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  1. Stud Poetry

    Author description: Stud Poetry is a poker game played with words instead of cards. Your goal is to build as strong a poetry hand as you can and, of course, to win as much money as you can. Stud Poetry is a game of courage and faith, and a bit of luck too. To become a great master of Stud Poetry, you need to believe in the power of words, their magic capability to move mountains, minds, and souls. Surely it won't be easy, but when you finally have won all the money with your wonderful five-word poetry hands, you'll know it's worth it.

    (Source: Electronic Literature Collection, Vol. 1).

    Eric Dean Rasmussen - 22.03.2011 - 09:52

  2. The Apostrophe Engine

    The Apostrophe Engine is a website operated by Bill Kennedy and Darren Wershler-Henry. It is the source of the poems in apostrophe, a book published by ECW Press in 2006.

    The Apostrophe Engine was used for the first time on April 18, 2001, and existed on a private Web server for the next five years. As of April 19, 2006, the Apostrophe Engine is available to the public at apostropheengine.ca.

    The home page of the Apostrophe Engine site presents the full text of a poem called “apostrophe,” written by Bill in 1993. In this digital version of the poem, each line is now a hyperlink.

    When a reader/writer clicks on a line, it is submitted to a search engine, which then returns a list of Web pages, as in any search. The Apostrophe Engine then spawns five virtual robots that work their way through the list, collecting phrases beginning with “you are” and ending in a period. The robots stop after collecting a set number of phrases or working through a limited number of pages, whichever happens first.

    Jill Walker Rettberg - 05.12.2011 - 13:33

  3. newscomic

    Newscomic recycles the news, re-mixes it, subverts and distorts it.
    It takes live news feeds (RSS feeds) from major news sources, chops them up at random and puts the resultant text into speech bubbles in a comic. The comic illustrations reflect the current latest news, and are regularly updated to keep up with the news. The result is a disjointed comic, where the words and pictures don't quite fit but make their own story.

    Often the story is quite surreal, but can by chance make sense, and even be quite revealing.
    To make the story more fun, you can contribute by adding your own words and sentences (up to a hundred characters long). These replace the word 'the' and other characters in the speech text. You can use this to perhaps get your own views across, or to manipulate the story so it makes more sense to you. Your word or sentence is stored and seen by the world until the next person comes along, and adds their words, replacing yours.

    Hannah Ackermans - 13.04.2016 - 16:53

  4. Shirley Bassey Mixed Up

    Shirley Bassey Mixed Up' is an experimental illustrated 14-page biography, following her early years up to the present day.
    The illustrations are network generated, built dynamically from Internet searches. By specifying different Yahoo searches and playing with the customisation options, you can influence the look of each illustration.

    By pulling in data from the Internet and manipulating/ transforming it within a story, this work can be described as a networked narrative. But the structure is basically a traditional (linear) 14-page story built on top of a generative composition tool, that uses Internet search data as its input.

    What is it?
    a traditional linear story
    a networked narrative
    a generative composition tool, controlled by the user, but containing controlled randomness.
    By adding unexpected and uncontrolled elements to the story we are influencing and changing the presentation of the story, how it's experienced and what we take away from it. In effect we are shaping the story, even making a new story, changing fact into fiction, sometimes disrupting the story.

    Hannah Ackermans - 25.04.2016 - 09:19

  5. Dwarf Fortress

    Dwarf Fortress is a complex, text-based computer game that has been in development by Tarn and Zach Adams since 2002. The game begins by first procedurally generating an expansive, dynamic world in which players attempt to guide an exponentially increasing colony of temperamental dwarves to build and manage within an ever expanding fortress. The task is made difficult by both the unpredictable and emergent behaviors of the simulation as well as by the anachronistic and arduous interface: a screen full of ASCII characters recalling the personal computers of the early 1980s. Inspired by games like Rogue (1980) and Sim City (1989), the stark textual interface contrasts with the game's complexity as Dwarf Fortress can easily consume all available processing power of a contemporary computer.

    Eirik Tveit - 06.09.2016 - 15:30