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  1. Black Room

    "Black Room," is a browser-based, narrative game about falling asleep while on your computer, on the internet. You play as an insomniac on the verge of sleep, moving through shifting states of consciousness. Hallucinatory, pixelated visions of landscapes filled with sprites ripped directly from the arcade/NES/SNES video games of your childhood appear and disappear as you click through fragile internet spaces. Point-n-click mini games are scattered throughout the narrative. Often  interrupted, you continually return to the Black Room, a meditation technique your mother taught you for falling asleep, visualizing black flowers in a black vase on a black table in the center of a black room.

    Sturle Mandrup - 27.08.2019 - 16:00

  2. Mexica: 20 Years–20 Stories [20 años–20 historias]

    Mexica: 20 Years–20 Stories [20 años–20 historias] contains 20 short narratives developed by the computer program MEXICA. Plots describe fictional situations related to the Mexicas (also known as Aztecs), ancient inhabitants of what today is Mexico City. This is the first book of short-stories produced completely by a creative agent capable of evaluating and making judgments about its own work, as well as incorporating into its knowledge-base the pieces it produces. By contrast with other, statistical models, MEXICA is inspired by how humans actually develop fictional stories. The book, in both Spanish and English, also includes source references related to the program. Preface by Fox Harrell.

    (Source: Publisher's catalog page)

    Scott Rettberg - 02.10.2019 - 12:35

  3. You - Who? Customised Cinema Installation

    You - Who? is a ten minute fiction film installation for one participant at a time in which the participant features significantly in the film narrative, resulting both in humour and a certain sense of unease. The film deals with issues of identity theft: the protagonist, returning from a conference, is gradually 'possessed' by another conference attendee—portrayed by the data from each participant. The project investigates possibilities for development of the interactive film genre given current technical affordances, whilst retaining a 'standard' film-watching format. Each participant is asked by the installation for voluntary data: typing their name, their philosophy in life, choosing a favourite artwork and photograph, recording their spoken name, taking a photograph and a short video. This is the data that is rendered into the film being watched.

    Jorge Sáez Jiménez-Casquet - 17.11.2019 - 13:04

  4. Always Tomorrow

    Always Tomorrow is a virtual reality fiction piece for HTC Vive. The viewer/reader is positioned in the centre of an infinite visual galaxy populated by 40 small interactive spheres, suggestive of planets but textured with distorted images that resonate with the stories they hold within. The viewer touches the spheres in any order to activate audio and unfold a time-twisting, fringeaffirming, ether-inflected love story set in Berlin in the Weimar Republic with a tomorrow already speaking itself on the protagonists’ lips. We hope the piece resonates with the contemporary moment, too, somewhere between histories and futures; the objects of our desires and our longing, the periphery of the culture and its centre. It’s also a mediation on the power of poetry.

    Vian Rasheed - 18.11.2019 - 15:49

  5. A Trace

    Explained very simply, this piece is a story about a man being presented with a mysterious object that is either:

    1. Directions upon which he must act or
    2. Documentation of his own origins

    If they are the former, then the events that are listed are the events that proceed. If they are the latter, the events that proceed are his re-encounter with how he came into being not as an organism, necessarily, but as a someone who believes in space, physicality, reason, etc.

    The piece alternates between two locations: "in here", which is where the narrator builds a space in order to orient himself in relation to the question the mysterious object presents, and "that sort of place", which is where the narrator is presented with new information that both helps and antagonizes him. The juxtaposition of the closed, structured space of "that sort of place" with the open sprawl of "in here" invokes the question that the narrator circles around - whether he can recreate or reconstruct his own beginnings or origins to the point of creating the closed, structured space in which he exists now.

    Cassie Spiral - 03.04.2020 - 19:40

  6. Ally Farson

    Ally Farson is a whodunit film made to emulate the success of the Blair Witch Project. It's "an alledgedly true story of a female serial killer operating in 1999, that uses alleged documentary video footage and supposedly official websites of the police department as well as newsgroups on which "police officers" answer the questions of skeptical readers" (Simanowski 2014, p. 203). There are two movies in the series—Ally Farson: My Private Life and Ally Farson: On the Run.

    (Source: Simanowski, Roberto. 2014. "Reading Digital Fiction." In Analyzing Digital Fiction, edited by Alice Bell, Astrid Ensslin and Hans Rustad, 197-206. Routledge.)

    Kira Guehring - 22.09.2021 - 11:49

  7. Collected Fictions

    Jorge Luis Borges has been called the greatest Spanish-language writer of our century. Now for the first time in English, all of Borges' dazzling fictions are gathered into a single volume, brilliantly translated by Andrew Hurley. From his 1935 debut with The Universal History of Iniquity, through his immensely influential collections Ficciones and The Aleph, these enigmatic, elaborate, imaginative inventions display Borges' talent for turning fiction on its head by playing with form and genre and toying with language. Together these incomparable works comprise the perfect one-volume compendium for all those who have long loved Borges, and a superb introduction to the master's work for those who have yet to discover this singular genius.

    (Source: Goodreads Page)

    Alisa Nikolaevna Ammosova - 29.09.2021 - 16:55

  8. Glass Mountain

    A digital reprint of Donald Barthelme's Glass Mountain—as printed in City Life (1978), published by Pocket Books—hosted on librarian Jessamyn West's website as part of a larger personal repository dedicated to the author and his work. All creative works were collated and published with permission from Frederick Barthelme, Donald's brother.

    Official story blurb:

    A glass mountain sits in the middle of a city and at the top sits a 'beautiful, enchanted symbol'. Seeking to disenchant it, the narrator must climb the mountain. Confronted by the jeers of acquaintances, the bodies of previous climbers and the claws of a guarding eagle he, slowly, begins to ascend. In true postmodernist form, subject and purpose collide as Donald Barthelme uses one-hundred fragmented statements to destabilise a symbol of his own - literature's conventional forms and practices. With a quest, a princess and an array of knights, Barthelme subverts that most traditional of genres, the fairy-tale; irony, absurdity, and playful self-reflexivity are the champions of this short story.

    Tjerand Moe Jensen - 03.10.2021 - 20:02

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