Lit 80, Fall 2013
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Rememori Critique

November 4th, 2013 | Posted by Matt Hebert in Uncategorized - (0 Comments)

 Rememori is an online matching game/interactive poem which deals with the degeneration of the brain in the face of Alzheimer’s Disease. For each level, the player is able to choose an avatar from a list of users ranging across the spectrum of intimacy from “Father” to “Doctor” to “Stranger”. The player’s choice of avatar will affect the text generated during gameplay. The actual body of the game is a memory game involving matching pairs of cards with identical images. Everything is neurological in nature, either depicting the anatomy of the brain, or embodying an idea which the sick character must struggle to hold on to.

In “Electronic Literature: New Horizons For the Literary”, Katherine Hayles describes electronic literature as “a hopeful monster… composed of parts taken from diverse traditions that may not always fit neatly together” (Hayles 2008). Rememori is unquestionably a hopeful monster, though a highly successful one. It utilizes a combination of poetry, hypertext, gaming and moving art to present the player with a compelling depiction of Alzheimer’s disease which the player must experience firsthand. For simplicity’s sake I will refer to Rememori as a game, although to be more precise it is a piece of electronic literature without a clear genre.

The “poetic” portions of Rememori meet with Hayles definition of hypertext as text “characterized by linking structures” (Hayles 2008). Each click will produce a randomly selected piece of text which floats in the air for a few seconds. These components do not blend seamlessly with the gaming portions of the piece, but the dissonance between the hypertext and the gaming serve to make each as impactful as possible. If the player is playing the matching game in earnest, then this sea of disembodied phrases should barely register, acting initially as an emotional backdrop to the task of matching images. Of course, once the player recognizes the thematic importance of the text, the text explicitly distracts the player from the goal of completing the level, since completing the level means being unable to read more of the text. The disjunct nature of the text and images ensures that together they will always present the player with a chaotic blend of ideas that mirrors the fragmented nature of actual thoughts, particularly those in the disordered brain. With each advancing level, the interface incorporates multiple methods to portray degeneration of the mind. The card placement becomes more erratic, the images more volatile, the phrases less complex. In conjunction with one another, these components form an intuitive shorthand for the state of the mind at different stages of the disease and allow the player not only to understand it, but to feel it for himself.

Rememori is very effective as a game because it is based around forcing the player to experience distorted version of the familiar. Most people have played a memory game at some point in their lives. Even if they have not, the first level presents a very typical version of the classic matching game for the player to become acquainted with. Fragments of text appear with every upturned card, but this is otherwise a very ordered game. Of course this cannot last. The impact of each subsequent level is built upon its ability to distort the norms of the previous one. The second level has the images shake and turn. The third replaces images with questions. By the fifth level, the screen is a disorganized mess of misspelled words, poorly drawn clocks, and unanswered questions. These levels are not just visually jarring, they are more frustrating to play after having learned to play the game with more simple structure. Rememori is powerful because it mimics the experience of neurological disease by taking the familiar and turning it into something noticeably distorted.

The game is especially poignant in that it gives the player a small amount of choice, only to steadily remove that choice near the end of the game. Users begin to blend together as relationships lose meaning, cards become blank as thoughts fall apart. Nothing the player does really matters once the sixth level is begun. The player can make the arbitrary distinction between “Stranger” and “Visitor”, but in either case there is nothing left to do but click each circle one last time and watch the brain fade away. In the same way, life is sometimes unfair, uncompromising, and unwilling to wait. When a degenerative disease takes hold, one can no longer hold back the inevitable just by wanting more time. At some point, it is necessary to simply let go.

The final portion of the game, seeing the brain turn to white and fade away, is oddly serene after the more blunt, garrish imagery of the levels preceding it. The cross-sections of brains and jumbled misspellings of words are very agitating images for the player to be bombarded with. The plain white circles, while disturbing on an existential level, are in contrast very placid, allowing the game to end on a less violent note. And after feeling the frustration that comes from struggling to make sense of once simple concepts, I felt oddly calm when I resigned myself to the fact that oblivion was the only outcome. By removing the player’s ability to struggle back, the game forces the player into acceptance of the inevitable, which could prove very cathartic for players coming to grips with the effects of Alzheimer’s Disease.

At its core, Rememori is a meditation on death and loss. Things that we take for granted now – order, identity, continuity – may soon be gone. We may lose something that we didn’t even need a name for until we had to describe the world without it. The internal mechanisms of the mind are difficult to conceptualize and even harder to convey, which is what makes Rememori so clever for finding a clear “language of the mind” through which to communicate with the player. As a game built around random elements, it has no well-defined message, but its emotional tone and impactful finale are unavoidable. It is a rare game that wants to be ruminated on far more than to be played.

In an obscure corner of the Internet resides a barren page. Usually it shows nothing but a black background, though occasionally a single character may be found. The only clue to its past rests in its title, “degenerative”, and a brief about page archiving pieces of its history. A more thorough explanation is offered, but links to a hacked page, further contributing to the viewer’s impression that they are visiting a ghost town.

The theme of the “degenerative” project was destruction. To say that the webpage self destructed over a period of four months would almost be correct, except for the fact that its disappearance was inseparably connected with its viewers. When the page’s author Eugenio Tisselli originally created the page, he attached to it a script that would automatically change or delete a random character each time the page was removed. The page would in fact remain unmarred — until people looked at it. The script destroyed the page in the end, but needed the help of the public.

Rather than simply augmenting a piece of text from the periphery, the script behind the webpage is the primary component of “degenerative” as a work of electronic literature. While the original text was a calculated creation of the author, it immediately became fluid as it was viewed in ways that were random and therefore beyond even his control. Thus the process becomes more relevant than the product when we consider questions about what the piece is arguing. This process exists in written form as the script used to modify the web page, but unfortunately this script has not been made available to the public. Instead we are given the current, nearly empty page and an archive of past versions of the page to read and analyze.

The author notes on his website that “sometimes, when it is visited, a single character can be seen… it is only a ghost”, but it is worth pointing out that there is still more to the page than a single character. If we view the source code for the page, we find

<!DOCTYPE HTML PUBLIC “-//W3C//DTD HTML 4.01 Transitional//EN”>
<html>
<head>
<title>degenerative</title>
<meta http-equiv=”Content-Type” content=”text/html; charset=iso-8859-1″>
</head>

<body bgcolor=”#000000″ text=”#999999″>

This source code is still quite sparse, but it reminds us that the page is not completely devoid of data. The background color and text color are still set (if only to a simple black and white), the title remains, and the content type is still defined. In particular, we know that the contents of this page are html text, and that if any text were to appear on this page, it would be written with the Latin alphabet used in North America. Thus it seems more fitting to refer to the page as a skeleton instead, one that might be studied as an archaeologist studies ancient bones.

The analogy in which we think of the critic as an archaeologist is made even more apt by the fact that Tisselli neglects to provide the source code for the script modifying the “degenerative” page. While we have argued that this script is the core essence of the “degenerative” piece, we cannot actually study it. Instead we must dig through the available archives of page versions as if they were geological strata. With no access to the guts and flesh of a living version of the page, we are forced to study the piece indirectly by basing inferences on the fossilized relic that remains.

When analyzing the past snapshots of the “degenerative” page, the most useful to us is the original version of the page, as it is the only version in which every character is the direct result of a conscious decision made by Tisselli. Its contents give us a hint at the thesis Tisselli is arguing, as well as providing a framework within which we may place the work as a whole. It provides content for the piece while at the same time explaining the process that will manipulate it and likely will bring about its eventual demise.

Since all the text on the original page will slowly be destroyed, pieces of text and ideas that are repeated will survive the process longer, so we can guess at the relative importance to the author of a piece of text or an idea by looking at the number of times it is repeated. Analyzing repetitions of ideas and lines of text, we see that the author expresses that the page will be destroyed in many different ways throughout the piece, an idea that is clearly integral to understanding the project. We also notice, however, that the sentence “seeing is not an innocent action” is repeated four times in a row, giving the reader a good candidate for the thesis of the piece.

While it is natural to study how art affects the viewer, “degenerative” explores the opposite direction. In claiming that “seeing is not an innocent action”, Tisselli points us toward the idea that viewers affect art, an idea that he demonstrates both literally and destructively with the “degenerative” page itself. As he states in the about page, “the only hope for this page to survive is that nobody visits it. but then, if nobody does, it won’t even exist.”

Overall, “degenerative” does an excellent job of arguing Tisselli’s thesis simply through the nature of its existence, though it could still improve on other fronts in order to become literature of a slightly higher quality. Making all source code available and maintaining the website better are easy ways for the work to be improved, as I already mentioned earlier. One further thing that could be done, however, is remove the archive of past versions of the page.

Only with the archive gone would the destruction of the page be complete. Once the original page is no longer viewable, it will truly only exist as it is now, as a distant memory and a lonely skeleton that sometimes shows a single character.

[1] Tisselli, Eugenio. “degenerative.” . N.p.. Web. 3 Nov 2013.

Why do you stay up so late? is a poem written by Marvin Bell that utilizes digital media to enhance the reading experience by augmenting the literary elements. In the poem, Bell uses traditional elements such as theme, conflict (internal), style, tone, and figurative language; he uses colors, sounds, and animations to compliment his words and heighten the meaning in his work. The sounds set the somber tone of the poem before the author’s words have the opportunity to create it. The animation of a lit match on the first page reminds the reader that it is late at night and there is very little light to work by.

Bell 2004

Lit Match (Bell 2004)

Additionally, the hand tapping a pencil on the table is a visual of the author’s restlessness in attempting to write. The tapping makes the reader feel just as restless as the author, allowing the reader to sympathize with the author’s internal conflict. Also the animations visually represent the figurative language the author uses.

Tapping Pencil (Bell 2004)

Tapping Pencil (Bell 2004)

When the author describes the young poets and then transitions back to himself, the animation mirrors the transition by shifting from many tapping pencils to one tapping pencil.

The many tapping pencils that symbolize many young poets (Bell 2004)

The many tapping pencils that symbolize many young poets (Bell 2004)

The lone tapping continues until he says “I am frozen in the white page.” It is at this moment that the animation freezes, highlighting his conflict and figurative language.

Additionally, colors are used to set the scene as well as accent specific words and lines. For most of the poem, the words are set on a black background. It all changes with the appearance of the word “light”. The word is the only brightness on a dark surrounding because it is meant to be a single source of light that appears “through the ice.” This is followed by the screen flashing, and the background shifting to white. Here the sound maintains its repetitive beat, but the tone changes. This change creates a sense of optimism, but reminds the reader that things are still the same. This sentiment is echoed when the screen returns to a black background and Bell writes “this is not the story.” The contrast with colors and word selection is used throughout the poem as Bell sometimes highlights certain words by using different colors.

The affect that producing the poem in this form has is emphasized when you look at the poem in its pure html form. Here the reader finds a 24 line poem that when read does not touch us emotionally like the animated version does. Also, the animated version requires the reader to spend more time on the poem than one may necessarily spend reading it because you can only transition pages when the author allows. By using electronic literature as his medium, Bell is able to utilize multiple tools to create what traditional authors attempt to do with one. He creates the readers’ environment through manipulation of sounds, colors and time while traditional authors can only use words. Though critics may argue the latter is more difficult and therefore more impressive, the former assures that the reader experiences the environment the author intends.

Looking at how this contributes to the electronic literature conversation, I turn to the questions presented by Katherine Hayles in Electronic Literature: New Horizons for the Literary (2008).

1)      “Is electronic literature really literature?” (Hayles 2008)

This question is difficult to answer because it depends on your definition of literature. Hayles has a more inclusive definition of electronic literature that includes work that that provides the reader with an experience (or gives meaning to it) and is “digitally born” to be read electronically. Personally, it is too specific but at the same time too inclusive. If Hayles limits electronic literature to work created electronically, then she eliminates some the projects discussed in class. By her definition, projects created using code would be the only forms of electronic literature because that is the only way for something to be truly “digital born.” Would her definition exclude remediations? Implementation, for example, is in a remediation of a book. Since its origin in a print source, does it lose credibility? Or perhaps should it be considered experimental or some other form of literature.

To me, literature must use words in the form of a poem, play (scripts), or novel to create an experience. By this definition, Why do you stay up so late? would de defined as a type of literature. Bell’s poem uses words to create an experience. However, not all electronic literature falls under this category. For example, Arteroids is an ‘end of language piece’  that uses words to create meaning. However, the medium is a game, and the words are used more as a piece of art rather than a piece of literature.

As a result, I would alter Hayles’s definition to include remediation, but to exclude projects that are without words in the form of a poem, play, or novel.

 

2)      “Will the dissemination mechanism of the internet and the Web, by opening publication to everyone, result in a flood of worthless drivel?” (Hayles 2008)

In short, yes. Based on the list that was discussed in class, there are numerous examples of “worthless” electronic literature.  Nonetheless, I do not think this is a reason to prevent its development. In traditional literature, there are plenty of examples of literature that critics view as worthless, but that has not deterred writers. If poorly written books did not end traditional literature, then a few poorly created projects should not end electronic literature. Furthermore, the presence of mediocre literature, electronic and traditional alike, creates a contrast by which ‘valuable’ literature can appear even better.

3)      Can traditional literature coexist with electronic literature?

This question parallels the discussion we had earlier in the semester on whether E-readers will eventually become more prominent than written novels. I think that in this scenario, both forms are invaluable so they should both continue. Unfortunately, because of the trajectory humanity has taken away from books and towards television and video media, electronic literature may be the only way to captivate future readers. Therefore, I think that electronic literature will become the primary source of literature, but I hope that future authors include non-augmented transcripts like Bell does.

All of the attributes I described involving how Why do you stay up so late? augmented the nature of the poem are not only why I feel that it is an effective use of electronic literature, but also the reason I like it. Bell effectively balances the electronic and traditional literature elements to create an aesthetically pleasing and well written poem. Nothing too abstract is done, and the electronic medium is used to achieve features that cannot be completed in different media. As electronic literature develops, I hope that it will be able to utilize improvements in technology to augment and improve the reading experience.

 

Works Cited:

Bell, Marvin, and Nikki Ruddy. Shakespeare’s Wages: Fifteen Poems. [S.l.]: Gendun Editions, 2004.

Hayles, Katherine. Electronic Literature: New Horizons for the Literary. Notre Dame, IN: University of Notre Dame, 2008.

Collaboration:

Thank you Amanda Gould for the advice and recommendations to improve my critique.

Electronic Literature

November 3rd, 2013 | Posted by Kim Arena in Uncategorized - (0 Comments)

Throughout history, literature has continued to progress alongside the medium through which it is received. The development of print technologies increased public access to literature and expanded the methods through which it could subsequently be interpreted and analyzed. This trend continues today with the continual expansion of technology and electronics, giving rise to a whole new genre of media from which literature can be expressed, interpreted, created and manipulated. Electronic literature provides an endless stream of new ways to experience written works in ways that print cannot. But does this aspect take away from traditional literature? What is considered to be literature? According to Oxford Dictionary, literature is defined as “written works, especially those considered of superior or lasting artistic merit”. Literature does not aim to make print obsolete, but rather to expand what we can obtain from written works. The technologies provide us with new ways to think and increase our level of interaction with the text—allowing us to explore concepts, patterns, and more that go beyond the words, but that delve into the art of the work itself and the components that make up the literature. In her book, Electronic Literature: New Horizons for the Literary, N. Katherine Hayles describes how electronic forms of literature allow for “the criticism and analysis of programmed media without sacrificing the interpretive strategies evolved with and through print” (25). The use of technology as a medium for literature does not replace traditional print literature, but rather opens alternative ways through which it can be experienced. Electronic forms of literature expand the artistic merit of the written word, establishing different ways through which we can explore interactions between words and meaning. Similarly, we can employ multiple senses in our interpretations through visual and sonic components, altering our experience with the work and thus the understandings and interpretations we can extract from it.
Young-Hae Chang Heavy Industries, for instance, explores the interactions between music and literature and provides a medium through which we can appreciate the interplay between the two forms of art, thus augmenting the individual interpretations into something more complex. Young-Hae Chang Heavy Industries pair their jazz pieces with a movie-like stream of words and phrases of varying sizes, speeds, and colors. Though the words do not form complete sentences, they are associated in a way that they flow with the music; rhythmically creating a disjointed stream of consciousness that comes together to tell a story. It is together the display, music and the words themselves that are telling the story, and thus how the story unfolds depends on the interpretation of the receiver, and how they associate the visual, sonic, and textual components. Thus, the result will be slightly different for everyone, and may even be different for a single person each time they listen. The patterns, colors, sizes, timing, and orientation of how the words appear on the screen in addition to the blinking and changing backgrounds augment the way that the meaning behind the text is associated along with the changing beats and notes of the music. These two artistic components are intertwined to establish an ultimate experience that changes that way we interpret both, interplaying off each other to affect the way each is perceived in relation to the other. Words can invoke feeling just as music can, and that feeling can affect how you interpret the music, or vice versa. Certain words may stand out to you, whether it is because of how they were oriented on the screen or the timing from which they appeared in relation to the music, whether it had gotten quieter or louder, faster or slower. This specific kind of experience differs for each person—different things stand out to different people and thus have different significance to different people. Subsequently, each person will have a different interpretation of the piece, and thus the story. These components can even establish a mood, and thus they are not only augmenting the perception of the work itself, but also the environment through which the receiver extracts such interpretations. The simultaneous interpretations determined from listening to the music, viewing the colors and timing of the words, and reading the text affect each other, thus the overall experience differs from the individual experience of each of these elements. This can be observed by muting the sound for one of the pieces. The words and their motions along still portray the story; yet do not produce impact on the reader. The music helps guide the reader through the text, providing pace and extracting emotions that the words along cannot. This process works in the reverse as well; listening to the music alone without the words deprives the sound of any particular meaning. It is the pairing of these two components that augments the way we perceive the literature as a whole. This concept can be experienced in their piece “Lotus Blossom”.
The Young-Hae Chang Heavy Industries project adds an artistic element to written work that serves to enhance it and provide a means through which we can expand the boundaries of both music and literature to heighten the potential of both media and increase our levels of interaction and interpretation. The combination of reading and listening skills allows our interpretations to interplay with each other, forming an augmented version of a musical piece and a work of literature. Literature should not be bound by the confines of print, but rather should reach out to other medias to build on what the print has given us; to work together to build upon our knowledge and heighten our intellectual stimulation and explore the full potentials of the data presented by written word.
Jason Lewis in his digital poem “Nine” utilizes images, phrases, and game-like interactions to depict the layering of life and simulate how aspects of our lives interplay with each other and present themselves in different ways as time progresses. The convention is simple, nine squares each with a different image that can be shifted around—with the goal of forming a total media. Each time a square is moved, a textual piece of information is revealed about the life of the subject, whether it is a fact, an event, a thought, or another piece of the story. But, as the player interacts with the poem, the images change and fade into one another, creating a loop. While some of the images may not fade all together, some may be clearer than other and some may superimpose themselves upon another. These visual factors, alongside with the textual story, act as clues towards the lives of the characters—what is important at the time, what they may be feeling, what parts of their past may be reappearing or playing a subliminal role in the present. The artistry of this is that Lewis does not need to tell us these aspects of life—but rather lets us discover them on our own as he guides us through the story. And, because the reader is in control of the tiles, you are thus in control of how the story unfolds—which details you see at which time, which images are side-by-side, how the overall mood of the nine tiles is perceived—and it is through this interaction that the reader makes the story their own. Everyone who “plays” Lewis’s poem will be “reading” the same story, yet the path they take to get to the end will be different, thus the experience will be different. This concept expands the poem from a few lines with many interpretations to an infinite number of layers of information that can be perceived different visually, emotionally, and textually each time they are encountered. The interaction gives the poem a depth that reflects life itself, and thus establishes a connection with the reader that goes beyond written word.

Jason Lewis' "Nine" puzzle

Jason Lewis’ “Nine” puzzle


Both Jason Lewis and Young-Hae Chang Heavy Industries incorporate multiple dimensions into their works to increase the output that the reader receives through experiencing their respective projects. In both cases the authors tell a story, yet it is the way that they present the story that determines the way the reader perceives it. The musical, visual, and interactive elements that both authors implement aid to demonstrate concepts and themes that the written words alone cannot. The timing and changing tones and beats of Young-Hae Chang Heavy Industries’ pieces guide the reader through the text and put emphasis on certain ideas or phrases without having the text explain it—the reader simply experiences the increases or decreases and pairs the text and thus its meaning with the changes. Similarly, in Jason Lewis’ puzzle, the reader learns about the characters and the story through exploration and the connections between the text and the images on the tiles, along with the order through which they are revealed and the way that the tiles overlap, are established as the reader pieces the story together. These untraditional stories require the reader to learn as they go along, and it is this element of experience that helps to alter the perceptions produced by the literature.

Works Cited:
Chang, Y., & Voge, M. (1999). Young-hae chang heavy industries. Retrieved from http://www.yhchang.com/
Hayles, N. Katherine. Electronic Literature: New Horizons for the Literary. Notre Dame, Indiana: University of Notre Dame, 2008. Print.
Lewis, J. (2003). Nine: Puzzling through several lives. Retrieved from http://www.poemsthatgo.com/gallery/fall2003/nine/nine.htm

Electronic Literature Critique

November 2nd, 2013 | Posted by Sheel Patel in Uncategorized - (0 Comments)

 

Electronic Literature is one of the more interesting forms of literature that I have come across. The main premise behind electronic literature is the idea that it is created on the computer, and is meant to be read and accessed through a digital medium like a computer, tablet, etc. Therefore, this literature is created and distributed through many variable sources, yet holds all of the powers and tools that a computer can process. That is why I believe that e-lit, if implemented well, can augment literature in ways that were previously unimaginable and significantly alter the reader’s experience, for the better. The internet and computer hold millions of tools and allow the writer to take full creative control over the literature and tailor their pieces perfectly to relay their message to the reader, using multiple media rather than just text. An example of great implementation can be seen in the E-Lit piece titled “Entre Ville” by JR Carpenter.

Through his implementation of text, pictures, videos, and audio, JR Carpenter effectively contributes to E-Lit and immerses the reader into his quaint neighborhood. The title “Entre Ville” means “the city between us” in French, and that is essentially what Carpenter aims to show. It is an interactive “notebook” that coincides with a poem written by Carpenter that gives the reader the complete aura of the neighborhood that the poem takes place in. Upon opening the piece, one sees a beautifully depicted apartment building in the province of Canada with interactive windows and elements that can be accessed. When you click on the windows of the apartment building, you often get a video that coincides with a segment of the poem. For example, one of the poem stanzas says, “a french man, waits for dinnertime, while he points his trumpet towards our window.” When you click on the coinciding window, a video of the beautiful view out the window with trumpet music in the background pops up, immersing the reader into the specific stanza. I liked this E-lit piece because for someone who is reading this poem, to experience the ambience of a city or neighborhood, reading about it can only get you so far. In order to fully be immersed into the area, the videos and audio that coincide with the text give you a fully immersive experience where you almost feel like you are in the city, in the apartment, etc. This is successful E-lit because it takes the best parts of writing, and its ability to vividly and specifically describe aspects of the neighborhood in detail with the sense-drawing appeal of video and audio, which allows the reader to delve even deeper into the text. This text shows not only the artistic side of Electronic Literature, but also the functional aspect of it. It completely visualizes what is already a very sense-provoking poem and serves as a “virtual tour” of the neighborhood. Along with E-Lit pieces such as “Entre Ville” which further describe and augment the original text, some authors have taken E-Lit and molded it to form political pieces.

This is definitely the case with “Death Moves it Forward” by Jody Zellen. This piece is actually a little frightening with all the information being thrown onto the screen, which makes it very effective in portraying the intensity of death in war. In this piece, clicking on some parts of the screen pulls up cartoon figures indicating how many people have died each day during the Iraq Crisis, another click, on the word ‘death’, begins to zoom out more and more eventually showing the sheer number of people who have died, especially women and children. Finally, the screen fills up rapidly with the figures of women and children, creating a sense of fright and it is very shocking and shows how many people actually die through conflicts like the Iraq War. Another click causes a scrolling through a bunch of newspaper articles that show key words like “bombing”, “death”, “guns”, etc.  Throughout this piece, there is radio broadcast in the background that often is very jumbled making it difficult to hear what is actually being said. Overall, this piece explicitly uses all of the reader’s senses to get its message across. Many of the pictures that pop up tend to show horrifying images of war. The jumbled and muffled radio broadcasts in the background, instill a scary aura due to the fact that you cannot really make out what is being said. This seems to be a political version of E-lit and can be quite disturbing to the reader as it gives off a deep dark aura regarding the deaths that occur daily through violence. It does it well through its use of quick flashing images, scratchy noises, and overall dark appearance, all which invoke a fear like state in the reader further making the actual content of the E-lit, more effective and eye-opening.

by Jody Zellen

by Jody Zellen

As a reader, this piece was a little difficult to take in all at once. It was necessary to replay the animations multiple times and analyze each aspect separately to fully understand what was being said. Going through the piece, I had to focus on just the text the first time through and then proceed to analyzing the audio in the background and then the pictures that were being displayed. This sense of utter confusion and fast paced images being flung at the screen again show the confusing and catalytic nature of war itself, and how devastating it can be to all of the senses. Compared to “Entre Ville,” this piece felt a little less “literary” in the sense that the words displayed on the screen had less of an impact than the pictures and audio that was displayed. But in its entirety, the pictures and audio augmented the literary elements and the through-provoking words and phrases that were being displayed.

Overall, I think that both “Entre Ville” by JR Carpenter and “Death Moves it Forward” by Jody Zellen are perfect examples of the multi-faceted nature that Electronic literature can display and how that affects the reader’s experience in understanding the message of the pieces themselves. Electronic literature in this case employs the use of audio, video, and images to immerse the reader in what is being stated and thus makes a profound impact in the reader’s mind. Whether the impact is pleasant in the case of “Entre Ville” or disturbing and thought provoking in “Death Moves it Forward,” Electronic literature has the ability to implement virtually any form of media to augment literature and make a significant impact on the reader.