non-linear

By Carlos Muñoz, 19 September, 2018
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ISBN
978-1-4-4742-3025-4
Pages
295-309
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All Rights reserved
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Abstract (in English)

"This chapter examines the transformations of literary hypertext as a nonlinear digital writing format and practice since its inception in the late 1980s. We trace its development from the editorially closed and demographically exclusive writerly practices associated with first generation hypertext (also known as the Storyspace School) to the participatory, inclusive, and arguably more democratic affordances of the freely accessible, userfriendly online writing tool Twine. We argue that while this evolution, alongside other participatory forms of social media writing, has brought creative media practices closer than ever to the early poststructuralist-inspired theory of “wreadership” (Landow 1992), the discourses and practices surrounding Twine perpetuate ideological and commercially reinforced binaries between literature and gameplay. In view of the recent proliferation of text-based literary games, however, we argue that media literacies are bound to change and adapt to the cognitive challenges and distinct immersive qualities of literary-ludic hybrid artifacts, and readers/players will develop media-literate strategies of engaging with the clash between hyper- and deep attention" (Hayles 2007)

By June Hovdenakk, 29 August, 2018
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Abstract (in English)

This paper will outline the material process and theoretical underpinnings whereby I turned a critical practice of reading a philosophical text, in this case Plato’s Phaedrus, into an electronic, interactive, Twine game. The game, called “Plato’s Phaedrus: a Memory Pharmacy,” is a rhizomatic dialogical game whereby players engage in a procedure of enacting verbal dialectics upon an interactive text that is interspliced with both Platonic passages and transcriptions of contemporary interlocutor's dialectical analysis upon the Phaedrus. The game is played on Twine, an open-source tool for non-linear storytelling. Players choose a character, either Socrates or Phaedrus, and begin by reading aloud scripted lines of the Platonic text. As the dialogue continues, it becomes unclear if the text has departed from the original Platonic dialogue as the content mixes in anachronisms and the style vears upon the colloquial. Soon conversation choices are introduced as players can choose which line to speak aloud, and thereby steer the dialogue in different conversational directions. The game itself guides players down conversation pathways that discuss the philosophical foundations of writing and textuality, literature and electronic literature, and ends by forcing players to make a choice asked of Socrates in the text – to choose between writing on a soul (a virtual, non-inscribed, potentially eternal form of writing) vs writing on an inscriptive platform (a potentially decaying yet sensible material) The procedure I following to construct this game are as follows: 1) Find passages in the text where it implicitly asks a reader to act alongside or outside of the activity of reading. 2) Expand upon these passages via textual alteration or configuring certain external (spatial or behavior) factors around the reading of the text such that the text more radically directs a reader. 3) Repeat and mould these acts of expansion into a coherent set of rules or structures, thereby creating a game. Note: At any point in this process, find a suitable electronic medium for your textual expansion or game. I believe this procedure is important as it outlines a method of textual analysis that doesn’t only focus on semantic content but also on place, time, duration, voice, style, repetition, and modes of generating response. By sharing this procedure with others I am hopeful that others can create their own interactive platforms that attend to the demands of other text and multiply the variety of pedagogies of textual encounters and reading methodologies that a given text can proliferate. In addition this paper will share certain theoretical underpinnings of this process related to textual interactivity. The choice of textual passage for this project was quite deliberate as Plato’s Phaedrus is one of the foundational texts in the Western tradition which takes up the question of writing’s status as dead and inert. The questioning of aliveness within the written medium will be explored not only via the project itself, but through various key thinkers such as Derrida (the concept of Pharmakon as explored in text Plato’s Pharmacy), Walter Ong’s Orality and Literacy, and Anne Carson’s Eros.

Creative Works referenced
By Kristen Lillvis, 7 June, 2017
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Year
Journal volume and issue
16
ISSN
1555-9351
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Abstract (in English)

The current Indian government’s dream of a ‘Digital India’ does not include digital culture or the digital humanities. The country now has its digital library of digitised analog works (mainly printed texts) but it does not have a significant electronic literature. It does have a growing videogames industry that is becoming keener on sophisticated means of non-linear storytelling and also deeper investment in digital storytelling through platforms such as wevideo etc. mainly for the purposes of raising social awareness. Recent videogames such as the indie RPG, Unrest as well as adaptations of Bollywood films such as Ghajini attempt non-linear storytelling. Digital stories, such as ‘We are Angry’, a story about the recent brutalities against women in India, are becoming a popular medium of spreading awareness.

Together with this, the popularity of using the web as a medium for publishing poetry is on the rise. Some of this poetry, often not acceptable to print journals, tends to go viral on the web and on social media. Indeed, songs such as ‘Kolaveri di’ (sung in Tanglish, a mix of Tamil and English) and ‘Hok Kolorob’ became overnight hits on Youtube and other social media sites. While the former gained cult status in the country, the latter inspired a political movement against a corrupt education system. Another example is the digital recording and dissemination of the late-poet Vidrohi who lived by himself in a university campus in Delhi and composed poems in the oral tradition.

Non-linear traditions of storytelling and poetry have existed in India since ancient times and in a variety of forms ranging from the stories in the Katha traditions to the Urdu dastangoi plays. Strangely, though, despite its recent digital commitment, the government has not considered digital counterparts of such nonlinear literature worthy of its attention. Electronic literature, as it is understood in Europe and the U.S.A, does not have a presence in Indian literary and cultural traditions yet. The few Digital Humanities programmes that have developed in the country might be engaging with electronic literature in their curriculum. If so, the beginnings of e-lit are already evident in older cultural traditions and the process of remediation is certainly This article aims to explore the (non)beginnings of electronic literature in India and to think through larger implications of electronic literature in the digital culture and Humanities teaching at large.

Description in original language
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Description (in English)

The End: Death in Seven Colours is a non-linear Internet artwork made in the interactive authoring environment Korsakow. Seven deaths (corresponding to seven colours of the rainbow) are examined through the prism of popular culture and film in a vast, encyclopedic mash-up. The work presents an “exploded view” diagram of our culture’s relationship to death and narrative closure. Like a chose-your-own-adventure conspiracy theory, The End weaves together a paranoid meta-text organized around themes of the unknown, concealment, secrecy, and the shifting boundary between animal, man and computer in the post-human era. The deaths of Alan Turing, Sigmund Freud, Princess Diana, Jim Morrison, Judy Garland, Walter Benjamin, and Marcel Duchamp become the touchstones for many impractical segues and short circuits peppered with recurring motifs such as 4 a.m., His Master’s Voice, Snow White,The Rainbow, Chess, The Man Behind the Curtain, and an array of famous surrealist artworks that find new meaning in their entanglements with these stories.

(source: ELO 2015 catalog)

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Description (in English)

Phantom Agents is an episodic fiction that programmatically weaves sequential narration with random selections of text and image. Li and Pym are partner agents inside a broken augmented reality game. They solve complex plot problems in a plot that is proliferating beyond all reason. They collect data at virtual parties and forget all about their first bodies. They observe and are observed observing. Agency, identity, point of view and reality are slippery as both the fictional characters and the reader/user navigate cine-poetic juxtapositions, make meaningful narrative connections and progress, episode by episode, towards an understanding of the network that includes them.
“Recombinant poetics”, a term coined by artist/scholar Bill Seaman, refers to a techopoetic practice in which the display and juxtaposition of semantic elements are generated by computer algorithms, rather than through an author’s predetermined composition. Although inspired by traditions of combinatorial literature and the use of constraints to generate narrative or poetic forms, recombinant works of art produce variable “fields of meaning” (Seaman/Ascott) for the user/reader/viewer. Recombinant authors program discrete semantic elements, media stored in arrays or databases, to display through random, semi-random or variable processes, often in conjunction with user-interaction. Examples of recombinant poetics in works ofdigital poetry and art are abundant. Digital narratives that foreground recombinant processes are less common, because they tend to dismantle or dissolve themselves as sequential narrative in favor of more non-linear, emergent meanings. However, narrative authors since Laurence Sterne have tried to harness life’s variability and randomness inside their fictions by embedding non-narrative representations of contingent experience within a narrative framework. Through digression, semantic shock, dream logic, parataxis, meta-narrative, stream of consciousness, authors disrupt narrative logic in order to produce affect in the reader/viewer, which in turn contributes to the realization of a fictional world.
Phantom Agents is a playground of familiar identification processes inside a near-future culture that is dominated by database logic. The work is narrative and poetic, deterministic and variable, book-like and cinematic in an effort to explore a networked version of what John Ashbery calls “the experience of experience.” In this work, I create a recombinant fiction that uses computational procedures (random selections of image and text) to produce the affect of variability and randomness alongside or as counterpoint to narrative sequencing.

(source: ELO 2015 catalog)

By Thor Baukhol Madsen, 6 February, 2015
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Pages
360-362
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Abstract (in English)

Nonlinear writing refers to (a) a writerly activity and (b) a specific type of written document. The first meaning relates to the strategy of composing a text in a nonsequential way by adding, removing, and modifying passages in various places of manuscript rather than producing it in one piece, from beginning to end. The second meaning refers to documents that are not structured in a sequential way, with a clear beginning, middle, and end. Rather, their macrostructure follows an associative logic, which assembles its composite elements (paragraphs, text chunks, or lexis) into a loosely ordered network. These networks offer readers multiple choices of traversing a document, which can facilitate specific types of reading strategies, such as keyword searches or jumping between main text and footnotes, and complicate others, such as reading for closure or completeness. (Source: Author's introduction)

Description (in English)

Quantum Collocation is a work of experimental writing designed as an application for mobile digital devices. An interactive erasure of an excerpted page from a foundational essay by preeminent physicist Niels Bohr, Quantum Collocation applies the laws of quantum mechanics to the user’s experience of the work, allowing her to uncover a range of unique poetic possibilities within Bohr’s original text through her positioning and repositioning of the mobile device in space. The work embodies Bohr’s notion of “complementarity,” in which the way an experimental apparatus designed to measure a particle’s properties is configured is crucial to determining precisely which of those particle’s characteristics become determinate at the moment of observation. In Quantum Collocation, Bohr’s words are the particles under observation, and the mobile device is the experimental apparatus through which those observations are made possible; each of the device’s unique positions in space uncover a unique poetic possibility within Bohr’s original writing. Quantum Collocation deploys probability functions that determine how poems become legible to the user, creating a dynamic, non-linear text distributed across space and time. Yet rather than being algorithmically generated, each poem has been carefully crafted by the author, providing a unique series of literary reflections on the philosophical implications of quantum physics and the indeterminate nature of physical reality. (Source: ELO Conference)

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Description (in English)

'City of dreams' is an excerpt from a work in progress entitled 'a smear of roses' and explores subjectivity, secrets, sadness and desire. The non-linear text of 'a smear of roses' ruptures traditional narrative, opening out into flightlines across the plains of madness, picking up trace memories of disturbing events, sensual and violent impulses, erotic encounters and pyschotic states.

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Description (in English)

The Unfortunates is an experimental "book in a box" published in 1969 by English author B. S. Johnson and reissued in 2008 by New Directions. The 27 sections are unbound, with a first and last chapter specified. The 25 sections in-between, ranging from a single paragraph to 12 pages in length, are designed to be read in any order.

(Wikipedia entry on The Unfortunates)

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The Unfortunates  1st edition (UK)