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  1. Oracle

    Oracle is a voice recognition and interpretive grammar based interactive performance artwork. The performer's speech, a series of questions posed by the audience, is acquired and presented in a digital projection. The computer system reads the acquired and collective texts, as they are layered upon one another, and generates answers to each question using a word from each of the prior questions.

    Simon Biggs - 21.09.2010 - 12:07

  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. Flight Paths: A Networked Novel

    Flight Paths: a networked novel seeks to explore what happens when lives collide - the airplane stowaway and the suburban Londoner. A supermarket car park lies directly beneath the flight path into Heathrow Airport. On at least five separate occasions the bodies of young men - stowaways - have fallen from the sky and landed on or near this place. This project explores the lives of one stowaway and the woman whose car on which he lands. The authors create multimedia elements that illuminate the story while readers are invited to contribute texts, images, sounds, memories, ideas, and stories. The project grows and changes incrementally. There is a long history of electronic fiction works that include user-generated content. But there are very few fiction projects that from the earliest, research phase attempt to harness participatory media as well as multimedia content in the way that Flight Paths does.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Eric Dean Rasmussen - 21.01.2011 - 18:28

  4. slippingglimpse

    In slippingglimpse, we model a ring in which the roles of initiator, responder, and mediator are taken by all elements in turn. Our mantra for this: water reads text, text reads technology, technology reads water, coming full circle. Reading then comes to mean something different at each stage of the poem, in all cases involving sampling. Ryan reads and captures the image of 'chreods' (dynamic attractors) in water. Strickland's poem text, by sampling, appropriating, and aggregating artists' descriptions of processes of capture, reads this process of capture. And the water reads, via Lawson Jaramillo's motion-capture coding, by imposing its own sampled pattern. A variety of reading experiences are enabled: reading images while watching text; reading in concert with non-human readers, computer and water; reading frame breaks (into scroll or background); or reading by intervening. For instance, reversibility and replay are available on the scroll, as are reading in the direction and speed you wish; while, in the water, regeneration of text is available, as are unpredictable jostling and overlays.

    Eric Dean Rasmussen - 31.01.2011 - 13:07

  5. Talking Cure

    Talking Cure is an installation that includes live video processing, speech recognition, and a dynamically composed sound environment. It is about seeing, writing, and speaking — about word pictures, the gaze, and cure. It works with the story of Anna O, the patient of Joseph Breuer's who gave to him and Freud the concept of the "talking cure" as well as the word pictures to substantiate it. The reader enters a space with a projection surface at one end and a high-backed chair, facing it, at another. In front of the chair are a video camera and microphone. The video camera's image of the person in the chair is displayed, as text, on the screen. This "word picture" display is formed by reducing the live image to three colors, and then using these colors to determine the mixture between three color-coded layers of text. One of these layers is from Joseph Breuer's case study of Anna O. Another layer of text consists of the words "to torment" repeated — one of the few direct quotations attributed to Anna in the case study.

    Eric Dean Rasmussen - 10.03.2011 - 10:20

  6. The Distributed Legible City

    A later version of The Legible City (1989) encompasses all the experiences offered by the original version, but introduces an important new multi-user functionality that to a large extent becomes its predominant feature. In the Distributed Legible City there are two or more bicyclists at remote locations who are simultaneously present in the virtual environment.They can meet each other (by accident or intentionally), see abstracted avatar representations of each other, and when they come close to each other they can verbally communicate with each other.

    While the Distributed Legible City shows the same urban textual landscape as the original Legible City, this database now takes on a new meaning. The texts are no longer the sole focus of the user's experience, but instead becomes the con_text (both in terms of scenery and content) for the possible meetings and resulting conversations (meta_texts) between the bicyclists. In this way a rich new space of co-mingled spoken and readable texts is generated. In other words the artwork changes from being merely a visual experience, into becoming a visual ambiance for social exchange between visitors to that artwork.

    Scott Rettberg - 24.05.2011 - 12:23

  7. Following Paths of Electronic Literature

    Easy manipulation, playfulness, creative and active participation in the progress of society and culture by the development of various (art) projects are essential for the ideal of contemporary culture and society. The aim of the article is to look at the phenomena that play an important role in the field of electronic literature – interaction, materiality, performativity and the dynamics of hic et nunc, playfulness, ludification and the innovative use of platforms. The article follows contemporary trends in the field of electronic literature and simultaneously tries to outline some possible directions that electronic literature could take in the near future. (Source: author's abstract)

    Eric Dean Rasmussen - 01.09.2011 - 11:24

  8. Transfixions

    The Internet represents and extends human consciousness. Distraction explores the changing
    cultural and personal implications of the web through a live performance of improvised blogging and
    generative searching. Through the interaction between human and machine, the artist dramatizes
    her personal experience with technology.

    (Source: description from the Electronic Literature Exhibition catalogue)

    Note: This work was featured in the 2012 Electronic Literature Exhibition on the computer station featuring Future Writers--Electronic Literature by Undergraduates from U.S. Universities--Works on Desktop

    Meri Alexandra Raita - 30.01.2012 - 21:28

  9. Signal to Noise

    "Signal to Noise" is a web-native hypertext designed for concurrent navigations by multiple readers, whose interactions with the text subtly influence one another's parallel readings in realtime. 

    Artist Statement:

    "Signal to Noise" is a web-native hypertext designed to be read by multiple people simultaneously. 

    The interface is linked to a database via Ajax. A PHP engine tracks the parallel navigations and behavior of active users and responds by broadcasting relevant fragments, subtext, and other ephemera to all readers in realtime. Readers' concurrent movements through the narrative have subtle effects on one another's experiences. While readers are unable to directly communicate among themselves or evoke representative avatars in the virtual environment (with one clear exception), echoes and ripples are unavoidably left on the surface of the global text with every followed link. In time, these ripples subside and disappear. 

    Scott Rettberg - 28.03.2012 - 12:28

  10. Ceci n'est pas un Nike

    Author's description:

    Ceci n'est pas un nike talks about on line creation and its conditions. Its point of departure is the conceptual confusion between interface and surface.

    Magritte's pipes are its strongest referencs and it updates the discussion about the differences between image and representation, denying the Web as an adendum of the screen or an epiphenomena of the computer.

    The discussion takes place in an image warping program_ the e-nike generator. It stresses the conflict between code and representations allowing transformations in this site icon. You are invited to create and send your own nike to our "no-nike_center" and to destroy some nikes too.

    Moreover, I would like to have you adding your layer to the e-palimpsest, intereacting, in real time, with the critical text, using only your browser.

    BTW, this is not a nike, but a web site.
    So create, destroy and rebuild.
    Just do it!

    (Source: Author's description from the project site)

    Scott Rettberg - 17.06.2012 - 13:32

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