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  1. Strong Bad's Cool Game for Attractive People

    Strong Bad's Cool Game for Attractive People is an episodic graphic adventure based on the Homestar Runner web cartoon, with Strong Bad as the lead character. It is developed by Telltale Games. A total of five episodes were released for Microsoft Windows and WiiWare between August 11, 2008 and December 15, 2008. It was released on the PlayStation 3 in North America on December 21, 2010, and in other regions at a later time. There is also an OS X version.

    (Source: Wikipedia)

    Daniel Venge Bagge - 06.11.2019 - 21:11

  2. The Fugue Book

    Author description: Written in Catalan, The Fugue Book thematizes the mutability and precarious aspects of personal identity. Using "Facebook Connect," the story draws personal information about the reader and his friends (the main characters) from Facebook itself. The work combines a variety of modes, genres, and platforms: wikis, discussion forums, erotic stories, blogs, and social media. Most texts are actual email messages, which is to say that the real email of the reader is a fundamental component of the text. The multimedia structure is very simple in that it only integrates static images, parts of speech synthesis (adapted to the reader), and text. The languages of programming are ActionScript and PHP.

    Eric Dean Rasmussen - 22.02.2011 - 17:30

  3. book review: not a b (pdp remix)

    Favoring statistical innovation, discovery, and transformation of material more than subjectivity, my presentation for TRICKHOUSE, “book review: not a b (pdp remix),” is a software experiment that brings together multiple projects, interests, and themes. This reflection, in part an autobiographical exercise in creating multimedia poetry, does not effectively simulate the more extensive synthesis of related materials I have elsewhere assembled (featuring additional videographic, performative components, and many more poems) but is a decent representation of what I have been working on in 2008. The animation is the latest and longest (approximately 22 minutes, give or take) of a series of text-movies I began creating with Flash in early 2007. Slow scat, and sometimes random juxtaposition, of anagrammatic text derived from the title of a book I wrote, is spontaneously plotted (with assistance from the Internet Anagram server (http://wordsmith.org/anagram/). Works by mIEKAL aND, John Cayley, and Brian Stefans have inspired me to such poesis.

    Chris Funkhouser - 09.03.2011 - 15:30

  4. Accidental Meaning

    Interested in the breaking and production of meanings, the non-semantic the visual, the oral, the blank page, the engagement of the reader/user in theshifting from the linguistic to the visual and back. To represent the broken and the formations of new meanings, I create an aesthetic environment consisting of a blank page/screen, inviting the reader/user to click/touch the screen in order to generate words. The installation includes a microphone to invite the users to read aloud and share with other users the experience of performing the work through their oral participation. As the user explores and experiences the work by connecting the random words appearing in the screen and assembling definitions, the accidental position of words produce new relationships, and in doing so, an on going process of meanings, connections and narratives; of shifting from the semantic linguistic meaning to the visual, from the literal, the transparent to the abstract; and simultaneously creating a poetic space of juxtaposed words, layers, and visual textualities.

    Eric Dean Rasmussen - 10.03.2011 - 09:41

  5. Everybody Dies

    Everybody Dies

    Scott Rettberg - 15.04.2011 - 14:10

  6. I'm Sucking on a Tailpipe in Seoul

    The work describes a sushi dinner with friends. They talk about different foods and the text seems to question some food habits. The work is quite short, only 1 minute and 7 seconds. 

    The work is part of Stop.Watch., an art project with short films that address ecological issues. (http://www.animateprojects.org/films/by_project/group_commissions/stop_watch)

    Meri Alexandra Raita - 14.10.2011 - 10:35

  7. Time Room

    Time Room is the poem about time and short unmeaning activities which actually fill up our everyday life was illustrated by short animated clips which were screened on the walls and the roof ot the special construction. (Interview with Sergej Timofeev http://www.3ammagazine.com/3am/maintenant-40-sergej-timofejev/)

    Natalia Fedorova - 04.09.2013 - 21:47

  8. BwO

    BwO (Body without Organs): All the words of the text from 'Mille Plateaux' are floating in space, disembodied from their pages, interconnected by a luminous thread; the code follows each word in its reading order, embodying a meta-body-without-organs in 3d space, charting diffuse abstract paths united by generative's logic thread. (Source: Author's homepage)

    Alvaro Seica - 11.09.2013 - 11:00

  9. El blog de los sueños (Dream Blog)

    Dream Blog is a personal diary. In fact, it isn’t really a diary if by “diary” we refer to the events that take place during the day time. It is better to call it a “nightry” as it registers what happened in my dreams during the nights of 2007 and 2008. Being a "nightry" it is written with white ink.

    Maya Zalbidea - 11.02.2014 - 19:01

  10. Re:Activism

    Re:Activism is an analog game with direction provided through SMS and cell phone technology. Players race through neighborhoods to trace the history of riots, protests, and other political episodes in the history of New York City. Teams pit themselves against the clock and test their puzzle-solving skills to locate important sites representing acts of civic engagement and struggles for greater social justice. Activated by text messages from Re:Activism Central, teams reaching target locations respond to site-specific challenges that reinforce the historical content. Players must also activate strategic thinking by choosing to focus on racing or puzzle-solving, or a combination of both, to win points and become the most-active activists to win the game. Re:Activism was initially developed for, and first played during, the Spring 2008 Come Out And Play Festival. It has since been documented online and adapted into a downloadable kit to encourage redesign for use in other cities. (source: Website PETLab)

    Hannah Ackermans - 29.03.2016 - 16:42

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