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  1. Tailspin

    An old man’s tinnitus and partial deafness is a source of friction between him, his daughter and grandchildren yet he stubbornly refuses to contemplate treatment or hearing aids. Karen, the daughter, has always been hurt and mystified by his angry reactions, but the key to his behavior lies deep in the past. Tailspin is a multi-layered, animated fiction, created in Flash, about the intergenerational friction between an old man suffering from tinnitus and his daughter, whose children play noisy handheld games consoles. Sound mixes and animations, some programmed to play randomly, reflect the auditory and emotional disturbances of the characters around the family meal table. Broken dreams, spoilt playtimes, dysfunctional behaviour, malfunctioning machines and the sounds of alarm are both puzzling and distressing as the past splinters the present.
    (Source: Author's description)

    Eric Dean Rasmussen - 02.03.2011 - 13:52

  2. The Cape

    The Cape is a short work that engages the history of visual print-based authority by combining impersonal, government-created images with a purportedly personal story. Carpenter animates decades-old black-and-white photographs, illustrations, and maps, adding to these a few laconic caption-sized texts to extend an exploration of "place" that digital space evokes.(Source: Electronic Literature Collection, Vol. 1)

    J. R. Carpenter - 04.03.2011 - 22:12

  3. about nothing, places, memories, and thoughts: robert creeley (1926-2005) and patricia tomaszek

    about nothing, places, memories, and thoughts: robert creeley (1926-2005) and patricia tomaszek in a cut and mixed poem-dialogue

    Patricia Tomaszek - 04.03.2011 - 22:24

  4. soundpoems

    These soundpoems are interactive phonetic poems. Minimal abstract poetry. Games for sampled voice.

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

    Eric Dean Rasmussen - 08.03.2011 - 15:22

  5. book review: not a b (pdp remix)

    Favoring statistical innovation, discovery, and transformation of material more than subjectivity, my presentation for TRICKHOUSE, “book review: not a b (pdp remix),” is a software experiment that brings together multiple projects, interests, and themes. This reflection, in part an autobiographical exercise in creating multimedia poetry, does not effectively simulate the more extensive synthesis of related materials I have elsewhere assembled (featuring additional videographic, performative components, and many more poems) but is a decent representation of what I have been working on in 2008. The animation is the latest and longest (approximately 22 minutes, give or take) of a series of text-movies I began creating with Flash in early 2007. Slow scat, and sometimes random juxtaposition, of anagrammatic text derived from the title of a book I wrote, is spontaneously plotted (with assistance from the Internet Anagram server (http://wordsmith.org/anagram/). Works by mIEKAL aND, John Cayley, and Brian Stefans have inspired me to such poesis.

    Chris Funkhouser - 09.03.2011 - 15:30

  6. Talking Cure

    Talking Cure is an installation that includes live video processing, speech recognition, and a dynamically composed sound environment. It is about seeing, writing, and speaking — about word pictures, the gaze, and cure. It works with the story of Anna O, the patient of Joseph Breuer's who gave to him and Freud the concept of the "talking cure" as well as the word pictures to substantiate it. The reader enters a space with a projection surface at one end and a high-backed chair, facing it, at another. In front of the chair are a video camera and microphone. The video camera's image of the person in the chair is displayed, as text, on the screen. This "word picture" display is formed by reducing the live image to three colors, and then using these colors to determine the mixture between three color-coded layers of text. One of these layers is from Joseph Breuer's case study of Anna O. Another layer of text consists of the words "to torment" repeated — one of the few direct quotations attributed to Anna in the case study.

    Eric Dean Rasmussen - 10.03.2011 - 10:20

  7. Labyrinth: the Rulebook without Game

    An ergodic Flash text exploring video game culture through the lens of playable manuals.

    How does one read this clever piece, which touches on so many genres, such as poetry, fiction, game, theory, game manual, and codework? It claims to be a manual for an absent game, a bottomless pit, and a labyrinth for readers to get lost, wondering if indeed the game has already begun. The reader inhabits a character from the outset, a 35 year old married man, who can take on different roles in games belonging to popular RPG and videogame genres: science fiction, spy thriller, fantasy, and labyrinth exploration. Most of the writing is in the tradition of game manual for these types of games (here’s an old favorite) which at their best help immerse the readers into the world of the game and can be more fun than the game itself. In the case of tabletop RPGs, like Dungeons & Dragons, the game is the rulebooks, and all it requires is players and some dice for the necessary randomizations— making them good recipients of the label “cardboard computers,” as Matthew Kirschenbaum has used for tabletop wargames.

    Mark Marino - 28.03.2011 - 16:12

  8. Chroma

    Chroma is an interactive serial that examines issues of racial identity in virtual environments through a tightly choreographed combination of graphics, voice and music. Three digital explorers are tasked by their mentor with the creation of avatars that will enable exploration of a newly rediscovered "natural cyberspace" humans long ago lost the ability to access. Conflict arises when one character pauses to question the wisdom of blindly forging ahead with human representation in the digital world. Interactive real-time animations are used to represent the thoughts and feelings of the main characters, and respond to the user in intimate ways that help to illuminate the unfolding story while building emotional connections with its central players.

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

    Scott Rettberg - 15.04.2011 - 13:45

  9. Game, game, game, and again game

    Game, game, game and again game is a digital poem, retro-game, an anti-design statement and a personal exploration of the artist's changing worldview lens. Much of the western world's cultural surroundings, belief systems, and design-scapes, create the built illusion of clean lines and definitive choice, cold narrow pathways of five colors, three body sizes and encapsulated philosophy. Within net/new media art the techno-filter extends these straight lines into exacting geometries and smooth bit rates, the personal as WYSIWYG buttons. This game/artwork, while forever attached to these belief/design systems, attempts to re-introduce the hand-drawn, the messy and illogical, the human and personal creation into the digital, via a retro-game style interface, Hovering above and attached to the poorly drawn aesthetic is a personal examination of how we/I continually switch and un-switch our dominate belief systems. Moving from levels themed for faith or real estate, for chemistry or capitalism, the user triggers corrected poetry, jittering creatures and death and deathless noises.

    Scott Rettberg - 15.04.2011 - 14:43

  10. Golpe de Gracia

    Golpe de gracia is an interactive multimedia piece that combines text, illustration, audio, modeling, and animation and tells the story of a character who undergoes a "near death" experience; this particular situation also functions as a metaphor for the cultural transitions of the present moment. The text is comprised of three "narrative worlds": Cadáver exquisito, L'nea mortal and Muerte digital (Exquisite Corpse, Mortal Line, and Digital Death, respectively) and four "deepening rooms" (games, reading texts, study, and construction). The work offers several different degrees of interaction that range from taking decisions in order to follow the routes, all the way up to the collective construction of the text, along the way participating in several interactive games. Golpe de gracia also has an educative and communicative purpose, which is to make us aware of, and to contribute to, the development of collective knowledge.

    Scott Rettberg - 15.04.2011 - 14:53

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