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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. Tao

    Tao

    Eric Dean Rasmussen - 21.04.2011 - 12:25

  3. Deviant: The Possession of Christian Shaw

    Deviant: The Possession of Christian Shaw is an animated interactive graphic based on the historical story of Christian Shaw and her demonic possession. Set in 1696 amongst the witch trials, this project explores new ways of experiencing a story — harnessing the allure of mystery and uneasy tensions and plucking the participant's sense of social responsibility. (Source: Author description, Electronic Literature Collection, Vol. One.)

    It’s a visual game and almost non-textual. You play by clicking on the active areas. It’s not always easy to see the areas so you need to click around and just try for a while. There are sounds when you click on different areas. The game takes place in something looking like a small town, and smaller images pops up when you click on items.

    Eric Dean Rasmussen - 27.04.2011 - 12:28

  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. open.ended

    Author description: open.ended is an interactive three-dimensional poem experienced through the interplay of shifting geometric surfaces. Verses appear on the faces of separate translucent cubes nested within one another. The reader manipulates a mouse, joystick, or touch-screen to bring stanzas on different surfaces into view. As cubes, faces, and layers are revealed, dynamically updating lines of text move in and out of focus. The structure of the poem facilitates a multiplicity of readings: from single verses on cube faces, to sequential verses across faces, to juxtapositions of verses across multiple cubes. Meaning is constructed actively through collaboration between reader, author, and mediated work. An audio track of the authors' layered voices extends the experience, enveloping the reader in the atmosphere of the poem, organically complementing the visual and tactile components of the work.

    (Source: Author description, ELC vol. 1).

    Eric Dean Rasmussen - 29.04.2011 - 10:01

  6. What We Will

    (wot we will hv of wot we r smthing past)

    'What we Will' utilises the potential of QuickTime interactive movie formats, particularly its photographic panoramas. This is combined with live-recorded and composed soundscapes which are embedded in the navigable movies. Structuring the piece, there are further layers of dramatic, textual and literal art elements. There is also a more familiar exploration of dramatic potential through human characters, fragmentary personal histories, memories and secrets, all helping to construct a non-linear narrative and emotional structure. As we experience the 24-hour cycle of their day, we are uncertain as to whether any particular moment follows or, rather, proceeds what we have seen before.

    Scott Rettberg - 24.05.2011 - 21:34

  7. ii — in the white darkness: about [the fragility of] memory

    Strasser and Coverley's visual poem is a multimedia meditation on the nature of memory. By choosing pulsing dots as if from behind a veil, the reader activates collages of photographs and ambient sounds, representing the process of trying to recover lost memories, which surface and fade in and out of intelligibility.

    Scott Rettberg - 06.10.2011 - 10:36

  8. 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

  9. Cut to the Flesh

    This multimedia poem was written by Jody Zellen, using a “page space” developed by Deena Larsen for this collaboration. Each of the question marks responds to a mouseover by triggering a line of verse moving diagonally across the poem’s surface along with a sound. The title’s reference to the flesh and the use of heartbeat, sonogram, and voice recordings saying things like “breathe” all reinforce a surgical conceptual framework, and metaphorically framing the diagonal language movement as cuts, slashing across the screen. The occasional variations in the sounds and word movement place the poem in conversation with some of the urban concerns which are so central to Zellen’s poetics, while the literalization of a metaphor through interface design is part of Larsen’s. (Source: Leonardo Flores, I ♥ E-Poetry)

    Deena Larsen - 20.06.2012 - 19:27

  10. 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

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