Storyspace for Windows User's Manual
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List of Different Digital Practices 3
Categories of Digital Poetics Practices (from the Electronic Literature Collection) http://collection.eliterature.org/1/ (Electronic Literature Collection, Vol 1) http://collection.eliterature.org/2/ (Electronic Literature Collection, Vol 2) Ambient: Work that plays by itself, meant to evoke or engage intermittent attention, as a painting or scrolling feed would; in John Cayley’s words, “a dynamic linguistic wall- hanging.” Such work does not require or particularly invite a focused reading session. Kinetic (Animated): Kinetic work is composed with moving images and/or text but is rarely an actual animated cartoon. Transclusion, Mash-Up, or Appropriation: When the supply text for a piece is not composed by the authors, but rather collected or mined from online or print sources, it is appropriated. The result of appropriation may be a “mashup,” a website or other piece of digital media that uses content from more than one source in a new configuration. Audio: Any work with an audio component, including speech, music, or sound effects. CAVE: An immersive, shared virtual reality environment created using goggles and several pairs of projectors, each pair pointing to the wall of a small room. Chatterbot/Conversational Character: A chatterbot is a computer program designed to simulate a conversation with one or more human users, usually in text. Chatterbots sometimes seem to offer intelligent responses by matching keywords in input, using statistical methods, or building models of conversation topic and emotional state. Early systems such as Eliza and Parry demonstrated that simple programs could be effective in many ways. Chatterbots may also be referred to as talk bots, chat bots, simply “bots,” or chatterboxes. -
<I>Victory Garden</I>
Western Kentucky University TopSCHOLAR® Masters Theses & Specialist Projects Graduate School 8-2012 Reading Ineffability and Realizing Tragedy in Stuart Moulthrop's Victory Garden Michael E. Gray Western Kentucky University, [email protected] Follow this and additional works at: http://digitalcommons.wku.edu/theses Part of the English Language and Literature Commons, and the Modern Literature Commons Recommended Citation Gray, Michael E., "Reading Ineffability and Realizing Tragedy in Stuart Moulthrop's Victory Garden" (2012). Masters Theses & Specialist Projects. Paper 1188. http://digitalcommons.wku.edu/theses/1188 This Thesis is brought to you for free and open access by TopSCHOLAR®. It has been accepted for inclusion in Masters Theses & Specialist Projects by an authorized administrator of TopSCHOLAR®. For more information, please contact [email protected]. READING INEFFABILITY AND REALIZING TRAGEDY IN STUART MOULTHROP’S VICTORY GARDEN A Thesis Presented to The Faculty of the Department of English Western Kentucky University Bowling Green, Kentucky In Partial Fulfillment Of the Requirements for the Degree Master of Arts By Michael E. Gray August 2012 I would like to thank my wife, Lisa Oliver-Gray, for her steadfast support during this project. Without her love and the encouragement of my family and friends, I could not have finished. I would also like to thank my committee for their timely assistance this summer. Last, I would like to dedicate this labor to my father, Dr. Elmer Gray, who quietly models academic excellence and was excited to read a sprawling first draft. CONTENTS Introduction…………………………………………………………………………..1-30 Chapter One…………………………………………………………………………31-57 Chapter Two…………………………………………………………………………58-86 Chapter Three………………………………………………………………………87-112 Appendix: List of Screenshots...………………………………………………….113-121 Notes………………………………………………………………………………122-145 Works Cited……………………………………………………………………….146-149 iv TABLE OF FIGURES Figure 1. -
Interactive Digital Narrative History, Theory and Practice
Interactive Digital Narrative History, Theory and Practice Edited by Hartmut Koenitz, Gabriele Ferri, Mads Haahr, Diğdem Sezen and Tonguç İbrahim Sezen First published 2015 by Routledge 711 Third Avenue, New York, NY 10017 and by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Routledge is an imprint of the Taylor & Francis Group, an informa business © 2015 Taylor & Francis The right of the editor to be identified as the author of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging in Publication Data [CIP data] ISBN: 978-1-138-78239-6 (hbk) ISBN: 978-1-315-76918-9 (ebk) Typeset in Sabon by codeMantra Contents Foreword ix NICK MONTFOrt Acknowledgments xv 1 Introduction: Perspectives on Interactive Digital Narrative 1 Hartmut KOENITZ, GABRIELE FERRI, MADS HAAHR, DIğDEM SEZEN AND TONGUÇ İBRAHIM SEZEN SECTION I: IDN HISTORY Introduction: A Concise History of Interactive Digital Narrative 9 -
Benchmark Fiction: a Framework for Comparative New Media Studies
Benchmark Fiction: A Framework for Comparative New Media Studies Christy Dena Jeremy Douglass Mark Marino University of Melbourne UC Santa Barbara UC Riverside School of Creative Arts 2607 South Hall, UCSB 8325 Fordham Rd. Parkville, Australia Santa Barbara, CA 93106-3170 USA LA, CA 90045 USA [email protected] [email protected] [email protected] Abstract The underlying tenet of producing benchfic – the separation of How do we compare eliterature forms? What does it mean for a ‘form’ from ‘content’ – is highly problematic. It is difficult or work to be implemented as hypertext, interactive fiction, or impossible to pinpoint where form ends and content begins in a chatbot? "Benchmark fiction" is a methodology for creating given work, particularly artistic work designed to be experienced 'benchmarks' - sets of adaptations of the “same” eliterature content as a unified whole. Yet, with benchfic as with other processes of across different media for the purpose of comparative study. adaptation, translation and remediation, the problem of While total equivalence between the resulting 'benchfic' is determining which elements to hold constant and which to vary is impossible, praxis remains important: by creating 'equivalent' in large part the value of the undertaking. media and then critiquing them, we reveal our own definitions of In the process of producing benchfic, one’s concept of ‘form’ is media through process. Work on the first story to be formalized as one’s vision of the content takes new shape. These benchmarked, “The Lady or the Tiger” (1882) by Frank R. very formalizations may break under the weight of the creative Stockton, inspired a framework for displaying sources through experiments, testing their limitations, another goal of the Project. -
The Moment in Hypertext: a Brief Lexicon of Time
The Moment in Hypertext: A Brief Lexicon of Time Marjorie C. Luesebrink School of Humanities and Languages Irvine Valley College Irvine, CA 92620 Tel: l-7 14-644-6587 E-mail: luesebrl @ix.netcom.com ABSTRACT In both technical and critical settings, the theories which Hypertext literature has been characterized as spatial explore the spatial basis for hypertext have helped writers construct by many of the critics involved with its aesthetics understand and manipulate the medium. Frank Shipman and poetics. Michael Joyce, Cathy Marshall, Mark and Cathy Marshall, drawing on a considerable body of Bernstein, Carolyn Guyer, George Landow, Stuart research in traversal technology, and in their own Moulthrop and many others have explored the way in which demonstrations with space-placeholders, such as “VIKI: metaphors of visual space can inform hypertexts--impacting Spatial Hypertext”[l], have formalized these issues.121 both meaning and process. Although these writers refer to George Landow, in Hypertext 2.0 revisits the primacy of the time/space continuum, their writing has been less spatial visualization as both controlling metaphor and concerned with temporal constructs--how time might conceptual precondition of hypertext writing. He identifies influence the programming, writing, and reading of the first issue of linked writing as one of: “orientation hypertext literature. Time factors, however, could be information....necessary for finding one’s place. The viewed as important elements in the way hypertexts are second concerns navigation information....the third conceived and received. This paper seeks to raise questions concerns exit or departure information and the fourth about issues of time--and to suggest some possible arrival or entrance information {italics are the categories that might be investigated. -
Twine and the Challenge to Reading
Twine and the Challenge to Reading Stuart Moulthrop University of Wisconsin-Milwaukee June, 2020 This paper is adapted from the final chapter of Twining, a book about the Twine text- gaming platform forthcoming from Amherst College Press. The book version adds a final, personal perspective omitted here for reasons of length. Twining also offers a history of the software, critical discussions of several influential Twine works, practical chapters exploring creative possibilities of the platform, and reflections and interviews of Twine developers. 1. If you can read this… In 2017 John Cayley, a field leader in digital literary arts, called for a change of direction. In a landmark article called “Aurature at the End(s) of Electronic Literature,” he proposes a turn from visible text to sound: the aural delivery of words spoken or synthesized, using emerging home entertainment platforms, so-called smart speakers like Amazon’s Echo (Cayley "Aurature"). Paradigm shifts are inevitably rivalrous. When you are trying to open a new path, it’s necessary to show the errors of other ways. Accordingly, Cayley deprecates several electronic writing practices, including some with roots in his own academic program. When he comes to the Twine writing platform, he is more skeptical than dismissive, though he raises important questions: In the case of expressive hypertext — with choose-your-own-adventure gaming capabilities — we can now point to Twine as a platform still gaining significant popularity. But will it ever end up supporting Twine-writers and designers commercially, or as prominent literary practitioners? (Cayley "Aurature" n.p.) Cayley allows that Twine is popular and becoming more so. -
The End of Books—Or Books Without End? Front.Qxd 11/15/1999 9:04 AM Page Ii Front.Qxd 11/15/1999 9:04 AM Page Iii
front.qxd 11/15/1999 9:04 AM Page i The End of Books—or Books without End? front.qxd 11/15/1999 9:04 AM Page ii front.qxd 11/15/1999 9:04 AM Page iii The End of Books—Or Books without End? Reading Interactive Narratives J. Yellowlees Douglas Ann Arbor The University of Michigan Press front.qxd 11/15/1999 9:04 AM Page iv Copyright © by the University of Michigan 2000 All rights reserved Published in the United States of America by The University of Michigan Press Manufactured in the United States of America c Printed on acid-free paper 2003 2002 2001 2000 4 3 2 1 No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, or otherwise, without the written permission of the publisher. A CIP catalog record for this book is available from the British Library. Library of Congress Cataloging-in-Publication Data applied for ISBN 0-472-11114-0 (cloth: alk. paper) front.qxd 11/15/1999 9:04 AM Page v Acknowledgments In 1986 John McDaid, then a fellow graduate student at New York University, suggested I meet Jay Bolter, who arrived bearing a 1.0 beta copy of Storyspace. When he opened the Storyspace demo document to show McDaid and I a cognitive map of the Iliad represented as a hypertext, my fate was clinched in under sixty seconds. I had seen the future, and it consisted of places, paths, links, cognitive maps, and a copy of afternoon, a story, which Jay also gave us. -
When Not All Papers Are Paper: a Case Study in Digital Archivy Catherine Stollar Peters University of Texas Austin
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DigitalCommons@Kennesaw State University Provenance, Journal of the Society of Georgia Archivists Volume 24 | Number 1 Article 3 January 2006 When Not All Papers are Paper: A Case Study in Digital Archivy Catherine Stollar Peters University of Texas Austin Follow this and additional works at: https://digitalcommons.kennesaw.edu/provenance Part of the Archival Science Commons Recommended Citation Peters, Catherine Stollar, "When Not All Papers are Paper: A Case Study in Digital Archivy," Provenance, Journal of the Society of Georgia Archivists 24 no. 1 (2006) . Available at: https://digitalcommons.kennesaw.edu/provenance/vol24/iss1/3 This Article is brought to you for free and open access by DigitalCommons@Kennesaw State University. It has been accepted for inclusion in Provenance, Journal of the Society of Georgia Archivists by an authorized editor of DigitalCommons@Kennesaw State University. For more information, please contact [email protected]. 22 PROVENANCE 2006 When Not All Papers Are Paper: A Case Study in Digital Archivy Catherine Stollar Peters INTRODUCTION Hypertext poet Deena Larsen is worried about the po- tential loss of her digital poetry, but she has a plan to save it. In a 2004 article, “The Uncertain Fate of Scholarly Artifacts in a Digital Age,” Larsen revealed her plans for preserving her hypertext work Marble Springs.1 “Ms. Larsen started collecting old Macintosh computers so people will always be able to read Marble Springs in its original format. She has 100 computers in her two-bedroom apartment.” Although Larsen’s two-bedroom mausoleum of circa 1990s technology is one strategy for sav- ing born-digital hypertext works, it is probably not the best. -
Electronic Literature Seen from a Distance: the Beginnings of a Field Provided by NORA - Norwegian Open1/14/13 Research 13:56 Archives
View metadata, citation and similar papers at core.ac.uk brought to you by CORE Electronic Literature Seen from a Distance: The Beginnings of a Field provided by NORA - Norwegian Open1/14/13 Research 13:56 Archives www.dichtung-digital.org/2012/41/walker-rettberg.htm Electronic Literature Seen from a Distance The Beginnings of a Field by Jill Walker Rettberg This paper outlines the development of the hypertext fiction community that developed in the United States of America from the late eighties and onwards. This community was separate from the interactive fiction community (and largely thought of its works as different from “games”) and largely revolved around the use of Storyspace, a software tool for creating electronic literature, and later, around Eastgate, a publisher of hypertext fiction and the company that developed Storyspace. While some work was written and published in Hypercard and other systems, the technology of a dominant software authoring tool and of the mechanics of distribution (diskettes sold by mail order) formed the hub of the electronic literature community during this period. There was little or no communication with other communities, such as the IF community or digital art communities. With the advent of the web, new authoring and distribution channels opened up, and this hub gradually lost its dominance. The transition from this relatively centralised and explicit community to the networked communities and scattered individuals of the Web is an interesting one to explore. I will base this research on historical websites and articles published at the time, as well as on interviews. Introduction The Words We Use to Describe the Field Beginnings Citations: What is Referenced? Beginnings: Moving Closer Five Categories of Early Electronic Literature Conclusion Acknowledgements and Further Information Notes Works Cited Introduction When did electronic literature begin? The answer to this question depends upon what, exactly, this field of practice includes. -
Electronic Literature As Digital Humanities: Contexts, Forms, & Practices
O’Sullivan, James. "Publishing Electronic Literature." Electronic Literature as Digital Humanities: Contexts, Forms, & Practices. By James O’Sullivan. New York,: Bloomsbury Academic, 2021. 253–266. Bloomsbury Collections. Web. 25 Sep. 2021. <http:// dx.doi.org/10.5040/9781501363474.ch-022>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 25 September 2021, 22:18 UTC. Copyright © Volume Editor’s Part of the Work © Dene Grigar and James O’Sullivan and Each chapter © of Contributors 2021. You may share this work for non-commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 22 Publishing Electronic Literature James O’Sullivan If publishing is the set of activities which achieves the dissemination of literature, then what can publishers offer work which can quite readily attend to its own dissemination? The creators of electronic literature often act as artist, producer, and distributor, removing the relationship between writer and publisher which has persisted since the earliest days of the literary market. Those who wish to find readers for their writing have long relied on publishers as “useful middlemen” (Bhaskar 2013: 1). Informed by my own experiences running a publishing house which publishes born- digital electronic literature,1 this short chapter explores the extent to which electronic literature needs such middlemen, whether electronic literature has any need for publishers in the traditional sense. As just noted, why seek a publisher for something which publishes itself? The practice of publishing is often unkind to itself, driven by a need to make literature happen but in a manner that can be economically sustained; a good publisher knows that good literature does not necessarily find good readers.2 As Bhaskar so eloquently contends: “Publishing isn’t like most industries. -
Electronic Literature Se...E Beginnings of a Field
7/6/13 Electronic Literature Seen from a Distance: The Beginnings of a Field www.dichtung-digital.org/2012/41/walker-rettberg.htm Electronic Literature Seen from a Distance The Beginnings of a Field by Jill Walker Rettberg This paper outlines the development of the hypertext fiction community that developed in the United States of America from the late eighties and onwards. This community was separate from the interactive fiction community (and largely thought of its works as different from “games”) and largely revolved around the use of Storyspace, a software tool for creating electronic literature, and later, around Eastgate, a publisher of hypertext fiction and the company that developed Storyspace. While some work was written and published in Hypercard and other systems, the technology of a dominant software authoring tool and of the mechanics of distribution (diskettes sold by mail order) formed the hub of the electronic literature community during this period. There was little or no communication with other communities, such as the IF community or digital art communities. With the advent of the web, new authoring and distribution channels opened up, and this hub gradually lost its dominance. The transition from this relatively centralised and explicit community to the networked communities and scattered individuals of the Web is an interesting one to explore. I will base this research on historical websites and articles published at the time, as well as on interviews. Introduction The Words We Use to Describe the Field Beginnings Citations: What is Referenced? Beginnings: Moving Closer Five Categories of Early Electronic Literature Conclusion Acknowledgements and Further Information Notes Works Cited Introduction When did electronic literature begin? The answer to this question depends upon what, exactly, this field of practice includes. -
"Hypertext Fiction Ever After." Electronic Literature As Digital Humanities: Contexts, Forms, & Practices
Moulthrop, Stuart. "Hypertext Fiction Ever After." Electronic Literature as Digital Humanities: Contexts, Forms, & Practices. By James O’Sullivan. New York,: Bloomsbury Academic, 2021. 150–162. Bloomsbury Collections. Web. 1 Oct. 2021. <http:// dx.doi.org/10.5040/9781501363474.ch-013>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 1 October 2021, 22:58 UTC. Copyright © Volume Editor’s Part of the Work © Dene Grigar and James O’Sullivan and Each chapter © of Contributors 2021. You may share this work for non-commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 13 Hypertext Fiction Ever After Stuart Moulthrop There are at least two ways to sketch the genealogy of hypertext fiction. From the perspective of literary theory, most influentially in Aarseth’s Cybertext (1997), hypertext fiction counts as one among many instances of ergodic expression. This broad-minded approach allows us to associate the form with a number of distinct but similar ventures, such as Malloy’s query- based “narrabase” stories, John McDaid’s “modally appropriate” artefictual fiction, various attempts at text generation, from the ELIZA script of the late 1960s to Daniel Stern and Michael Mateas’ Façade—and perhaps most significantly, the long tradition of text-based computer gaming, beginning with Colossal Cave Adventure in the mid-1970s and continuing today. Electronic literature and digital art contain many forms and practices besides hypertext fiction. If we want to consider both tree and forest, we need to see this genre as a machinic inflection of the general project of experimental writing.