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  1. A Dream Within A Dream

    This is a point-and-click web application that is heavily inspired by poet Edgar Allen Poe by author Herm Holland. This work won Herm Holland the student prize for the New Media Writing Prize 2014.

    Magnus Lindstrøm - 29.01.2015 - 04:42

  2. Vniverse iPad App [iOS adaptation]

    The VNIVERSE app is a poetry instrument you can play. In DRAW mode, touch and drag to create your own constellations. In CONSTELLATIONS mode, explore the ten constellations found in the coordinate print book, V : WaveTercets / Losing L’una (SpringGun Press, 2014). WAVETERCETS plays the entire run of poem tercets for you, starting at the beginning. Or, by touching any star, you may begin anywhere you like. ORACLE lets you pose seven questions to the sky. CLEAR button clears the sky. Stephanie Strickland’s V was first published by Penguin (2002) as an invertible book with two beginnings, V : WaveSon.nets / Losing L’una. Mid-book, a URL leads to V : Vniverse (2002, Director project with Cynthia Lawson Jaramillo). Another part of V is the Flash poem, Errand Upon Which We Came (2001, with M.D. Coverley). The Vniverse app for iPad was created in 2014 with Ian Hatcher.

    Sumeya Hassan - 12.02.2015 - 14:30

  3. #outofblue

    From tweets to literature From the 1,000 posted tweets with the hashtag #outofblue, I developed a literary text. Just by selecting, shortening, arranging and repeating the tweets. Without adding any kind of text written by myself. Of course, also the title of the text was taken from a tweet: “Engelvariationen” (angel variations) – nothing could be more appropriate for a text, which deals with abstraction. Because the text, just like the event in the “Haus der Kunst”, is designed to experience abstraction. The text is not a documentation of the tweetup as such, but rather an exercise of abstraction. It calls for adventure. This might be exhausting, but promises a stunning experience. Enjoy!

    (Source: authors abstract)

    Elias Mikkelsen - 12.02.2015 - 14:50

  4. Digitalvitalism

    Digitalvitalism

    Daniele Giampà - 16.04.2015 - 18:03

  5. RestOration: Kalfarlein 18

    Kalfarlien 18, a home on Fløien designed by Einar Oscar Schou in 1909 and now in need of restoration, could have been refurbished into a facelifted historical showpiece: Schou also designed the National Theater, and the Bergen Kommune recognizes the villa’s cultural heritage. But the villa’s owners resist a vision of history that obliterates traces of natural decay. RestOration: Kalfarlien 18 reimagines the decaying villa as an eco-home quietly rebuffing the rigged hunger for new stuff. RestOration: Kalfarlien 18 recreates aspects of the villa even as its purview stretches far beyond the villa. An ambient soundscape creates a “lived in” homey feeling and moves guests through our interactive installation, to be located in UiB’s Humanities Library. At the center is an e-waste sculpture built on the myth of Narcissus and Echo that triggers aleatory poems when guests touch the trash. A tablet game features the villa’s original architectural drawings and decorative design elements. RestOration: Kalfarlien 18 is an e-lit ecopoem.

    Hannah Ackermans - 03.09.2015 - 10:44

  6. Wandering through Taroko Gorge

    "Wandering through Taroko Gorge" is a remix of Nick Montfort's "Taroko Gorge", a JavaScript poetry generator. Originating out of a class project in which we were asked to investigate and document how Montfort's creation functioned, this version adds components like hidden illuminations, music generated by the poem using the computer's built in cyclotron, and the ability to add to the poem on the fly. Each of these additions are designed to mimic our investigative process, and help those who have a similar project accomplish the same task of documentation more quickly.

    (Source: ELC 3)

    Guro Prestegard - 22.09.2016 - 13:26

  7. Wikisext

    Every hour, this bot draws language from wikiHow, repackages and recontextualizes it as a sexting message, and tweets it. Part of its process is to add pronouns “I,” “you,” or both to the instructions and actions described, in addition to prefacing each tweet with “sext.” Its output invites readers to interpret bland, utilitarian language metaphorically because it’s conceptually framed as sexting. The scenario of people sending sexually explicit messages back and forth, describing things they are doing to their bodies, contrasts sharply with the step-by-step instructions common to wikiHow, resulting in surprising and humorous results. Follow this bot on Twitter to learn many new euphemisms for sexual acts and the expressive potential of conceptual reframing. (Source: Editorial Statement from the works collection site)

    Sebastian Cortes - 20.10.2016 - 15:58

  8. 80 Days

    80 Days is an interactive fiction game released by Inkle on iOS platforms on July 31, 2014 and Android on December 16, 2014. It was released on Microsoft Windows and OS X on September 29, 2015. It employs branching narrative storytelling, allowing the player to make choices that impact the plot. The plot is loosely based on Jules Verne's novel Around the World in Eighty Days. (Source: Wikipedia)

    Hannah Ackermans - 08.02.2017 - 14:09

  9. A Brief History of Interactive Fiction Games... Choose Your Own Adventure and Visual Novels

    Interactive fiction is a game genre that has been around for quite some time now and has a rather in-depth history to it. We’ve already taken a look at part of the genre, primarily text and graphical adventures. But today I’m going to talk about some other things that are important to interactive fiction!

    So, I’m sure that many of us as kids read Choose Your Own Adventure books (or CYOA); novels where at the end of each page you were asked to make a choice as to what to do and then would be directed to a different page depending on your actions. Sometimes you’d make it to the end, sometimes not.

    And if you’re wondering just what these books have to do with video games, the answer is a surprising amount! So let’s take a look at these types of books.

    Martin Li - 17.09.2020 - 16:17

  10. Not a Book: Locating Material Traces of Collaborative Print and Digital Technologies in the Archive

    Abstract: As a project that is situated between “the print” and “the digital” and as one that places print-based artifacts in conversation with digital artifacts, “not a book” is concerned with the histories, presents, and futures of books and the technologies of reproduction and replication used to make them.  Created from digital images of the traces left from the original copper engraved botanical prints on the interleaved blank pages of a digitized edition of one printed copy of an 1844 issue of “Flora Batava” magazine, the project reflects on and raises questions regarding just what a book is and was by delving into the history of “the” book as a collection of historically contingent technologies and social processes.  Seeking to document and understand how the material traces of bookmaking processes and technologies become legible in new ways once they are reframed and accessed in the context of new technologies of replication and reproduction, this project offers viewers an opportunity to reflect on the ways in which histories of print technologies are embedded in digital technologies and how

    Cecilie Klingenberg - 27.02.2021 - 15:42

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