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  1. PRY

    Six years ago, James – a demolition expert – returned from the Gulf War. Explore James’ mind as his vision fails and his past collides with his present. PRY is a book without borders: a hybrid of cinema, gaming, and text. At any point, pinch James’ eyes open to witness his external world or pry apart the text of his thoughts to dive deeper into his subconscious. Through these and other unique reading interactions, unravel the fabric of memory and discover a story shaped by the lies we tell ourselves: lies revealed when you pull apart the narrative and read between the lines.

    (Source: http://prynovella.com)

    Daniela Ørvik - 22.01.2015 - 14:49

  2. Abra

    Abra is an exploration and celebration of the potentials of the book in the 21st century. A collaboration between Amaranth Borsuk, Kate Durbin, Ian Hatcher, and a potentially infinite number of readers, the project merges physical and digital media, integrating a hand-made artist's book with an iPad app to play with the notion of the “illuminated” manuscript and let readers "hold the light" of language. In the artist’s book, the poems grow and mutate as the reader turns the pages, blurring the boundary between text and illumination, marginalia and body. Animating across the surface, the poems coalesce and disperse in an ecstatic helix of words, taking turns "illuminating" one another's margins and interstices.They play with the mutation of language, both by forming new portmanteaus and conjoined phrases, and also through references to fecundity as it manifests in the natural world, the body, human history, popular culture, decorative arts, and architecture, placing the shifting evolution and continuous overlap of all these spheres in dialogue with the ever-changing technology of the book.

    Thor Baukhol Madsen - 29.01.2015 - 15:06

  3. Ice-bound

    Ice-bound is an interactive novel that combines a printed art book with an iPad app. Our goal was to create an experience with both high-quality surface text and significant player agency. The story concerns an encounter with a fictional artificial intelligence, a simulation of a long-dead author who enlists the player's help to finish his original's final novel. Inspired by the dense, labyrinthical texture of works like Nabokov's Pale Fire and Mark Danielewski's House of Leaves, the novel is a unique collaboration between two artists, both of whom are writers, coders, and graphic designers. Each story is built around a dynamically chosen set of symbols representing possible elements of the story. These might be traits a character could have, or plots that could be included in the story. When a story is first visited, the symbols are assigned to an author-defined group of sockets which can be turned on or off by the player. However, the player can only turn a limited number of sockets on at one time.

    Elias Mikkelsen - 10.02.2015 - 15:43

  4. Vniverse iPad App [iOS adaptation]

    The VNIVERSE app is a poetry instrument you can play. In DRAW mode, touch and drag to create your own constellations. In CONSTELLATIONS mode, explore the ten constellations found in the coordinate print book, V : WaveTercets / Losing L’una (SpringGun Press, 2014). WAVETERCETS plays the entire run of poem tercets for you, starting at the beginning. Or, by touching any star, you may begin anywhere you like. ORACLE lets you pose seven questions to the sky. CLEAR button clears the sky. Stephanie Strickland’s V was first published by Penguin (2002) as an invertible book with two beginnings, V : WaveSon.nets / Losing L’una. Mid-book, a URL leads to V : Vniverse (2002, Director project with Cynthia Lawson Jaramillo). Another part of V is the Flash poem, Errand Upon Which We Came (2001, with M.D. Coverley). The Vniverse app for iPad was created in 2014 with Ian Hatcher.

    Sumeya Hassan - 12.02.2015 - 14:30

  5. The Computer Wore Heels

    The Computer Wore Heels is an interactive book app for the iPad that shares the little known story of a group of female mathematicians, some as young as 18, who did secret ballistics research for the US Army during WWII. A handful of these human 'computers' went on to serve as the programmers of ENIAC, the first multi-purpose electronic computer. The app is based on the documentary film Top Secret Rosies: The Female Computers of WWII (LeAnn Erickson 2010), and aims to bring this story to younger students in the hopes of giving today's teens role models that might encourage them to study math, science and computer science. The app's design resembles a girl's diary from the 1940's with the narrative unfolding as an adventure story. Readers may access primary research documents such as original WWII era letters, photographs and mathematical equations actually completed by the story's subjects. There are also numerous audio and video clips that expand on story plot points or events.

    (source: Kid e-Lit booklet)

    Hannah Ackermans - 04.08.2015 - 12:42

  6. 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