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  1. Spot

    Not quite a book, not quite an app, Spot is a visual adventure. Pinch-and-zoom through the spot on the back of a ladybug to begin exploring the five fantastical worlds. Continue to pinch-and-zoom through glowing hotspots to dive deeper into five interconnected worlds. You sit in the driver’s seat of this storytelling experience: one filled with interesting characters and beautifully illustrated settings, ready to be part of your story.

    Spot was devised by David Wiesner, three-time winner of the Caldecott Medal, the honor awarded to the most distinguished American picture book for children.

    (Source: https://itunes.apple.com/us/app/david-wiesners-spot/id963746523?mt=8)

    Ole Samdal - 31.08.2017 - 14:05

  2. Flewn

    “Flewn” is a melancholic and surrealistic story in book app format about an old whale walking on stilts through a desert in search of a lost ocean, carrying on its back jars with sea creatures it has rescued. Beautifully executed, “Flewn” offers two reading modes: the story mode, in which the reader explores the whale’s story by scrolling through the illustrations, accompanied with music, animation, video, and text; and the game mode, which offers an interactive exploration of the story space from the perspective of a little frog whose helicopter must be kept on air by pedalling and in this way help to spot the ocean everybody is looking for.

    (Source: Description from ELO 2017: Book of Abstracts and Catalogs)

    Pål Alvsaker - 07.09.2017 - 16:47

  3. DO IT

    DO IT is an interactive app. of Electronic Literature for smartphones and tablets (both for Android and iOS). DO IT offers four interactive experiences: adapt, rock, light up and forget. Each scene comes as an answer to contemporary injunctions: being flexible, dynamic, finding one’s way, forgetting in order to move forward… You will have to shake words - more or less strongly - in the Rock scene, or to use the gyroscope in the Light up scene. These four scenes are integrated into an interactive narrative (Story). They can also be experienced independently (Scenes).

    Eirik Tveit - 11.09.2017 - 13:05

  4. Rules that Order the Reading of Clouds

    [Screening] Rules that order the reading of clouds’, 2016 is a screen-based work that explores the process of constructing meaning using line. According to Laurent Jenny, the intention of the artist/writer Henri Michaux’s early graphic work was ‘to reconcile writing and drawing, which after all are both attributes of the same line.’ In this new work, the medium for Sally Morfill’s and Ana Čavić’s dialogue is the nomadic line that traverses visual and literary fields as it moves between drawing and poetry. Our starting point is a single digitised sketch selected from a series of quickly executed line drawings of a landscape with clouds. The image is gradually deconstructed and recomposed as a poem, then in turn, the poem is deconstructed and reconfigured as a drawing, emulating the movements of clouds. We set in motion a call and response between drawing and writing, as each new configuration of lines, conjuring new meanings, emphasisesthe fluidity of communication.

    Source: ELO Conference 2017.

    Ana Castello - 16.10.2017 - 14:57

  5. Memorias y caminos

    [Performance] The idea of this “reading” (traversals) is to present the aesthetic experience of the digital work Memorias y caminos, developed in a collaborative way by Jaime Alejandro Rodríguez (writer) Cecilia Traslaviña (animator), Alejandro Forero (programmer) and Carolina Lucio (sound designer). The work, written in Spanish, offers an expanded autobiographical space that substitutes and intensifies some perceptive experiences for its virtual equivalent, and that have as reference the corporal experience in the dramatic work El hilo de Ariadna (of the Colombian artist Enrique Vargas, 1992): 1) to the opacity of the scenarios in that, follows the opacity of the interfaces here; 2) to the use of other senses to locate and cross the labyrinth in that, follows the requirement of hearing to enter into the interactive objects here (virtual galleries); and 3) the touch was also included in this strategy, because the user, having to use the mouse device to activate some functions of the interface, activates some tactile sensations. On the other hand, user participation is designed so that user interactivity is essential for its updating.

    Ana Castello - 16.10.2017 - 15:24