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  1. Sacrosanct

    Sacrosanct is a parser-based work of interactive fiction set in the bare halls of MIT.
    Originally written for Nick Montfort’s class on Interactive Narratives, it invites players on a surreal, metaleptic quest to hand in an overdue final project. Taking playful liberties with conventional notions of narrator, narratee, and narrative, Sacrosanct explores the theme of transgression in many forms.

    Jane Lausten - 26.09.2018 - 15:26

  2. Sixteen

    Sixteen is a classic web-based project which allows the user to engage with a series of dreamscapes of a teenage girl that come together to form an interconnected story. The piece makes heavy use of video, Aftereffects, and an overarching spoken word poetry thread that unites the dream videos. Along the way, a close reader can discover a secret.
    The creators of 16 are two sisters, age 15 and 12.

    Nina Kolovic - 26.09.2018 - 15:28

  3. The Winnipeg : The Poem That Crossed the Atlantic

    The Winnipeg: The Poem that Crossed the Atlantic consists of a website with information about these interdisciplinary research project and the poetic space of “The Poem that Crossed the Atlantic”; an interactive, multilinguistic transatlantic sea of stories fed by the uploaded posts gathered in the website. The main inspiration has been a personal story rooted in historical events of the Spanish Civil War and the Spanish and Chilean Historical Memory, due to the involvement of the Chilean poet Pablo Neruda in the evacuation and rescue of 2,200 Spanish civil war exiles from French concentration camps. The author worked with Alexandre Dupuis-Belin as creative programmer.

    Jane Lausten - 26.09.2018 - 15:35

  4. TOPO_Trajectoires 20 ans de présence en art et littératures numériques

    In 2018, TOPO is celebrating its 25th anniversary, and its 20th anniversary of involvement in creation and dissemination of digital art. The Montreal artist-run centre TOPO is a laboratory for digital writings and creations for web, performance, and installation spaces. Its mandate is to incubate, produce, and circulate original multimedia artworks that explore interdisciplinary and intercultural hybridizations in the digital arts.
    It was through exploration of interactive narrative that the founders of TOPO – artists Michel Lefebvre and Eva Quintas – introduced TOPO to new-media circles in January 1998. A memorable ice storm had just ravaged Montréal when the FM network of Radio-Canada broadcasted a web-radio version of the three episodes of the photo-novel Liquidation, a first in Québec. This major pluri-media project, finalized in 2001 in the form of random fiction on CD-ROM, gave a foretaste of the organization’s orientations: collective creation, a multidisciplinary focus, exploration of various supports and narrative forms for new media, and extension of practices on the network into the public space and vice versa. 

    Akvile Sinkeviciute - 26.09.2018 - 15:35

  5. The Listeners

    The Listeners is a linguistic performance, installation, and Amazon-distributed third-party app or skill – transacted between speakers or speaker-visitors and an Amazon Echo. The Echo embodies a voice-transactive Artificial Intelligence and domestic robot, that is named for its wake-word, Alexa. The Listeners is a custom software skill built on top of this infrastructure. The Listeners have their own interaction model. They listen and speak in their own way – as designed and scripted by the artist – using the distributed, cloud-based voice recognition and synthetic speech of Alexa and her services.

    (Source: shadoof.net)

    Jane Lausten - 26.09.2018 - 15:38

  6. Let’s Play: Ancient Greek Punishment: CPU Edition!

    Let’s Play is part of an ongoing series of games based on ancient Greek figures
    and their punishments. Sisyphus, Prometheus, Tantalus, Danaids and Zeno, the
    philosopher known for his paradoxes, are represented by the CPU player, the
    computer’s Central Processing Unit. In this CPU edition, the computer does it all
    by itself, both simulating and playing the game, cutting out the player entirely.
    Every time the reload button is activated, the game starts afresh. It may seem
    like watching an animated GIF or a video file, but it’s the computer playing,
    pushing a rock or having its liver eaten. Again and again. Let’s Play presents a
    world closed in on itself, behaving according to its own logic, its own code. A
    world stuck in a frustrating loop.

    (source: Description from the schedule)

    June Hovdenakk - 26.09.2018 - 15:39

  7. Selfiepoetry

    SELFIEPOETRY is a series of poems looking at some ways in which the inscription of the self (in today’s paradigmatic digital manifestation, i.e.: the selfie) can be reinterpreted against a very vague and unorthodox selection of artistic and literary trends. As of today, there are 8 poems, each constituting an intervention in a different movement. They also touch upon some very personal matters, since the author is intrigued by the many ways in which people today share their personal lives online.

    Li Yi - 26.09.2018 - 15:40

  8. The Fall

    "The Fall" is the story of John Smith, three-time winner of the MBPW (Most Boring Person in the World award), who is about to take a radical step into the next phase of his life. John Smith is not only himself in this narrative—through the use of archetypal images, symbols and plot, he becomes an everyman for our age. 

    This story synthesizes text, images, audio, and animation into a single sustained vision of the action. It engages readers with opportunities for fuller interactions (e.g. triggering visual events during the piece and, at the end, an interactive quiz). These interactions push against typical reader expectations and force a more pro-active engagement with the material.

    Akvile Sinkeviciute - 26.09.2018 - 15:45

  9. Où est la marche / Where is the step ?

    La question ontologique de l’essence du cinéma, incarnée par Bazin et son « qu’est-ce que le cinéma » se déplace aujourd’hui, sous la poussée de nouvelles formes de consommation des images vers une « relocation » du cinéma, résumée dans cette question : « où est le cinéma ? ». 
    Après avoir investigué le code, le génératif, l’algorithme, le flux, nous pourrions nous demander aussi où est la littérature numérique, avec une sortie de l’écran rendant parfois caduque cette idée d’une littérature principalement électronique. 
    La velléité d“écrire en numérique” semble abandonner les tests et essais de littérature numérique par crainte de voir les pistes possibles de nouvelles formes d’écriture se fermer une à une. 
    Peut-on poser que cette littérature électronique reprenne pied dans un livre en bonne et due forme comme des pierres dans un jardin numérique ouvert ? 
    C’est ce que nous avons questionné avec nos étudiants en design multimédia du DSAA de Boulogne (France) dont quatre créations sont détaillées ci-dessous dans cette proposition. 

    Amirah Mahomed - 26.09.2018 - 15:45

  10. Coral Short & Visionaries

    Through a mystical tarot card, Future Visions presents a multitude of possible
    futures. Angela Gabereau and Coral Short, the “mothers” of the project, sent out
    an open and uncensored call for submissions and were able to assemble more
    than eighty predictions in a collection of "queer futures". The contributions reflect — by means of filmed performances, tutorials, music, video mixing, etc. — on a
    future free from hate, prejudice and the yoke of heteronormativity. While this
    collection is forward-looking, its visions reflect the present-day concerns of the
    queer community that too often go unnoticed.

    Kamilla Idrisova - 26.09.2018 - 15:47

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