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  1. Translation

    Author description: Translation (version 5) investigates iterative procedural "movement" from one language to another. Translation developed from an earlier work, Overboard. Both pieces are examples of literal art in digital media that demonstrate an "ambient" time-based poetics. As it runs the same algorithms as Overboard, passages within translation may be in one of three states — surfacing, floating, or sinking. But they may also be in one of three language states, German, French, or English. If a passage drowns in one language it may surface in another. The main source text for translation is extracted from Walter Benjamin's early essay, "On Language as Such and on the Language of Man." (Trans. Edmund Jephcott and Kingsley Shorter. One-Way Street and Other Writings. 1979. London: Verso, 1997. 107-23.) Other texts from Proust may also, less frequently, surface in the original French, and one or other of the standard German and English translations of In Search of Lost Time. The generative music for translation was developed in collaboration with Giles Perring who did the composition, sound design, performance, and recording of the sung alphabets.

    Eric Dean Rasmussen - 08.02.2011 - 17:12

  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. Storyland

    Storyland (version 2) is a randomly created narrative which plays with social stereotypes and elements of popular culture. Each sentence is constructed from a pool of possibilities, allowing each reader a unique story. The reader presses the "new story" button, and a story is created for that moment in time. It is unlikely that any two stories will be identical. Storyland exposes its narrative formula thus mirroring aspects of contemporary cultural production: sampling, appropriation, hybrids, stock content, design templates. It risks discontinuity and the ridiculous while providing opportunities for contemplation beyond the entertainment factor.

    The computer-generated combinatorial story is one of the oldest forms of digital writing. Storyland, with its simple circus frame, plays with this tradition by performing recombination of the sort seen in cut-up and in Oulipian work. The system repeatedly plots amusingly repetitive stories, inviting the reader to consider, to read its scheme for composition.

    (Source: Author description, Electronic Literature Collection, Vol. One).

    Eric Dean Rasmussen - 28.04.2011 - 14:57

  4. The Set of U / La Série des U

    The Set of U is a typical example of adaptive generation. It is an association of a combinatory generator of sound and a syntactical animation of text that changes its tempo according to the speed of the machine. So, it is not possible to synchronize the sound and the visual. But the reader often has the impression that the sound is designed for the visual process. This result is obtained by a programmed communication between the visual and the sound that uses programmed meta-rules in order to preserve the perceptive coherence. These meta-rules also create a new kind of non-algorithmic combinatory generator by focusing the attention at different moments of the reading. In this situation, the sense created by reading can vary slightly from one reading to another. The reader himself makes this combinatory by rereading. So, this work is interactive, not by managing input devices but through meta-rules. Meta-rules are not "technical rules," but the expression of a complex esthetical intention that lies in programming and can only be perceived by looking at the program.

    Eric Dean Rasmussen - 28.04.2011 - 15:25

  5. Generative Poetry

    This set of works provides three different and powerful combinations of text, sound, image, and exploded letters, all of which function to cut up and recombine language using code developed for Concatenation. In Concatenation, the machine of the text assembles poems that deal with the ability of language to enact violence; in When You Reach Kyoto, the text and images engage the city and computation; and in Semtexts, combinations work at the level of syllable and letter.(Source: Electronic Literature Collection, Vol. 1).

    Eric Dean Rasmussen - 09.05.2011 - 13:47

  6. Oulipoems

    Oulipoems is a series of six interactive poetry Flash works, ranging from electronic poems, to games, to a tool for generating and writing poetry using the vocabulary of a variety of poets. The pieces are loosely based on the Oulipo movement in French literature, which focused on texts based on constraints (for instance, Perec's famous novel A Void, a lipogram in which the letter e does not appear) and also on mixtures of literature and mathematics.

    Eric Dean Rasmussen - 08.11.2011 - 16:25

  7. Urbanalities

    A mash-up of Dadaist technique and VJ stylings, this Flash movie is the product of an "antagonist remix" by babel vs. escha. Seven scenes provide enigmatic observations on the nature of contemporary life, on seeing and being seen, understanding and miscommunication, destruction and creation. The texts in the piece are generated randomly as the piece runs, so the reader's experience of the piece is never exactly the same twice. 

    (Description from Electronic Literature Collection, Volume 1.)

    Eric Dean Rasmussen - 08.11.2011 - 16:38

  8. Epiglobis

    "Epiglobis" is an interactive video that explores consumption, desire, and issues pertaining to globalization through non-linear imagery and sounds called at random from a databank that generates continuously new juxtapositions.

    Scott Rettberg - 13.01.2013 - 17:43

  9. What I Believe

    This poem has a very clear voice, an “I” whose beliefs are expressed throughout this work, which some readers may interpret as William Poundstone’s (or at least a persona he has created). From the outset, however, Poundstone explains that this poem was created from searches of the words “I believe” with various online engines, and that “Some texts have been recombined using a travesty algorithm.” He also provides a long list of people quoted for this poem in the page titled “Huh?” This subverts the notion of a single voice by acknowledging the multiplicity of sources and people quoted and the transformations potentially applied to the texts. (Source: Leonardo Flores, I ♥ E-Poetry)

    Hannelen Leirvåg - 08.02.2013 - 19:35

  10. Ethereal Landscapes

    Ethereal Landscapes is an interactive computer artwork that employs language in the form of barcodes as the interface between a physical object and a virtual space. The user is immersed in a generative video and audio database synchronized in real-time through scanning the barcodes on each page of the photographic artists’ book. This collaborative piece challenges traditional notions of the book-object (as static and non-aural), and of video/audio (as passive and linear) by integrating the interactivity of turning a book’s pages with projected moving images and sound.

    Mirroring the interconnectedness of the formal level, Ethereal Landscapes investigates the relations between life as seen on a biological level and our quotidian human experience. The images from the book are referenced throughout the video; their combination with found and created sounds entwine together in a poetic arc around the processes of life, the passage of time and our un-deniable mortality.

    (Source: Artists' description for ELO_AI)

    Scott Rettberg - 11.04.2013 - 10:43