online

By Lene Tøftestuen, 26 May, 2021
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Abstract (in English)

In Electronic Writing, what often becomes more essential than the narrative is how the computational elements are brought into the fold of storytelling with the text at its centre (Heckman and O’Sullivan 2018). It is true but not uniform across all spaces of creative production. Collaborative efforts like We Are Angry | Experience have been very successful in using the online space to deliver a powerful message. But, in a space like India, the digital divide also dictates the mode of storytelling, especially when it comes to solo ventures. When we think about Indian online narratives, the most common instances reach us via social media (Shanmugapriya and Menon 2018). Despite its reach, the extent of experimentation is rather low. That is why much of the writing can also be found on blogs hosted by websites like WordPress or Blogger. Yet, from personal experience of online writing, as most of the readership is found on mobile phones, the amount of media that can be incorporated is also limited. It is limited because, in a space like India, many people still do not have access to a standard internet connection to view the multimodal elements.My paper proposes to address how individual storytellers, i.e., the people who write, design, and publish narratives all by themselves, without any collective or institutional support, who are forced to be minimal, go about telling stories in the online mode. My central research questions would be to understand: 1) the markers of Indian-ness (if any will vary from a case to case basis as it is impossible to reduce a culture to certain markers) in the narratives 2) the socio-cultural background of people who are telling these stories 3) the platforms they are choosing to tell these stories. To gather the data, I intend to float a short survey in various research and writing communities and use the dra. ft | Future of Text (@dra_ft_) • Instagram photos and videos archive to develop my hypothesis. Via analysis, I hope to understand the type, mode, and platform(s) most accessible for storytelling in the Indian online space.

(Source: author's own abstract)

Description (in English)

'Een hele echte' is a story told through emails that readers receive in the course of 14 days. In the story, Helen is looking online for a new bass gitar. She stumbles upon Tarak, who is not a real person, but an artificial intelligence entity. Helen experiences the enormous influence of her live on the internet, which is completely taken over by Tarak. 

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Contributors note

Zo'n coole basgitaar als ze Kim Gordon van Sonic Youth zag bespelen in een oude videoclip, die wil Helen als ze eindelijk weer muziek gaat maken. Online loopt ze Tarak tegen het lijf die virtuoos kan zoeken en haar leidt naar de overtreffende trap van de BC Rich Mockingbird Bass, namelijk het exemplaar waarop Kim Gordon speelt in die clip. De Echte!Wie zich aanmeldt volgt veertien dagen het avontuur dat Helen meesleurt tot op louche nachtelijke parkeerplaatsen achter een winkelcentrum in Sydney Australië. Tarak blijkt geen mens maar een vorm van kunstmatige intelligentie. Dat is interessant en erg handig. Tot Helen ervaart hoe de enorme invloed van het internet op haar dagelijks leven in handen valt van een wezen dat zich aan geen enkele menselijke beperking of overweging houdt. Spookachtig en vervreemdend, is zacht uitgedrukt, wat er dan gebeurt. Vragen over wat een intentie, wat contact, begrip en menselijke authenticiteit zijn als we met AI omgaan dringen zich op. En wat bezielt Tarak?De basis van het vervolgverhaal is een tekst bestaande uit emails die Helen aan de lezer stuurt. Maar de omgeving waarin die tekst verschijnt is verrijkt met real-time berichten uit newsfeeds, weer-apps, en losse chatberichten van Tarak, die zich aanpassen bij de locatie en het tijdstip waarop Helen zich in het verhaal bevindt, en bij de locatie van de lezer. De digitale alledaagse werkelijkheid van Helen en lezer is het decor waarin het vervolgverhaal zich afspeelt.

By Chiara Agostinelli, 28 October, 2018
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Abstract (in English)

"Do it" by Serge Bouchardon is an app that encourages the reader to be a more active participant in their lives. Posted in this issue is a sample video of Bouchardon’s app. Upon opening the app, the reader is told they are at a job interview and then is prompted through the various existential anxieties that follow. You can shake, tap, and expand the narrative, but the most important thing asked of you during the experience is: can you adapt?

The work has been presented by "The New River" for the Spring 2018 edition.

The app is avaiable for Ios and Android devices and it can be found here:https://www.cddc.vt.edu/journals/newriver/18Spring/DoIt/DI.html

Source: https://www.cddc.vt.edu/journals/newriver/18Spring/editor.html

Description (in English)

SELFIEPOETRY is a series of poems looking at some ways in which the inscription of the self (in today’s paradigmatic digital manifestation, i.e.: the selfie) can be reinterpreted against a very vague and unorthodox selection of artistic and literary trends. As of today, there are 8 poems, each constituting an intervention in a different movement. They also touch upon some very personal matters, since the author is intrigued by the many ways in which people today share their personal lives online.

Description in original language
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Description (in English)

Concept "The End of the White Subway" is a strange little text-game that bears some resemblance to a text adventure or interactive fiction... more or less the way a toadstool resembles a geranium. Is this a game? If being a game requires consequential decisions, controllable actions, differential outcomes, and quantification (score), then it's a game. If your definition includes fun, well... This project is really more like a time simulator -- though in some ways every game is that. It invites you to think about the passing of time (all those moments you'll never get back), the way things change even as they stay the same, what you think you are doing when you can't do much of anything, and how you know when it's time to leave the train. What You Can Do Ride the train from station to station: either click Continue or simply press any key while you are in Train mode. (You'll need to click once in the text window, or use the Continue link initially, in order to set focus.) Each station of your passage comprises a screenful of text. The text is always different, or perhaps always the same. Look at things: The Earth is full of them. Examinable objects show in red when under the cursor. Click to inspect. Some objects are described in text, some with images. Collect things: You may add objects to your Inventory after you inspect them. Clicking the Inventory link at left shows you what you have. You are only allowed to hold seven things. The system will automatically delete the oldest item if you exceed the limit. Delete or Expend things: Every item in your inventory is preceded by an X. Click here to remove the item. Some items go quietly. Others perform certain actions before they disappear. Read (or not) a story: Occasionally the view will change from Train mode to something more coherently narrative. Read (or not) and then follow the link to return. This story has a beginning and an end, and a beginning and no end. Ask for help: Use the Help link at left. Ask for as much help as you can stand. Exit: Use the Exit link whenever you feel you are ready. Leaving the train ends the game. Technical Notes The game is built entirely in Javascript and plain-vanilla HTML/CSS. This means it is stateless, so remember that leaving the page means wiping out your game. Recommended browser is the current build of Firefox (Mozilla). The game will run in Safari with minor visual glitches. Internet Explorer doesn't recognize keystrokes to advance the game, but seems to handle all other aspects. I haven't even started debugging this thing, so expect trouble. (Source: ELO 2015 Conference Catalog)

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By Hannah Ackermans, 28 November, 2015
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Abstract (in English)

The end-point of any form of literary communication is the reader, as acknowledged by the shift towards studying reception in fields such as book history and cultural studies. Electronic literary studies has, to date, remained principally concerned with issues of textuality and medium. Certainly it has, from its inception, extensively explored theoretical issues around the nature of authorship and the extent reader agency. However, this “reader” has tended to remain broadly a theoretical construct rather than a documented empirical reality. Indeed, the first wave of electronic literature has been criticised for imbuing this idealised “reader” with an appetite for digital literary experimentation, common amongst electronic literature scholars and practitioners but scarcely evident amongst the broader reading public.

This paper examines reader behaviour in digital environments through focussing on one of the major configurations of contemporary reading – the writers’ festival. These are also known as “festivals of ideas” or take the form of cultural festivals with a significant bookish slant. Intriguingly, digital-only writers’ festivals are beginning to emerge, such as the US-based #TwitterFiction Festival (http://twitterfictionfestival.com/, 2012- ) and the Melbourne-co-ordinated Digital Writers’ Festival (http://digitalwritersfestival.com/2014/, February 2014- ). These innovative events are characterised by web-streamed panel presentations by geographically dispersed writers, live webchats between writers and organisers, Twitter interaction with and between “readers”, online book clubs and collaborative, real-time literary composition. They hence showcase reader modes of interaction with digital literature and document actual readers’ responses to digital literary texts.

More broadly, even major site-specific writers’ festivals (Edinburgh, Hay-on-Wye, Sydney, Toronto) now commonly incorporate significant digital elements, such as live tweeting during sessions, guest bloggers, online fora, live inter-festival link-ups and extensive online archiving. There is a question of whether, by the second decade of the 21st century, any writers’ festival can be considered purely site-specific.

The mainstreaming of the digital writers festival offers a rich new field of research for scholars of electronic literature, permitting as it does examination of actual reader encounters and responses to electronic (and print) literary forms in digital environments. However it simultaneously provokes some unsettling questions. While digital literary festival components greatly expand audiences for writers’ festival events, overcoming limitations of geography, time and disposable income, do they dilute the performative specificity of the event: the special aura of being physically present at a one-off reading by a particular author? If writers’ festivals move increasingly online, can they continue to expect significant cultural policy support from state and local governments on the basis of their contribution to local tourism and civic branding? Does social media’s increasingly audio-visual orientation undermine the literary festival’s traditional (even aggressive) assertion of the primacy of print?

Scholars of electronic literature have been at the forefront of exploring such inter-medial issues since the genre’s emergence in the late 1980s. But the rise of the digital literary festival casts disciplinary consensus into a new light and prompts urgent questions about who the readers of electronic literature – the end-point of this cultural form -- actually are.

(Source: ELO 2015 Conference Catalog)

By Kriss-Andre Jacobsen, 4 October, 2013
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Abstract (in English)

Computer-generated poetry is now almost sixty years old, stretching from the work of Christopher Strachey, Jackson Mac Low and Theo Lutz in the 1950s to the wealth of interactive poetry generators freely available online today. According to Antonio Roque, this history comprises four distinct (but overlapping) ‘traditions’: the Poetic; the Oulipo; the Programming; and the Research. But despite the inherent ‘literariness’ of the enterprise, one tradition is conspicuous by its absence: the ‘Critical’. It is the object of this paper to rectify this omission, proposing a mode of critical engagement that might allow interactive poetry generators to be naturalised as objects of textual study according to the protocols of literary criticism. It seeks to achieve this by means of a comparative analysis between what might be construed as the first interactive poetry generator – Tristan Tzara’s ‘How to Make a Dadaist Poem’ – and one of the most recent (and most powerful) – Chris Westbury’s JanusNode. It argues that a full critical understanding of Tzara’s text can only proceed from a phenomenological engagement attentive to the 'reader-plays-poet dynamic' that is a feature of any ‘Dadaist poem’. This approach is then applied to present-day interactive poetry generators via an interface-centred close reading of JanusNode that draws on the phenomenology of Gaston Bachelard and the work of concrete poets such as Eugen Gomringer. This analysis serves to assert the literary pedigree of interactive poetry generation and, more importantly, establishes some ways to critically fix a textual object for which flux might be said to be a primary characteristic. Previous to the advent of the web, the failure of literary criticism to engage with poetry generation might be excused, as the critic’s access was limited by problems of distribution and resources and a lack of specialised knowledge. In the contemporary online environment, however, this failure is no longer tenable. This paper strives to encourage deeper critical engagement with interactive poetry generation and the recognition that these programs constitute virtual aesthetic objects in their own right worthy of literary study. Furthermore, it aims to engage Roque's other ‘traditions’ in dialogue, in the hope of further developing and extending the myriad possibilities of poetry generation.

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Description (in English)

Urban Fragments is an interactive website that functions as a repository for ideas about the city and how the urban experience can be translated into an online experience. From the opening users can peruse numerous avenues each accessible through a different vertical fragment pictured on the home page. Animations, processing sketches and images are gathered together within the site and open in individual pop up windows creating random juxtapositions and eventually chaos on the screen.

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Description (in English)

The Mandel.brot Project (http://www.mandelbrot.fr, in French) has existed online since 1999. From the beginning, we dedicated our project to an experimentation with the aesthetics of the ephemeral and the flow; we thus refuse any archiving of the source files of our creations. The creations remain on the web for a few months. Then they are removed forever. And even when they are online, they permanently face extinction: the instability of the digital device is integrated as a fundamental aesthetic principle in all our works (see « Flux »: the movement of the words was supposed to be calm and relaxing; but on powerful computers, the flow is transformed into a wild torrent). Each creation on Mandel.brot thematizes this instability in a specific way.The Mandel.brot Project is a dialogue (we invite you to compare for example « Soleil Amer » and « Inexorable »), which sometimes becomes animated, and sometimes stops for a long time. None of the creations on Mandel.brot can be separated from their context: the website and the device, which remains deliberately unstable.

(Source: Authors' description for ELO_AI)