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  1. P.o.E.M.M.

    A compilation of broken poems, P.o.E.M.M. Poems for Excitable [Mobile] Media is designed explicitly for mobile media. The poems cannot be read without touching the screen, an experience that creates excitable stimulation. The letters and words of the poems float in the background, waiting for the user to snatch them up with their fingers. One line at a time, the user can grab the words and align them on the screen. The lines can be arranged in any order, and so the user must piece together both their meaning and the structure. Lewis and Nadeau built the interface filled by these works and poets: “What They Speak When They Speak to Me” by Jason E. Lewis, “Character” by Jim Andrews, “Let Me Tell You What Happened This Week” by David Jhave Johnston, “Muddy Mouth” by JR Carpenter, “The Color of Your Hair Is Dangerous” by Aya Karpinska. Annotated by Greg Philbrook.

    (Source: Description from the Electronic Literature Exhibition catalogue)

    Meri Alexandra Raita - 05.02.2012 - 16:22

  2. Redshift & Portalmetal

    Redshift & Portalmetal asks: as climate change forces us to travel to the stars and build new homes and families, how do we build on this land, where we are settlers, while working to undo colonization? The story uses space travel as a lens through which to understand the experience of migration and settlement for a trans woman of color. Redshift & Portalmetal tells the story of Roja, who's planet's environment is failing, so she has to travel to other worlds. The project takes the form of an online, interactive game, including film, performance and poetry.

    Jill Walker Rettberg - 22.10.2015 - 18:40

  3. Quing's Quest VII

    Dietrich Squinkifer’s (aka Squinky) Quing’s Quest VII: The Death of Videogames was created for Ruin Jam 2014, a game jam inspired by tensions over the identity of games and gamers and particularly responding to accusations that feminists and advocates for diversity in games had set out to “ruin” the games industry. Quing’s Quest is built in Twine and takes inspiration from old-school adventure games, including Sierra’s King’s Quest series. The game takes place on a craft called the “Social Justice Warrior” (after a commonly-used pejorative term for those who point out misogyny, racism, transphobia and many other forms of discrimination and hatred online and in gaming culture), and features a character exiled from Videogames after the invasion of the “misogynerds.” This work captures the tension of a historical moment in which only some voices, games and critiques are heard and others are silenced and dismissed. (Source: ELC 3's Editorial Statement)

    Erik Aasen - 30.08.2016 - 16:02

  4. The Brain Drawing the Bullet

    The Brain Drawing the Bullet takes as its point of departure William S. Burroughs’ infamous murder of his wife Joan Vollner as a means to explore the multi-voicedness of editorial intervention. Recalling works like Mark Z. Danielewski's House of Leaves which depict a series of editors whose insertions trace their psychological deterioration over time as they fall victim to the hermeneutic black hole of their subject matter, The Brain Drawing the Bullet tells the story of an ersatz editor who invests so deeply in his research that he is led down the same violent path. The body of the text and the text as body chiasmatically intersect to produce an uneasy alignment between author, editor, and reader. Not only is Burroughs’ cut up method a textual ancestor to the aleatory and hypertextual processes of electronic literature, but the footnote and editor’s annotations are also a print precursor to the hypertext node. Trotter’s piece is elegantly simple, yet takes advantage of the medium-specific affordances of working with the digital screen rather than printed page.

    Sondre Skollevoll - 01.09.2016 - 15:38

  5. Everyone at this Party is Dead

    Everyone at this party is Dead/Cardamom of the Dead is one of the first lyric literary works for Oculus Rift. It is a complete but expanding work (Cardamom of the Dead is the larger suite of stories) containing about 30 small narrative worlds, explored in a sandbox. You enter the piece standing at the edge of a island and in the middle of a soundscape of a party taking place, with guests being named: these were the guests of my 21st birthday and they are now all dead. What follows is a fictionalized narrative, at times semi-autobiographical, at other times entirely made-up. You are urged to explore houses and stones and artefacts spread across the terrain of the island at skewed scales - like a dreamscape.

    Aspasia Manara - 06.09.2016 - 13:28

  6. POETuitéame

    This work creates an interactive drag-and-drop interface to perform keyword searches in Twitter and produce a manipulable visual mapping of the results. The hashtag/keywords used by Villegas are related to poetry, music, and suffering, which when selected produce a snapshot of recent tweets on the subject. Combining keywords narrows the search, offering more thematically focused results. Part of the fun of this work is in how it arranges the results into moveable lines, so readers can experience them in different sequences, placing the tweets in conversation as they form a kind of line constellation. The limits placed on the search, along with the juxtaposition of lines, and a design that responds to the reader’s clicking and dragging motions, results in a focused authorial poetic experience, though drawn from the endlessly vast and ever-changing Twitter stream. (Source: http://collection.eliterature.org/3/work.html?work=poetuiteame)

    Susanne Dahl - 08.09.2016 - 10:03

  7. Kimchi Poetry Machine

    The Kimchi Poetry Machine is powered by open-source tangible computing. When the jar is opened, poetry audibly flows from it, and readers and listeners are immersed in the meditative experience of poetry. Small “kimchi twitter” paper poems are housed inside the jar, with each poem is printed an invitation to tweet a poem to the machine handle. Eight original feminist “kimchi twitter” poems were written for the machine by invited women and transgender poets. The Kimchi Poetry Machine prototype was created through my 2014 summer fellowship from the CITRIS (Center for Information Technology Research in the Interest of Society) Invention Lab at the University of California, Berkeley. As a response to “bookless” libraries, The Kimchi Poetry Machine reimagines how tangible computing can be utilized for a feminist participatory engagement with poetry. (Source: ELC 3)

    Eirik Tveit - 08.09.2016 - 10:11

  8. With Those We Love Alive

    Porpentine’s With Those We Love Alive is a Twine game that invites the reader to become physically involved through marking up their own body with symbols throughout play.
    As a Twine game, the work relies primarily on text and audio along with backgrounds of shifting colors to draw the player into a disturbing science fiction landscape. The game opens with a level of customization that invites the player to become connected and even embedded into the game, choosing their month of birth, element, and eye color.
    As the player becomes a servant to a monstrous larval queen, the stage is set for a dystopia of dream-like and vivid yet mundane violence. After playing, the reader has a tangible record of their own choices and identity beliefs in the drawings on one’s skin.
    It's inspired by mob violence, trash struggle, C-PTSD, and child abuse. It's also inspired by friendship between trash girls. In most media there’s an unspoken belief that feminine lifeforms can't survive on their own, can't have spaces of their own, can’t have relationships of their own. The author try to go against this with basically everything she make.

    Susanne Dahl - 08.09.2016 - 11:23

  9. Tatuaje

    Tatuaje is a born-digital short story, created in a lab carried out at Centro de Cultura Digital in Mexico City. The development, design, writing, and programming of this transmedial short story is thanks to a great team of writers, illustrators, designers, and engineers. Tatuaje is a work designed specifically for digital platforms, interweaving myths emerged and disseminated on the Web. The design refers to 90s web design, a graphic aesthetic only present on the Internet. The work itself turns the media into its own language.

    Aspasia Manara - 08.09.2016 - 15:54

  10. unicode infinite

    This app developed for the iOS environment is a reworking of a video work titled Unicode (2012) which “shows all displayable characters in the unicode range 0 - 65536 (49571 characters). One character per frame.” The video lasts about 33 minutes and has a sound component which he didn’t use for the app. The app adds a simple user interface which allows speeding up or slowing down the character display, shaking for random access to the characters, and an interactive function that uses the touchscreen interface and the accelerometer. This is a conceptual work which allows us to appreciate the rich palette of characters and symbols written languages from around the world offer and can be accessed when encoded in the Unicode standard.

    (Source: ELC 3)

    Alvaro Seica - 18.10.2016 - 15:43