vocabulary

By Daniel Johanne…, 25 May, 2021
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The lack of a shared vocabulary is a crucial obstacle on the path to a generalized, accessible body of knowledge about Interactive Digital Narratives. This describes a platform to solve this issue, developed in the EU COST action INDCOR (Interactive Narrative Design for Complexity Representations) - a community-driven encyclopedia, defining concepts and applications. Two similar and successful projects (The Living Handbook of Narratology and the Stanford Encyclopedia of Philosophy) serve as examples for this effort, showing how community-authored encyclopedias can provide high-quality content. The authors introduce a taxonomy based on an overarching analytical framework (SPP model) as the foundational element of the encyclopedia, and detail editorial procedures for the project, including a peer-review process, designed to assure high academic quality and relevance of encyclopedia entries.

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By Andrés Pardo R…, 8 October, 2020
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This is a talk about police. The text is read by Alex from A dictionary of the revolution, a multi-media project that attempted to document the evolving language of the 2011 Egyptian revolution.

The project's digital publication contains 125 texts, woven from the voices of hundreds of people who were asked to define words used frequently in conversations in public from 2011-2014. Material for the dictionary was collected in Egypt from March to August 2014.

Nearly 200 participants reacted to vocabulary cards containing 160 terms, talking about what the words meant to them, who they heard using them, and how their meanings had changed since the revolution. The text of the dictionary is woven from transcription of this speech.

The project's digital publication is accessible in Arabic and English translation at http://qamosalthawra.com. The website also gives access to an archive of edited sound clips, images, and transcriptions.

A dictionary of the revolution won the 2019 Public Library Prize for Electronic Literature, the 2018 New Media Writing Prize, and the 2017 Artraker Award for Changing the Narrative.

Source: ELO 2020

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By Jill Walker Rettberg, 23 August, 2013
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Just as Walter Benjamin declared that all "great works of literature either dissolve a genre or invent one," Brian Kim Stefans argues that all successful works of electronic literature are sui generis and invent their own genre. There can be a vocabulary for this invention, however, and Stefans sets out “The Holy Grails of Electronic Literature,” “Six Varieties of Crisis,” and the “Surrealist Fortune Cookie.” Through these concepts, he describes the formal challenges, reading experiences, and fundamental textual units of electronic literature. (Source: EBR)

By Jill Walker Rettberg, 23 August, 2013
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Primary Text: Marko Niemi’s Stud Poetry, a demo of which would run during the presentation.

The paper opens with a brief discussion of the inherently conservative nature of the ELO’s definition of electronic-literature and the critical tendencies which this encourages. It has a strong focus on those critics who identify the forms which electronic literature has taken as an extension of modernist experimentation in the Twentieth Century, while disregarding the new possibilities which programmable media furnishes the poet with.

These possibilities are manifest in Niemi’s Stud Poetry, a text which has been consistently overlooked since its publication, perhaps because it presents a challenge to the dominant critical trends. Stud Poetry cannot fully be understood in terms of print-based modernist experimentation, Dada or Burroughs, because it would be impossible to achieve without a computer program. Niemi wrote the code which ‘writes’ each poem/game.

‘The text’ is thus suspended somewhere in between each iteration as it appears to the user, and the overarching structure provided by the code. Niemi selects the program’s vocabulary, the rules which it must adhere to, the inputs which a user can make, and the probabilities which determine the text’s production, but remains one step removed from the text as it appears on screen. Some control, in the shape of the buttons at the bottom of the screen, is given over to the user- who plays the role of glamorous assistant to Niemi’s conjurer and follows his prompts as the poem/game progresses.

The only serious attempt to critique this relationship as it exists within Stud Poetry is available on C. T. Funkhouser’s New Directions in Poetry website after it was omitted from the print version. Funkhouser’s reading is fundamentally flawed as he misreads the code and believes it impossible to learn from each hand. The value of the words is calculated only once, at the beginning of the game and not at the beginning of each hand as Funkhouser has it. Through experience of the text, the user gains increasing control of it as they understand the value of each word, and can predict with increasing accuracy the way the poem/game will proceed, while recognizing that an element of uncertainty is involved. The element of competition quickly creates a narrative.

With its random-generation and interactivity, Stud Poetry is authored by Niemi without being controlled by him. He uses internet poker as a form, as a print poet might use a sonnet, but his is the more radical utilisation as it challenges what can be conceived of as literature, and where ‘the text’ may be in a work of this kind. His poem/game embodies the challenge which electronic literature poses to print literature, and should be recognised with discussion at a major conference rather than becoming an anomaly or outlier of the Electronic Literature Collection.

(Source: Author's abstract at ELO 2013)

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