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  1. Deep Surface

    Deep Surface is the monstrous progeny of a strange romance between a reading machine and a free-diving simulator. Literature at crush depth. Hypertext gets wet. Generically, it is yet another instrument: one of those things you can play (or play with), without playing a game. There are rules here, and procedures, and (as in Real Life) a more or less invisible scoring system; so astute players may be able to invent clever and even elegant strategies. But if you're not feeling astute, you can plunge in and have a dip, immersing yourself in what signs and symptoms may present themselves as you pass by, dreaming perhaps of meaning... till robot voices wake you, and you drown.

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

    Eric Dean Rasmussen - 20.02.2011 - 14:26

  2. New Word Order: Basra

    New Word Order: Basra [NWO] is a mod for the game Half-Life, consisting of a playable map and custom textures. Gaming is the largest demographic of new media usage, and Half-Life stands out for its combination of first-person shooter action and compelling story. It remains the most popular online multiplayer game. Every object in Half-Life is either shootable or background. What if the objects are words? How does language play into your interactions in the violent world of the game? The text in NWO is composed of phrases from "Introduction to Poetry," a short poem from former US Poet Laureate Billy Collins. The thematic violence in Collins' poem resonated through the creation of NWO in early 2003, during the second invasion of Iraq. When you enter the map you see words hanging in the air. You can jump and climb on them, you can run along the tops, you can keep playing and wandering in the space. You soon attack the words. You use the broken words as a reduced and processed writing. Break the words, destroy the letters. NWO, along with every game and every image, is about the re-circulation of bodies and interpretive agendas.

    Eric Dean Rasmussen - 21.02.2011 - 10:13

  3. We Descend : Archives Pertaining to Edgerus Scriptor, Volume One

    A story of our far future, unearthed by a Scholar to whom it is the distant past. But for that far-off scholar, as for every reader, the paths followed and the connections forged among the diaries, letters, confessions, and artifacts lead only to further questions. Some documents speak to us of Egderus, a young boy at the isolated Mountain House. What -- or who -- lives in the rocky hills around him? What secrets bind his superiors in fear and silence? What is it that creeps out, undetected, to drive a man mad, or to tear him limb from limb? Why must Egderus later leave the Mountain House as amanuensis to the Good Doctor, interrogator and torturer? What intrigue surrounds one prisoner, the Historian, that makes the Good Doctor so relentless in his attack? Why, ultimately, is this Historian the one victim that Egderus attempts to rescue? Years later, as an old man at the Mountain House, Egderus uncovers only more mysteries. What did the Historian learn that drove him to his death? Does something live, still, in the rocks around him? And how shall Egderus pursue this disturbing legacy that could shake the foundations of his darkening world?

    Scott Rettberg - 25.03.2011 - 23:43

  4. Reading Digital Literature

    A curtain of tiny screens quoting from live Internet chat; stories generated by computer programs; narratives generated by their readers; words that disappear or reveal themselves depending on their readers’ position, text that peels off the wall and requires the 'reader' to push it back. How shall we read such moving letters? How do we catch their meaning? How might they make us feel? The conference convenes ten specialists from the USA and Germany to explore these and other questions in depth.

    The conference resulted in the collection, Literary Art in Digital Performance: Case Studies and Critical Positions, edited by Francisco J. Ricardo (Conitinuum, 2009).

    (Source: Conference website)

     

    Eric Dean Rasmussen - 28.09.2011 - 14:29

  5. Thirteen Ways of Looking at a Blackbird

    Thirteen Ways of Looking at a Blackbird

    Scott Rettberg - 08.01.2013 - 21:07

  6. Amoklæsning

    Syv deltagere med vidt forskellig faglig baggrund har fået chancen for at gå amok i Simon Grotrians seneste digtsamling, Risperdalsonetterne. De har hver især valgt en sonet at tage udgangspunkt i: undre sig over, give sig hen til, fare vild i, associere ud fra, fortolke, aktualisere, irriteres eller begejstres over. Videoer, udskrifter, citater, billeder og stills supplerer hinanden i en mosaik, hvor de syv stemmer kommenterer digtene og rækker ud efter andre værker og fortolkninger. Den grafiske præsentation bringer de enkelte stemmer i dialog. Sitets læser kan vælge sin egen rute gennem vildnisset: der er mulighed for at bevæge sig gennem hver enkelt læsning i den rækkefølge, den er blevet til i, eller man kan forfølge temaer og associationer og springe på kryds og tværs i tekstdiagrammet.

    Sissel Hegvik - 29.04.2013 - 12:29

  7. Reading Club

    Reading Club is a project started by Emmanuel Guez and Annie Abrahams in 2013. Eleven sessions were organized with more than 40 different “readers” in English and/or French based on text extracts from Raymond Queneau, from Mez and the ARPAnet dialogues to Marshall McLuhan, Michel Bauwens and McKenzie Wark. Guez and Abrahams experimented with different reading and writing constraints (color, duration, text-length, number of “readers”, etc.) and different performance conditions (online vs. live performance, with and without sound, etc.). In a session of the Reading Club, readers are invited to read a given text together. These readers simultaneously write their own words into this text given a previously fixed maximum number of characters. The Reading Club can be seen as an interpretive arena in which each reader plays and subverts the writing of others through this intertextual game.

    Scott Rettberg - 25.09.2013 - 11:21

  8. sc4nda1 in new media

    At the heart any scandal is a story, or a thing of many stories; sc4nda1 is even more peculiar, but also begins with a telling. What you have before you started as an essay (or intent to rant) about an observation I kept reading in recent criticism, that electronic writing has not been properly dressed for the serious table. Where, the questions ran, are the publishers, the editors, the established and establishing critics? In a time of intense experiment and innovation, who says which textual deviations make real difference, and which are just bizarre? More ominously: where are the naive, casual readers, the seekers of pleasurable text who ought to move design's desire? To spin an old friend's epigraph, just who, exactly, finds this funhouse fun? ...And so to the thing itself: probably more exploration than investigation, though who knows what offenses may come to light. You may find it (inevitably) a post-serious entertainment for hand, eye, ear, and brain, other organs optional. If the thingy deserves a generic name, try arcade essay, a cross between philosophical investigation (well okay, rant) and primal video game.

    Ian Rolon - 09.04.2014 - 19:20

  9. Les Mots et les Images

    Les Mots et les Images is a work by J.-M Dutey published in alire 5 in 1991. At first, one encounters a table that is divided in 21 smaller boxes. Here, there is a spatial idea that is introduced which Dutey wished to explore as seen in a quote from the work itself, “(Dutey) voudrait que sa poésie explore les espaces qu’elle occupe et ceux qu’elle suggère.” This quote expresses an exploratory desire because one has to click on the words on the screen to begin the program. If one chooses not to click, then nothing will happen. It is up to the user to explore the work, whether that is limited or full exploration. This seems to give the user a sense of control, yet when one chooses to begin; the control is replaced by a feeling of being lost in the connections between the words in the smaller boxes.

    Sergio Encinas - 23.09.2014 - 03:27

  10. CODE STORY

    CODE STORY is a visual and literary arts project, which includes nine digital code portraits. Which includes nine static, physical photographs, and nine dynamic, virtual Web pages. 

    The Digital code are compromised of standard codes with values ranging from 0 to 255. It is the value, sequence, and most importantly the interpretation of these codes that determine what information is represented. The Codestory project investigates possibilities for a creative interpretation of digital code. 

    sondre rong davik - 12.09.2018 - 14:50

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