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  1. Ice-bound

    Ice-bound is an interactive novel that combines a printed art book with an iPad app. Our goal was to create an experience with both high-quality surface text and significant player agency. The story concerns an encounter with a fictional artificial intelligence, a simulation of a long-dead author who enlists the player's help to finish his original's final novel. Inspired by the dense, labyrinthical texture of works like Nabokov's Pale Fire and Mark Danielewski's House of Leaves, the novel is a unique collaboration between two artists, both of whom are writers, coders, and graphic designers. Each story is built around a dynamically chosen set of symbols representing possible elements of the story. These might be traits a character could have, or plots that could be included in the story. When a story is first visited, the symbols are assigned to an author-defined group of sockets which can be turned on or off by the player. However, the player can only turn a limited number of sockets on at one time.

    Elias Mikkelsen - 10.02.2015 - 15:43

  2. Faceless patrons

    ‘Faceless patrons’ is an installation that documents stories used by Internet scammers in so called ‘overpayment check scams’. Scammers use scripted stories to reach their victims, yet when correspondence continues story worlds start to evolve. We wanted to take a closer look on these ‘419-fiction’ cybercrime stories, ‘419’ relating to the criminal code in Nigerian law that deals with fraud. While we were aware of the fact that we are dealing with scammers, we use a fictional character and narration to investigate how the scammers react to various turns in the plot. The story takes the form of e-mail correspondence where two characters are involved; one art patron created by the scammers and our fictional artist ‘Anna Masquer’. The scammers posed identity is often based on either identity theft or a confusing mix of several existing individuals, giving them the opportunity to remain faceless and anonymous. The installation setup consists of five photo-frames hanging on a wall. Each frame connects to a correspondence with a scammer and holds a photograph and a fake check that was received as an advance payment for Anna Masquers’ photos.

    Andreas Zingerle - 05.03.2015 - 14:25

  3. Analogue: A Hate Story

    Analogue: A Hate Story is a visual novel in the style of many Japanese titles in the same genre . It was first published on the author's website and then on the gaming service Steam. The game tells an interactive story of transhumanism, traditional marriage, loneliness, and cosplay. The journey through the final section of the history of a generation spaceship before its failure. The two major characters you interact with in the story are the ships two remaining AI, an archivist AI named *Hyun-ae and a security AI named *Mute, the two ask the player vastly different questions and give entirely different views on the fall of the generation ship. The player is tasked with finding the truth of the tale by listening to both AI as well as building a sort of relationship with them and can end the story at any time by downloading what data they have and leaving the ship to its final fate, however this presents us with the worst of the possible endings. The choices the player makes throughout the story also affect the sequel of the work Hate Plus continuing the interactive work to show another section of the generationships story and gives more insight into the AI themselves.

    Kris Kepner - 02.04.2015 - 16:45

  4. The Sailor's Dream

    This is a story about a girl, a woman and an old sailor told in images, sounds and fragments of text that the reader must find by navigating through a dreamlike ocean landscape. By taking advantage of the affordances of a tablet, Simon Flesser and Magnus Gardebäck have created a fictional world built on an exceptional lyrical narrative, engaging graphics and a soundtrack that completes a well balanced enviroment that readers will love to navigate. The work uses the iPad in portrait mode, and begins with a dark screen with the words: “It’s night.” The reader swipes the words to the left to read more, sentence by sentence on the dark screen: “A girl lies in her bed. There’s not a sound. No footsteps in the hallway, no one talking or whispering. Everything is quiet. The girl shuts her eyes.” The sound of waves fades in, and you see you are in the ocean with islands to explore. A visual hypertext without links, you navigate through this world finding spaces that lead to short texts that seen together tell a story of loss, memories and fire.

    Hannah Ackermans - 28.08.2015 - 11:40

  5. Moomin, Mymble and Little My

    The fascinating story of Moomin, Mymble and Little My comes alive in this new interactive storybook. Shake, rotate, swipe and tap the screen to discover the fabulous animations hidden on each page. You can listen to the narration or read the story yourself to your children. See what happens as Moomin travels through wonderfully illustrated adventures with his friends. Amazing interactive content and funny sound effects make the magical journey so exciting your children will enjoy this classic Moomin story over and over again. original illustrations and story by Tove Jansson eye-catching animations and funny sound effects amusing interactions on each page read-aloud narration (Source: http://www.spinfy.com/products/applications/the-book-about-moomin-mymble...)

    Hannah Ackermans - 29.08.2015 - 18:02

  6. Taro at the Center of the Earth

    The Taro at the Center of the Earth iPad application is a digitized version of the popular Finnish childrens’ author Timo Parvela’s first book about the character Taro (2010). The story is about a little boy and a bear’s journey to the center of the Earth, and is delightfully illustrated by Jussi Kaakinen. Taro makes use of point-and-click adventure game conventions to create an experience which is still quite close to a print book, but it manages to evoke more of a sense of exploring a fictional space than turning print pages by its unusual use of the spatial screen space. The individual panes follow each other either seamlessly in horizontal or vertical directions, depending on the movements of Taro and his bear friend, so there is no strong division between parts of the work, as is the case with book pages. The scrolling illustrations, which are only partially under the user’s control, help the user to identify with Taro in his exciting adventure, perhaps allowing for a tighter experience of emotion and immersion in the story.

    Hannah Ackermans - 30.08.2015 - 15:07

  7. Kubbe Lager Skyggeteater

    In this digital first picture book app, the reader encounters several interwoven stories connected by a thoroughly digital aesthetics that suits the different stories. The frame narrative centres around Kubbe, an anthropomorphic wooden log (kubbe is Norwegian for log) who is having a picnic with his grandmother and becomes curious about the shadows he sees. Upon hearing his grandmother’s story about how shadow theatre was created in ancient China, Kubbe decides to produce his own shadow theater: an unusal retelling of “Little Red Riding Hood”. The tablet’s affordances of back lighting, animation and visual spatiality are exploited in this app in a manner that suits and enhances the different stories’ individual characteristics. (source: ELO 2015 conference catalog)

    Hannah Ackermans - 31.08.2015 - 10:58

  8. Jakob og Neikob

    Ein rålekker, kvit Ipad 2 låg inne i bursdagspapiret på 38-årsdagen min for litt sidan. Først fleire dagar seinare fekk eg prøve han sjølv, då hadde ungane lasta ned alt frå Fifa 12 til Angry Birds. No er det derimot ein annan applikasjon dei opnar aller oftast: Den nye barnebok-appen Jakob og Nekob er ikkje berre den mest brukte heime hjå oss, han låg òg på toppen av salslistene i haust Jakob seier JA! til alt og Neikob seier NEI! til alt. Slikt vert det trøbbel og krokodillemat av. På lesebrettet kan borna aktivere mange artige effektar. Jakob og Neikob seier orda sine, krokodiller brøler, lampene skrur seg på og av og bilen brummar bortover vegen. Innlesinga skrur du på og av som du vil. Eit lite spel er også med. Samlaget har lykkast særs godt i ta med seg Kari Stai sin genistrek over til dette nye mediet. (source: http://www.nynorskbok.no/2011/12/28/kari-stai-jakob-og-neikob-app/)

    Hannah Ackermans - 31.08.2015 - 11:16

  9. Lusca Mourns The Telegraph | In Search of Lost Messages

    This project is an app that re-imagines a sea monster who communicates as or via an app. Lusca, is an ancient sea monster, who once thrived upon the telegram messages that were sent using the telegraph cable system. Back in the day, when she first noticed the cable structures being built, they were of no interest. Then, as the system came to life, the various noises aroused her curiosity. Sometime around 1877, after numerous tentative approaches to this unknown creature, she figures out how to latch onto to the structure, and manages to extract a transmission or two. The messages she steals fill her with new feelings. She grows strong. Her consciousness evolves. Sometime around the turn of the 21st century the volume of messaging drops. She sees the disrepair, the rust. She grows hungry. She is dying. She needs those messages. You can help. The app invites users to submit new messages in order to keep Lusca from losing consciousness. She then releases stolen messages of the past in order to absorb those of the present. Lusca might still be monitoring the airwaves.

    (Source: http://luscatelegraphs.com/)

    Hannah Ackermans - 02.09.2015 - 10:25

  10. Eroica: A Hypermedia Fiction

    Eroica is a hypermedia fiction for web (http://hypereroica.com/). It moves on three dimensions: narrative/temporal, mosaic/spatial, interior /vertical. It tells three similar stories, one in fin de siècle Vienna, one in a mid-century mid-Hudson River mansion, another in the upper Amazon in the present day. Every narrative presents an innovative composer, his/her artist lover, and a conservative arch-antagonist. On the spatial level the work presents 88 kinetic images that the traveler is invited to assemble into a three-dimensional mosaic depicting artistic struggle. In the vertical dimension the work submerges the traveler in three descending layers: dramatic, psychological, and archetypal. The work is composed of image, music, text, and voice. Without pause or recursion it lasts two hours. The work’s system of navigation gives the traveler options of temporal vs. spatial exploration, narrative constraint vs. total freedom, and choices of endings – order and randomness, logic and serendipity.

    Hannah Ackermans - 03.09.2015 - 11:08

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