platforms

By Milosz Waskiewicz, 27 May, 2021
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Abstract (in English)

Since the 1960s, several Peruvian poets, insular and heirs to an experimental poetic tradition, created works with visual and verbal elements that advanced the presence of poetry in electronic media and platforms. Works such as those by Jorge Eielson, Raquel Jodorowsky, Ricardo Falla, Enrique Verástegui, César Toro Montalvo or Juan Ramirez Ruiz already showed in Peruvian creators an awareness of the existence and assimilation of electronic media to their productions based on references to circuits electronic (1964), computers (1973-1988) and formal and experimental games with the algorithm (1977). Works like these are used in key antecedents to reimagine the Peruvian poetic tradition, but, at the same time, they raise the need for an approach that analyzes and discusses the adoption of the media as part of poetic experimentation to understand, in all its dimensions, at the time of the internet boom and its platformization, the work carried out in later decades by José Aburto with interactive poems using Flash (2000); Oswaldo Chanove through the possibilities of the hyperlink in a web platform (2001); Enrique Beó with hypertext poems in binary language through Wix and Issuu (2010); and Rafael García Godos with MVX0 a video game poem programmed in Unity (2017). Therefore, the objective of this panel is to show how, since the 2000s, Peruvian poets have inhabited digital platforms with works that used different technologies in trend, as practices related to what was previously developed by their peers in the materiality of paper. For this, our research will focus on this problem from a media archeology with two areas that must necessarily dialogue: discursive and digital. In the first case, to trace the insularity of these authors, we start from Michel Foucault's concept of genealogy as the study of a non-linear and heterogeneous history of knowledge, contextualized by power relations. In the second case, to show the jobs that were hosted on the Internet, we will use various rescue platforms such as wayback machine, for old websites; Ruffle, for work done in flash; and videos of the experience in the case of wix. The result of this work will be exposed in a data visualization on what we have called the origins of electronic poetry in Peru. In this way, we consider that a genealogical work must combine the apparatus of symbolic evaluation and the consequent use of platforms to counteract the absence of a critical and theoretical approach to this complex field, but also the obsolescence of technology.

By Milosz Waskiewicz, 27 May, 2021
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Abstract (in English)

Panel description 

This panel explores how digital environments affect literature, and more specifically, how writing and reading practices speak across electronic literature platforms. If it is true that every medium develops its own telling structure and, thus, each platform allows authors specific literary affordances and constraints. It is also true, from a narratological point of view, that the same medium could spawn different products (Ryan 2004). With this in mind, panel members focus on female literary creations, coming from different geographic regions. Their papers analyse the ways in which platforms affect narrative and poetic construction, including gender patterns highlighted in the selected examples. Methodologically, qualitative and quantitative research methods are used, including close reading, digital hermeneutics, distant reading, semiotics and Material Engagement Theory (MET). 

HStudies Research Group, University of Jyväskylä, Finland 

Individual abstracts 

Posthuman Intermedial Semiotics: From the Holodeck to Mez Breeze’s micro-V[R]erseAsun López-Varela (Complutense University Madrid, Spain)

From a semiotic perspective, this presentation explores V[R]erse, a collection of poems and micro-stories that celebrates well-known E-lit artists, turning the pieces into Posthuman VR experiences. Australian net.artist and game designer Mez Breeze uses VR sculptures to add to these micro-stories. From a semiotic and MET perspective, the paper explores desktop-based VR. 

A Hermeneutics of Stephanie Strickland, Cyntia Lawson Jaramillo and Paul Ryan’s SlippingglimpseMaya Zalbidea (Complutense University of Madrid, Spain)

This study offers a hermeneutical analysis of the Flash interactive poem Slippingglimpse. This hermeneutical analysis pays attention to the common features of poetry such as poetical language, structure, form and rhythm, as well as the particular signs used, as well as the effects and the computer elements it integrates.

Labiba Khammar’s Critical and Creative WorksEman Younis (Beit Berl College, Israel)

This paper sheds light on the experience of the Moroccan writer and critic Labiba Khammar, who is one of the pioneering Arab women writers in the field of digital literature. Labiba wrote an important theoretical book, a theoretical project that was followed by a practical creative project: Guraf wa Maraya. Through this work, Khammar discussed the issues of writing a novel through a series of stories that are disconnected and connected simultaneously.

Unfixed Gender Patterns in World Electronic Literature PlatformsGiovanna Di Rosario (Polytechnic of Milan, Italy) and Nohelia Meza (Independent Scholar, Mexico)

This research describes and analyses the ways in which traditional markers of identity, such as gender, are reconfigured in digital literature. The study aims at understanding the role of place and gender in a poetic digital environment. By investigating and applying distant reading techniques to works authored by female writers from Europe and Latin America, Di Rosario and Meza trace the unfixed and polyhedric feminine literary and poetic voices embedded in E-lit creations.

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By Lene Tøftestuen, 25 May, 2021
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Abstract (in English)

A primary interface pattern of contemporary software platforms is the infinite scroll. Often used to deliver algorithmically-selected personalized content, infinitely scrolling feeds are one of many design decisions seen as responsible for compulsive use of social media platforms and other information-rich sites and apps. During the COVID-19 pandemic, a time marked by a substantive increase in time spent online, the infinitely scrolling feed has been implicated in a new negative pattern: “doomscrolling.” Doomscrolling refers to the ways in which people find themselves regularly--and in some cases, almost involuntarily--scrolling bad news headlines on their phone, often for hours each night in bed when they had meant to be sleeping. While the realities of the pandemic have necessitated a level of vigilance for the purposes of personal safety, doomscrolling isn’t just a natural reaction to the news of the day—it’s the result of a perfect yet evil marriage between a populace stuck online, social media interfaces designed to game and hold our attention, and the realities of an existential global crisis. It may be hard to look away from bad news in any format, but it’s nearly impossible to avert our eyes when that news is endlessly presented via designed-to-be-addictive social media interfaces that know just what to show us next in order to keep us “engaged.” As an alternative interface, the author’s artwork, titled The Endless Doomscroller, acts as a lens on our software-enabled collective descent into despair. By distilling the news and social media sites down to their barest most generalized phrases and interface conventions, The Endless Doomscroller shows us the mechanism that’s behind our scroll-induced anxiety: interfaces—and corporations—that always want more. More doom (bad news headlines) compels more engagement (via continued liking/sharing/posting) which produces more personal data, thus making possible ever more profit. Using concepts from Christian Ulrik Andersen’s and Søren Pold’s Metainterface, Wendy Chun's analyses of habitual new media, Geert Lovink’s theories of how sadness gets coded into platforms, and Matthew Fuller’s software studies guidance to perform deep analyses of small computational things, this paper will examine how the infinite scroll has intersected with pandemic-era platforms to create a world full of unhappy and unrelenting doomscrollers. Why don’t users look away from the scroll? Who most benefits when they can’t stop? And how might text-focused digital artworks intervene? Can an artwork that asks users to read *more* bad news headlines create an opportunity for mindfulness or enable a sort of exposure or substitution therapy, a way to escape or replace what platform interfaces want from and do to us? What if, in this age of pandemic platforms, the only way out of too much doomscrolling is endless doomscrolling?

(Source: Author's own abstract)

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Creative Works referenced
By Lene Tøftestuen, 25 May, 2021
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Abstract (in English)

Anton Ferret, author of the E-Lit work The Fugue* book, will present a reflection on the technological and creative part of it, all that can be done well working with platforms and taking advantage of their own intrusion into the data and all that it means to lose it by the cultural and technological change that has meant the greater awareness for privacy. Oreto Doménech, a researcher in digital literature, will focus on the reception: on how this literary work reconfigures the platforms through which it’s expressed and on how fiction itself uses the platforms to build a metadiscursive reflection on the literature inserted in the historical and social fact.The Fugue* book (ELC II; 2008) turns the reader into the author and protagonist of the same story he is reading and his real-life friends turn into fictional characters. Both obsessively harass him in a violent, sensual plot: with crimes, envy (including literary one), false attributions of authorship and bitter disputes in forums and social networks. Technically, the work is based on the idea of remixing and "mashup" and integrates elements as diverse as the Facebook APIs, applications in PHP and Javascript languages, automatic emails, PDF self-generation or speech synthesis. You can see a video of the work (https://youtu.be/m4UW5uo_H4M) which cannot be read right now due to the obsolescence of the Adoble Flash software.Technologies and platforms in this work are related to creation, not to edition or distribution, which supposes main problems and diverse derivatives of the technologies, like the need of continuous technological update, costs, dependence on the work to the availability of the technology and of the platforms, like for example, to other people's conditions, subjection to technological evolution of the platforms and the introduction of third parties, the big platforms, in the very heart of the works. This literary fiction is constructed with interaction, multimedia, language technologies, data obtained from the Internet and data provided by the reader, ingredients all of which involve well-known and used technologies and platforms.However, the reading pact that introduces us to fiction, reconfigures these platforms along different reading paths. The use of the wide range of platforms builds the plausibility of the stories and ironically places them at the center of the digital landscape in a critical review of the platforms themselves. The theme is distilled, refined, and focuses on the dehumanization of relationships between people, the text-context relationship, public and private space, the real self and masks (authorship, deception and plagiarism), gender literary texts and their analogy with the types of platforms… Texts and spaces related to a communicative situation completely out of literary creation make it possible for all these fragments to function as parts of a single literary narrative.Reading The Fugue* book is an intelligent, amusing and critical experience, with the subtle background of the complexity of the human being able to create (the) networks with words. When digital accelerates the hybridization of the arts, only the centrality of the word defines literature.

(Source: Authors' own abstract)

By Milosz Waskiewicz, 25 May, 2021
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Abstract (in English)

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 Ana Castello, 2 October, 2018
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CC Attribution Non-Commercial Share Alike
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Abstract (in English)

We describe six common misconceptions about platform studies, a family of approaches to digital media focused on the underlying computer systems that support creative work. We respond to these and clarify the platform studies concept.

(Source: Authors' abstract)

By June Hovdenakk, 19 September, 2018
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978-1474230254
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371-384
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Abstract (in English)

eReaders are becoming more normal and convenient, but which technology is the "best"? This chapeter attempts to inscribe those concerns for the readers. A central concern is that the eReader is currently undergoing a low-intensity version of the format wars of the 1980s (Betamax vs. VHS), and 2000s (HD-DVD vs. Blu-Ray), bereft of commentary from scholarly and teaching circles, which stand to be most directly affected by the adoption of one particular platform over another. 

(source: from the chapter Unwrapping the eReader: On the Politics of Electronic Literature)

Platform referenced
By Dene Grigar, 13 August, 2018
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9780262035972
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296
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All Rights reserved
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Approved by librarian
Abstract (in English)

An exercise in reclaiming electronic literary works on inaccessible platforms, examining four works as both artifacts and operations.

Many pioneering works of electronic literature are now largely inaccessible because of changes in hardware, software, and platforms. The virtual disappearance of these works—created on floppy disks, in Apple's defunct HyperCard, and on other early systems and platforms—not only puts important electronic literary work out of reach but also signals the fragility of most works of culture in the digital age. In response, Dene Grigar and Stuart Moulthrop have been working to document and preserve electronic literature, work that has culminated in the Pathfinders project and its series of “Traversals”—video and audio recordings of demonstrations performed on historically appropriate platforms, with participation and commentary by the authors of the works. 

In Traversals, Moulthrop and Grigar mine this material to examine four influential early works: Judy Malloy's Uncle Roger (1986), John McDaid's Uncle Buddy's Phantom Funhouse (1993), Shelley Jackson's Patchwork Girl (1995) and Bill Bly's We Descend (1997), offering “deep readings” that consider the works as both literary artifacts and computational constructs. For each work, Moulthrop and Grigar explore the interplay between the text's material circumstances and the patterns of meaning it engages and creates, paying attention both to specificities of media and purposes of expression.

(Source: The MIT Press catalog copy)

By Filip Falk, 23 July, 2018
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13
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Abstract (in English)

This project aims to explore some of the differences and similarities between the narrative video games and electronic literature games documented in the ELMCIP Knowledge Base. The paper focuses on comparing the two game types and discussing literary aspects, game mechanics, platforms, and more. It also includes graphs made in Gephi that shows how tags and platforms from the Knowledge Base can be connected to the different games and works. 

(Source: Author's description)

By Søren Pold, 31 October, 2017
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9780262037945
Pages
240
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All Rights reserved
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Librarian status
Approved by librarian
Abstract (in English)

Metainterface is about interface aesthetics and culture, and as an analytical strategy, it focuses on the tendency in art that reflects the contemporary interface; that is, on readings of artworks. In this sense, it presents contemporary art works, but it also reflects on the current challenges of contemporary interface culture in a situation where the computer’s interface seemingly both becomes omnipresent and invisible; where it at once is embedded in everyday objects and characterised by hidden exchanges of information between objects; or, what it conceptualizes as a metainterface. By bringing the tendency in artworks forward, the book aims to demonstrate how certain critical interfaces have an ability to reflect the deeper fissures within new technologies and the production of the work of art itself; an ability to show us an interface, after the interface has seemingly disappeared into ‘smart’ futures and new promises of anticipation, participation, and emancipation.