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  1. Collected Fictions

    Jorge Luis Borges has been called the greatest Spanish-language writer of our century. Now for the first time in English, all of Borges' dazzling fictions are gathered into a single volume, brilliantly translated by Andrew Hurley. From his 1935 debut with The Universal History of Iniquity, through his immensely influential collections Ficciones and The Aleph, these enigmatic, elaborate, imaginative inventions display Borges' talent for turning fiction on its head by playing with form and genre and toying with language. Together these incomparable works comprise the perfect one-volume compendium for all those who have long loved Borges, and a superb introduction to the master's work for those who have yet to discover this singular genius.

    (Source: Goodreads Page)

    Alisa Nikolaevna Ammosova - 29.09.2021 - 16:55

  2. Das Kollektive Gedächtnis

    Bored? E-mail and chat with AOL and the internet. 

    Can "the interactive" be the fun factor of online art?

    I'm thinking it's not "the interactive", but rather the "interacting", namely with other real people. Hence the success of chats and forums and mailing lists. But hence also the failure of interactive artworks, where I as a user should be playing with a machine as well as myself.... !

    If one simply looks at the works, one will probably find no "internet literature" in what circulates here: the differens collaborative projects, the texts to be forwarded, the collective stories and collections. The objection is always right: one could have done this on paper....

    And yet: one CANNOT do it on paper. Not with THESE people that we have met on the internet - and with other people in the print world or locally in creative writing-workshops it would have been very different! 

    Translated by Kine-Lise Madsen Skjeldal

    Kine-Lise Madsen Skjeldal - 30.09.2021 - 19:16

  3. Ode to a Fallen Dialogue

    This interactive game-poem is an ode to the struggles of human communication.

    It reflects on the hardships of unfortunate dialogues, the splendor of reaching to the other side, the rise and fall of human connectedness, the agonies of stray meanings and words.

    Expressed through the poetics of weather phenomena, this conceptually driven interactive work represents the mental landscape between two lovers, sometimes violent, sometimes resonating, a parallel metaphor for the contemporary digitally mediated condition.

    Early cyberspace theories referred to an erotic ontology of digital experience. Michael Heim described the platonic dimensions of an augmented Eros. Roland Barthes on the other hand described language as the skin with which we struggle to touch the 'other'. In this game-poem, senses, meanings and ideas appear to be all permeated by the ‘spell’ of technology, a rhetorical as well as an erotic act of mediation through different worlds. 

    Angeliki Malakasioti - 01.10.2021 - 08:13

  4. The Night Journey

    The Night Journey (2007-2018) is one of the first experimental art games ever made. A collaboration between renowned media artist Bill Viola and designers at the USC Game Innovation Lab, it uses both game and video techniques to tell the universal story of an individual’s journey towards enlightenment. 

    After being exhibited around the world over a decade, it is now available on home platforms.

    (Adapted from original source: The Night Journey on itch.io)

    It uses both game and video techniques to tell the universal story of an individual’s journey towards enlightenment. 

    The game begins in the center of a mysterious landscape on which darkness is falling. There is no one path to take, no single goal to achieve, but the player’s actions will reflect on themselves and the world, transforming and changing them both. If they are able, they may slow down time itself and forestall the fall of darkness. If not, there is always another chance; the darkness will bring dreams that enlighten future journeys. 

    Daniel Johannes Flaten Rosnes - 01.10.2021 - 15:52

  5. Flower

    The game exploits the tension between urban bustle and natural serenity. Players accumulate flower petals as the onscreen world swings between the pastoral and the chaotic. Like in the real world, everything you pick up causes the environment to change.

    (Source: thatgamecompany Product Page)

    Flower is a video game developed by thatgamecompany and published by Sony Computer Entertainment. It was designed by Jenova Chen and Nicholas Clark and was released in February 2009 on the PlayStation 3, via the PlayStation Network. PlayStation 4 and PlayStation Vita versions of the game were ported by Bluepoint Games and released in November 2013. An iOS version was released in September 2017, and a Windows version was released in February 2019, both published by Annapurna Interactive. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In Flower, the player controls the wind, blowing a flower petal through the air using the movement of the game controller.

    Daniel Johannes Flaten Rosnes - 01.10.2021 - 15:59

  6. Quam Artem Exerceas?

    Quam Artem Exerceas? (Latin for "what do you do for a living?") refers to a question the physician Bernardino Ramazzini, also known as "the father of occupational medicine", often asked his patients to identify work-related causes of diseases they presented with. The work is a scholarly hypertext essay that represents aspects of scientific historiography and aims for maximum scholarly clarity and cohesion.

    With the use of a navigation pane on the left side of the screen, users can traverse the different contextual sections of the treatise easily and can learn about enlightenment thought, early industrial inventions, and early modern litterature art.

     

    Vegard Aarøen Frislid - 01.10.2021 - 19:49

  7. Completing the Circle

    Completing the Circle is a hypertext fiction about the recovery of a man known as Haller, the victim of a traffic accident in which he lost his partner. Within the narrative he also tries to get in contact with his wife, Christina. This is made difficult, however, as he is suffering from head trauma which causes problems for him when he tries to remember and understand what surrounds him.

    In this creative work, users can interact and scroll through the hypertext by clicking the backspace key or by clicking one of the many links that are hidden throughout the text.  

    Vegard Aarøen Frislid - 01.10.2021 - 23:47

  8. Generationenprojekt

    The GenerationenProject is a history written from below. Here memories, diary entries and literary texts are published that revolve around historical events that have affected us all. For in the middle of the great story that we read about in the history books, we are also given the history of the people who experienced both painful and beautiful moments.

    (Source: Project Description, translated by Kine-Lise M. Skjeldal)

    Kine-Lise Madsen Skjeldal - 02.10.2021 - 00:37

  9. Alice in Dataland

    Alice in Dataland is an experiment in critical making created by Anastasia Salter. This is an exploration guided by the question: "Why does Alice in Wonderland endure as a metaphor for experiencing media?" The project leverages material from the University of Florida Afterlife of Alice & Her Adventures in Wonderland collection as well as a range of Alice adaptations and remediations.

    Conceptually, this work is intended to remediate the text of Alice's Adventures in Wonderland into a critical lens for gazing into Alice herself. I've documented my search for Alice in public, on Tumblr, as part of the process of building this work.

    (Source: Artist's Statement)

    Andreas Vik - 03.10.2021 - 11:01

  10. Twisters

    Twisters is a collection of thousands of short stories written for and posted to the social media platform Twitter by author and creator Arjun Basu, who describes the process of their creation as follows:

     

    In October of 2009, I heard about Twitter and being the curious sort, checked it out. And then for whatever reason, I wrote a “short story” – and that story came in at over 140 characters. And while editing it down, I realized something about the possibilities inherent in the limitations Twitter imposes on all of us. That first story came in at exactly 140 characters. I thought perhaps this was a new form and so I gave it a name: Twisters. And all of my stories since then, now numbering in the thousands, are 140 characters.

    I did this until some point in 2017.

    The works are no longer hosted on Twitter but have beel collated into a categorised and searchable archive on Basu's website.

    Caroline Tranberg - 03.10.2021 - 13:10

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