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  1. Entre Ville

    Entre Ville was commissioned in 2006 by OBORO, an artist-run centre in Montréal, on the occasion of the 50th anniversary of the Conseil des Arts de Montréal. J. R. Carpenter writes: "Although I had lived in Montréal for 15 years at the time of the commission, Entre Ville was my first major work about my adopted city. It took me that long to learn the vocabulary. I don’t mean French, or Greek, Italian, Portuguese, Yiddish or any of the other languages spoken in my neighbourhood. I refer, rather, to a visual, tactile, aural, sensorial vocabulary. My home office window opens into a jumbled intimacy of back balconies, yards, gardens and alleyways. Daily my dog and I walk through this interior city sniffing out stories. Poetry is not hard to find between the long lines of peeling-paint fences plastered with notices, spray painted with bright abstractions and draped with trailing vines.

    Eric Dean Rasmussen - 18.02.2011 - 20:09

  2. This is how you will die

    A recombinatory digital fiction/poem for predicting death. It uses the stripped down the code of an online slot machine game, replacing the cards with 15 five-line death fictions/poeticals. The artwork recombines the scenarios randomly every time you spin. The writing divides the scenarios into location, method, result and post-result of each death possibility. Additionally, you can win death videos/poetry visuals and free spins. Some are rather scared of this creature's forecasting tone, while others exalt in the absurdist joy of the way all stories are interchangeable, interrelated and happily random.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Scott Rettberg - 20.04.2011 - 13:23

  3. Dim O'Gauble

     Dim O’Gauble follows the glimpsing story of an elderly woman reflecting on her grandson’s nightmarish – possibly paranormal – visions of the future. Told through a densely textured, mouse-responsive graphical environment, the work presents the user/reader with a series of transient texts, some of which change/mutate or float/disappear over time, intending to reflect the very nature of the hazy/difficult memories being uncovered. Progression through Dim O’Gauble is achieved by clicking on the various arrows visible in the graphical backgrounds, which quickly shift the viewport around the ‘canvas’ of the piece. In addition, various sub-sections of the narrative can be discovered by clicking on hotspots in the text. The final scene reveals a video sequence of a tunnel/subway with text super-imposed at different sizes over the top of it. The sketches/drawings used in the work were created by the author when he was 8 years old.  

    Andy Campbell - 12.05.2011 - 12:59

  4. Inanimate Alice, Episode 1: China

    Inanimate Alice depicts the life of a young girl growing up in the early years of the 21st century through her blog and episodic multimedia adventures that span her life from childhood through to her twenties. It has been created to help draw attention to the issue of electro-sensitivity and the potentially harmful pollution resulting from wireless communications.

    (Source: Author's description from ELC, vol. 1)

    Eric Dean Rasmussen - 23.11.2011 - 10:21

  5. Radio Salience

    "Radio Salience" is an image-text-sound instrument with certain game-like features.  The player (user? listener? reader?) watches an array of four image panels, showing component slices from various larger images.  When any two slices match, slot-machine style, a click will initiate a poetastic moment.  There is no score, so no way to win, lose, or escape.  Radio is all.

    --

    "I have known that which the Greeks do not know -- uncertainty" (Borges).

    Just another entry in the Babylon Lottery, this project explores indeterminacy, accident, and resonance, taking as its muse the breathless voice of the airwaves, or radio.   What did those Greeks know, anyway?

    Some may ask, are we yet reading?  Well, somebody had to, but in most cases they weren't human. No sirens were harmed, and no one is like to drown.  Also, this is once again not a game. Though what you will see is certainly playable, there is no real contest, no score, no leveling.  Let's play Twister, let's play Risk.

    --

    Stuart Moulthrop - 20.06.2012 - 19:10

  6. Seen Death

    This poem takes on the coverage of the U.S. wars in Afghanistan and Iraq after the September 11, 2001 attacks particularly how by 2007 it seemed to have been somehow de-emphasized in the media. Zellen composes this piece out of newspaper headlines, data visualizations, iconic images, journalistic photography, text, and news media sound clips to make readers aware of the deaths that result from war and occupation. Slightly interactive, the reader triggers and ends scheduled sequences that display some of these materials in visceral ways that make it difficult to ignore the suffering. This multimedia hypertext is divided into three main sequences— “Death,” “Seen,” and “Extended Harmoniously—” and in all of them we see layered, stacked objects that contain language that has been remixed to produce newly readable poetic texts.

    (Source: Leonardo Flores, I ♥ E-Poetry)

    Hannelen Leirvåg - 15.02.2013 - 14:21