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  1. Negative Space: a Computerized Video Novel

    "The first in a line of "computer video novels" that meld text, graphics, and video", according to Robert Kendall in his article "Writing for the New Millenium: the Birth of Electronic Literature." The WorldCat entry summarised it thus: "Through interplay of computer and video, the story of a professor and his wife and their quest to start a family is told," and specifies that the work consists of a VHS tape with a 3.5" floppy disk.

    (The publication date is from the WorldCat record for the floppy disk edition, and I haven't found any supporting evidence of such an early date - or another date, either. Is it likely that the CD version would have come five whole years later?)

    Jill Walker Rettberg - 06.12.2011 - 13:57

  2. Negative Space: A Computerized Video Novel (CD-ROM edition)

    The CD-ROM edition of a "computerized video novel" first published in 1990. See entry for original publication for details.

    Jill Walker Rettberg - 06.12.2011 - 14:02

  3. The Child

    DESCRIPTION FROM CRITICAL COMMONS: The materialization of text in an urban landscape is nowhere more in evidence than in French designer Antoine Bardou-Jacquet's video for Alex Gopher's The Child. Bardou-Jacquet's all-textual rendering of New York city borrows its basic concept from Jeffrey Shaw's Legible City project from the late 1980s, while stripping narrative volition away from the viewer. Whereas Shaw's project allows reader-users to simulate moving through geographically and architecturally correct streets of Amsterdam, Manhattan, or Karlsruhe on a stationary bicycle while reading the text of a story mapped onto buildings in the city, The Child delivers a high-speed chase through the streets of New York City with both landmarks and people rendered as all text. The tension that exists in these works hinges on the conflict between real and constructed environments, as well as the insistent interplay of surface and depth.

    Jill Walker Rettberg - 28.06.2013 - 22:20

  4. A.

    A. is video reader grafted over a text generator : videos run depends on reading time of the text.

    A. is proposed as an exchange for Les Objets d'Hélène by Gwenola Wagon, who wants to transform an heritage full wtih objects into a collection of stories over each object. I exchange this text generator with an Hélène's book, La douane de mer by Jean d'Ormesson.

    A. is the last word of the fragment of the book readed by this generator. "La" is allways the begining and "A." is allways the end of the text.
    (Source: project website)

    Jill Walker Rettberg - 26.08.2013 - 10:51

  5. 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

  6. Tales of Automation

    Tales of Automation is a collection of nine short "tales" that explore the effects of digital automation - algorithmic behavior modification, quantified feedback, life-logging, etc. - on daily life and subjectivity. Each tale is a never-ending cycle of asynchronous loops (of text and video) that present a single character at a moment of distracted attention, attempting and always failing to self-narrate experience in its complexity, materiality and abstraction. Notifications, data and spam intrude on consciousness at the cusp of self-awareness. Vision is composited, filtered and collaged. The multiplicity and variability of nested loops means that the short fictions are without beginnings or ends, or rather they begin in medias res and end when the nature of the characters' situation becomes evident.

    The work is best presented in full screen mode on any browser, but preferably Chrome. Interaction with each tale involves a simple click, page scroll or mouse movement. In Tale 7, the central image can be dragged to read what is underneath. There is no sound in this work.

    (Source: Author's description)

    Filip Falk - 29.08.2018 - 12:53

  7. Ishmael

    A short multimedia-enhanced hypertext game about perpetual cycles of displacement and violence, as seen through the lens of a child. Takes about 15 minutes to read/play, and no gaming skills are required.

    Ishmael debuted at the 2017 Spring Thing interactive fiction festival, was selected to be showcased at the PixelPop Festival in St. Louis, was nominated for the "Best Social Impact Game" award at BIG: Brazil’s Independent Games Festival, was an IndieCade Finalist, and was shortlisted for the 2017 New Media Writing Prize

    Nina Kolovic - 03.11.2018 - 13:31