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FOCUS PAGES: HOME References - Creating Hypernarrative
Lisbeth Klastup
George P. Landow
Judy Malloy
Stuart Moulthrop
Jim Rosenberg
Noah Wardrip-Fruin
New Media Literature: 1994-1999 (list in progress)
Mark Amerika
Jean Pierre Balpe
Jacalyn Lopez Garcia
Carolyn Guyer
Shelley Jackson
Michael Joyce
Yael Kanarek
Robert Kendall
Deena Larsen
Olia Lialina
Judy Malloy
Stuart Moulthrop
Jim Rosenberg
Cynthia Beth Rubin
Stephanie Strickland New Media Literature 2000-2006 (list in progress; more recent works are included in the statements)
M.D. Coverley
Caitlin Fisher
Dene Grigar
Carolyn Guertin
Deena Larson
Judy Malloy
Mark Marino
Talan Memmott
Nick Montfort
Millie Niss
Scott Rettberg
Sue Thomas Collaborative New Media Literature (list in progress)
Ingrid Ankerson and Megan Sapnar
Bobby (Rabyd) Arellano
Anna Couey
Abbe Don
Jenny Holzer
Jesse Gilbert, Helen Thorington,
William Gillespie, Scott Rettberg, Frank Marquardt, and Dirk Stratton
Carolyn Guyer
Judith Kerman
Judy Malloy and Cathy Marshall
Karen O'Rourke
Kate Pullinger and Chris Joseph
Christopher and Olga Werby |
Tools and Applications
Featured Authoring Environment: Since the early days of the public Internet, there have been works of art and literature created in social networking environments, and there have been short exchanges of cultural dialog on Internet Relay Chat. Twitter, created in 2006 by Jack Dorsey, has brought to a wider audience, the opportunity to communicate in a way that is inherently literate -- asking the writer to confine his or her thoughts to 140 characters, a process that takes editing and teaches epigrammatic expression and the ability to convey meaning and layers of meaning in a few words. Twitter also challenges writers and artists to create performative or collaboratively performative works in a medium where the audience can be an intimate circle of friends, an art audience, or even a diverse global audience. This month Authoring Software introduces a new "tools" page on Twitter. It includes pointers to the work of three new media writers -- Jay Bushman, Dene Grigar and Mez -- who have created works using Twitter and have written about these works on Authoring Software. It also features links to articles, documentation, and works that range from CreativeTime Tweets to Mahabharata on Twitter -- A Narrative Experiment and were created by new media writers and artists including Man Bartlett, Joseph DeLappe, Judd Morrissey and Mark Jeffery, and An Xiao. Visit the new Twitter page to find out more. Authoring Software Looks at Interface Issues and Design
The New Media Reader, The development of interface -- the words, graphics, audio, interaction, and other interface components that connect the reader with computer applications, including narrative and or poetic applications -- is intertwined with contemporary computer history and is an integral part of the history of new media. And computer-mediated creation in the arts and humanities has been directly and indirectly informed by innovators of computer hardware and computer software, by information scientists and futurists, as well as by the many musicians, artists, and writers who have contributed to shaping the field. We are, in a certain sense in the place of medieval and early Renaissance "theory composers", such as Guido of Arezzo and Marchetto da Padova, who struggled with the creation of notated music in eras when it was not even completely clear how the notes would be represented. In these times, literary structures were studied by musicians and even influenced in their works. [1] Now, creating new literary structures, we look to the histories of computer-mediated information. (and may even come full circle by studying musical structures)
Exploring interface development and in particular narrative and poetic uses of interface in new media literature
in a continuing series on interface issues, Authoring Software
looks at an important compendium for students and teachers of new media writing practice: The New Media Reader, edited by Noah Wardrip-Fruin and
Nick Montfort. (Cambridge, MA: MIT Press, 2003)
A valuable collection of source documents
-- presenting over 50 points of view of new media history in one volume and including a CD of
seminal works -- The New Media Reader forges an original path through the contemporary history
of new media up to the development of the World Wide Web. Introductory statements by Janet Murray and Lev Manovich and commentary
throughout by the editors, introduce a collection of essays that range from
Donna Haraway's influential A Cyborg Manifesto, to an historic introduction to the World Wide Web by
Tim Berners-Lee, Robert Cailliau, Ari Loutonen, Henrik Frystyk Nielsen, and Arthur Secret.
" The playful construction within constraints that the Oulipo defined as the role of the author can become an activity extended to readers, who can take place in the interpretation, configuration, and construction of texts."
From the point of view of writing that predated computer-mediated writing but experimented
with proto-interface structures in print works, Six Selections by the Oulipo is one of the most
interesting sections in The New Media Reader.
Founded in France in 1960 by Raymond Queneau and François Le Lionnais,
the group's name is an acronym of Ouvroir de Littérature Potentielle, roughly
translated: "workshop of potential literature". Setting the stage for the flowering of French works of
digital literature in the 1980's when writers, including
Jean-Pierre Balpe and Philippe Bootz, among many others, created works that were actually implemented
on computers, Oulipo poets and writers experimented with the very structure of literature, using print
and experimental artist book formats. Their writing is particularly interesting in that their
strategies in print foresee reader interaction with literature and provide an interesting look at literary
systems now implemented by authoring software.
"The potential that lies within such an understanding of
interactive experiences is a reconfiguration of the relationship between reader, author, and text,"
Nick Montfort and Noah Wardrip-Fruin write in their introduction to the Oulipo. "The playful construction
within constraints that the Oulipo defined as the role of the author can become an activity extended
to readers, who can take place in the interpretation,
configuration, and construction of texts."
Six Selections by the Oulipo begins with Raymond Queneau's One Hundred Thousand Billion Poems
for which he wrote a series of sonnets -- 14 lines of structured poetry -- which are composed so that they can
be combined in many different ways and are laid out so that lines can be cut put to reveal a very large
number of different poems.
The anticipation or the foresight to see how such an approach might be taken are at the core of
the migration of experimental writing from print to new media.
Queneau clearly saw this, not only in One Hundred Thousand Billion Poems but also
-- running at the bottom of a series of pages in The New Media Writer -- in his
Yours for the Telling in which the adventure story interface of branching paths is anticipated:
"Would you prefer the tale of the three, tall lanky beanpoles if so go to 16 if not go to 3."
Following One Hundred Thousand Billion Poems, French poet Jean Lescure's "Brief History of the Oulipo"
winds in an and out of the history and goals of the group in a diffuse poetic essay that itself reflects
the qualities of the work of this group of poets and writers (of which Lescure was a member) and
for whom literary history, the literary qualities of experimental literature. and an exploration/discovery
of structure were core as was multiplicity of meanings --
"In short, every literary text is literary because of an indefinite quantity of potential
meanings" he states.
Other documents in this section of The New Media Reader include:
Italo Calvino was also a member of Oulipo and is represented in this section by
Prose and Anticombinatorics, a narrative with programmic solutions to a murder mystery.
In addition to Oulipo, experimental writers in print whose work is featured in The New Media Reader
include
Jorge Luis Borges, William Burroughs writing on "The Cut Up Method of Brion Gysin", and Augusto Boal.
" On the top are slanting translucent screens, on which material can be projected for convenient reading. There is a keyboard, and sets of buttons and levers. Otherwise it looks like an ordinary desk."
In a series of documents that review the contributions of information science futurists, The
New Media Reader documents the history of contemporary creative organization of information with
papers by
Vannevar Bush, Alan Turing, Norbert Wiener, Theodor H. Nelson, and Douglas Engelbart, among many others.
Many new media artists and writers created their work on separate
but parallel tracks. Nevertheless, these papers are of continual interest --not only historically [2]
but also in formulating insights and ideas for future
directions in the field.
For instance, in 1945, observing that the human mind "operates by association", in his futurist paper
"As We May Think", originally published in The Atlantic Monthly and reprinted in The New Media Reader,
World War II Director of the US Office of Scientific Research and Development, Vannevar Bush asks readers to:
"Consider a future device for individual use, which is a sort of mechanized
private file and library. It needs a name, and to coin one at random,
"memex" will do. A memex is a device in which an individual stores all his books,
records, and communications, and which is mechanized so that it may be
consulted with exceeding speed and flexibility.
It is an enlarged intimate supplement to his memory.
It consists of a desk, and while it can presumably be operated from a distance,
it is primarily the piece of furniture at which he works. On the top are slanting
translucent screens, on which material can be projected for convenient reading. There
is a keyboard, and sets of buttons and levers. Otherwise it looks like an ordinary desk."
In the following years, information specialists,
such as Henriette Davidson Avram and Ralph H. Parker and many others, both designed and created vast
systems of searchable computerized library catalogs that are seldom fully credited.
These systems were the backbone from which branched (or were created on separate parallel paths) innovative uses of computerized
full text information systems on which The New Media Reader focuses, such as the Evolutionary List File (ELF) system
proposed in Ted Nelson's classic paper, "A File Structure for the Complex, the Changing, and the
Indeterminate" (1965) in which Nelson quotes Vannevar Bush's definition of the memex, addresses the problems of organizing and
accessing personal and scholarly information of scholars, and suggests an ELF system using a database
based on entries, links, and lists. He coins the word hypertext and imagines full text information
systems as containing not only words but also images and film. A primary use of his ELF system
is scholarly writing, but he envisions other possibilities.
Also of interest in The New Media Reader is Douglas Engelbart's Augmenting Human Intellect: A Conceptual Framework,
as well as classic source documents in computer and information science history that include
Ivan Sutherland's "Sketchpad: A Man-Machine Graphical Communication System"; Richard Stallman's
"The GNU Manifesto"; Alan Kay and Adele Goldberg's "Personal Dynamic Media"; and Stuart Moulthrop's
"You Say You Want a Revolution? Hypertext and the Laws of Media".
" It is our hope that all courses in which The New Media Reader plays a role will include serious study of the digital objects presented here-or of other artifacts, online and off, that don't lend themselves to being reproduced on the printed page. New media cannot be grasped by only consulting secondary sources and critical writing, however important such perspectives may be. Whether our goals include insightful analysis or meaningful new creation, our work should be grounded in interaction with specific new media creations -- as surely as those interested in literature should read literary works, as much as those interested in cinema should watch films." Web Preface and Guide to the CD - Nick Montfort and Noah Wardrip-Fruin
Outside of Eastgate's continuing work in publishing hypertext literature and the
Electronic Literature Organization's work in this area, early works of new media literature
are not always easy to locate or to run.
Thus, it is important that (although some selections require applications that may not be available
to every reader) the CD that accompanies The New Media Reader contains a notable collection of
interesting selections of pre-World Wide Web new media writing and games, beginning
(as regards games and works of art) with Stephen Russell's legendary Spacewar!
and also including Gregory Yob's Hunt the Wumpus, Adventure, Jim Rosenberg's Diagram Series 3 and 4,
Judy Malloy's collaborative literary system, You!, Robert Kendall's The Clue,
poems by John Cayley, and Writing on the Hypertextual Edge, edited by Stuart Moulthrop,
a section of the Spring 1001 issue of Writing on the Edge,
which includes Izme Pass by Carolyn Guyer and Martha Petry, as well as Michael Joyce's WOE.
" What McCloud's work nevertheless shows is that new forms, even those that have not been studied seriously for centuries or even decades, do indeed have certain conventions and rules, and that if the form being studied is considered with care and thought, these rules can be determined, benefitting those who work in the form, who are striving to improve the practice of their art." -- Nick Montfort
As regards the creation of interface, The New Media Reader is particularly useful to new media writers in
presenting an overall picture of historic approaches. The book also reprints
quite a few papers that are specifically helpful to designers of interfaces for new media literature.
They include:
and on the book's website at
http://www.newmediareader.com/index.html
The Table of Contents is listed at
http://www.newmediareader.com/book_contents.html
The CD Table of Contents is listed at reviewed by Judy Malloy Notes [1] F. Alberto Gallo, Music of the Middle Ages II, Cambridge, UK: Cambridge University Press, 1985. (translated by Karen Eales) pp. 1-13 [2] Books on the development of the personal computer are a recommended supplement to The New Media Reader. Although it is now taken for granted, creators who used punchcards and mainframe computers in the 1960's and earlier (I worked for a contractor of the Goddard Space Center Libraries computer catalog in 1967 and later headed the team that designed and programmed the Ball Brothers Research Corporation Library computerized catalog in 1969) know how important the work of Gary Kildall, Ed Roberts, Steve Wozniak, Steve Jobs, Bill Gates, Xerox PARC, Lee Felsenstein, Don Estridge, (as well as many others, such as Douglas Engelbart and Alan Kay, whose work is included in The New Media Reader) did to invent and produce the personal computer systems we use to create contemporary new media art. Also recommended as supplemental source material are publications about seminal art telecom systems, such as Heidi Grundmann, Editor, Art Telecommunication, Vancouver, Canada: Western Front; Wien, Austria: Blix, 1984 and Roy Ascott and Carl Eugene Loeffler, Guest Editors, Connectivity: Art and Interactive Telecommunications, Leonardo 24:2, 1991. Commentary - Interface Issues: Jef Raskin: The Humane Interface
A leading force in the conception and creation of the Macintosh project for Apple, computer scientist and musician
Jef Raskin, (1943-2005) who conducted the San Francisco Chamber Opera Society and played the organ,
was an apostle for the design of "humane" interactive user interfaces. Raskin believed that user interface
-- the way the user communicates with the computer -- should be at the core of the design of computers of the future.
His influential book, The Humane Interface, New Directions for Designing Interactive Systems, (Boston: Addison-Wesley, 2000)
is a combination of technical and approachable. Merging interface anecdotes and wisdom with detailed information on program design,
such as the design of search applications, The Humane Interface is a useful resource for new media writers
who create work that situates poetry, narrative, and visual elements in the context of interface design.
Raskin expresses interface strategies that are seemingly simple yet are important.
For instance, in discussing the need to consider the role of memory in interface design, he cautions that you can't assume that
the user will remember what he or she has seen previously -- a familiar problem for every writer who works with the issue of how
the reader will remember the revealed details of character and place. Indeed, questions considered in many of Raskin's discussions -- how the user remembers the interface,
what he or she has to do to produce more text, how navigation strategies path the reader -- are of primary interest
in the creation of new media literature.
Among the issues the book addresses are:
Visibility versus invisibility -- basically, if you can always see an interface device, it is visible.
if you have to remember how to find and use it, it is invisible.
Monotony -- whether or not different ways of doing the same thing are incorporated into the interface
The time it takes for the user to understand the work
Taking into account "habit formation" -- ie wouldn't it be better to give the user
a way to undo mistaken commands, rather than asking such questions as
"are you sure you want to...", which may be habitually answered "yes".
These issues may not always be important in a work of new media literature, and in some e-literature, either the subverting
of such principles underlies the poetics or the revealing of the interface or what the interface reveals
contributes to the narrative tension. Thus interface maxims can serve to bring clarity to the issues of interface design
while at the same time (to a new media writer) they suggest literary strategies. For instance, the observation that the reader absorbs
the workings of the interface at the beginning of the work and then assumes that he or she will always be confronted with it, might be used in one way
when narrative flow is important, but in some instances, a new media writer might wish to alter the interface to
differentiate time frames or characters.
In the Chapter on "Navigation and Other Aspects of Humane Interfaces", Raskin
discusses "intuitive" and "natural" interfaces. Noting that "intuitive" tends to be defined by what the user is used to,
he uses as an example Star Trek IV when the former officers of the Enterprise are transported
to the 20th century. In one the incident, Scotty picks up the mouse of a Macintosh computer and attempts to operate
the computer by speaking into the mouse. "Computer..."
Because what the user is accustomed to now drives interface design
for many computer systems, Raskin also observes that designing for natural and intuitive interfaces
can be detrimental, i.e. there is a conflict between creating something that
actually works better and creating something that the user is accustomed to.
The author's attitude to icons may not be well received by visual artists. Nevertheless
his question -- wouldn't it be easier to use words than trying to guess or reveal what each little
symbol means? -- has some resonance for contemporary desktops, and he provides colorful examples of
how icons can be misinterpreted.
Given its computer science basis, the book may not be of use to all new media writers.
Nevertheless it is of interest to see how a seminal figure in interface design looks at interface design.
His discussion of programming environments, in which he emphasizes the role of documentation
in programming creation, is of interest to the contemporary field of literate programming.
(Chapter 7 - "Interface Issues Outside the User Interface") And all of Jef Raskin's points serve to remind new media artists and
writers of the importance of interface.
"An interface is humane if it is responsive to human needs and considerate of human fragilities," he writes.
"If you want to create a humane interface, you must have an understanding of the relevant information on how both humans and machines operate.
In addition you must cultivate in yourself sensitivity to the difficulties that people experience."
Commentary - Interface Issues: The Art of Human-Computer Interface Design, A Classic Interface Design Textbook, edited by Brenda Laurel
Interface -- the way the reader (the "user" in computer technology) communicates with the work --
is a primary concern for creators of electronic literature, as well as for readers who want
to adventure into new media fiction and poetry. Writers and artists may choose to subvert
the principles of interface design, striving in some cases to challenge the reader, or making
the interface an actual part of the work. For instance, the interface design principle of "least surprises"
might be important in a work of literature in which the content of the text is most important. On the other
hand, surprises might be an integral component for writers and artists who design the interface
as an integral part of the work itself, rather than as a way of accessing an underlying work.
But it is of interest to understand the principles of interface design, whether we choose
to use or subvert them.
This month, Authoring Software begins a series of commentaries on interface issues.
The commentaries will be created in a modular fashion, so that short essays on the subject
will eventually be combined in both sequential and hypertextual ways, creating an in depth
look at interface design for new media writers. We begin with a classic text:
The Art of Human-Computer Interface Design, edited by Brenda Laurel. (Addison-Wesley, 1990)
The Art of Human-Computer Interface Design is classic work of Macintosh Interface design.
Edited by theater and computers scholar and researcher Brenda Laurel, who
was at the time a consultant to Apple Computer and later created Purple Moon
software for girls, the book is a formative documentation of the time in history when personal
computers were beginning to make new ways of reading and writing possible.
Some chapters are probably too Macintosh interface specific to be of interest to all new media writers.
Yet the book is very useful. not only from the point of view of historical interface design
but also from the point of view of classic approaches to creating interfaces.
For instance, the uses of conversation in interface design --
in particular the simulation of human/human conversation, as
opposed to human/computer interaction that does not take this into account --
is addressed by Susan F. Brennan in "Conversation as Direct
Manipulation, an Iconoclastic View". Her chapter includes a series of
useful examples and discusses how they can be enhanced with graphics.
In "Interface Agents: Metaphors with Character", Brenda Laurel talks
about the creation of character in terms of personifying interfaces,
using characters in the theatrical sense. Her approach is designed mainly
for the creation of interfaces for practical applications, and the interface
device of personified "agents" that assist computer users has not become as widely
used as anticipated -- perhaps because our relationships with our computers
are one-on-one and we may not desire an intermediary, something that was not anticipated in the
age of transition from impersonal mainframe to personal computer.
Nevertheless, for new media writers who are interested in the traditional literary use
of fictional characters as interpreter of events, how this concept was translated into
ideas of computer interface agents and guides is of interest in the creation of electronic literature.
In "Guides: Characterizing the Interface", Tim Oren, Gitta Salomon, Kristie Kreitman,
and Abbe Don discuss designing an interface for Grolier Electronic Publishing's
The Americana Series: America 1800-1850. Fictional characters, represented by
graphic images, were used to help young readers select the material most appropriate to their interests.
"We are finding out as much about the way people want to receive content as we are about navigation,"
the authors note. "We have uncovered a lot about what engages in the interface, but we have also
discovered that the interface is deeply intermeshed with the content."
Other chapters of particular interest include:
"If it is to be like magical paper, then it is the magical part that is all
important and that must be most strongly attended to in the user interface design,"
Alan Kay writes about the computer screen in his chapter "User Interface: A Personal View".
Kay also looks at Marshall McLuhan's ideas on how the printing press changed the thought
patterns of those who learned to read, observing that "What McLuhan was really saying
was that if the personal computer is a truly new medium then the very use of it would
actually change the thought patterns of an entire civilization."
Brenda Laurel is currently Chair for the Graduate Program in Design at
California College of the Arts. The Art of Human-Computer Interface Design
was conceived of and technically supported by interface designer S. Joy Mountford
and is available from
Amazon
reviewed by Judy Malloy
Guide to Authoring Software Tools and Applications HTML, DHTML, Java
Writers Who Use HTML, DHTML, Java, JavaScript
HTML, DHTML, JavaScript,
Microsoft Marquee Website Authoring
Writers Who Use Website Authoring Tools
Aptana Studio
Trellix
Dreamweaver
Drupal
iWeb
Netvibes Rich Internet Applications
Writers Who Use Rich Internet Applications
Flash Hypertext Authoring
Writers Who Use Hypertext Authoring
Experimental
Storyspace
Literatronica Eliterature Authoring
Writers Who Use MidiPoet
__Eugenio Tisselli Processing
Writers Who Use Processing Interactive Fiction, Adventure Game Authoring, Game Authoring
Writers Who Use IF Tools
__Aaron A. Reed ![]() now have their own page at poetry_generators.html Personal Media Tools
Cave Writing
Writers Who Use Cave Writing Augmented Reality
Writers Who Use Augmented Reality Other Applications
Writers Who Use Other applications ToolBook Other Programming Languages and Developer Tools
Writers Who Use Other Languages, Developer Tools
C++
MySQL
Perl
Python; Vim
Squeak
XML Web Information Management
Writers Who Use Web Information Management
Diigo Blog and Forum Applications
Writers Who Use Blog Applications
CommentPress
Since the early days of the public Internet, there have been works of art and literature created in social networking environments, and there have been short exchanges of cultural dialog on Internet Relay Chat. Twitter, created in 2006 by Jack Dorsey, has brought to a wider audience, the opportunity to communicate in a way that is inherently literate -- asking the writer to confine his or her thoughts to 140 characters, a process that takes editing and teaches epigrammatic expression and the ability to convey meaning and layers of meaning in a few words. Twitter also challenges writers and artists to create performative or collaboratively performative works in a medium where the audience can be an intimate circle of friends, an art audience, or even a diverse global audience. This month Authoring Software introduces a new "tools" page on Twitter. It includes pointers to the work of three new media writers -- Jay Bushman, Dene Grigar and Mez -- who have created works using Twitter and have written about these works on Authoring Software. It also features links to articles, documentation, and works that range from CreativeTime Tweets to Mahabharata on Twitter -- A Narrative Experiment and were created by new media writers and artists including Man Bartlett, Joseph DeLappe, Judd Morrissey and Mark Jeffery, and An Xiao. Visit the Twitter page for complete information.
Originally begun as a multi-user "adventure" program by Roy Trubshaw and Richard Bartle at the University of Essex in England, MUDs (Multi-user Dungeons) and the subsequent MOOs (MUD's object oriented) are text-based, programmable virtual communities that connect many users to the same place at the same time. In addition to creative social interaction, LambdaMoo, created by Pavel Curtis at Xerox PARC, also fostered virtual world building and allowed for a variety of narrative structures. Participants who "enter" MOO environments are usually textually "visible" to each other, and they share a database of "objects" such as "rooms" and "exits". MOOS have been used as meeting places, for distance learning, to create text for performative works, and to create hypertextual and/or interactive fiction narratives and/or virtual locative narratives that many readers can simultaneously explore. Authoring Software continues its series of resources with a new page on MUDs and MOOs. Visit MUDs and MOOs page for complete information. Visual and Video Applications
Audio Applications
Writers Who Use Visual, Video, and Audio Applications
Photoshop
Studio Artist
Director
Apple Final Cut
Apple QuickTime
Apple iMovie
Premiere
Soundium Audio Applications
Apple Logic Studio
Max/MSP/Jitter
Sound Studio
Sound Forge New Media Preservation Issues
Archiving the Avant Garde: Documenting and Preserving Digital/Media Art,
A Consortium Project of the University of California, Berkeley Art Museum
and Pacific Film Archive, with the Solomon R. Guggenheim Museum,
Cleveland Performance Art Festival and Archive, Franklin Furnace Archive,
and Rhizome.org
Library of Congress
Nick Montfort and Noah Wardrip-Fruin
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Authoring Software Home Resources and Blogs
Electronic Literature Organization
J. R. Carpenter - lapsus linguae
J. R. Carpenter - Jacket 2:
Center for Digital Storytelling
Center for Literary Computing,
Critical Code Studies
HaCCS Lab
Electronic Literature as a Model of
Electronic Poetry Center - E-Poetry
expressive intelligence studio
Field Guide to Digital Fiction
Hermeneia - Literary Studies and Digital Technologies Research Project
Institute for the Future of the Book
IF-Review - The Online Interactive Fiction Review Site
Mark Marino: WRT: Writer Response Theory
Jason Nelson and Davin Heckman: netpoetic.com
NT2 - Nouvelles technologies, nouvelles textualités Sue Thomas: Writing and the Digital Life Noah Wardrip-Fruin: Grand Text Auto WRT: Interactive Entertainment Software Writers and Artists Talk about Their Work and the Software They use to Create Their Work
Mark Amerika |