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  1. petite brosse à dépoussiérer la fiction

    petite brosse à dépoussiérer la fiction" (small brush to dust off fiction) is a generative piece written in French. A scene of thriller is generated at each time you run the program or ask for a new scene. This scene explores different possibilities of a scenario. But the reader must continually "dust" a picture that covers the text while reading. The text is a pastiche: the scene is located at a time in a single location. Some features happen out of this room, they are computed by  the program but not expressed into the narrative. The piece begins with some "adapted" poems by Jean de La Fontaine.

    (Source: The ELO 2012 Media Art Show.)

    Eric Dean Rasmussen - 23.04.2012 - 14:03

  2. Circle

    “Circle” is an augmented reality tabletop theatre piece that tells the story of three generations of women through a series of small stories. The first version of this piece was created using a custom marker tracking system and the user interacted with the piece by exploring the markers with a webcam, triggering small poetic voiceovers and videos.  The version being premiered here was built in Unity and uses natural feature tracking -- the black and white markers of the earlier version are replaced by objects and photos.  The user interacts with the piece by holding up an iPad or smartphone as a magic looking glass to explore the story world.

    (Source: The ELO 2012 Media Art Show.)

    Winner of the Jury's Choice Award in the ELO 2012 Media Art Show.

    Eric Dean Rasmussen - 23.04.2012 - 14:36

  3. Dadaventuras

    In English and Spanish, by Chris Joseph in collaboration with artist Maria Colino, Dadaventuras is an experiment in aleatory narrative, using comic book conventions to generate stories from 8 distinct but overlapping perspectives.

    The language of our narrative is hybrid (from the greek 'hybris', outrage or violation): composed of parts from different languages, in this case our own blend of 'spanglish'. This intentionally recalls the Dadaists use of nonsense to express dissatisfaction with a world society that continued its insane addiction to war. The user can also write their own text to use as the basis for the generated narratives, or use one of 8 classic texts, or turn the text off completely and make the story up in their head.

    (Source: Authors' description)

    Scott Rettberg - 16.06.2012 - 12:18

  4. Catalogue: Nothingness

    "CATALOGUE: Nothingness" uses description, image, email and javascript to interrogate some of the cultural and mechanical forms that operate in online shopping. The work is designed to exist on a parallel plane with commercial shopping sites and to offer a menu of small interventions that extend outward into the world. The theme of nothingness was chosen for the catalogue in order to defamiliarize common structures found in online shops by substituting imaginary objects, states of being, and existential drama for regular items and marketing strategies.

    (Source: Author's description from the Electronic Literature Directory)

    Scott Rettberg - 17.06.2012 - 00:01

  5. Graphic Sublime: On the Art and Designwriting of Kate Armstrong and Michael Tippet

    This critical essay was written for the Prairie Art Gallery catalogue presenting Kate Armstrong's and Michael Tippett's Grafik Dynamo! Its argument, implied in the catalogue version, can be stated explicitly in the present scholarly format, namely that narrative, associated with the development of the modern novel in print, is distinctly unsuited to literary arts produced in and for the electronic medium. Narrative in the Dynamo! is not entirely absent, but its dominance is put into question. The same holds for the place of argumentation in critical writing. The Dynamo! develops episodically, haunted by the comics, and by the popular and literary narratives it samples; the essay develops similarly, in blocks of partly autobiographical, partly analytical text. Propositions emerge not sequentially or through feats of interpretation, but at the moment when a block of text encounters a cited image from the Dynamo!

    Eric Dean Rasmussen - 22.06.2012 - 12:13

  6. Narrative and the Split Condition of Digital Textuality

    With computer games and avant-garde literary experiments, digital textuality has conquered
    both mass audiences and academic readers interested in theorizing digital art, but
    it has not yet reached the middle of the cultural spectrum, namely the educated public
    who reads primarily for pleasure, but is capable of artistic discrimination. This essay
    explores the possibility of curing this split condition by strengthening the narrativity of
    digital texts. After examining the conception of narrative that prevails at both ends of the
    spectrum, I investigate three types of interactive narrative that have been able to reach
    beyond the traditional audience of computer games and experimental literature: embedded
    stories, represented by Myst and mystery-solving games, emergent stories, represented
    by The Sims, and texts with a somewhat prescripted, but variable story, represented
    by Façade, Michael Mateas and Andrew Stern’s project in interactive drama. For each type
    of text, I suggest how to make the structure more appealing to a reader who engages

    Helene Helgeland - 01.09.2012 - 16:56

  7. Blind Side of a Secret

    “Blind Side of a Secret” consists of three audiovisual variations, created individually by Mühlenbruch, Sodeoka, and Nakamura, on words written by Thom Swiss. The work could be considered remix culture in action, overlaying and cutting up an underlying tale—which is never given entirely as a whole, though many sections are held in common—about the unspoken parts of relationships, of coming and going. In all three pieces, alternating third-person voice-over narration by a man and a woman forms the bulk of the audio portion, and it includes parts in English, French, and Dutch.

    Scott Rettberg - 18.10.2012 - 12:37

  8. Ghost City

    Ghost City is a website that focuses on the representation of the city by the mass media. It uses the space of the web as a sculptural space, allowing viewers to interact with animated graphics to delve deeper and deeper into an imaginary city.

    Ghost City is a labyrinthine environment through which viewers can navigate, either following the linear narrative that unfolds by moving from page to page, or they can delve into the non-linear chaos of random links. Each space is made up of appropriated images and texts. The images are culled from various print media sources. The texts are either found passages from urban theory or specifically written poetic musings on the city.

    Scott Rettberg - 20.10.2012 - 15:06

  9. Conclusion: Whither American Fiction?

    Conclusion: Whither American Fiction?

    Eric Dean Rasmussen - 30.10.2012 - 22:14

  10. Datafeeds

    Datafeeds is a short (21 node) exploration of a single incident in three universes (hearing, sight, and feeling). You can follow the story by clicking on the braid, the page numbers, or the connecting thoughts.

    --

    Artist's statement:

    Hypertext/new media writing/electronic literature is first and foremost an exploration into possibilities. What if links can hold meaning—from emphasizing the "anchor" word or image (the place to click on the link) to coloring the destination? (Of course, many systems held out for multiple types of links—where we see a difference in causal, direct, conditional, etc links—and what would happen if artists and writers got their hands on those kinds of links?) What would happen if text could move—even to surround the reader’s body? (Caves and other holographic technologies make this possible.) What would happen if text and sound and images were inextricably bound together in an orgy of meaning? 

    Scott Rettberg - 08.01.2013 - 11:04

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