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  1. And Speak of Long Ago Times

    A 21st century art historian confronts the known and the unknown in both his life and his work, as - in a polyphonic 19th century remix - And Speak of Long Ago Times replays the words of 19th century Florentine sculptor Giovanni Duprè; replays Giuseppe Verdi's words from his autobiography that concern his antislavery opera Nabucco; replays the Narrative of the Adventures and Escape of Moses Roper from American Slavery which was published in London in 1837 and went through at least 11 editions. It is 1842. The Irish American sculptor Hiram Powers is in his studio in Florence, creating a model for The Greek Slave. It is the year that Nabucco premiered at La Scala in Milan. The Irish woman poet Frances Browne has just published "Songs of Our Land" in the Irish Penny Journal.

    Marius Ulvund - 05.02.2015 - 15:51

  2. The Sailor's Dream

    This is a story about a girl, a woman and an old sailor told in images, sounds and fragments of text that the reader must find by navigating through a dreamlike ocean landscape. By taking advantage of the affordances of a tablet, Simon Flesser and Magnus Gardebäck have created a fictional world built on an exceptional lyrical narrative, engaging graphics and a soundtrack that completes a well balanced enviroment that readers will love to navigate. The work uses the iPad in portrait mode, and begins with a dark screen with the words: “It’s night.” The reader swipes the words to the left to read more, sentence by sentence on the dark screen: “A girl lies in her bed. There’s not a sound. No footsteps in the hallway, no one talking or whispering. Everything is quiet. The girl shuts her eyes.” The sound of waves fades in, and you see you are in the ocean with islands to explore. A visual hypertext without links, you navigate through this world finding spaces that lead to short texts that seen together tell a story of loss, memories and fire.

    Hannah Ackermans - 28.08.2015 - 11:40

  3. Lusca Mourns The Telegraph | In Search of Lost Messages

    This project is an app that re-imagines a sea monster who communicates as or via an app. Lusca, is an ancient sea monster, who once thrived upon the telegram messages that were sent using the telegraph cable system. Back in the day, when she first noticed the cable structures being built, they were of no interest. Then, as the system came to life, the various noises aroused her curiosity. Sometime around 1877, after numerous tentative approaches to this unknown creature, she figures out how to latch onto to the structure, and manages to extract a transmission or two. The messages she steals fill her with new feelings. She grows strong. Her consciousness evolves. Sometime around the turn of the 21st century the volume of messaging drops. She sees the disrepair, the rust. She grows hungry. She is dying. She needs those messages. You can help. The app invites users to submit new messages in order to keep Lusca from losing consciousness. She then releases stolen messages of the past in order to absorb those of the present. Lusca might still be monitoring the airwaves.

    (Source: http://luscatelegraphs.com/)

    Hannah Ackermans - 02.09.2015 - 10:25

  4. Quem Matou Clarah Averbuck?

    Clarah Averbuck is a writer residing in Sao Paulo, who became notorious for her thinly-veiledly autobiographical fiction and who began her career writing on the Internet. In the real world, she is alive; in the story, she is found dead in mysterious circumstances. Her death itself is completely irrelevant, but the “mystery of her death” connects different storylines.

    (source: José Carlos Silvestre, Experiments in Literary Cartography, 2010)

    Hannah Ackermans - 29.03.2016 - 15:25

  5. Once Human: Stories

    "A stunning new collection of stories by a master fictionist, Once Human shows the ways to go beyond standard maps of simple understanding. A manga artist who is afraid that she herself is slipping into a cartoon version of life, a lab technician who makes art with the cloning technology she uses at work, a sociologist hunting for the gene that makes some people want to take risks--these are some of the characters that populate the stories in Once Human. Exploring the spaces where life is shaped by science and the technologies we bring into being, Steve Tomasula's characters often find that the harder they look at the world, the less they can say. The map that emerges from these stories charts the territory of human longing and the failure of poetry, science, and technology to explain the "why" of the world, if not its "how."

    Steve Tomasula - 16.07.2016 - 17:05

  6. IN & OZ: A Novel

    N & OZ is a novel of art, love, auto mechanics, and two places: the actualities of the here and now and the desire for somewhere better. Five men and women – an auto designer, photographer, musical composer, poet/sculptor and mechanic – find themselves drawn together when they begin to suspect that the thing lacking in their lives might be discovered in the other place. Against the tension between idiosyncratic art and mass-marketed taste, each works to bridge the gulf between IN & OZ by using the medium of their trades: light and darkness; sound and silence.

    Steve Tomasula - 16.07.2016 - 17:12

  7. Digital: A Love Story

    A computer mystery/romance set five minutes into the future of 1988. I can guarantee at least ONE of the following is a real feature: discover a vast conspiracy lurking on the internet, save the world by exploiting a buffer overflow, get away with telephone fraud, or hack the Gibson! Which one? You'll just have to dial in and see. Welcome to the 20th Century.

    (Source: Authors's statement, ELC3)

    ---

    Christine Love’s Digital: A Love Story is a visual novel set “five-minutes into the future of 1988” and invites the player back into the early days of the Internet through the interface of an Amiga-esque computer. The graphical interface of white text on a blue background accompanies the metaphor of the local BBS (bulletin board system) as a happening space for conspiracy and flirting. All the core interaction takes place through dialing into this system, which has multiple characters and threads that can be explored through sending out replies to advance the story. The work is strongly grounded in early hacker culture and William Gibsen-inspired models of artificial intelligence.

    Scott Rettberg - 01.09.2016 - 15:36

  8. 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

  9. Synthetic Empathic Intelligent Companion Artefacts (SEICA) Human Interaction Labs

    Synthetic Empathic Intelligent Companion Artefacts (SEICA) Human Interaction Labs' (seicalabs.org) is a speculative transmedia narrative and a 12 personae multimedia performance art project. The work attempts to thematically bridge concepts and creative processes employed within the fields of art, science and technology through hypertext fiction and on/offline storytelling. Positioned as a faux virtual organization, SEICA Human Interaction Labs is manifested through its online activities. Operated by a team of personae, the organization produces multimedia research works that reflect on how overhyped media portrayals and oversimplification of information package the modern perception towards scientific discovery and technological innovation. Blending and bending technocultural themes through tropes found in popular culture and internet vernacular, the fictive organization’s cybernetic researchers strive to orchestrate chaos and generate questions that critically engage with near-real-time discourses on human interaction in the age of companion robots.

    Jana Jankovska - 26.09.2018 - 15:25

  10. Immemory

    Immemory

    Ana Castello - 29.10.2018 - 18:28

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