Search

Search content of the knowledge base.

The search found 12 results in 0.01 seconds.

Search results

  1. To Touch

    It may seem paradoxical to create an online work on touching. One cannot touch directly: in this case touching requires a mediating tool such as a mouse, a microphone or a webcam. This touching experience reveals a lot about the way we touch multimedia content on screen, and maybe also about the way we touch people and objects in everyday life. The internet user has access to five scenes (move, caress, hit, spread, blow), plus a sixth one (brush) dissimulated in the interface. She can thus experience various forms and modalities of touching: the erotic gesture of the caress with the mouse; the brutality of the click, like an aggressive stroke; touching as unveiling, staging the ambiguous relation between touching and being touched; touching as a trace that one can leave, as with a finger dipped in paint; and, touching from a distance with the voice, the eyes, or another part of the body. This supposedly immaterial work thus stages an aesthetics of materiality.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Patricia Tomaszek - 17.09.2010 - 22:09

  2. Faith

    Faith is a kinetic poem that reveals itself in five successive states. Each new state is overlaid onto the previous one, incorporating the old text into the new. Each new state absorbs the previous one while at the same time engaging in an argument with it. The gradual textual unfolding is choreographed to music.

    (Source: Author description.)

    Eric Dean Rasmussen - 10.02.2011 - 14:29

  3. Pieces of Herself

    Pieces of Herself is an exploration of feminine embodiment and identity in relationship to public and private space. Using a drag-and-drop game interface, viewers scroll through familiar environments (e.g., domestic, outdoor, work) to collect metaphorical "pieces" of the self and arrange them in compositions inside the body. As each piece enters the body, it triggers audio clips from interviews with women, music loops, and sound effects, resulting in a layered narrative. The project, which was inspired by Elizabeth Grosz's theories about embodiment, comments on social inscription of the body. The environments are composites of more than 400 photographs; the pieces include 40 vector drawings, and the audio clips include segments from interviews with 10 women.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Eric Dean Rasmussen - 22.02.2011 - 17:26

  4. Tao

    Tao

    Eric Dean Rasmussen - 21.04.2011 - 12:25

  5. Cruising

    On one level, Cruising is an excited oral recitation of a teenager's favorite pastime in small town Wisconsin, racing up and down the main drag of Main Street looking to make connections, wanting love. But by merging the linear aspect of the sound recording with an interactive component that demands a degree of control, Cruising reinforces the spatial and temporal themes of the poem by requiring the user to learn how to “drive” the text. A new user must first struggle with gaining control of the speed, the direction, and the scale in order to follow the textual path of the narrative. When the text on the screen and the spoken words are made to coincide, the rush of the image sequence is reduced to a slow ongoing loop of still frames. The viewer moves between reading text and experiencing a filmic flow of images — but cannot exactly have both at the same time. In this way, the work seeks to highlight the materiality of text, film, and interface.

    (Souce: Authors' description from Electronic Literature Collection, Volume One)

    Scott Rettberg - 22.04.2011 - 13:43

  6. 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

  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. Inanimate Alice, Episode 1: China

    Inanimate Alice depicts the life of a young girl growing up in the early years of the 21st century through her blog and episodic multimedia adventures that span her life from childhood through to her twenties. It has been created to help draw attention to the issue of electro-sensitivity and the potentially harmful pollution resulting from wireless communications.

    (Source: Author's description from ELC, vol. 1)

    Eric Dean Rasmussen - 23.11.2011 - 10:21

  9. Blinding Lights

    This multimedia poem is about how saturated we have become with media coverage and how damaging that is. De Barros’ approach in this work is to also saturate us with sound, images, formatting, and color to make us realize the excessive amount of information we are constantly receiving. Each of the four parts of the poem uses multiple layers of color, still and moving images and text, looping and single-playing sounds, and responsive elements. Moving the pointer over the image of a man in the first part of the poem, for example, triggers a sequence of images that show how overloaded he is with visual information, to the extent that he needs to blindfold himself or avert his eyes. The narrative in the second part, and the images and words in the third and fourth parts all portray pain, damage, scarring, even murder, to demonstrate how damaged we have all become. (Source: Leonardo Flores, I ♥ E-Poetry)

    Kristine Turøy - 24.08.2012 - 11:03

  10. 3 Proposals for Bottle Imps

    This suite of three exquisitely paced narrative poems tell stories labelled as allegories of “Genius,” “Ambition,” and “Envy” yet structured as instructions for the design of bottle imps. <—-(This would be the place where I would normally place a link to a resource, but it is unnecessary for this work because Poundstone has put together a meticulously researched and insightful FAQ page.) In this FAQ page, he makes a case for these automata as fitting metaphors for electronic literature, because they are life-like creatures that are animated by mechanisms to produce a looping behavior on a scheduled performance. Indeed, these poems enact the metaphor very well as looping Flash animations used to deliver a narrative through tactical portioning and formatting of a prose text into lines, stanzas, and other visual organizational structures and carefully scheduled delivery of each portion. The careful attention to line structure elevates the prosaic language to poetry, and its scheduled presentation to e-poetry. (Source: Leonardo Flores, I ♥ E-Poetry)

    Hannelen Leirvåg - 08.02.2013 - 19:33

Pages