Literatronica

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The term literatronica, also literatronic (Marino, 2006), was coined by Colombian mathematician and author Juan B Gutierrez (2002) to refer to electronic literature. According to Gutierrez (2006):

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. A work of electronic literature can be defined as "a construction whose literary aesthetics emerge from computation", "work that could only exist in the space for which it was developed/written/coded—the digital space". This means that these writings cannot be easily printed, or cannot be printed at all, because elements crucial to the text are unable to be carried over onto a printed version. The digital literature world continues to innovate print's conventions all the while challenging the boundaries between digitized literature and electronic literature. Some novels are exclusive to tablets and smartphones for the simple fact that they require a touchscreen. Digital literature tends to require a user to traverse through the literature through the digital setting, making the use of the medium part of the literary exchange. Espen J. Aarseth wrote in his book Cybertext: Perspectives on Ergodic Literature that "it is possible to explore, get lost, and discover secret paths in these texts, not metaphorically, but through the topological structures of the textual machinery".

Contents

The literary hypertext authoring system known as Literatronica was developed by Juan B Gutierrez. Instead of relying solely on static hypertext links (for the system allows these as well), it uses an AI engine to recommend the best next pages based on what readers have already read. Literatronica radically revises the 1990s notions of literary hypertext as Modernist collage to the "original" notions of Arpanet as document sharing, where speed of access was put before what Espen Aarseth calls the aporia of links. In short, he asks, is nonlinearity and disruption inherent to the medium?

Espen J. Aarseth is a figure in the fields of video game studies and electronic literature. Aarseth completed his doctorate at the Department of Comparative Literature at the University of Bergen. He co-founded the Department of Humanistic Informatics at the University of Bergen, and worked there until 2003, at which time he was a full professor. He is currently Principal Researcher at the Center for Computer Games Research at the IT University of Copenhagen.

In philosophy, Aporia is a puzzle or state of puzzlement. In rhetoric, it is a useful expression of doubt.

The system addresses several of the major classic problems found with hypertext, namely, the problems of:

  1. Readers knowing how much of a text has been read.
  2. Readers encountering repeated pages without artistic effect.
  3. Readers getting lost and not finding their way through the text.
  4. Writers struggling to maintain large systems of static links.

How it works

1. Authors input their pages into the web interface.

2. Authors decide which pages should be linked with each other

3. Authors assign a numeric "distance" between connected pages. A passage which follows easily, or without much interpretive work might be a 5 while a passage that is distantly related might be a 25.

What the system does

Out of these distances, the system creates a map. To help the reader traverse the map, the system runs a shortest path algorithm to suggest paths. Because the system is dynamic, it can change paths according to the pages the reader has already encountered.

How the reader encounters it

The reader is presented with an opening page. At the bottom of the screen are titles and short teasers for n possible subsequent pages, being n a number decided by the author for each page. Percentages beside the titles of these pages indicate "narrative continuity", as the higher percentages indicate greater linkage. When there is only one subsequent page, the system merely offers a "next" button. Readers can choose any of the links; however, once a page has been read it is removed from the bullpen of choices. If readers want to go back, they can access the "map", and reset pages to "unread". This feature allows the system to show its true dynamic powers, as a system can rearrange sequence in a way that static links cannot.

The author’s experience

The system can be used by each author in any number of ways. For example, an author can assign two pages the same distance, leaving it up to the reader to choose. Or the author can rate as highly continuous two pages that have nothing to do with each other, if they want their work to present a more difficult path. Writers might also offer their links in the hopes that readers will take the path less chosen.

This system introduces a new semiotic element: the relative distance between pages. Rather than thinking in hypertext terms, which elements should be linked, the author considers levels of kinship, affinity, connection. The system reports reader activity so that authors can get a sense of what paths people are taking. In response, authors can change the distances.

Gradually the readers will cut through the grass, wear it down to just dirt, and authors can lay the concrete on top in response — assuming the author has an interest in what the readers like to do.

See also

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References

Spanish language Romance language

Spanish or Castilian is a Romance language that originated in the Castile region of Spain and today has hundreds of millions of native speakers in the Americas and Spain. It is a global language and the world's second-most spoken native language, after Mandarin Chinese.