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  1. The Unknown

    The Unknown is a collaborative hypertext novel written during the turn of the millennium and principally concerning a book tour that takes on the excesses of a rock tour. Notorious for breaking the "comedy barrier" in electronic literature, The Unknown replaces the pretentious modernism and self-conciousness of previous hypertext works with a pretentious postmodernism and self-absorption that is more satirical in nature. It is an encyclopedic work and a unique record of a particular period in American history, the moment of irrational exuberance that preceded the dawn of the age of terror. With respect to design, The Unknown privileges old-fashioned writing more than fancy graphics, interface doodads, or sophisticated programming of any kind. By including several "lines" of content from a sickeningly decadent hypertext novel, documentary material, metafictional bullshit, correspondence, art projects, documentation of live readings, and a press kit, The Unknown attempts to destroy the contemporary literary culture by making institutions such as publishing houses, publicists, book reviews, and literary critics completely obsolete.

    Eric Dean Rasmussen - 18.02.2011 - 19:39

  2. Stir Fry Texts

    The Stir Fry Texts are interactive texts that twitch and change as you move the mouse over them. Each stir fry consists of n distinct texts. Each of the n texts is partitioned into t pieces. When you mouseover any of the t parts of a text, that part is replaced with the corresponding part of the next of the n texts. Each stir fry contains a graphic that, when clicked repeatedly, lets you cycle through the n texts. I did the programming of the stir frys and did the texts of the first couple. Later, "Log" was done in collaboration with Brian Lennon and "Blue Hyacinth" with Pauline Masurel. The project also includes two essays. "Stir Frys and Cut Ups" relates these forms, and "Material Combinatorium Supremum" discusses the combinatorial form of the stir frys. The stir fry texts are steeply combinatorial. I did the programming in DHTML. I am indebted to Marko Niemi for his upgrading of the programming in 2004. Now they run OK on both PC and Mac and most contemporary browsers on both platforms. (Source: Author description, ELC v.1)

    Patricia Tomaszek - 24.02.2011 - 11:18

  3. carrier (becoming symborg)

    carrier investigates the fluid boundaries of the body and the self via viral symbiosis in the biological and virtual domains by weaving an intimate love story between the viewer and the hepatitis C virus. The site integrates artificial and viral intelligence with immune system and computer operating system discourse within the swarming electronically networked nervous system of our planet — the world wide web, immersing the viewer in VRML worlds, Shockwave games, and Java-generated textual landscapes. We are lead through the site by sHe, an intelligent viral agent, who crosses our species boundary, penetrating our cellular core, repositioning viral infection as positive biological merging with the flesh. We become symborg as the boundaries between human / machine / species dissolve. carrier comes in several versions, allowing the viewer to navigate alone or with the virus, as well an offline gallery stand-alone version. (Source: Author's description from ELC, Vol. 1.)

    Eric Dean Rasmussen - 18.04.2011 - 13:23

  4. Closed Reality – Embryo

    The project is not a fictive game with still unexamined possibilities of genetics and it does not aim to popularize scientific discoveries. It is rather a sort of experimental observation of the development of consciousness and science. It raises a simple question: To what extent are we prepared to participate in all that we have made possible and that we yearn to make possible for ourselves? The project is based on an interactive game played on the Internet. Choosing among different genetically determined traits the players (participants in the project) create virtual embryos - their own virtual progeny. The created embryos are exhibited in an "embryo gallery". In the second phase of the project the society of virtual people created by Internet users is compared with the inhabitants of a "real" society. Monthly reports containing data analyses were issued during the first 6 months of the project. All Internet users willing to take part in the project are invited to join the mailing list, discuss the actual issues of genetic engineering and cloning, comment on the presented ideas, etc.

    Dan Kvilhaug - 18.03.2013 - 17:04