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  1. Neseblod

    Neseblod means "nose bleed" in Norwegian, and a blurred photo of a man's face, with blood around his nose, is a key visual element of the piece. This is a dynamic, audio-visual work where the reader can affect which sounds are produced and which textual fragments are displayed on the screen. The background consists of three images that repeat in a loop at the same time as a white line continuously moves in a loop from top to bottom of the screen. The reader can move eight white dots around on the screen, and each dot has its own sound and a small textual fragment. Each time the white line scans a white dot the sound and the textual fragment are realised. The work's aesthetic expression depends on how many dots the reader chooses to activate, and how the reader organises the dots in the space. (source: Hans Kristian Rustad for elinor.nu)NO LONGER ONLINE?

    Jill Walker Rettberg - 27.03.2011 - 13:40

  2. 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

  3. 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

  4. 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

  5. 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

  6. Roulette

    Roulette is a work of recombinant narrative that offers a novel interactive reading experience. As lines of text shift and fade in response to user manipulation of the 3-D interface, a fractured collection of stories is revealed, shifting in mood and meaning with each reading.

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

    Scott Rettberg - 15.04.2011 - 15:43

  7. Accounts of the Glass Sky

    In this Flash hypertext, Coverley weaves a tapestry of text, image, and sound, telling a California story that many readers can relate to. In this piece, the sky itself is the center of a meditation on memory and loss across decades of human experience. The same "blue sky" that often refers to people's wildest dreams now comes to represent boundaries and fears.

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

    Eric Dean Rasmussen - 18.04.2011 - 11:07

  8. 34 North 118 West

    Imagine walking through the city and triggering moments in time. Imagine wandering through a space inhabited with the sonic ghosts of another era. Like ether, the air around you pulses with spirits, voices, and sounds. Streets, buildings, and hidden fragments tell a story. The setting is the Freight Depot in downtown Los Angeles. At the turn of the century Railroads were synonymous with power, speed and modernization. Telegraphs and Railroads were our first cross-country infrastructures, preceding the Internet. From the history and myth of the Railroad to the present day, sounds and voices drift in and out as you walk.

    34 North 118 West plays through a Tablet PC with Global Positioning System card and headphones. GPS tracks your location to determine how the story unfolds as you uncover the early industrial era of Los Angeles.

    (Source: Authors' description from the project site)

    Scott Rettberg - 18.04.2011 - 12:50

  9. carrier (becoming symborg)

    carrier investigates the fluid boundaries of the body and the self via viral symbiosis in the biological and virtual domains by weaving an intimate love story between the viewer and the hepatitis C virus. The site integrates artificial and viral intelligence with immune system and computer operating system discourse within the swarming electronically networked nervous system of our planet — the world wide web, immersing the viewer in VRML worlds, Shockwave games, and Java-generated textual landscapes. We are lead through the site by sHe, an intelligent viral agent, who crosses our species boundary, penetrating our cellular core, repositioning viral infection as positive biological merging with the flesh. We become symborg as the boundaries between human / machine / species dissolve. carrier comes in several versions, allowing the viewer to navigate alone or with the virus, as well an offline gallery stand-alone version. (Source: Author's description from ELC, Vol. 1.)

    Eric Dean Rasmussen - 18.04.2011 - 13:23

  10. Carving in Possibilities

    Carving in Possibilities is a short Flash piece. By moving the mouse, the user carves the face of Michelangelo's David out of speculations about David, the crowd watching David and Goliath, the sculptor, and the crowds viewing the sculpture.
    (Source: author's description in ELC 1.)

    Eric Dean Rasmussen - 18.04.2011 - 13:28

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