Search

Search content of the knowledge base.

The search found 2 results in 0.01 seconds.

Search results

  1. Letter to an Unknown Soldier: A Participatory Writing Project

    This paper will present Letter to an Unknown Soldier, a new kind of war memorial, made entirely of words. Created by writers Neil Bartlett and Kate Pullinger, the project was commissioned by Britain’s 14-18 NOW to mark the centenary of the outbreak of WW1. Inspired by Charles Jagger’s 1922 bronze statue of a soldier, who stands on Platform One of Paddington Station, London, reading a letter, the digital artwork invited everyone in the country to write their own letter to the soldier.

    Letter to an Unknown Soldier began with letters commissioned from 50 well-known UK-based writers; it opened to the public for submissions from mid-May 2014, and all the letters received to date went online on 28 June (the centenary of the assassination of Archduke Ferdinand). The website remained open for submissions for 37 days, until 4 August (the centenary of Britain’s declaration of war). The project quickly snowballed in popularity. By its close, more than 21,400 letters had been received from around the world.

    Hannah Ackermans - 16.11.2015 - 10:03

  2. Writing for Playable Media

    As a new media author, I write the visible, readable text (texte-à-voir *) and the underlying source code, the program (texte-auteur *). As a new media artist, I also design and create the user interface and the multimodal elements - the whole thing.

    Since starting to write and create in new media, I have felt compelled, by the digital medium itself, to attempt to fully exploit the affordances of programmable media for expressivity by employing non-linear narrative methods, non-trivial interactivity and random programming in poetically and/or narratively meaningful ways. This has led me to create, what Noah Wardrip-Fruin calls, playable media works.

    Writing creatively for algorithmically-driven media, working with others’ code frameworks and writing my own programs has led me to consider the expressivity of game processes and, consequently, my work has taken on more game-like characteristics. I’d like to trace this development by presenting a selection of extracts from key works (listed below) which demonstrate this move towards writing for playability.

    The key Electronic Literature works:

    Christine Wilks - 18.06.2016 - 17:39