In this review of Asemic: The Art of Writing, Diogo Marques considers alongside author Peter Schwenger the seemingly asemantic style of asemic writing as a genre taking on new meaning in contemporary reading and writing networks, particularly in light of the paradigm shifts they continue to undergo as brought about by digital media.
A Summary of the Proceedings of the 12th Annual Symposium Held as part of the 2019 Annual Meeting of the Washington State Academy of Sciences, September 12, 2019, Museum of Flight, Seattle, WA
Summary of the Proceedings of the Tenth Annual Symposium Held as Part of the 2017 Annual Meeting of the Washington State Academy of Sciences, September 14, 2017, Museum of Flight, Seattle, WA
Summary of the Proceedings of the Eighth Annual Symposium Held as Part of the 2015 Annual Meeting of the Washington State Academy of Sciences, September 17, 2015, Museum of Flight, Seattle, WA
Repetition, gestural abstraction and depictions of noise; an absence of narrative causation, a multiplicity of micro-narratives and opacity of material communications: The digital narrativity observed and created by Will Luers is equally applicable to the films of Stanley Kubrick or the paintings of Hieronymous Bosch - which implies a longer continuity (and less radical transformation?) than we might have expected. Indeed, Luers argues that "networks and nonlinear systems" might better be understood as "something deep...
"More is not necessarily more. Faster is not necessarily better. Big data is not necessarily better." In the effort to capture and make available data about people, digital humanities scholars must now weigh the decisions of what and what not to share. Geoffrey Rockwell and Bettina Berendt address the new ethical issues around “datafication” in an age of surveillance.
In this review of Mark Seltzer’s The Official World, Ulmer reflects on the interdependence of “the official” and “the unofficial” in contemporary constructs of reality.
My analysis starts with three variations on a reading and explores the dynamics of reading in non-linear systems. Non-linear refers to the mathematical study of complex systems, rather than to “traditional definitions of hypertext,” which, as Michael Joyce reminds us, “begin with nonlinearity” (Joyce 2000, 132). Using slippingglimpse as my tutor text, my aim is to cross the tools of fluid dynamics with those of literary criticism, and (re)read the bifurcations in the poetic text...
Citing Catherine Gallagher on `fictionality’ as the `ontological ground of the novel,’ LeMenager seeks a similar `alternative grounding’ for progressive, transgenerational social change in a time of epistemic and ecological crisis. The essay is one of many selected for co-production in ebr and our two collections from Bloomsbury Academic, Post-Digital: Critical Debates from electronic book review .
A horizontal timeline with Denkbild keyframes, Mapping Place/Troubling Space is a personal, autobiographic, cartographic, collaborative essay. Expanding on discussions with London-based writer Mary Paterson, Carpenter’s dialogue also includes Derrida, Deleuze, Guattari, Benjamin, Krämer, Mattern, and Solnit. Through these dialogues, Carpenter figuratively (and sometimes literally) maps her catalogue, personal and professional history, and processes. It also maps/traces the history of mapping/tracing and the on-going troubles associated with mapping/tracing.
"The gate” by Mexican artist Eugenio Tiselli is a game-essay that explores the coexistence between humans and non-humans in the Anthropocene. The work is divided in three parts. One is the main plot where an avatar faces a set of dangers and tasks to be solved. In the middle of the screen, there is a tripartite temperature line (blue-cold, black-normal, red-heat) that indicates the increasing overheating and destruction of the environment as the game unfolds....
Dread Box is a tiny Twine game made with the new Chapbook story format, playable in current web browsers without plugins or modification. Conceptually, it is a six-room riddle in which the words you choose to evoke the microworld determine what’s inside its proverbial box. It’s a surreal meditation on confinement, crisis, and futurity -- also a fun little game for the end of the world with four (or is it five?) possible outcomes. Which...
Blocked In is a hybrid Twine hypertext platformer videogame essay by Anastasia Salter and John Murray, published in Hyperrhiz’s special issue called “Buzzademia,” edited by Anne Cong-Huyen, Kim Brillante Knight, and Mark Marino. In his short review “Playing the Hard Questions,” Caleb Andrew Milligan discusses Salter and Murray’s videogame essay as a work of born-digital scholarship one can read and play. The review is an interactive experience Milligan made in Twine as a critical making...
Hazel Smith and Roger Dean are multimedia artists who collaborate as a pair and with the international ensemble, austraLYSIS. This essay describes the complex digital improvisation involved in making a particular work. Research, writing, remix, segmentation, machine learning, scripted indeterminacy, sound and image effects and music composition are creative processes worked out, not in stages of production, but in dialogue with each other.
On feminist futures of electronic literature (and interactive narrative, more broadly construed).
Elaborating on interspecies and translab experimentation. Escaja's interactive digital arts projects reclaim the notion of “transhumant,” a single term for nomadic practices that are shared by both the livestock and its shepherd. Both projects, Negro en ovejas (ovine poem) and Emblem/as, prioritize dislocation and nomadic multiplicity, which constitute a basis for resistance to and reconsideration of monolithic notions and canonical impositions.