UNIT I
DIGITAL LITERATURE
As a topic, digital literature is very diffuse
and very hard to define. As a crude working formula, the following
classification could be used.
1. Digitalisations of print literature – this
group include such great archival pursuits as The Project Gutenberg,
and its Scandinavian counterpart, The Project Runeberg, which aim
at digitalising as comprehensively as possible the old, mostly canonical,
literature. These projects have several practical ends. They conserve old texts
physically deteriorating, make rare works (which may exist in only one known
copy) available for the larger public, and create useful corpuses for
researchers and students. The possibility of word and phrase search in the
texts alone greatly expands the usability of these archives for the
researchers. In addition, the digital text archives enable all kinds of
statistical style analyses – the term ”humanistic computing” has actually come
to mean just this stylistical analysis of digital text corpuses – the study of
whether a certain play is to be attributed to Shakespeare or not.
2. The digital publication of original
literature –
texts in this category do not employ any hypertextual techniques at all, or do
so only modestly. Literature confirms to the established conventions, and
digital form is primarily used in the distribution of the texts. This kind of
publishing has been very small so far, and it has been, mainly, done by amateur
writers. There are also established authors who have tried digital publishing –
like the Finnish author Leena Krohn who published her story collection Sfinksivairobotti? (1996; The
Sphinx or the robot?) only in digital format – in this case the reason was
that Krohn wanted to include digitally enhanced illustration for the stories,
which would have been very expensive in print book. There has been a small
amount of parallel publishing too, that is, publishing the same material both
in print and digitally. This has been mainly done by different magazines (amongst
which there are rather many literary magazines).
LITERATURE USING THE NEW TECHNIQUES MADE
POSSIBLE BY THE DIGITAL FORMAT –
This group includes everything from hypernovels
to interactive poetry and multimedia encyclopedias, etc. Michael Joyce’s Afternoon.
A Story (1987) is commonly seen as the first hypertext novel. It
is a hypertextual story consisting of 539 lexias and 951 links connecting them,
and it tells about a man who sees a car accident site on his way to work in the
morning, and who is afraid that the accident victims (probably dead now) may
have been his ex-wife and son. It is possible to read Afternoon in
several ways (different set of lexias, in different orders), resulting in
potentially quite diverse stories, but it is still possible to construct a
frame story above the readers’ stories, telling about a man who procrastinates
in finding out the actual facts about the accident victims’ situation and
identity – and traces the complex human relations and love affairs with his
ex-wife and colleagues, and ponders about his own life. Traversing the text
systematically through, one can find the ”real story”, which explains why the
man is simultaneously so shocked about the accident, and, frantically, tries
not to think about it. There has been, so far, only one commercial publisher of
hypernovels (and stories), but there are also diverse hypernovels produced in
universities around the world – but usually these are not easily accessible.
There are also poetic works using interactivity
and kinetic techniques. Jim Rosenberg’s Intergrams (1997) are
especially interesting – they have two significant features: simultaneities,
that is, several layers of text juxtaposed so that by moving the cursor, single
layers can be read, and, syntax ”externalised” to graphic symbols which
represent the syntactical interrelations between text fragments. In Robert
Kendall’s poem A Life Set for Two (1996) the reader may choose
the “atmosphere” of the text and other variables from a “menu”. There are also
individual words which may change into other ones in the screen according to a
programming.
Interactivity and temporal
manipulation
To put it briefly, the novelty of digital
textuality can be located, mostly, to interactivity and temporal manipulation.
‘Interactivity’is a highly problematic term in
regard to literature, since all literature, after all, is interactive – a fact
which was systematically formulated by Roman Ingarden already in thirties in
his work Das LiterarischeKunstwerk (1960). This idea was
further developed, especially, in reception aesthetics and reader-response
studies; these research practices take it as their starting point that the
reader is an active participant in the literary signification process. There
are several kinds of interactivity, and the difference between the
interactivity of conventional literature and that of digital literature was,
for the first time, clearly expressed by Espen Aarseth, who decribes four
categories of reader(/user) functions: interpretation, navigation,
configuration, and writing.
Interpretation is an inseparable part of all
reading. When reading hypertext, one has to, in addition to interpretation;
actively navigate her way through the net of hypertextual paths. Furthermore, the reader/user may be allowed to configure
the text, for example, add her own links to the hypertext. Configuration, thus,
means reforming the text within certain limits. The last user function is
writing, that is, the user is allowed to participate in the writing of the text
– and writing may also be programming. It is a commonplace in hypertext theory
to claim that because of interactivity, the “reader becomes an author” – this
is, however, not accurate but only in those texts which offer their readers the
writing function (in other texts the claim can be accepted only in some
metaphorical sense), and such texts are very rare so far.
In a convincing way Aarseth also shows how the
distinction between print and digital texts is, actually, quite ineffective. In
many cases a certain print text may be much closer to some digital texts, than
to other print texts, and vice versa. Aarseth, then, rather speaks of
cybertextuality, which he defines as a perspective on all texts, independently
of their medium: if a text makes use of configurative and writing functions,
then it clearly is a cybertext– on the other hand, if a digital text does not
use any other user functions than interpretation, then it does not, in any
significant way, differ from traditional texts. This is a healthy notion, and
mostly acceptable, but in practice the difference between print and digital
texts may be more significant than Aarseth claims.
The manipulation of the temporal dimension is a
topic which in Aarseth’s, otherwise exemplary, study is almost neglected, and
it seems to be exactly that direction where the biggest differences between
print and digital texts can be detected – in print texts it simply is not
possible to control the temporal aspects of reading activity as is the case
with digital texts. As examples of possibilities for temporal manipulation we
can list the following:
1.limiting the reading time – the text will stay on the
screen only for a limited amount of time. For example, in the Web text Hegirascope (1997)
by Stuart Moulthrop the text on the screen changes every thirty seconds.
Additionally, there are hyperlinks on the pages, clicking which the reader may
”direct the course of the text stream”. There are also texts which can only be
read once – these can be seen as special cases of limited reading time. Surely
the best known read only once type of text is Agrippa by the
cyberpunk science fiction author William Gibson. In Agrippa the
text scrolls by itself on the screen, and when a line has scrolled out of the
screen, it vanishes – thus the reader can never return to the text already
read. Uruguayan multimedia artist Gonzalo Frasca has also written highly
interesting ”one session narratives”, texts which change each time the reader
starts reading them. Once the reading session has ended, the reader may never
return to the exactly identical text.
2. delaying reading time – the reading cannot
proceed but after a certain waiting period. Let us say there is a scene in a
text, where the protagonist takes a fifteen minutes nap – now the traversing
through the text may be halted for that fifteen minutes, or whatever. (This has
been, so far, mainly a potential option which hasn’t been used too much
intentionally – in Internet one is, of course, confronted with this effect way
too often, unintentionally).
3. restricting the reading period – this is also mainly
speculation, but Markku Eskelinen, in his collection of essays Digitaalinenavaruus (1997; The
Digital Space), has suggested several ways to employ this effect: a novel
which can only be read during office hours etc. On the other hand, the text may
vary according to whether it is read on day time, or night time etc.
4. text ”living” in time – a digital text may be
updated at various intervals. As a minimalistic case we can take Leporauha mentioned
above with its links to the front page of a newspaper. The contents of the
front page, naturally, change daily, and with this simple device the author has
achieved a work which changes daily without having to do anything to it
himself. Interactive texts (which employ at least configurative user function)
do change continuously through the work of the active audience. Thus we can
have ”living” (or evolving) texts, whose existence is processual in nature.
WHAT IS DIGITAL
LITERATURE?
Maybe some of you
have read a short story on Twitter, seen a video poem on YouTube, or just
followed the path of a hypertext story. It may surprise you, but all those
things are considered literature. Digital literature, to be precise. Digital
literature, or electronic literature, has been an emerging genre for decades
now. But what exactly is it?
OVERVIEW
Electronic
Literature is something that is created digitally and is meant to be viewed
digitally. As explained by Katherine Hayles, "Electronic Literature is
generally considered to exclude print literature that has been
digitalized." Therefore, a book that is originally in print form but is
transformed into an e-book is NOT an example of Electronic Literature.
What makes
Electronic Literature different from other types of literature is that it is
able to incorporate digital elements (such as photos, music etc.) along with
the text, which creates an interactive experience for the reader.
What is Electronic Literature?
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, codework, or
some new admixture of all these practices. Electronic literature is, arguably,
an emerging cultural form, as much a collective creation of 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 longstanding ambition to construct
a world literature in the sense put forward by David Damrosh: “not an infinite
ungraspable canon of works but rather a mode of circulation and of reading …
that is applicable to individual works as to bodies of material” (Damrosh 2003:
5).
Digital
Literature is a form of literature born in the digital world. Meaning, the text
was created on a laptop for example, and uploaded to a blog or webpage for online
reading. This type of literature is not meant to be printed out because it may
include several types of media. Such as images, sounds, videos and hyperlinks.
This work is meant to be read on a computer.
A DEFINITION OF DIGITAL LITERATURE
Like speculative
fiction or slipstream, digital literature is a vague concept. The definition
changes depending on who you ask. Some say it is made up of texts that were
created digitally, and that are (usually) meant to be read on a computer. The
Electronic Literature Organization (ELO) has another definition for it: “Work
with an important literary aspect that takes advantage of the capabilities and
contexts provided by the stand-alone or networked computer”.
As stated by Loss
Pequeno Glazier "electronic literature is best understood as a
continuation of experimental print literature."
A more updated
definition comes from the writer Simon Groth. He says that the intention of
digital literature is to “showcase innovation and creativity in storytelling
for digital media and new directions in contemporary literary practice informed
by technology.” It’s still a very vague definition, and just like the others it
provides absolutely no guidelines as to what can be considered digital
literature or not. But it also leaves breathing room for newer technologies
such as smart watches, smartphones, virtual reality, platforms like Twine,
among other things. Technology that didn’t exist when the ELO wrote their
definition in 2007.
So basically,
it’s a new medium for literature. It takes advantage of technology to both
write and present a piece of writing. Because it comes in many shapes and
sizes, there is a lot of gray area in what can actually be considered digital
literature, but think of it as the middle ground between ebooks and video games
(none of which are digital literature, but they do share a lot of common
ground). Or you can see it as an
intersection of digital media and textuality.
Electronic
literature or digital literature is a genre of literature encompassing works
created exclusively on and for digital devices, such as computers, tablets, and
mobile phones.
EXAMPLES AND GENRES OF DIGITAL LITERATURE
There is so much
digital literature out there, and from a wide selection of genres. Plus, it’s
an ever-growing field that moves with new technological advances. Tomorrow, ten
new forms of digital literature may be created. So this list is by no means
comprehensive. But here are a few examples of Digital Literature to pique your
interest, and hopefully inspire you to create some of your own writing.
Genres of Electronic Literature
2.
Code Work[[Interactive Fiction|]]
3.
Flash Poetry
4.
Generative Poetry
6.
Locative Narratives
7.
Blog
Fiction
Examples
Flash
Poetry - "Faith" by Robert Kendall
Hypertext
Fiction: "My Body" by Shelly Jackson
Code
Work: "Waiting" by Damon Harmon {C}{C} {C} {C}
Generative
Poetry: "Regime Change" by Noah Wardrip
For more examples, please visit: http://collection.eliterature.org/1/
TWITTERATURE
From poetry to
fiction, collaborative or individual, there are many ways to use Twitter to
create literature. An example of Twitterature is the account Dead End Fiction,
which publishes horror-themed microfiction.
She left the
house looking for fresh excitement. But what she found was: ghosts, monsters,
demons, devils and all manifestations of shadow and wonder. Which was
everything she had at home already.
HYPERTEXT
Hypertext fiction
uses hyperlinks to create a non-linear narrative. This gives it a choose-your-own-adventure
vibe to any story, and as readers you can choose what link to follow and
therefore what path the story takes. An example of this is the story “I Have
Said Nothing” by J. Yellowlees Douglas.
GENERATORS
This type of
literature requires some specialized knowledge as you need to know how to code
an algorithm. These algorithms are programmed to cycle from some random words,
phrases, media, etc. to create an entirely new story for every reader. I’ve
seen them used in poetry and long fiction alike. A famous poetry generator is
Nick Monfort’s “Taroko Gorge”. And you can also take a look at Novelling, an
online novel about writing that combines text, audio, and video.
VIDEO POETRY
Video poetry is
exactly what it sounds like. It’s a poem accompanied by a video, be it a
recording or graphics. Usually, the poem is narrated in the background while
you enjoy the visuals that complement each verse. A simple example would be “We
Keep Searching,” a video poem published on YouTube.
Engagement Technology
Virtual Reality
Virtual reality
is an immersive, computer-generated artificial environment that attracts
attention and creates a great talking point.
There are many
cutting-edge virtual reality headsets on the market today that allow users to
completely immerse themselves in the 3D world and this event technology offers
a great way to explain complicated systems or bring large-scale products to
life.
Your headsets can
be preloaded with already existing 3D content or you can create your own
immersive environments. Whichever option you go for, VR will create
unforgettable experiences for your prospects and create a memorable buzz.
Augmented Reality
The new
advertising trend of using Augmented Reality has proven itself a powerful
marketing tool, allowing brands to connect on a deeper, more immersive level
with their target audience.
AR lets you hide
content behind marker images that can be included in your event display posters
or exhibition stand graphics. It’s a totally fresh and unique way for visitors
to interact with your brand.
Using this
technology, individuals have access to digital information about particular
products or services, but the interactive media sets itself apart by allowing
the user to merge engagement across the physical and digital spaces.
Still new and
unfamiliar to most people, it attracts the attention of visitors. This in turn
creates the perfect opportunity for your sales team to engage with customers
and promote the product or company.
Interactive screens
Customers have
grown accustomed to interactive features in their daily lives, as they
increasingly depend on their portable devices. So, when it comes to searching
for or buying new products, they expect some level of independence and freedom
You can display
vital information in a simple and versatile manner, making use of eye-catching
graphics, images or videos.
It will also
improve your exhibition stand’s efficiency because unlike a direct and personal
approach interactive displays can work nonstop, move at the user’s speed and
are available at their convenience.
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