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  1. Lexia to Perplexia

    Author description: Lexia to Perplexia is a deconstructive/grammatological examination of the "delivery machine." The text of the work falls into the gaps between theory and fiction. The work makes wide use of DHTML and JavaScript. At times its interactive features override the source text, leading to a fragmentary reading experience. In essence, the text does what it says: in that, certain theoretical attributes are not displayed as text but are incorporated into the functionality of the work. Additionally, Lexia to Perplexia explores new terms for the processes and phenomena of attachment. Terms such as "metastrophe" and "intertimacy" work as sparks within the piece and are meant to inspire further thought and exploration. There is also a play between the rigorous and the frivolous in this "exe.termination of terms." The Lexia to Perplexia interface is designed as a diagrammatic metaphor, emphasizing the local (user) and remote (server) poles of network attachment while exploring the "intertimate" hidden spaces of the process.

    (Source: Author's description from Electronic LIterature Collection, Volume 1)

    Patricia Tomaszek - 16.09.2010 - 17:11

  2. Galatea

    Galatea is a work of interactive fiction set in an art gallery an undetermined amount of time in the future. The player takes on the role of an unnamed art critic examining works of personality referred to in the story as “animates.” Galatea is the name of one such animate however, unlike the other exhibits at the museum (which are forays into rudimentary artificial intelligence,) Galatea was a sculpted women who simply willed herself to life. The player must interact with Galatea through text commands until they get one of several endings.

    Jill Walker Rettberg - 14.01.2011 - 12:57

  3. Califia

    Califia is a multimedia, interactive, hypertext fiction for CD-ROM. Califia allows the reader to wander and play in the landscape of historic/magic California. It is a computer-only creation of interactive stories, photos, graphics, maps, music, and movement. It has Three Narrating Characters, Four Directions of the Compass, Star Charts, Map Case, Archives Files, 500 Megabytes, 800 Screens, 2400 Images, 30 Songs, and 500 Words.

    One scholar has written of Califia that it is designed to lead the reader "to discover the lost cache of California through her wanderings within the story space." Another writer calls it "a metaphysical quest rather than a conventional mystery", noting that the central question of the treasure remains unresolved. It has been termed a classic work of hypermedia, and literary critic and hypertext scholar Katherine Hayles has cited it as one of the establishing texts for electronic literature.

    Eric Dean Rasmussen - 22.02.2011 - 16:04

  4. The Dazzle as Question

    The Dazzle as Question is an animated hypermedia poem which traces the conflict between the left and right brain inclinations of an erstwhile 'old school' artist [as] experienced via his encounter with the digital realm. This conflict notes the[digital] media/um's seemingly unrivaled sway as pitted against the narrator's right brain predilections [heralds of an identity within which he was formerly ensconced, as if such were an ethic of his very being …].

    Eric Dean Rasmussen - 23.03.2011 - 14:54

  5. Ad Verbum

    Ad Verbum is a Oulipo-inspired wordplay-based game.

    Scott Rettberg - 20.05.2011 - 12:00

  6. Imaginary Year

    Imaginary Year is a serialized work of electronic fiction, updated twice a week. As it grows, it follows the extended interconnected narratives of a group of fictional characters. By documenting their experiences in present-day Chicago, Imaginary Year examines the complex network of relationships between human experience and mediated urban space.

    (Source: 2002 ELO State of the Arts gallery)

    Note: serialized web fiction that was published from 2000-2005.

    Scott Rettberg - 13.01.2013 - 22:04

  7. Speak: a Hypertext Essay

    This modest work is an essay which engages non-linear narrative and includes multimedia elements such as sound and image. The title is taken from Gayatri Spivak's essay, "Can the subaltern speak?." Variously, postcolonialism and feminism as discourses of 'otherness' have addressed the notion of 'speaking' and 'speaking position', asking questions such as 'who speaks for whom?', 'who is authorised to speak'. Such questions displace the idea that the 'other' is absent or silent, or that the 'other' is indeed 'other'.

    (Source: 2002 ELO State of the Arts gallery)

    Scott Rettberg - 13.01.2013 - 22:40

  8. CHAOSity

    One challenge of General Education is that of finding ways to develop student interest in, and enthusiasm for, reading written texts or critically viewing visual texts. CHAOSity was created to address that issue. CHAOSity is a collaborative, original cultural work that involves individual readers as co-creators. CHAOSity questions the "linear, rigidly logical development of plot" and the "facile interpretation of life's complexities" that strict adherence to linearity, what author Carole Maso calls "the tyranny of narrative," can imply. The resulting multi-threaded story, told in text, animation, images and sound, permits both linear and nonlinear reading. CHAOSity includes 49 prose/poems Flash movies, 49 event sounds and legend.

    (Source: ELO 2002 State of the Arts gallery)

    Scott Rettberg - 15.01.2013 - 18:39

  9. hektor

     hektor is one of the main characters in the non-aggressive narrative - a mode of Benjaminian storytelling. The NAN proposes the "continuation of a story which is just unfolding." I use digital and traditional media to create encounters between an ambiguous 'I' and potential 'You.' By embracing memory as a collage in motion through multiple characters, the NAN implies an origin story that may or may not have occurred. You are invited to co-invent this unfolding 'past,' and its openness suggests possibility and multiplicity. In a 1965 interview with Michael Kirby, John Cage said that theatre is not done to its viewers; they do it to themselves.

    Scott Rettberg - 15.01.2013 - 21:08

  10. Postales

    A woman leaves her country. She tries to meet vacant spaces, to forget paths. She's considering the new territory. She's not stopping. A trip is more a seeking than an adventure. The decision to leave a country first comes from the will to break apart of the family circle, with the blind old uses, and over all, the will to get out from a cocoon, and take the way of self-modification.

    Sequences are derogating, asking for answers, facing or not each other. A quest or an escape, or simply to be a Labyrinth, where images goes back to the target, in the central node of it's performance and its hopeless thoughts: the nude, the nude flesh of life.

    (Source: 2002 ELO State of the Arts gallery)

    Scott Rettberg - 17.01.2013 - 21:46