library

Description (in English)

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.

Short description

How can libraries best introduce new digital literature to the public? The objective of “Turn on Literature” is to find solutions to this question. The partners will approach the field of digital literature through the work with literary installations, exhibitions and workshops in Romania, Denmark and Norway. The partnership will seize the opportunities that digital literature offers for audience development and will reposition the library to suit users’ needs in an increasingly digitised world. Target groups will be young adults and traditional book readers at the libraries.

Digital literature is an emerging field where authors combine language with the affordances of digital devices (such as computers, tablets, sensors, RFID chips, smart phones etc) to create contemporary literature. The three partners will work closely with authors in order to create innovative presentations of interactive works of literature and circulate the European works to the involved libraries. Exhibitions and capacity building events will secure that literature born in new media in the future will have a place to meet an audience.

(Source: Event holders description of The Turn on Literature)

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Short description

Literature has been the place to go for views on the new and discomforting. Readers have looked to literature to understand the movements of society and their own role in it. Is the experimental arena of electronic literature where we should now look? Can electronic literature help readers find ways to connect or disconnect with the ubiquitous digital transformation?

 

The Jury

Scott Rettberg, Professor of Digital Culture, University of Bergen, and author of Electronic Literature (Polity, 2018)Søren Pold, PhD and Associate Professor of digital aesthetics, Aarhus UniversityThomas Vang Glud, Editor of “The Literature Page” (Litteratursiden.dk)Rasmus Halling Nielsen, Author of electronic and printed literatureMartin Campostrini, Curator of electronic literature and digital development, Roskilde LibrariesMette-Marie Zacher Sørensen, PhD in Electronic Literature, Assistant Professor, Aarhus UniversityMaria Engberg, PhD and Senior Lecturer, Dept of Computer Science and Media Technology, Malmö University (SWE), co-editor of The ELMCIP Anthology

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By Hannah Ackermans, 20 November, 2018
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Abstract (in English)

This  article  presents  “Ciberia”,  a  collection  of  electronic  literature  works  in  Spanish, housed  in  OdA 2.0.,  a  learning  objects‟  repository  of  the  University  Complutense  of  Madrid.  The Ciberia project involves experimentation at the humanistic and technological level, since it deals with the challenge of archiving digitally-born literary works as well as with the archiving process itself, which we  are  carrying  out  in  OdA  2.0,  a  data  management  system  for  the  creation  of  learning  objects repositories  on  the  Web.  OdA  allows  different  researchers  to  work  collaboratively  in  a  simultaneous manner on the data base, they can not only introduce new objects but they can also modify the data model. This entourage  allows us to create taxonomies in an  inductive rather  than deductive manner. The  article  covers  aspects  such  as  the  objectives  of  the  collection,  the  elaboration  of  Ciberia‟s bibliographic  card,  the  process  of  metadata  cleaning  and  reconciliation  with  other  collections  of  the Linked Data cloud, such  as the CELL  Project, and Ciberia‟s research and  pedagogical functions. Moreover, we will showcase some of its most representative literary works as we revise the process of the collection‟s creation.

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Email
allantv@roskilde.dk
Short description

Is society’s digital turn reflected in the way we read and write literature? Will literature be “turned on” by digital media? How do media change culture? How does culture change and inform the digital field?How can libraries best introduce new digital literature to the public? The objective of “Turn on Literature” is to find solutions to this questions. The partners will approach the field of digital literature through the work with literary installations, exhibitions and workshops in Romania, Denmark and Norway. The partnership will seize the opportunities that digital literature offers for audience development and will reposition the library to suit users’ needs in an increasingly digitised world. Target groups will be young adults and traditional book readers at the libraries.

The key components in doing this will be:

Capacity Building – DigitisationKey Component 1: Production of interactive literature installations involving users in the creation of digital literature at the library. As part of our audience development plan the installations will be designed to be used in co-creation workshops with young adults.

Audience DevelopmentKey Component 2: Digital literature exhibitions. Making new European literature publicly accessible and giving traditional readers a new perspective on digitization.

Capacity Building – Training and EducationKey Component 3:  Best Practice Kit – including material from capacity building workshops, exhibition videos, website and printed material – will work as a tool of dissemination of experiences and results and will be targeted towards cultural professionals.

(self-description)

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Email
margrete@bergenbibliotek.no
Address

Bergen Offentlige Bibliotek (Bergen Public Library)
Strømgaten 6
5015 Bergen
Norway

Short description

Bergen Public Library presents an exhibition of 18 digital works of high quality in today's most creative literary genre, never before exhibited in Norway.

Access to digital literature is limited in Norway and may appear too academic and difficult to access. This exhibition is an effort to spread digital culture to the general public.

More information about the various exhibited works can be found in  the exhibition catalog.

The exhibition is part of Turn on literature project.

(https://bergenbibliotek.no/tjenester-a-a/utstillinger/turn-on-literature)

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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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Description (in English)

Stupid Robot looks at everything but understands nothing. Can you help? Teach it as much as you can about the image. As it learns, it’ll want to know longer and longer words!
Stupid Robot is a quick and easy browser game that asks players to describe an image they are shown with particular lengths of words. The more word slots they fill, the smarter the robot gets.
Stupid Robot shows players images from libraries’ digital collections, and simply by playing players contribute data to these libraries and make the images they “tag” more accessible to the world.

Libraries and museums across the world have millions digital media artifacts, such as audio, video, and images that have no tags. Without tags (also known as metadata) describing their content, these artifacts are unsearchable and virtually unusable. Unfortunately, metadata is time consuming and expensive to generate, and many institutions can’t afford to tag their collections. Stupid Robot is part of the Metadata Games project, a free and open source suite of crowdsourcing games built to collect metadata with the public’s help. Playing Stupid Robot sends tags back to the institutions from which the images are drawn, allowing them to be more accessible to everyone: to the institutions, to researchers, and to the public. Play Stupid Robot, save digital media artifacts from oblivion.

(Source: http://www.tiltfactor.org/game/stupid-robot/)

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game
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Description (in English)

Do you have a green thumb? Test your skills as the victor of vines by typing the words shown on the screen, and grow your beanstalk from a tiny tendril to massive cloudscraper in this calming, zen-like typing game. Beanstalk is a quick and easy browser game that asks players to type the word they are shown on the screen. By presenting players with words from books of libraries’ scanned digital collections, Beanstalk collects transcriptions that are sent back to the libraries that the words come from. The more words players type correctly, the faster the beanstalk grows, and the more contributions are made to libraries’ and museums’ collections. Get to the top of the “High Score” leaderboard by correctly transcribing the most words, and declare yourself the victor of vines! Beanstalk tackles a major challenge for digital libraries: full-text searching of digitized material is significantly hampered by poor output from Optical Character Recognition (OCR) software. When first scanned, the pages of digitized books and journals are merely image files, making the pages unsearchable and virtually unusable. While OCR converts page images to searchable, machine encoded text, historic literature is difficult for OCR to accurately render because of its tendency to have varying fonts, typesetting, and layouts. Beanstalk presents players with phrases from scanned pages from cultural heritage institutions. After much verification, the words players type are sent to the libraries that store the corresponding pages, allowing those pages to be searched and data mined and ultimately making historic literature more usable for institutions, scholars, educators, and the public. Play Beanstalk, save scanned books from digital oblivion. (Source: http://www.tiltfactor.org/game/beanstalk/)

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You’re the head coach of the Eugene Melonballers, an up-and-coming team in the International Smorball Federation. Can you coach your team to victory, helping them win the coveted Dalahäst Trophy and bring glory home to Eugene?
Smorball is a challenging browser game that asks players to correctly type the words they see on the screen–punctuation and all. The more words they type correctly, the quicker opposing teams are defeated, and the closer the Eugene Melonballers get to the Dalahäst Trophy.

Smorball tackles a major challenge for digital libraries: full-text searching of digitized material is significantly hampered by poor output from Optical Character Recognition (OCR) software. When first scanned, the pages of digitized books and journals are merely image files, making the pages unsearchable and virtually unusable. While OCR converts page images to searchable, machine encoded text, historic literature is difficult for OCR to accurately render because of its tendency to have varying fonts, typesetting, and layouts.
Smorball presents players with phrases from scanned pages from cultural heritage institutions. After much verification, the words players type are sent to the libraries that store the corresponding pages, allowing those pages to be searched and data mined and ultimately making historic literature more usable for institutions, scholars, educators, and the public.
Play Smorball, save scanned books from digital oblivion.

(Source: http://www.tiltfactor.org/game/smorball/)

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Making historical books searchable (Source: http://www.tiltfactor.org/game/smorball/)