electronic literature

By Lene Tøftestuen, 25 May, 2021
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Recent researches have revealed some of the factors that seem to hinder both the production of digital literary contents for young readers and their diffusion in the school context. Within the framework of the project led by Nathalie Lacelle (2017-2020) and dedicated to accompanying the development of digital children’s publishing initiatives in Quebec, three major issues have particularly emerged:- a lack of knowledge about the current editorial offer, by educators, librarians and, more generally, by common readers;- a difficulty in including e-literary creations in the school canon and in conceiving pertinent educative materials, that seems to be mostly provoked by an unfamiliarity with the poetics and the rhetoric of digital texts;- a lack of understanding, by creators and publishers, of the young readers’ psycho-cognitive and affective specificities, as well as of the constraints and conditions that define the school reading process.In order to reduce these limitations, to stimulate the reading practices and, at the same time, to develop young readers’ competencies in digital literacy, a website dedicated to children’s digital literature has been conceived, in partnership with the Littérature Québecoise Mobile group, directed by Bertrand Gervais: Lab-yrinthe.The website is intended as a virtual laboratory on contemporary children’s digital literary phenomena and aims at providing information based on scientific observations, as well as conceptual and didactic tools to educators, publishers and researchers.More particularly, Lab-yrinthe presents a catalog of heterogeneous digital literary works produced or distributed in Quebec, including enriched books, mobile apps, narrative video games, geolocated narrations, augmented reality creations, interactive theater performances, virtual installations and podcasts. Each creation is analyzed from a set of descriptive parameters conceived by the research team (Acerra, Lacelle et al., 2021) with the purpose to illustrate the semiotic, multimodal and technological materials of the text, as well as the poetic or rhetoric effects of their combinations. From this basis, some educational and didactic suggestions are depicted: teachers can refer to this section to find a reading key of the digital work and, at the same time, to have clear examples of the possible exploitations of a digital writing process in the school context.Finally, a dedicated section of the Lab-yrinthe website presents the main co-creation and co-production projects, carried out with partners from the cultural industry (ranging from the National television, to the Montréal Poetry Festival and Bookfair, from digital and analog publishers to National libraries and archives). In this case, both the actors, the contents and the distribution conditions are presented as indicators of the current orientations of the digital publishing field.BibliographyAcerra, E., Lacelle, N., et al. (2021, in press). « Décrire les œuvres littéraires numériques pour la jeunesse », Lire, comprendre, interpréter et apprécier des supports composites, La Lettre de l’AIRDF, n° 68.Lacelle, N., et al. (2017-2020). Soutien au développement de démarches d’édition numérique jeunesse au Québec à partir de pratiques favorables de production, diffusion et réception. Research project financed by the Fonds de Recherche Société et Culture (Québec).

(Source: Authors' own abstract)

Critical Writing referenced
By Milosz Waskiewicz, 25 May, 2021
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The contemporary digital environment is made possible through a matrix of behemoth infrastructures that traverse the orbital, atmospheric, oceanic, and terrestrial domains. These infrastructures manifest not only in the narrowly technical sense, but encompass the manufacturing chains, regulatory interfaces, and geopolitical contexts that enable (or forestall) the development, deployment, and maintenance of digital systems at a global scale.

Underpinning all these aspects are the flows of energy and materials constituting the liveable Earthly ecology. The latter comprises the ultimate baseline ‘platform’ on which specific digital platforms, as more commonly expressed, are enabled—but which, being so defined, can obscure these far larger structures and processes in which they are embedded.

Coming out of all this, we can note that the global scale of digital infrastructure is now foundational to the charting and modelling of a rapidly deteriorating planetary ecology, but this comes with the recognition that the former is both the product, and a critical facilitator, of economic processes that are driving the very pollution, wastage, and largely unhindered exploitation behind our present environmental calamities.

It is in these contexts that we are encouraged to evaluate how works of digital art and electronic literature are responding to this uncomfortable paradox. We might recall here how early digital art sought to demonstrate (with admittedly varying success) different possibilities for computing beyond militarised technoscience, and the creative and critical challenge today is to rework and reframe digital platforms so they might perform and inspire substantive ecological critique and expression, rather than be relegated only as perpetuators of extractive, accelerationist, technocentric paradigms. Contemporary electronic literature, in its very particular fusions of data, writing, and the algorithmic, affords rich experimental pathways for just this kind of work—as deftly illustrated by the recent outputs of artists such as J.R. Carpenter and Eugenio Tisselli.

This paper will contextualise and document the author’s latest experiments with creating electronic literary works that bring together a diverse, unconventional assemblage of platforms as a key aspect of their creation and expression. Cameras, satellites, drones, canvas graphics, esoteric code, and printed outputs are combined to establish elaborate, contingent exchanges, with the ‘work’ itself being enacted across these different platforms—each contributing to an always provisional outcome—and drawing its creative and critical force as much by examining and reflecting on these aspects and processes, as the varied marks they leave behind. In particular, the author will discuss his newly emerging work, “Landform”, in which satellite and drone image data of terrestrial landscapes are parsed into esoteric visual algorithms, that, once interpreted, are compiled into code poems that draw on a vocabulary derived from scientific, scholarly, and poetic texts discussing present ecological concerns. The aim is to actualise a set of speculative, experimental relations between the platforms, materials, and concepts involved, investigating their potential for enacting novel modes of environmental computational practice, and, thus, suggest another vector for articulating the entanglements and contingencies that are driving the present situation.

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Critical Writing referenced
By Lene Tøftestuen, 24 May, 2021
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I propose comparing methods of generating forensic images of 3.5 inch floppy disks in order to evaluate methodologies for use in media archeology labs. Many key works of electronic literature (including the bulk of Eastgate Systems, Inc. early publications) were released on 3.5 inch floppy media. I will use both Kyroflux and Superdrive floppy disk controller units to generate forensic images and also generate images using BitCurator suite of forensic software and using legacy computing hardware and software.Gathering data on the quality of images created by these disparate methods and also on the workflows involved and the ease and practicality of employing them will produce useful information for other media archeology labs examining how the field of floppy disk forensics has advanced.The results of these tests should show useful comparison data between the quality of the images created from identical media, the range of image types that can be created using each technique, and the usefulness for online access and emulation each forensic methodology and platform provides.

(Source: Author's own abstract)

By Lene Tøftestuen, 24 May, 2021
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The recently formed Dutch Digital Literature Consortium – a partnership of researchers from Tilburg University, Radboud University Nijmegen, the Royal Library of the Netherlands and local libraries – aims to develop and launch an online catalogue of digital literature, created in the Netherlands and Flanders, and turn this collection into a publicly accessible digital catalogue. The project draws inspiration from comparable databases, such as the Electronic Literature Collection 1-3, NT2, Hermaneia, and Literatura Electrónica Hispánica. Whereas these databases bring together digital literary projects from a variety of traditions – often with a particular focus –, the project at hand focuses exclusively on works from a specific geographical location (much like collections such as the Brazilian Electronic Literature Collection).The development of such a database gives rise to several theoretical and methodological questions that are central to the study of e-lit: which works and genres are eligible to be included in the database, and on what grounds is this selection made? Practical decisions critically hinge on the fundamental question what digital literature is. This question has been answered – explicitly and implicitly – by different actors and institutions involved with e-lit, such as funding institutions, libraries, and other ‘gatekeepers’. Such institutions are significant because they are responsible for the material and the symbolic production of digital literature. As Yra van Dijk points out, digital works are ‘not autonomous, in the sense that they are in fact funded and sometimes initiated by some institution, mostly in the end by the government itself’ (2012, 2). If, as Florian Cramer claims, ‘electronic literature ha[s] established itself as a field in Pierre Bourdieu’s sense, i.e. as an area of production and discourse with intrinsic distinctions and authorities’ (2012, 1), then we need to consider how these authorities push digital literature in specific directions.While acknowledging that digital literature is also a transnational phenomenon, this paper analyses the ways in which institutions shape digital literature in specific techno-cultural contexts. The Low Countries share a language and – to a great extent – a literary tradition, while they also differ significantly culturally and institutionally. When one pays attention to the institutional frameworks, the specificity of the Dutch versus Flemish digital literature tradition is brought into focus. The institutional approach that I advocate thus does not only do justice to the multidimensional and changing nature of digital literature, it also takes into account the differences across linguistic areas and nation states.The question what counts as ‘literature’ is answered differently over time and in specific geographic contexts. The same holds true for the question what belongs to the realm of the ‘digital’. Therefore, this institutional approach is twofold, 1) I examine which digital genres and individual works are considered literary, and 2) I examine what is considered digital within these specific contexts. The theoretical overview of the institutional framework of digital literature in the Low Countries offers a solid starting point for the Consortium’s position on the practical, methodological questions raised above.

(Source: The author's abstract)

By Lene Tøftestuen, 24 May, 2021
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Reviewing the history of computing, the educational potential of new ways of knowledge representation and new literary affordances have sparked many influential ideas and reform efforts, spanning from “frantic systems” (Nelson, 1970) to constructionist discovery learning (Papert, 1993) to the reconfiguration of literary education (Landow, 2006, ch. 7). Yet, the current usages of electronic literature in education arguably fall behind those early anticipations. Therefore, this paper explores the wider educational and social entanglements that withhold electronic literature from entering classrooms in the context of current technology transformations. Considering the recent pandemicrelated global upsurge of the digitalization of educational systems, the mere lack of supply of digital devices and equipment will cease to be the main obstacle for the adoption of electronic literature in K12 classrooms. Nonetheless, the question shifts to what imaginaries and discourses shape (and limit) the use of new digital literary affordances. Reviewing current trends, three issues are identified. These concern (1) fixations of technological disruption, (2) literacy learning objectives and (3) the marginalization of teaching. The focus on technological disruption (and solutionism) refers to a tendency for innovators to overly emphasize particular technological aspects and to become fixated on their “disruptive” benefits while disregarding the need for cultural and artistic conventions and communities of education practices to grow within the digital medium. Secondly, the problematization of learning objectives relates to a prioritization of basic skills and 21st century workforce preparation while neglecting the need to address new critical literacy practices. Rather than responding with a restricted, preservationist stance limited to paper-based literacy, educators and authors may find ways of combining material affordances and electronic literature to introduce wider literacy conceptions in educational practice. In a similar vein, the marginalization of teaching is concerned with how technology is being used to quantify, classify and control teaching practices within new regimes of digital governance. In other words, teachers are being increasingly framed as technicians and behavioral managers in place of enhancing their role as “cyberbards” (Murray, 2016). Given that some of the issues raised correspond to known problems in the field of electronic literature, they also provide opportunities for further transdisciplinary research into the production and adaptation of electronic literature for educational purposes.

(Source: the abstract of the work)

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Voidopolis is a digital performance about loss and memory that is currently unfolding over 40-ish posts on my Instagram feed (@kmustatea). It is a loose retelling of Dante’s Inferno, informed by the grim experience of wandering through NYC during a pandemic. Instead of the poet Virgil, my guide is a caustic hobo named Nikita. Voidopolis makes use of synthetic language, generated in this instance without the letter ‘e’ and the images are created by “wiping” humans from stock photography. The piece is meant to culminate in loss, so will eventually be deleted from my feed once the narrative is completed. By ultimately disappearing, this work makes a case for a collective amnesia that follows cataclysm.

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Abstract: As a project that is situated between “the print” and “the digital” and as one that places print-based artifacts in conversation with digital artifacts, “not a book” is concerned with the histories, presents, and futures of books and the technologies of reproduction and replication used to make them.  Created from digital images of the traces left from the original copper engraved botanical prints on the interleaved blank pages of a digitized edition of one printed copy of an 1844 issue of “Flora Batava” magazine, the project reflects on and raises questions regarding just what a book is and was by delving into the history of “the” book as a collection of historically contingent technologies and social processes.  Seeking to document and understand how the material traces of bookmaking processes and technologies become legible in new ways once they are reframed and accessed in the context of new technologies of replication and reproduction, this project offers viewers an opportunity to reflect on the ways in which histories of print technologies are embedded in digital technologies and how the “not a book” image functions both literally and metaphorically as a “digital negative” of the printed original. 

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A “book post” is placed in the UiB Humanities Library during March 2021, consisting of a table/desk with two stools by it, near a wall.

Four books are on the table/desk (left to right, in alphabetical order by title): Articulations (Allison Parrish), Golem (Nick Montfort), A Noise Such as a Man Might Make: A Novel (Milton Läufer), and Travesty Generator (Lillian-Yvonne Bertram). Each has a hole drilled through it in the upper left and is secured to the table with a cable, creating a chained library. The books represent the work of four participants in an SLSAeu panel about computer-generated literature.

A Kodak carousel slide projector is in the middle of the table/desk, projecting small, bright images and texts onto the wall. Slides presenting covers and contents of the five books are shown continually during the exhibition. The selections will be made in consultation with all author/programmers and with their approval.

The stools allow two readers to sit and peruse the books. The table is wide enough to allow readers to do so while socially distanced.

The presence of a functioning “obsolete” slide projector, and the establishment of an “obsolete” chained library within the Humanities library, suggests to visitors that the book is also obsolete — while it is, at the same time, a perfectly functional technology. The dissonance of presenting computer-generated text via film slides and analog projection resonates with the decision that this group of five author/programmers has made: to present our computational writing in codex form.

The chained library is both practical and symbolic. Given that this is a library exhibit, the cables prevent people from relocating the books as one typically does in a library. They also emphasize that while we value ubiquity and portability in the digital age, at the same time we want things tethered, grounded, and available at the expected location. This suggestion will be strengthened by the similarity between the way these books are tethered and the way computer equipment is secured to a desk.

The projection of course alerts visitors to the availability of the books. Even if visitors do not choose to sit and peruse these books, the projected texts allow them to see and read computer-generated writing from recent years. Those who only view the projections nevertheless get a sense of the wide variety of approaches and the many textures of language that are seen in this sort of experimental digital writing.

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Meet Me At The Station is a surreal and lyrical 10 minute experience for for 360 cinemas, domes, virtual reality headsets. A scientist is trapped in the future due to a time-travel accident. His only hope is to travel through dreams, but dreams can also turn into nightmares.

 

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By Cecilie Klingenberg, 26 February, 2021
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“He may be a superdecoder or a superspy but he’s sort of neutral, though not quite like a machine, more like he’d, sort of, come and, reversed all our, traditional, oppositions, and questioned, all our, certainties”, or so Zab falteringly describes the Martian boulder-cum-supercomputer that has crash-landed in a disused Cornish mine.

Christine Brooke-Rose’s 1986 novel, Xorandor, is remarkable as much for its eponymous radioactive-waste-guzzling, double-crossing rock, as for being partially narrated in the programming language, Poccom 3. Invented by siblings, Jip and Zab, first as a kind of idioglossia and then as a lingua franca for communicating with Xorandor, Poccom 3 is rather like the indeterminate rock: its presence in the text requires a supreme effort of decoding to begin with, becomes increasingly naturalized with exposure, but consistently questions all our certainties about the language of literature.

This is because whatever is literary in a humanist sense is not usually considered communicable in anything other than human-only language. And yet, here is this alien “alpha-eater” not only hijacking control of the narrative from the children, but also ‘eating the alphabet’ and regurgitating it in human-readable, or what I venture to call ‘plus-human’ code.

Turning from Cold War-era sci-fi to electronic literature, Nick Montfort’s single page of Python code in The Truelist bears remarkable similarities to Brooke-Rose’s Poccom 3. Although the code can only be found on the last page of this book-length poem, it is as in Xorandor central to the book as artefact, for it was used by Montfort to generate the poetry. “Xorshift to create a random-like but deterministic sequence”, reads one of the lines of code, simultaneously describing its role in recombining a concise inputted lexicon according to rules also specified by Montfort.

The effect is a journey “through a strange landscape that seems to arise from the English language itself”, complete with idiosyncratic compound words (e.g., “voidring”, “book-bound ear”) not without analogues in Jip and Zab’s private programming-inspired idiom (e.g., “diodic!”, “Avort”, “flash-in-the-datasink”).

 

Notwithstanding that Xorandor and The Truelist are books containing and driven by pages of plus-human code, it is the profound differences between the two that gives scope to this proposed paper. Brooke-Rose’s is firmly of the print tradition, where the paper medium brings to readerly attention issues of language such as: the richness but also (from the perspective of a computer) the illogic of polysemy; the power of discourse to subject a sub-human object to study or enslavement, to make peace or war. Montfort’s offering, although in the final instance presented on paper, belongs to an emerging tradition within electronic literature: one that produces and benefits from a programmed artefact’s affordances for scale, dispersal and change (e.g., Stephanie Strickland’s V: Vniverse, Deena Larsen’s Stained Word Window), before remediating it to the stable, serial, although not necessarily linear platform of print (Strickland’s Losing L’Una/WaveSon.nets, Larsen’s Stained Word Translations).

This begs the question, What does electronic literature – for which ‘born-digital’ is at once a sine qua non and a raison d’être – seek to gain, supplement, or reverse by printing out its exercises in plus-human language?