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  1. Dawn

    The poem combines aspects of love, death, and nature in one piece. Originally it consisted of three parts: text, photography, and sound. In the Flash version these parts are arranged in a loop completed by a minimalist interface (to pause).
    (Source: author description from ELC Vol. 1)

    Eric Dean Rasmussen - 26.04.2011 - 10:27

  2. 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

  3. Dreamaphage

    Dreamaphage

    Eric Dean Rasmussen - 27.04.2011 - 14:09

  4. Project for Tachistoscope [Bottomless Pit]

    My work generally references the histories of the avant-garde and popular culture. The starting point of this piece is the historical coincidence that "subliminal advertising" and "concrete poetry" were introduced as concepts at nearly the same time. The piece is, as far as I know, the first to use subliminal effects in a work of electronic literature. A fuller description/statement is incorporated in the work itself.

    (Source: Author description, Electronic Literature Collection, Volume One.)

    Eric Dean Rasmussen - 27.04.2011 - 14:49

  5. Storyland

    Storyland (version 2) is a randomly created narrative which plays with social stereotypes and elements of popular culture. Each sentence is constructed from a pool of possibilities, allowing each reader a unique story. The reader presses the "new story" button, and a story is created for that moment in time. It is unlikely that any two stories will be identical. Storyland exposes its narrative formula thus mirroring aspects of contemporary cultural production: sampling, appropriation, hybrids, stock content, design templates. It risks discontinuity and the ridiculous while providing opportunities for contemplation beyond the entertainment factor.

    The computer-generated combinatorial story is one of the oldest forms of digital writing. Storyland, with its simple circus frame, plays with this tradition by performing recombination of the sort seen in cut-up and in Oulipian work. The system repeatedly plots amusingly repetitive stories, inviting the reader to consider, to read its scheme for composition.

    (Source: Author description, Electronic Literature Collection, Vol. One).

    Eric Dean Rasmussen - 28.04.2011 - 14:57

  6. 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

  7. RedRidinghood

    Leishman's playful retelling of the Little Red Riding Hood fairy tale makes use of comic book vernacular, limited forms of explorative interaction, optional narrative paths, and a jazzy soundtrack. RedRidinghood is the type of Flash piece that suggests the potential for complex forms of interactive storytelling without typographic text.

    (Source: Electronic Literature Collection, Vol. 1)

    Eric Dean Rasmussen - 29.04.2011 - 09:55

  8. 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

  9. Generative Poetry

    This set of works provides three different and powerful combinations of text, sound, image, and exploded letters, all of which function to cut up and recombine language using code developed for Concatenation. In Concatenation, the machine of the text assembles poems that deal with the ability of language to enact violence; in When You Reach Kyoto, the text and images engage the city and computation; and in Semtexts, combinations work at the level of syllable and letter.(Source: Electronic Literature Collection, Vol. 1).

    Eric Dean Rasmussen - 09.05.2011 - 13:47

  10. Landscapes

    Landscapes presents five animated canvases which together comprise a dreamscape of anarchic play, urban order, and media saturation. Each landscape pairs a short Biblical proverb with a series of images taken from street protests, multimedia conferences, Hollywood films, and other private and public sites. The proverb in each of the landscapes scrolls on a loop across the screen and is "locked" in position behind a viewing portal. To read the proverb is to make do with the fractured characters visible through small holes in the portal.
    (Source: Author description, ELC vol. 1).

    Eric Dean Rasmussen - 11.05.2011 - 09:16

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