How have our ideas about reading and writing poetry been transformed by digital media? In "'Borrowed Country: Digital Media, Remediation, and North American Poetry in the Twenty-First Century," I discuss five American poets who have variously discussed and made use of particular forms of digital media in their work: John Ashbery, Anne Carson, Kevin Young, Steve Roggenbuck, and Patricia Lockwood. I am interested in these poets because they circulate work via traditional sites and networks of publication-individual volumes and poetry journals in print-while maintaining investments in the ways digital modes of writing and publishing have both changed these conventional sites of transmission and created additional venues in which to circulate poetry: e-books, web sites, social media networks.The poets surveyed here all write about cultural objects as they change over time: they demonstrate how works are overshadowed or otherwise obscured by historical imperatives that desire broad strokes and tidy narratives, fragmented or erased by poor care or inattention over the passage of time, reprinted and resituated across various print and digital editions. Their writings document what is ignored, lost, and transformed in the various acts of remediation they survey and participate in, as they make their own decisions to remediate particular texts and figures, transporting older figures to contemporary contexts or highlighting the distance between an earlier historical period and our own. And they are variously interested in forms of digital media: composing work on word processors, scanning and fragmenting digital images, mimicking digital sampling patterns, and circulating texts and videos on social media networks. The work of Ashbery, Carson, Young, Roggenbuck, and Lockwood reminds us in various ways that constant remediation is a condition of our hypermediated lives.
digital poems
Social media platforms such as Facebook and Twitter serve millions of people who populate digital space with autobiographical avatars and simulacra. Digital selves are curated, edited, and maintained in a perpetual process of digitizing life experience in order to produce an imagined life. The emergence of social media poetics—and, specifically, what I term digital realism—demonstrates the use of the confessional mode in social media. Digital realism gives name to a process of literary production that obscures the lines between life and writing. In this essay, I explore how digital realism operates in the work of multimedia artist Steve Roggenbuck (b. 1987), which draws out and capitalizes on the contradictions of self-fashioning through affective modes of sincerity and failure, in order to explore the limits of popular accessibility that social media platforms and poetics purport to offer.
Most Powerful Words is a digital literary work comprised of 54 computer-generated poems. There are six themes containing nine poems. Click a theme, then a panel of the theme’s carousel to generate a unique, infinite, recombinant poem. Click ‘Return to [SECTION]’ to return to the carousel menu. Click ‘Return to Main’ to return to this page. Using Montfort’s algorithmically minimal Javascript (for copyright, inspect source), this collection presents all language on the same playing field, allowing contemporary readers to lightly, quickly, precisely, visibly, and consistently traverse the infinite use and misuse of past and present language. Chrome browser recommended. Cultural Sensitivity Warning: This work includes images of and references to people who have died. PM DMs uses the vocabulary of speeches delivered by the first nine Australian Prime Ministers. Most Powerful Words uses the vocabulary of speeches delivered by the nine most powerful people in the world today, according to Forbes magazine. Money Speaks uses the vocabulary from letters, notes, diary entries, poems, speeches and books written by the nine individuals that appear on Australian currency. Indigenous Silence uses the vocabulary from historical policies, speeches, rulings, log-books, and Wikipedia entries that are about/have impacted Indigenous Australians. No words written by Indigenous Australians are used in this section. Concessions uses the vocabulary of concession speeches or regretful musings of the past nine Queensland Premiers. Finally, New Beginnings uses the vocabulary of the first pages of nine notable Queensland novels and works of non-fiction.
This paper explores collaborative processes in electronic literature. Specifically, it examines writer authority as it applies to text, code, and other media. By drawing from cinematic auteur theory, Mitchell’s Picture Theory (1994), Said’s Beginnings: Intention and Method (1975), Cayley’s Grammalepsy (2018), and Flores’s (2019) generational approach to digital literature, this paper highlights unique issues that arise in the creative collaborative production of digital literary works, and the influence these processes have on how these works are ‘read’. The creative processes employed in Montfort, Rettberg, and Carpenter’s respective Taroko Gorge, Tokyo Garage, and Gorge (2009), Jhave’s ReRites (2017–2018), and Luers, Smith, and Dean’s novelling (2016)), as well as reflections on the author’s own collaborative creative experiences (Paige and Powe (2017) with Lowry and Lane, Little Emperor Syndrome (2018) with Arnold, and V[R]erses (2019–) with Breeze) are explored in detail. From these analyses, this paper concludes that in digital literary practices code should be regarded as a meta-authority that denotes authority to specific components of the work. A better understanding of these complexities as they apply to attribution is emphasised in the future development of digital literary creative practice and education.
Objects is a series of digital literary art (using Processing code, video and gif animation). The different pieces have the common theme of addressing issues concerning domestic violence and constitutional rights, prejudice and behaviour towards women, questions of sexual identity and social roles.
This 20-minute presentation highlights research conducted as a Fellow in the MIT Open Documentary Lab developing a methodology and software for parsing linguistic and semantic information from vast quantities of audio and video files for playback and synchronization across networked computers. The presentation will focus on the expressive potential of this methodology to create new forms of multi-modal digital poems. The goal of this research is to extend recent advances in computational text analysis of written materials to the realm of audio and video media for use in a variety of different language centered media production contexts. This methodology and software provides the ability to parse vast quantities of audio and video files for topics, parts of speech, phonetic content, sentiment, passive/active voice and language patterns and then playback the video or audio content of the search for consideration in an aesthetic context. Queries that are intriguing can be saved and sequenced for playback as a poetic remix of linguistic patterns on one or multiple monitors. For instance, an e-lit poet can create a database of hundreds of audio recordings of poems from the Poetry Foundation and parse the recordings for moments of alliteration; the search can then be played back as a generative remix of alliterations across decades of poems and poets. This new composition could then be sequenced across multiple computers in a gallery setting and spatialized with speakers playing in different locations in a room; imagine the alliteration example above but coming from a dozen locations in a gallery, sometimes the samples playing in a sequence around the room, sometimes all at once with the same phrase other times with pairs of speakers triggering simultaneously. The poetic possibilities that can be explored between the choice of material for the database, the choice of linguistic and semantic parsing and choice of spatial configurations (how many playback devices, where are they located) can foster intriguing new forms of e-literature. To make the concepts concrete I will illustrate the research with video documentation from a recent digital poem I created with the work that uses Youtube typography tutorials as its source material for a sixteen-computer composition. This humorous work demonstrates the multimodal aspect of the research. For example, when parsing for parts of speech like a superlative adjective in the Youtube tutorial database, the visual content of the word the author is constructing in their Adobe Illustrator interface is visually displayed; creating an aural and visual combination that has both sonic and graphic impact. The presentation will provide an overview of the process for making this form of digital poem as well as demonstrate creative applications of the research.
This very simple generator randomly presents phrases from a well-known play, ones that were originally structured in a highly regular way. The output can be read silently, but the reader should at least rock back and forth.
Góngora Word Toys is a collection of digital poems that explicitly engage with the work of Spanish Baroque poet, Luis de Góngora. The collection includes five interactive poems, each engaging with a different aspect of Góngora's poem Soledades: "Dedicatoria espiral" (Spiral Dedication), "En breve espacio mucha primavera" (A Lot of Spring in a Little Space), "El llanto del peregrino" (The Pilgrim's Cry)," Delicias del Parnaso" (Delicacies of the Parnassus) and "El arte de cetrería" (The Art of Falconry).
Composed in 1613, Góngora's Soledades is a long silva poem about the wonderings of an anonymous castaway after his ship wrecks in an island. Soledades is paradigmatic for its difficult grammatical structures and the over-abundance of erudite and mythological allusions and references. The poem stresses rhythm, and rejoices in the opacity of Baroque language. Similarly, Gache's digital take on Góngora's work underscores the plasticity of language and its ability to create complex structures.
The first poem, "Dedicatoria espiral" relocates the rhythm and rhetorical intricacy in Soledades’ dedication to the Duque de Béjar by transforming the verses into a moving spiral that turns clockwise or counterclockwise depending on where the reader places the cursor. The display of the text is altered by reader movements.
"En breve espacio poca primavera" takes on a hypertextual form where text blossoms like flowers. Every time the reader activates a link, new windows pop up filling up the space on the screen, masking meaning like baroque "culteranismo."
"Delicias del Parnaso" is a multi-option game poem, where the reader needs to choose between possible verses to complete Góngora's poem. Selection becomes reading technique.
"El llanto del peregrino" is also a game poem. Along with the avatar, the reader moves around the new environment and walks in between words using the keyboard arrow keys. The poem works like a platform game based on spatial navigation.
Finally, "El arte de la cetrería" presents eight birds (those appearing in Góngora's poem) all talking through mechanical voice processors. The final cacophony makes listening of the individual voices impossible, again underscoring the overall form of the piece and the mechanics of language and writing.
Author statement:
En el período barroco, el equilibrado mundo clásico deja lugar a un mundo inestable, descentrado, escondido tras el abigarramiento de los signos. El Góngora de las Soledades ha sido comparado incluso con el astrónomo Kepler y la órbita elíptica de la Tierra con las elipsis gongorinas del lenguaje. Siguiendo su trabajo con los Wordtoys, Belén Gache nos presenta los Gongora Wordtoys (Soledades) basados en la obra del poeta español. Se tratade 5 poemas digitales interactivos (Dedicatoria espiral, En breve espacio mucha primavera, El llanto del peregrino, Delicias del Parnaso y El arte de cetrería), que remiten a un universo barroco de espirales, pliegues y laberintos del lenguaje.
From the Electronic Literature Directory
Endemic Battle Collage is a set of decades-old digital poems originally written in Apple Basic and incorporating both movement and sound within their bounds.
(Source: Author's description at Electronic Literature Collection, Volume Two)
Emulation of BASIC programs