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  1. l0ve0ne

    L0ve0ne (Eastgate Web Workshop) was first told as an additive social networked story, on the Interactive Conference on Arts Wire, beginning in the fall of 1994. Each lexia was posted as a separate entry on the conferencing system. Portions of L0ve0ne were ported in different forms in servers all over the country, including the Arts Conference on The WELL. The story integrates hacker culture, early Internet technologies, a German "road trip"; and a love story that continues in Malloy's The Roar of Destiny.  The first person is used, as it is in many of Malloy's other works, as a narrative device that not only effects the telling, in that it allows the writer to disclose the details of the main character's life in an intimate way, but also effects the reading, in that it situates the reader directly in the main character's life and environment.

    Eric Dean Rasmussen - 14.03.2011 - 11:37

  2. 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

  3. Accident

    Runtime looped animation in which language continuously emerges and disappears. As a speech fragment is repeated and letters disappear from it, new meanings emerge. (source: author)

    Luciana Gattass - 25.11.2012 - 19:55

  4. UPC

    In this looped and silent installation-poem 7-foot tall letters are projected against the wall. They emerge out of focus on the right, move across diagonally into focus, and disappear again out of focus to the left. Literal and at the same time metaphorical, the verbal material evokes multiple analogies: "Nothing Above To Left Or Right Nothing Below". (source: author)

    Luciana Gattass - 25.11.2012 - 20:00

  5. The World's First Collaborative Sentence

    In 1995, the Whitney Museum acquired its first work of Internet art, Douglas Davis' The World's First Collaborative Sentence. Commissioned by the Lehman College Art Gallery, Bronx, New York, in conjunction with "Interactions," its 1994 survey exhibition of the artist's work, Sentence is an ongoing textual and graphic performance on the World Wide Web that is owned by the Whitney Museum but was maintained on the Lehman website from 1994 - 2005. The work was generously donated to the Whitney by Barbara Schwartz in honor of Eugene M. Schwartz, her late husband, who together had purchased the concept and a signed disk with recordings of the first days of the Sentence.

    Visitors to the site may add their own contributions to the Sentence -- there are more than 200,000 to date, separated into twenty-one "chapters," in dozens of languages and with a remarkable range of images and graphics. Any subject may be addressed, but no contribution can end with a period, as the Sentence is infinitely expanding.

    Jill Walker Rettberg - 23.01.2013 - 12:51

  6. Two Solitudes

    An e-mail romance. Description on Steadman's website in 2001 read as follows: "Two Solitudes is a short work of fiction delivered through e-mail. Upon subscription to the service, readers receive, over the course of several weeks, carbon copies of messages exchanged between two persons familiar with each other, as they send them. Mentioned in many magazines and newspapers, on several radio shows, and on a European television program. Subscription requests should be addressed to ; place the word "subscribe" in the Subject line or anywhere in the body of the message. 23 September 1994." ELMCIP's editors have not verified whether or not the email server is still active, but the full text is still available at Intertext Magazine.

    Jill Walker Rettberg - 02.02.2013 - 22:50

  7. My Name is Scibe

    Collaborative hypertext by Judy Malloy and others, originally written on The WELL.

    Jill Walker Rettberg - 02.07.2013 - 13:36

  8. L'Hymne à la Femme et au Hasard

    L’Hymne de la Femme et au Hazard a été publié dans le journal alire n° 7. Dans le programme, le lecteur a accès à une matrice dans un premier temps. Il a le choix d’entrer dans ces matrices en choisissant l’ordre d’apparition de trois matrices parmi les catégories suivantes : la femme, le hasard et le néant. Puis, le lecteur a accès à la lecture de la matrice. Une fois la lecture complétée, le lecteur a accès au surtexte, variation des images de la matrice en question. Le surtexte fonctionne comme un moule, moule qui est conditionné par le lecteur. Lorsque le lecteur lit le surtexte un sentiment de déprise surgit alors. En effet, celui-ci doit faire un effort non-trivial de lecture. Bootz définit d’ailleurs cette lecture comme « un travail » et « un investissement » de la part du lecteur. Ce dernier lit deux textes différents, disjoints dans le temps. Plus précisément, lorsqu’un vers apparaît, il s’efface vite pour laisser place à un autre vers. De plus, la vitesse à laquelle défilent les vers est parfois bien trop élevée pour qu’un œil humain puisse lire, déchiffrer ou mémoriser les mots.

    Johanna Montlouis-Gabriel - 07.09.2014 - 00:28

  9. Final Fantasy VI

    Final Fantasy VI, also known as Final Fantasy III from its marketing for its initial North American release in 1994, is a role-playing video game developed and published by Japanese company Square for the Super Nintendo Entertainment System. Final Fantasy VI, being the sixth game in the series proper, was the first to be directed by someone other than producer and series creator Hironobu Sakaguchi; the role was filled instead by Yoshinori Kitase and Hiroyuki Ito. Yoshitaka Amano, long-time collaborator to the Final Fantasy series, returned as the character designer and contributed widely to visual concept design, while series-regular, composer Nobuo Uematsu, wrote the game's score, which has been released on several soundtrack albums. Set in a fantasy world with a technology level equivalent to that of the Second Industrial Revolution, the game's story follows an expanding cast that includes fourteen permanent playable characters.

    Trygve Thorsheim - 04.11.2019 - 18:50

  10. Breath of Fire II

    Breath of Fire II is a role-playing video game developed and published by Capcom. First released in 1994, the game was licensed to Laguna for European release in 1996. It is the second entry in the Breath of Fire series. It was later ported to Game Boy Advance and re-released worldwide. The game was released on Wii's Virtual Console in North America on August 27, 2007. Nintendo of Europe's website mistakenly announced it for release on July 27, 2007, but it was in fact released two weeks later, on August 10, 2007.

    Unlike later installments in the series, Breath of Fire II is a direct sequel to Breath of Fire. Set 500 years after the original game, the story centers on an orphan named Ryu Bateson, whose family vanished mysteriously long ago. After his friend is falsely accused of a crime, Ryu embarks on a journey to clear his name.

    (Source: Wikipedia)

    Trygve Thorsheim - 20.11.2019 - 20:35

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