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  1. Middle Orange | Meia Naranja

    “Middle Orange | Media Naranja” (2010) [Video]. This is an HD film (17:02 minutes) that seeks to answer the question, "What is digital poetry?" In order to do so, it must not only describing digital poetry but do so in another medium -- that of film. Thus, as digital poetry is poetry written in the language of digital medium, “Middle Orange | Media Naranja” is digital poetry written in the language of film: that is to say, it is film as film, with digital poetry somehow becoming a presence in the film, like the shadow of a passerby on the sidewalk. Accordingly, this video presents performative moments from Loss Pequeño Glazier's digital poetry, including “Territorio Libre”, “Io Sono at Swoons”, and “Bromeliads”, as artistic expressions in the medium. The objective of the film is to engage the relation between performance and digital poetry -- and between digitally-mediated texts and their poetic presence as artistic works. [http://epc.buffalo.edu/authors/glazier/]

    Scott Rettberg - 30.01.2011 - 21:04

  2. _cross.ova.ing 4rm.blog.2.log 07/08 XXtracts_

    _cross.ova.ing ][4rm.blog.2.log][_ is a "netwurk repository" that's been in operation since 2003. these "wurks" r inscribed using the infamous polysemic language system termed _mezangelle_. this language evolved/s from multifarious computer code>social_networked>imageboard>gamer>augmented reality flavoured language/x/changes. 2 _mezangelle_ means 2 take words>wordstrings>sentences + alter them in such a way as 2 /x/tend + /n/hance meaning beyond the predicted +/or /x/pected. _mezangelling_ @tempts 2 /x/pand traditional text parameters thru layered/alternative/code based meanings /m/bedded in2 meta-phonetic renderings of language. _cross.ova.ing ][4rm.blog.2.log][ /m/ploys a base standard of code>txt in order 2 evoke imaginative renderings rather than motion-based>flashy graphics.

    (Author description from Electronic Literature Collection, volume 2)

    Scott Rettberg - 15.04.2011 - 13:53

  3. Regime Change

    Textual instruments make text playable in a new way. At first, as one encounters their workings, they are toys for exploring language — more flexible than link-node hypertext, more responsive than batch-mode natural language generators. With growing experience, these instruments can also become tools for textual performance. Regime Change begins with a news article from April 2003, following the bombardment that began the U.S. invasion of Iraq. George W. Bush cites "eyewitness" intelligence that Saddam Hussein was assassinated by targeted U.S. bombing and clings to the contention that the Iraqi president was hiding "weapons of mass destruction." Playing Regime Change brings forth texts generated from a document that records a different U.S. attitude toward presidential assassination and eyewitness intelligence — the report of the Warren Commission. This instrument operates using the statistics of n-grams, a technique used for textual games for more than 50 years, beginning in Claude Shannon's 1948 A Mathematical Theory of Communication.

    Eric Dean Rasmussen - 28.04.2011 - 08:44

  4. Internet Text, 1994- [Through Feb 2, 2006]

    The Internet Text is a continuous meditation on "cyberspace," emphasizing language, body, avatar issues, philosophy, poetics, and code-work. It is written daily and presented on several email lists including Cybermind and Wryting. Many of the pieces within it were created through CMC, interactions with computers and online protocols, and programs.
    (Source: Author description, ELC 1).

    Eric Dean Rasmussen - 10.05.2011 - 13:22

  5. The Broadside of a Yarn

    The Broadside of a Yarn is a multi-modal performative pervasive networked narrative attempt to chart fictional fragments of new and long-ago stories of near and far-away seas with naught but a QR reader and a hand-made map of dubious accuracy. This project may perhaps be best understood as an assemblage of interrelated narrative elements mediated across a continuum forms - a collection of stories, a folio of broadsides, or an unbound atlas of impossible maps composed of a combination of historical sources, interspersed with "found" images, quotations from well known sailors’ yarns, and my own drawings and photographs, and fiction. These printed maps are embedded with QR codes link mobile devices to computer-generated narrative dialogues which may then serve as scripts for poli-vocal performances, and/or suggest a series of imprecise pervasive performative walks. This project is, in a Situationist sense, a wilfully absurd endeavour. How can I, a displaced native of rural Nova Scotia (New Scotland), perform the navigation of a narrative route through urban Edinburgh (Old Scotland)?

    Elisabeth Nesheim - 24.08.2012 - 12:09

  6. Ink After Print

    Ink After Print is a digital literary installation exhibited in public settings such as libraries. The installation allows readers-users to perform, reenact and rewrite recombinant poems written by Peter-Clement Woetmann "and you" (user-reader). AS -- Ink After Print is an interactive, participatory, digital literary installation made in a collaboration between PIT-researchers, CAVI/Tekne Productions and Roskilde Libraries initiated during the Literature Takes Place (Litteraturen Finder Sted) project and first exhibited in 2012. Ink is designed to make people affectively engage with, and reflect on, the ergodic qualities of digital literature in public settings such as libraries and events. Through their engagement with Ink, people can – individually or collaboratively – produce poems by interacting with three books embedded with a custom-made sensor system, the DUL Radio. The interactive books let people control a floating sentence in an ocean of words toward a sheet of paper to produce a poem, all visualized on a large display. The sentences, written by Danish author Peter-Clement Woetmann, are retrieved from a database.

    Alvaro Seica - 04.12.2014 - 12:19

  7. Digital Arena: Ink After Print — Søren Pold

    Søren Pold presented "Ink After Print" at the Bergen Public Library on Dec. 2, 2014, as part of the University of Bergen's Electronic Literature Research Group/Bergen Public Library Electronic Literature Reading Series.

    '"Ink After Print" is a digital literary installation designed to make people engage with, and reflect on, the interactive qualities of digital literature in public settings such as libraries.' (PR)

    The installation allows readers-users to perform, reenact and rewrite recombinant poems written by Peter-Clement Woetmann "and you" (user-reader).

    Alvaro Seica - 19.02.2015 - 15:55

  8. Talk with Your Hands Like an Ellis Island Mutt: A Recombinatory Cinema Toolkit

    Talk with Your Hands Like an Ellis Island Mutt is a recombinatory cinema project that utilizes video material from my digital lyric memoir DADDYLABYRINTH, which appeared in the ELO 2014 exhibition and later premiered at the ArtScience Museum of Singapore, to create an interactive, polylinear narrative cinema experience. From the video “selfies” of DADDYLABYRINTH I have culled individual hand gestures and, through image manipulation and repetition, created sixty-four separate videos eight to twelve seconds long that can be recombined using a variety of strategies, from the performative to the algorithmic. A three-minute video describing the project is at https://vimeo.com/113867362. The sixty-four building blocks that make up Hand/Mutt are compiled at https://vimeo.com/113860613 and the original source videos can be found at www.daddylabyrinth.com.

    Hannah Ackermans - 10.10.2015 - 10:48

  9. IVANHOE

    IVANHOE is a pedagogical environment for interpreting textual and other cultural materials. It is designed to foster critical awareness of the methods and perspectives through which we understand and study humanities documents. An online collaborative playspace, IVANHOE exposes the indeterminacy of humanities texts to role-play and performative intervention by students at all levels. While we often refer to IVANHOE as a ?game,? it is important to understand that the concept has broader implications for humanities pedagogy and research, and that many modes of sophisticated, scholarly gamesmanship are possible in the IVANHOE environment. The ?rules? of the game are up to its players and initiators. IVANHOE can foster both competitive and collaborative interaction, well suited to research and teaching. No, really: what is IVANHOE? In simple terms, IVANHOE is a digital space in which players take on alternate identities in order to collaborate in expanding and making changes to a ?discourse field,? the documentary manifestation of a set of ideas that people want to investigate collaboratively.

    Hannah Ackermans - 31.03.2016 - 15:15