaces, we can achievericher and more intuitive interactive experiences.

This paper aims to identify the key components of a general purpose computationalenvironment that foreground multimodal interaction by 1) investigating the significantqualities of the somesthetic senses from a phenomenological and neurophysiological point ofview, 2) pointing to successful principles of human computer interaction (coupling), and toolsfor designing embodied interactions (physical metaphors, interface agents, affordances, andvisual and haptic feedback), 3) evaluating the components of current mobile phonetechnology, surface computing, responsive environments, and wearable computing.

(Source: Author's abstracts)

Short description

The 2012 Electronic Literature Organization Conference will be held June 20-23, 2012 in Morgantown, WV, the site of West Virginia University. In conjunction with the three-day conference, there will be a juried Media Arts Show open to the public at the Monongalia Arts Center in Morgantown and running from June 18-30, 2012. An accompanying online exhibit will bring works from the ELO Conference to a wider audience.

Even if nobody could define print literature, everyone knew where to look for it - in libraries and bookshops, at readings, in class, or on the Masterpiece channel. We have not yet created, however, a consensus about where to find electronic literature, or (for that matter) the location of the literary in an emerging digital aesthetic. Though we do have, in digital media, works that identify themselves as "locative," we don't really know where to look for e-lit, how it should be tagged and distributed, and whether or how it should be taught. Is born digital writing likely to reside, for example, in conventional literature programs? in Rhetoric? Comp? Creative Writing? Can new media literature be remediated? How should its conditions of creation be described? Do those descriptions become our primary texts when the works themselves become unavailable through technological obsolescence? To forward our thinking about the institutional and technological location of current literary writing, The Electronic Literature Organization and West Virginia University's Center for Literary Computing invite submissions to the ELO 2012 Conference.

(Source: Conference website).

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