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  1. Marking Transition: the Work of Neal von Flue

    For any regular Internet user, the hyperlink has become ubiquitous, almost rendered invisible
    through the frequency of its use. Trails in hypertext are meticulously laid out through the
    seemingly endless streams of data, connected by links imagined as points of intersection in the
    web. Links are used for reference, for navigation but also extensively in creative production, to
    fashion hypertextual narratives and images. It is in this realm of electronic literature, both visual
    and textual, that the function of the link shifts from the commonplace to a carrier of aesthetic
    potential.

    This presentation examines the aesthetic activation of the hyperlink as both an indicator of
    transition and site of transformation. It is a brief exploration of the hyperlink as a signifier, a
    mark both on and in the 'surface' of the digital text, through a close case study of two works by
    hypercomic creator Neal von Flue.

    Eric Dean Rasmussen - 21.06.2012 - 13:54

  2. Shakespeare in Simlish? Responsive Systems and Literary Language

    There is a moment that can happen when reading/playing an interactive fiction. The system just presented some text, perhaps quite engaging or even beautiful. And then one tries to reply, using some of the same language, only to receive an error. The underlying system doesn't can't hear the language with which it speaks. The language it displays is written ahead of time, while the language it receives must be parsed and acted upon at runtime.

    There is something uneasy about this disjuncture, and one response is to try to avoid all such problems. Will Wright's Sims speak only in gibberish sounds and visual icons, so that the surface representation of language matches the very simple internal representation of what they can discuss. Chris Crawford currently plans for his new storytelling system to avoid the construction of English-like sentences found in Storytron — instead moving to an icon language intended to help players better understand the internal representations (much more complex than those in The Sims) on which his story system will operate.

    Eric Dean Rasmussen - 22.06.2012 - 16:55