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  1. Penumbra

    Penumbra is a hybrid, re-imagining of the E-book. Crafted for mobile tablets, it carefully integrates gesture, video, interaction design and text. Increasingly, the tablet represents a readership that is poised for rich interactive worlds: new stories for new screens. Authoring with, in and through the tablet platform has the potential to create future literature that redefines our reading practice beyond simple existing emulations of print on screen or “touch and click” reading. In Penumbra, the digital and physical work together to bring the reader into the mind of the main protagonist. A series of P.O.V. interactive elements allow the reader to explore the language, senses, and visuals of the protagonist’s increasingly muddled thoughts. Through this engagement with a new type of book, the cultural expectations of what it means to “read” are interrogated and rethought. When encountered as an installation, Penumbra is an evocative standalone app. that can be read by interacting with the touch-based screen of an iPad. The aim is to create a strong fictional world where the interactions required to traverse it are non-trivial, compelling and content rich.

    Scott Rettberg - 20.05.2011 - 23:26

  2. The Good Captain

    The Good Captain is an adaptation of Herman Melville’s novella “Benito Cereno.” Melville’s original story relies upon the main character’s first-person perceptions of the events that unfold in front of him. This reliance on P.O.V. is why I chose to distribute the story using the web service Twitter. Twitter limits updates to 140 characters of text, and so this story is broken up into small, 2-3 line paragraphs. The temporal nature of this storytelling method required that the story include frequent reminders of previous events, to help keep readers aware of the context of the events. This was especially important given that the time span of the bulk of the events is about twelve hours, and the length of time that the story ran for was four months.

    The Good Captain began broadcasting over Twitter on November 3, 2007. It concluded on February 29, 2008.

    Patricia Tomaszek - 11.08.2011 - 16:12

  3. My Summer Vacation

    This haunting narrative about a summer vacation turned tragic uses a slim strip of moving images as the background for a stream of language flowing from right to left as a series of voices tell a piece of the story. The sound of waves on the shore serve as a soothing aural backdrop to each character’s whispered voices, perhaps suggestive of what happens when the sea raises its voice. Each character involved with the tragic turn of events brings a different perspective to the situation, yet they are all so involved in their own affairs, much like the ending of Robert Frost’s poem “Out, Out.” In the final lines of the poem, as the speaker (whisperer) seeks to tie up the events in a neat little package that can provide closure, we realize that closure eludes all the characters in the story, who must continue to live on haunted by their memories and regrets.

    (Source: Leonardo Flores, I ♥ E-Poetry)

    My Summer Vacation was originally published via Adobe Flash in 2008. It was republished via HTML5 in 2020.

    Scott Rettberg - 17.06.2012 - 13:59

  4. Common Ground: One Night in a Three-story House

    Common Ground: One Night in a Three-story House is the story of a poor suburban family told interactively through text.

    (Source: 2002 ELO State of the Arts gallery)

    A three-chapter game (with an epilogue) in which you're a different character in each chapter. The twist is that each chapter covers roughly the same space of time, and you interact with the other two characters, to varying degrees, when you're in each pair of shoes. The gameplay is a bit restrictive--the game doesn't allow for a lot of variation--but the characters themselves are well developed and the interactions feel reasonably realistic. The game even does a passable job of recording the actions you take when you're one character and playing them back when you're a different character, observing the antics of the first. Very short--20-30 minutes to play through at most--but worth playing; it largely eschews puzzles in favor of character interaction in a way that little IF attempts.

    (Source: Review by Duncan Stevens, BAF's guide to the IF Archive)

     

    Scott Rettberg - 17.01.2013 - 13:26

  5. Pain & Vice Versa / Dolor y Viceversa

    A collection of hypertext short stories (in English and Spanish) enriched with visual material. The stories can be read in the traditional way, but if one starts exploring the links, new points of view start to appear, as well as a hidden short story that is interwoven with the others.

    (Source: 2002 ELO State of the Arts gallery)

    Scott Rettberg - 17.01.2013 - 20:20