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PANEL PRESENTATION ABSTRACTS

1. Monday Nov. 9th - Social Networks and Networked Cultural Practices
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Anders Fagerjord Between Place and Interface: Designing Situated Sound for the iPhone

This describes the development of an iPhone application presenting Roman church music. In Rome, the iPhone's GPS facility will guide the user to an interesting church nearby. Inside the church, the application will play back recorded spoken presentations of the church's role in music history, as well as the music. Testing revealed the need to balance three concerns: (1)Topic. The authors wished to write and narrate material that was engaging, understandable for a general audience, and musicologically sound. (2) Place. Roman churches, are so powerful surroundings that music and presentation must be tailored to the particular place. When done right, the comprehension of visual art, architecture, and music informs each other to gain wider understanding of the aesthetics of a period. (3) Interface. For an application to be effective it must be easy to use. A situated text must be written to conform with established interface conventions, and even creative new solutions must be designed so they appear to be part of the same coherent logic. The triad of topic, place and interface is well in harmony with rhetorical theory from classical 'kairos' to Miller's genre theory. Our focus on interface reformulates rhetorical theory in a way relevant for computer genres.

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Jill Walker Rettberg Personal Narratives, Corporate Templates

Literary narrative genres develop from personal narrative practices. The first novels were based on letters and diaries, though the genre developed into something independent in time. This presentation discusses contemporary personal media and narrative practices, such as those we see in social media. Some of these practices are constrained by corporations such as Facebook or Twitter, which steer our expression in specific ways. Others appear free, yet are heavily influenced by cultural templates, copying and voluntary rules. Often, corporations or organisations provide systems to automate some of these voluntary rules. We're also beginning to see some examples of social media sites that take our contributions and create their own visualisations and representations of an aspect of our life. For instance, Dopplr.com generates reports on your travel, Flickr.com shows you your photos on a map or as a calendar, Trixietracker.com graphs your baby's sleep patterns and Google Web History visualises your search activity in time. What happens, then, when our personal narratives and self-documentations aren’t hand-crafted as with diaries and scrapbooks, but are automatically generated? What would literary narratives following these personal but computationally assisted practices look like?

The talk builds upon and extends an essay to be published in the European Journal of Communications in December this year (Preprint available), and the slides I used for the talk are available as well.

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Renée Turner What's on your mind? Status Updates, Friend Suggestions And Data Mining (presentation)

As I'm staging my private life, confessing my current state of being through status updates and learning the peculiarities of online friendships, my very existence is being stalked and mapped by invisible algorithms. Facebook, one of the most popular and efficient pieces of social software, is tracking my posts, profiling my likes and dislikes and learning from my idle quizzes. In essence there are two profiles building, the public one I present to my “friends” and the commercial one gathering mass through data mining. Telling fictional and non-fictional anecdotes, my presentation will explore Facebook as an idiosyncratic and disciplining environment. I'll be attempting to illustrate how I train the machine and the machine trains me.

2. Monday Nov. 9th - The Evolving Cultural Landscape of Electronic Literature
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Joseph Tabbi Electronic Literature as World Literature, or: The Universality of Writing Under Constraint

Electronic literature is not just a “thing” or a “medium” or even a body of “works” in various “genres.” It is not poetry, fiction, hypertext, gaming, code work, or some new admixture of all these practices. E-Literature is, arguably, an emerging cultural form, as much a collective creation of new terms, keywords, genres, structures, and institutions as it is the production of new literary objects. The ideas of cybervisionaries Paul Otlet, Vannevar Bush, and Ted Nelson,
foundational to the electronic storage, recovery, and processing of texts, go beyond practical insights and can be seen to participate in a long-standing ambition to construct a world literature in the sense put forward by Damrosh (What is World Literature, 2003): “not an
infinite, ungraspable canon of works but rather a mode of circulation and of reading...that is as applicable to individual works as to bodies of material” (5). The model for such constructions may be not the global literary commerce envisioned by Goethe and adopted by Karl Marx, not the romantic tradition of poets as world legislators, and not the current model of a “world republic of letters” (Casanova 2004). The model adopted in this presentation, rather, is the literary practice of writing under constraint, developed long before the
Internet but suited to its computational impositions and game-like literary presentations. Instead of a canon of works preserved solely by the power of institutions, the essay presents a free-standing network of authors as precursors to, and models for, this potential world literature: namely, the Oulipo.

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Eric Dean Rasmussen The Programming Era: Building Literary Networks Through Peer-to-Peer Review

A noted literary scholar has dubbed the postwar period in American literary history “The Program Era.” This phrase alludes to the fact that after World-War II most American literary production occurred in and around creative writing programs. Today, electronic literature continues the trend of literature’s institutionalization within higher education systems. E-lit literalizes the concept of “program” fiction inasmuch as its authors must also be adept at coding and programming.

Taking the systematic coupling of literary art and higher-educational institutions as a necessary given, what can we—i.e. the authors, artists, critics, coders, scholars, students, writers and readers thinking at the interface of these social systems—do to create environments in which e-lit can flourish?

One answer is to make these environments networked and open-access, and in so doing promote a model of sharing knowledge, the academic gift economy, that bypasses conservative paternalism and neoliberal corporatization, which undermine higher education and literary culture by emphasizing training elites and making profits.

To actualize the potential of open-access publishing for e-lit, however, requires a genuine exchange of knowledge: new media writers need to follow academic debates, and literary scholars and critics need to keep up with aesthetic and technoscientific developments.

In my talk, I will discuss a few ways that the Electronic Book Review’s (ebr) system of peer-to-peer review provides a networked publishing environment for conducting and archiving these critical exchanges. Over time, and provided people participate in this gift economy, these collaborative exchanges will help to define e-lit and, more broadly, the contemporary literary field in what could be The Programming Era.

In presenting ebr’s peer-to-peer review system, I intend to explain how it should work in theory and to solicit advice from the audience on ways it might be improved.

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Serge Bouchardon The heuristic value of electronic literature

What makes electronic literature interesting for researchers?
Maybe not its artistic and literary value, but rather its heuristic value.
Indeed electronic literature not only permits to reexamine previous media (paper for instance), but also to question several well-established notions such as :
- narrative in narratology;
- text in linguistics and semiotics;
- figure in rhetorics;
- materiality in aesthetics;
- grasp in anthroplogy;
- literarity in literary studies…

Exploiting the heuristic value of electronic literature has two consequences:
- an evolution of some notions in certain scientific disciplines, and maybe of the disciplines themselves;
- a revealing effect regarding both digital technology and interactive and multimedia writing.

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Raine Koskimaa The Global Context of Finnish E-Poetry

Traditionally, Finnish poetry has been quite self-sufficient. The influences from the rest of the world have come late and strongly filtrated. Neither has there been much traffic in the other direction, not to speak of the influence of Finnish poetry in other language areas. Formal experimenting has not been favored and the 50’s style high modernism has maintained its leading position. It has not been a surprise, then, that for a long time it seemed as there was no Finnish e-poetry emerging at all. It was quite late to appear, but the situation changed quickly during the last years. Nokturno.org, especially has served as the main forum for Finnish e-poetry. In my presentation I’ll discuss some recurring characteristics of the works published in Nokturno. These characteristics include strategies to overcome the language barrier through the emphasis of visual and auditive aspects of poetry, or through multilingual expression. Also, the overt reflection of the global cultural framework of contemporary poetry will be discussed.

3. Monday Nov. 9th - Remix Culture Machinima and Mash-ups
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Michelle Teran Challenging Space in the Era of Google Maps : A Brief Tour through Hybrid Space

Advance location-based technologies in cities have given rise to an emergent form of physical terrain called hybrid space, creating new ways of looking at the city. In this presentation, YouTube and Google Earth is used to explore the relation between digital information and physical place, where the social and cultural conditions influencing the production of media also start to become visible.

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Linn Søvig Gameplaying for the arts

Machinima are films created using 3D-engines such as games or virtual worlds. I will be presenting a film that is made using World of Warcraft, where the machinima artists have contributed artistically from different corners of the world. The group does not play the game together, but they create machinima in the game world, together. A few of the artists have created their own machinima avatar that has no other purpose than to perform for machinima making, whether it is their own film or they’re “acting” in another’s film. I’ll be presenting the narrative that these machinima avatars are creating and their function as performance artists in a collective group.

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Chris Funkhouser Cannibalistic Tendencies in Digital Poetry: Recent Observations & Personal Practices

Augusto de Campos has explained that the Ritual anthropophagy (cannibalism) initially cultivated in writing by Oswald de Andrade eighty years ago is a branch of cannibalism in which the cannibal eats its enemy not for greed or for anger but to inherit its qualities. In previous papers on the subject, I explain how anthropophagic textuality bears relevance to digital poetry as many author(s) engage with multiple languages or idioms, devour other texts, icons, and freely remix discrepant methods and philosophical approaches to expression to achieve noteworthy ends. Discovery and re-discovery of meaning is reached through the process, through which alternative cultural or personal perspectives emerge through a type of engineered textual composting. Through anthropophagy, artists reshape external influences in an open acknowledgment of plurality. This discussion examines the contemporary outlook on digital poetry as a cannibalistic practice, both from critical and creative points of view. In addition to reviewing ways creative cannibalism was reflected in contents of presentations made at E-Poetry 2009, I will discuss its influence on my own practice as an artist.

4. Tuesday Nov. 10th - Interdisciplinary Approaches to Producing Interactive Audiovisual Art Forms
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Daniel Apollon Getting the camera into the game - Jean Rouch for the Digital age

No more canned "qualitative research", no more "academic empathy", no more "we" and "they", nor any fixed camera point of view from the mirador of a static tripod! Let the camera be part of the trance, and let the "observed" ones become the story tellers. Let the camera be part of the game.

Filmmaker and ethnographer Jean Rouch's principled attitude towards film-making in Africa and elsewhere, has been a powerful source of inspiration for the French Nouvelle Vague. Rouch has also been a source of inspiration for all those looking for collaborative story making as a better way to get knowledge of people in their own culture.

Rouch's camera movements, "breathing", pulsation - its immersion and the filmmaker's merging into the story telling endeavoured to blow the barrier between artistic expression and ethnographic insights.

I'll take a brief look at the implications of Jean Rouch's "ciné-transe" approach for a possibly emerging collaborative and interactive Web documentary genre.

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Roderick Coover Pathmaking in the Unknown Territories: Interactive environments as an model for interactive cinema

Enter interactive panoramic environments and cinemascapes of texts photos and videos in the Unknown Territories. Join John Wesley Powell on the 1869 exploring expedition of the unchartered waters of the Colorado River. Return 80 years later following the footsteps of anarchist-environmentalist Edward Abbey and discover a very different American West -- on shaped by industrialization, mining, dam-building. That paths would you take in the unknown territory? At www.unknownterritories.org.

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Maria Mencia Connected Memories

In my paper I will discuss the work Connected Memories which am demonstrating at the Landmark Café. Questions and issues evolve around the use of technology as a participatory and inviting medium to perform and share stories with other participants. How to engage and facilitate interaction with the work and between people? How to represent the narratives as legible text maintaining their strength, as well as, connecting them all through visual poetic textualities? How to structure the architecture of the programming? What is the role of aesthetics to represent different identities and similar memories in the visual textual landscapes?

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Talan Memmott To begin with ... In conclusion

To begin with – the discipline of interdisciplinary practice ... toward an introduction to the eventual plushware outcome of the kludge ... Intentional and Iterational Marks ... byproducts of playability – instrumentality and mutability.
Exhibit A. [(s)Pacing]; Exhibit B. [molly(departed) movie]; followed by a brief discussion of capricious and conjunctive inventories, invention, embodiment, and impulse – then a conkludging apology, in conclusion.

5. Tuesday Nov. 10th - Collective Narratives Online
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Rob Wittig What's Hard is Hard, What's Impossible is Easy.

An investigation of fruitful generative constraints for networked collaboration, starting with e-lit pioneers Invisible Seattle, and incorporating ideas from other collaborative professions.

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Kate Pullinger Flight Paths: a networked novel

Kate Pullinger will discuss the work-in-progress, 'Flight Paths', and the many creative challenges it raises.

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Barbara Campbell She did so for 1001 nights

Every night for 1001 nights, Australian performance artist, Barbara Campbell, cast a story into the ether. Each story had been written for her during the day by a pool of (by the end) 243 writers scattered across the globe. They were responding within strict time and word limits to a writing prompt that Campbell had extracted from one of that day’s newspaper stories about events in the Middle East. At sunset (according to the artist’s location) Campbell opened the live webstream to cast the new story towards unknown locations and unseen audiences seated in front of personal computer screens, all connected for a few minutes.

Campbell reflects on the conceptual and pragmatic elements of her 1001 nights cast project, her relationship with the writers and their writing.

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Judd Morrissey Data Poetics and Performativity

In this presentation, I will discuss the creative use of live and collaboratively generated data in digital poetics, narrativity and performance. Rather than attempt an exhaustive approach that considers the different ways in which electronic writers inhabit networks and cannibalize, channel, and remix data sources, I will take a localized approach, writing from my own current practice while citing examples of data-driven work in related and less-related creative fields. The presentation of my own work will be mainly concerned with The Last Performance [dot org], an interdisciplinary collaborative writing and text visualization project that exists on the web but was also instantiated as a series of performances and installations between 2007 and 2009.

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Scott Rettberg All Together Now: Collective Knowledge, Collective Narrative, and Architectures of Participation

This talk explores the history and methodologies of contemporary collective narrative projects produced for and via the networked computer, and their relationship to collective knowledge projects and methodologies. By examining different forms of conscious, contributory, and unwitting participation, we can develop a richer understanding of the narrative and heuristic structures underlying successful large-scale collaborative projects. Through an examination of contemporary new media and cross-media writing projects written collectively, including Rob Wittig et al.’s Invisible Seattle, William Gillespie et al.’s network hypertext novel The Unknown, Barbara Campbell et al.’s 1001 Nights, and Thomas Beller et al.’s Mr. Beller’s Neighborhood, I examine constraint-driven strategies for composing, assembling, and arranging fictions written collaboratively on the global network by groups, rather than individuals.

6. Tuesday Nov. 10th - Approaches to Close Reading and Close Writing Digital Artifacts
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Ana Luisa Sánchez Laws Multitouch Networked Portraiture

I'm working on a series of digital portraits in which I want to reveal the underlying network between my "sitters". I'm also working on a multitouch interface so that other people can interact with the portraits and make different visualizations of the networks, in this way contributing to shape and transform it. This presentation discusses the project in two ways: 1) how this project has been made possible through asynchronous collaboration via the web and 2) how can the project itself be read within the social media phenomenon.

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Nick Montfort Reading Function, Code, and Platform

Much of the early work in digital media has involved consideration of how people receive, understand, and react to works, which also involves looking into how they play, interact with, read, and view these works. Studies have gone deeper than this -- deeper along the technical dimension -- to consider the design and workings of the interface. But beneath those two layers are three more: The underlying function of the system (the "rules," whether of a game or of textual recombination), the code (since different computer programs, in different languages, can implement functionally similar systems), and the platform (the underlying computational layer that artist/programmers select, and then take for granted, to facilitate development and distribution). When we write digital media works, this writing requires that we think about all five layers: choosing Flash, Java, or some other platform; writing code; determining how our piece is supposed to function; determining its interface; and imagining how people will think about and use it. But our "close readings" are often restricted to the top two levels of reception/operation and interface, although there is significant recent work at the level of function. I will discuss some of this work at the level of function. I will also describe some ways in which we can provide close consideration of code and platform in our close readings.

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John Cayley Edges of Chaos: writing to be found

Poetic writing for programmable and network media seems to have been captivated by the affordances of new media and questions of whether or not and, if so, how novel properties of literary objects require us to reassess or reconfigure the literary itself. What if we shift our attention decidedly to practices, processes, procedures - towards ways of writing rather than textual artifacts (even time-based literary objects) or the concepts underpinning object-as-artifact? What else can we do, given that we must now write on, for, and with the net (which is itself no object but a seething manifold process)? I will present a brief analysis of very recent experiments in 'writing to be found' (by Google, in this specific case), making some claim that such writing may be exemplary, that its aesthetic and conceptual engagements are distinct, and that there is something at stake here for 'the literary' or rather for literary art practice.

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Maria Engberg “Close, closer, hyperopia—the perils and virtues of close reading digital literature.”

My presentation centers on the question of close reading of digital literature. How does one “close read” digital works? How have such methods been conceptualized within the field, and what, if any, are the correlations with theories of close reading of printed works? As the title suggests, I will begin to address the perils as well as the usefulness of close readings of digital literature. Naturally, any “reader” must decide where to focus his or her attention; there are a few suggestions from scholars in the field that include surface readings, structural analyses of particular parts of, or actions implied by a work, or heightened attention to a work’s procedural qualities, to name a few. In relation to some of these suggested analytic approaches, I will discuss the importance of description and the strong push towards establishing terminologies in the field.