Towards a History of Electronic Literature
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
ENG 1131: Writing Through Media—Ergodic Literature
Milligan i ENG 1131: Writing Through Media—Ergodic Literature Section 1983 Instructor:Caleb Milligan MWF, 6; W, E1-E3 Email:[email protected] ARCH 116 Office Hours:TUR 4367; MWF, 4 (and by appointment) Course Description Ergodic literature, according to media theorist Espen J. Aarseth, are those works for which “nontrivial effort is required to allow the reader to traverse the text,” demanding responsibilities beyond just “eye movement and the periodic or arbitrary turning of pages.” In this course, we will investigate important historical and more recent examples of ergodic texts, paying particular attention to the ways they require us to engage with and interact with the work. Our assigned texts should demonstrate that ergodic literature is not medium specific, as we investigate print literature, film, hypertext fiction, and games that all merit consideration as “cybertexts.” As we read and play these works, we will “write through media” by composing our own exercises of ergodic writing and reading through assignments that test limits of print and digital media. Course screening times will be dedicated to collaborative reading/viewing works that test ergodic and interactive possibilities, and to workshopping with print craft and required software for composition. We will regularly “read together” to emphasize the diversity of experiences ergodic texts may solicit, and to compare the differing resolutions each of you may reach to the shared resolutions we arrive at as a group. You should thus gain appreciation for the analysis and composition -
Electronic Literature: Contexts and Poetics Author(S) Heckman, Davin; O'sullivan, James Publication Date 2018 Original Citation Heckman, D
UCC Library and UCC researchers have made this item openly available. Please let us know how this has helped you. Thanks! Title Electronic literature: contexts and poetics Author(s) Heckman, Davin; O'Sullivan, James Publication date 2018 Original citation Heckman, D. and O'Sullivan, J. (2018) 'Electronic Literature: Contexts and Poetics' In: Literary Studies in a Digital Age, New York: Modern Language Association. doi: 10.1632/lsda.2018.14 Type of publication Book chapter Link to publisher's https://dlsanthology.mla.hcommons.org/electronic-literature-contexts- version and-poetics/ http://dx.doi.org/10.17613/M6K649S3G http://dx.doi.org/10.1632/lsda.2018.14 Access to the full text of the published version may require a subscription. Rights © 2018 the authors. Published by MLA under an Attribution- ShareAlike license http://creativecommons.org/licenses/by-sa/4.0/ Item downloaded http://hdl.handle.net/10468/6275 from Downloaded on 2021-09-28T09:46:47Z 2018 Davin Heckman and James O’Sullivan, “Electronic Literature: Con... about:reader?url=https://dlsanthology.mla.hcommons.org/electronic-liter... dlsanthology.mla.hcommons.org 41-52 minutes ¶ 1 This essay is part of the third iteration of the anthology. Since public review and commentary help scholars develop their ideas, the editors hope that readers will continue to comment on the already published essay. You may also wish to read the draft essay, which underwent open review in 2017, and the project history. Introduction ¶ 2 What is electronic literature? Producing a conclusive answer requires a response to a different but related perplexity that has persisted for far longer: What is literature? For Derrida, the “institutionless institution” of literature is “a paradoxical structure,” 1 of 28 2/1/2018, 12:12 AM 2018 Davin Heckman and James O’Sullivan, “Electronic Literature: Con.. -
The Origins of Electronic Literature. an Overview. As Origens Da Literatura Eletrônica
Texto Digital, Florianópolis, v. 15, n. 1, p. 4-27, jan./jun. 2019. https://doi.org/10.5007/1807-9288.2019v15n1p4 The Origins of Electronic Literature. An Overview. As origens da Literatura Eletrônica. Um panorama. Giovanna Di Rosarioa; Kerri Grimaldib; Nohelia Mezac a Politecnico di Milano, Milano, Italy - [email protected] b Hamilton College, Clinton, New York United States of America - [email protected] c University of Leeds, Leeds, United Kingdom - [email protected] Keywords: Abstract: The aim of this article is to sketch the origins of electronic literature and to Electronic highlight some important moments in order to trace its history. In doing so we consider Literature. Origins. the variety of languages, cultural backgrounds, cultural heritages, and contexts in which Development. digital literature has been created. The article is divided into five sections: a brief World. history of electronic literature in general (however, we must admit that this section has a very ethnocentric point of view) and then four other sections divided into North American, Latin American, European (Russia included), and Arab Electronic Literature. Due to the lack of information, there is no section devoted to Electronic Literature in Asia, although a few texts will be mentioned. We are aware of the limits of this division and of the problems it can create, however, we thought it was the easiest way to shortly map out the origins of electronic literature and its development in different countries and continents. The article shows how some countries have developed their interest in and creation of electronic literature almost simultaneously, while others, just because of their own cultural background and/or contexts (also political and economic contexts and backgrounds), have only recently discovered electronic literature, or accepted it as a new form of the literary genre. -
Sue Thomas, Phd [email protected]
CURRICULUM VITAE last updated June 2013 Sue Thomas, PhD www.suethomas.net [email protected] Narrative Summary I have been writing about computers and the internet since the late 1980s. My books include ‘Technobiophilia: nature and cyberspace (2013), a study of the biophilic relationship between nature and technology, Hello World: travels in virtuality (2004), a travelogue/memoir of life online, and Correspondence (1992), short-listed for the Arthur C. Clarke Award for Best Science Fiction Novel. In 1995 I found the pioneering trAce Online Writing Centre, an early global online community based at Nottingham Trent University which ran for ten years. From 2005-2013 I was Professor of New Media in the Institute of Creative Technologies at De Montfort University where I researched biophilia, social media, transliteracy, transdisciplinarity and future foresight, as well as running innovative projects like the NESTA-funded Amplified Leicester, and the development of the DMU Transdisciplinary Common Room, a collaborative space for cross-faculty working. To date I have received funding from Arts Council England, the Arts and Humanities Research Board, the British Academy, the British Council, the EU, the Higher Education Innovation Fund, the Joseph Rowntree Foundation, NESTA and many others. My partners have included commercial companies, universities, arts organisations, local authorities and colleagues in Sweden, Finland, France, Australia and the USA. I left De Montfort University in June 2013 to focus on writing and consultancy and I am currently researching future forecasting in nature, technology and well-being. I want to know what practical steps we might take to ensure that our digital lives are healthy, mindful and productive. -
Digital Humanities
Miriam Posner Digital Humanities Chapter 27 DIGITAL HUMANITIES Miriam Posner Digital humanities, a relative newcomer to the media scholar’s toolkit, is notoriously difficult to define. Indeed, a visitor to www.whatisdigitalhumanities.com can read a different definition with every refresh of the page. Digital humanities’ indeterminacy is partly a function of its relative youth, partly a result of institutional turf wars, and partly a symptom of real disagreement over how a digitally adept scholar should be equipped. Most digital humanities practitioners would agree that the digital humanist works at the intersection of technology and the humanities (which is to say, the loose collection of disciplines comprising literature, art history, the study of music, media studies, languages, and philosophy). But the exact nature of that work changes depending on whom one asks. This puts the commentator in the uncomfortable position of positing a definition that is also an argument. For the sake of coherence, I will hew here to the definition of digital humanities that I like best, which is, simply, the use of digital tools to explore humanities questions. This definition will not be entirely uncontroversial, particularly among media scholars, who know that the borders between criticism and practice are quite porous. Most pressingly, should we classify scholarship on new media as digital humanities? New media scholarship is vitally important. But a useful classification system needs to provide meaningful distinctions among its domains, and scholarship on new media already has a perfectly good designation, namely new media studies (as outlined in Chapter 24 in this volume). So in my view, the difference between digital humanities and scholarship about digital media is praxis: the digital humanities scholar employs and thinks deeply about digital tools as part of her argument and research methods. -
Cybertext: a Topology of Reading
Cybertext: A Topology of Reading Citation info: Lee, T.K. (2017) “Cybertext: A Topology of Reading”, Modern Chinese Literature and Culture 29(1): 172-203. Tong King Lee “Cybertext” was first used by Espen Aarseth as a critical term to denote dynamic forms of literature in his seminal book Cybertexts: Perspectives on Ergodic Literature. To Aarseth (1997) the cybertext “is not a ‘new,’ ‘revolutionary’ form of text” (18) exclusive to the digital or computing realm. Nor is it a radical departure from “old-fashioned textuality,” (18) that is, the codex book – often seen as having little to do with technology defined in a restricted sense. The notion of the cybertext was indeed proposed in response to the print-digital divide that continues to govern how we think about contemporary literary practice. In the popular imagination, the neologism “cyberliterature” evokes the idea of electronically-enabled literary works produced and received via computing platforms; printed literature, accordingly, is not normally considered as belonging to the “cyber” domain. Aarseth’s re-definition is therefore fundamental in unlocking the medial and generic constraints imposed on the prefix-signifier cyber. In the advent of Aarseth’s theory, the term cybertext does not refer to a particular text genre; instead, it describes “a broad textual media category,” (5) “a perspective on all forms of textuality.” (18; original emphasis) It challenges the traditional assumptions of literary criticism by encompassing a wide range of textual formations, some of which are not conventionally regarded as literature proper. The cybertext is therefore a heuristic category that cuts across media and genres “with no obvious unity of aesthetics, thematics, literary history, or even material technology.” (5) The defining characteristic of the cybertext rests not with its medium of representation – it can be instantiated in print, digital, or mixed-media formats – but within the dynamics of its design and reception. -
Collaborative Approaches to Digital Humanities Projects
CHAPTER 2 TITLE Computing and Communicating Knowledge: Collaborative Approaches to Digital Humanities Projects AUTHORS Lisa Spiro OVERVIEW Two cultural and technological transformations are influencing the move toward collaborative digital humanities scholarship: (1) the abundance of data and (2) Web 2.0, or “the participatory web.” This chapter provides compelling examples of how humanities researchers are responding to these transformations and illustrates different approaches both to collaboration and to digital humanities research. Case studies of HyperCities, the Tibetan and Himalayan Library, the Orlando Project, and The Mind Is a Metaphor are presented based on semi-structured, hour-long interviews conducted with project leaders as well as analyses of articles and Web sites associated with the projects. In the chapter’s final section, the author examines the challenges that collaborative humanities researchers face and suggests how to better support this sort of work. TAGS collaborative, community, data, digital, humanities, information, knowledge, participatory, projects, research, scholarship, web 2.0 AUTHOR BIOGRAPHIES Lisa Spiro, director of the National Institute for Technology in Liberal Education Labs, works with the liberal arts community to explore emerging educational technologies and develop collaborative approaches to integrating learning, scholarship and technology. As part of her passion for tracking emerging educational technologies and analyzing their implications for research and teaching, she edits the Digital Research Tools (DiRT) wiki and authors the Digital Scholarship in the Humanities blog. Lisa’s recent publications include a report for the Council on Library and Information Resources (CLIR) analyzing the prospects for an all-digital academic library (with Geneva Henry), another CLIR report evaluating archival management software, and an essay examining how scholars use digital archives in American literature and culture (with Jane Segal). -
Game Studies' Material Turn
Game studies’ material turn Citation: Apperley, Thomas H and Jayemane, Darshana 2012, Game studies’ material turn, Westminster papers in communication and culture, vol. 9, no. 1, pp. 5-25. DOI: http://doi.org/10.16997/wpcc.145 © 2012, The Authors Reproduced by Deakin University under the terms of the Creative Commons Attribution Licence Downloaded from DRO: http://hdl.handle.net/10536/DRO/DU:30097395 DRO Deakin Research Online, Deakin University’s Research Repository Deakin University CRICOS Provider Code: 00113B WESTMINSTER PAPERS VOLUME 9 ISSUE 1 / OCTOBER 2012 GAME STUDIES’ MATERIAL TURN Thomas H. Apperley The University of Melbourne Darshana Jayemane The University of Melbourne This article argues that among the burgeoning approaches to game studies there is a crucial re-imagining of digital games in their material contexts across different scales and registers: the machine, the body and the situations of play. This re-imagining can be seen in a number of approaches: platform and software studies, which examine the materiality of code and/or the technological infrastructure through which it is enacted; critical studies of digital labour; and detailed ethnographic studies that examine the cultures of online worlds and situate gaming in relation to everyday practices. The article traces these three strands, focusing on how they demonstrate a heightening of the stakes in game studies research by providing access to scale and connecting digital games research to wider interdisciplinary contexts. KEYWORDS digital labour, ethnography, game studies, materiality, media ecologies, platform studies THOMAS H. APPERLEY: The University of Melbourne DARSHANA JAYEMANE: The University of Melbourne 4 55 WESTMINSTER PAPERS VOLUME 9 ISSUE 1 / OCTOBER 2012 GAME STUDIES’ MATERIAL TURN Thomas H. -
Hybridizing Learning, Performing Interdisciplinarity: Teaching Digitally in a Posthuman Age
Hybridizing Learning, Performing Interdisciplinarity: Teaching Digitally in a Posthuman Age Elizabeth Losh University of California, Irvine Humanities Instructional Building 188 U.C. Irvine, Irvine, CA 92697 USA 01-949-824-8130 [email protected] ABSTRACT students and learners perform knowledge work that appeals to the This paper discusses how Southern California serves as a site of broader public. regional advantage for developing new hybridized forms of Although many examples of interdisciplinary pedagogy come interdisciplinary pedagogy, because networks of educators in from studio art or computer science programs that combine art higher education are connected by local hubs created by and science paradigms of technê rather than epistêmê, there are intercampus working groups, multidisciplinary institutes funded also a number of notable local efforts in the “digital humanities” by government agencies, and philanthropic organizations that that bring students and teachers from many departments and fund projects that encourage implementation of instructional majors together from disciplines traditionally associated with print technologies that radically re-imagine curricula, student culture and the classical trivium. interaction, and the spaces and interfaces of learning. It describes ten trends in interdisciplinary pedagogy and case studies from For example, archeology and architecture students have explored four college campuses that show how these trends are being a life-sized computer-generated 3-D model of ancient Rome in a manifested. -
Bringing the Digital Humanities Into Reader's Advisory
Judging a Book By Its Cover: Bringing the Digital Humanities into Reader’s Advisory by Laura Michelle Gerlitz A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts and Master of Library and Information Studies Digital Humanities and Library and Information Studies University of Alberta © Laura Michelle Gerlitz, 2019 ii Abstract This study sets out to examine recurring themes found on book wrappers published by Harlequin in their first seventeen years as a form of marketing strategy. Through the use of specific image and text patterns that correspond to common themes found in paperback genres, Harlequin was able to appeal to targeted audiences, competing with other early reprint companies and eventually become the colossal modern publishing company of today. A unique approach using several digital humanities methods, namely text and image analyses, and data visualizations, will be employed to examine a special collection of several hundred wrappers. An interdisciplinary approach to research in book history will be taken, utilizing a blend of methods from digital humanities, and theories from library and information studies, humanities, and communication studies. The resulting patterns will be connected to reader’s advisory as appeal factors in successful book selection by readers. iii Preface This thesis is an original work by Laura Gerlitz. Portions of this thesis will be published in a future volume of the Bibliographical Society of Canada’s journal, Papers of the Bibliographical Society of Canada, as part of the Society’s Emerging Scholar Award for 2018. iv Acknowledgements I would like to thank a number of librarians, professors and other staff and individuals who supported me throughout these three years of research, without whom this thesis would not have been possible. -
Learning As You Go: Inventing Pedagogies for Electronic Literature
Learning as you go: Inventing Pedagogies for Electronic Literature. In a field like electronic literature, which is both well developed and always emerging, most teachers have faced the challenge of teaching material that is regarded as “marginal” within the Humanities but relevant in the classroom. Though the scholars that circulate around the organization tend to be very interested in literary approaches, most have found themselves working in roundabout ways, slipping electronic literature into literature surveys, media studies, fine arts, and computer science classrooms. Indeed, as Maria Engberg notes in her survey of electronic literature pedagogy in Europe, there are a range of institutional obstacles to the teaching of electronic literature, and these obstacles differ depending on national, institutional, and disciplinary contexts. Citing Jorgen Schafer’s experience teaching eliterature in Germany, Engberg points to the various places where electronic literature can fit into a broader curriculum: “1) literary studies; 2) communications or media studies; 3) art and design schools or creative writing programs; and 4) computer science departments.”i In response to the scant attention to electronic literature in German academic settings, Shafer’s recommendation is “to ‘reanimate’ the so-called Allgemeine Literaturwissenschaft (or ‘general study of literature’) of the 1970s and 1980s in German universities.”ii The conclusion reflected broadly across the various approaches in Engberg’s survey is that the electronic literature teacher must -
10 Gaps for Digital Literature? Serge Bouchardon
Mind the gap! 10 gaps for Digital Literature? Serge Bouchardon ELO Montreal Conference (keynote), 17/08/18: http://www.elo2018.org/ Introduction 2 1. The Field of Digital Literature 3 1.1. Gap No.1 3 Creation: From Building Interfaces to Using Existing Platforms? 1.2. Gap No.2 6 Audience: From a Private to a Mainstream Audience? 1.3. Gap No.3 7 Translation: from Global Digital Cultural Homogeneity to Cultural Specificities? 1.4. Gap No.4 8 The Literary Field: From Literariness to Literary Experience? 2. The Reading Experience 10 2.1. Gap No.5 10 Gestures: From Reading Texts to Interpretation through Gestures? 2.2. Gap No.6 11 Narrative : From Telling a Story to Mixing Fiction with the Reader’s Reality? 2.3. Gap No.7 14 The Digital Subject: From Narrative Identity to Poetic Identity? 3. Teaching and Research 16 3.1. Gap No.8 16 Pedagogy: From Literacy to Digital Literacy? 3.2. Gap No.9 19 Preservation: From a Model of Stored Memory to a Model of Reinvented Memory? 3.3. Gap No.10 23 Research: From an Epistemology of Measure to an Epistemology of Data? Conclusion 25 Bibliography 26 1 Introduction What exactly do we mean by digital literature? This field has existed for over six decades, descending from clearly identified lineages (combinatorial writing and constrained writing, fragmentary writing, sound and visual writing…). The terminology varies, and digital, electronic, and computer-based literature are all commonly used. Yet most critics in the field are in agreement on the distinction between the two principal forms of literature relying on digital media: digitized literature and true digital literature (even if the boundary between the two is sometimes rather blurred, perhaps increasingly so).