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  1. Brainstrips

    Brainstrips, a series of comic strips for the web, explores key concepts in philosophy, science, and math. Each work is created in Flash and includes text, animations, audio, and video. "Deep Philosophical Questions" (2008), answers six important questions that slip between the cracks of serious philosophy, into a place where logic and pedantry have no play. This work uses copyright-free comic strips from the Golden Age of Comics (American comic books created in the 1930s and 1940s). The strips have been re-colored and digitally edited to enhance their clarity and to accommodate new dialog boxes and Flash animations. "Science For Idiots" (2009), explains some of the greatest science puzzles of our time. This work uses comics and clipart images that have been digitally edited and then animated to create a multimedia story event for the viewer. Sound is also an integral part of the story, and it has been layered into each segment of the piece. The final result is a dynamic visual and auditory experience for the reader, and a closer look at the potential within animated strips on the web.

    Eric Dean Rasmussen - 18.02.2011 - 21:30

  2. Voyage Into the Unknown

    On May 25, 1869, you join the crew of one-armed Civil War veteran John Wesley Powell along with eight other fellow veterans, hunters and trappers, in an attempt to be the first to navigate the Colorado River through the vast unmapped maze of canyons in the heart of the Great American Desert. Playing the role of one of the crew members, you are well aware that no European-American has boated the formidable Colorado River -- not, at least, and written about it. Turning inward... this is, perhaps, the final American frontier, a terra incognita. This Flash-based interactive work is constructed using an innovative, sequentially loading horizontally scrolling format in which users travel across fiction and documentary artifact. You will travel across writing modes as well as spaces. Knowledge may lie in traveling among such modes. First comes the adventure, then comes its representation. Much later, comes critical examination, and, perhaps, as a whole, re-invention... The work uses the interactive format to bridge genres and modes of expression.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Eric Dean Rasmussen - 18.02.2011 - 21:42

  3. Canyonlands: Edward Abbey in the Great American Desert

    "Canyonlands" is a web-based, interactive project that blends text and video imagery on a vast, scrolling environment. Following in the footsteps of the novelist and essayist, Edward Abbey, users navigate paths through a desert landscape that is being overturned through dam-building, road-building, mining, and industrial tourism. The project combines maps, photos, archival films, original video, and many other elements on a scrolling, virtual landscape suggestive of the Colorado River, its canyon lands, and the deserts of Utah, Arizona and California. Users arrive in a desert American West in the 1950s. The work incorporates nonfiction materials in an artistic environment to offer an interdisciplinary blend of art, writing, and scholarship. Recorded in the deserts of Utah, Arizona and California.

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

    Eric Dean Rasmussen - 18.02.2011 - 21:58

  4. The Doll Games

    The Doll Games is a hypertext project that documents a complex narrative game that Shelley and Pamela Jackson used to play when they were prepubescent girls, and frames that documentation in faux-academic discourse. In “sitting uneasily between” different styles of discourse, the work enlists the reader to differentiate between authoritative knowledge and play. Although the dolls in question are “things of childhood,” the project reveals that in the games the authors used to play with these dolls, one can find the roots of both Pamela and Shelley’s “grownup” lives: Shelley’s vocation as a fiction writer, and Pamela’s as a Berkeley-trained Ph.D. in Rhetoric. Throughout, the project plays with constructions of gender and of identity. This is a “true” story that places truth of all kinds in between those ironic question marks. The Doll Games is a network novel in the sense that it uses the network to construct narratives in a particularly novel way. The Doll Games is also consciously structured as a network document, and plays in an ironic fashion with its network context.

    Scott Rettberg - 26.02.2011 - 16:24

  5. Tehtaan kuolema

     Tehtaan kuolema kertoo vanhoista tehtaista ja niissä viihtyvistä ihmisistä.Tehtaat eivät tuota enää tavaraa, mutta ne ovat edelleen tärkeitä. Ne ovat työtiloja, harrastuspaikkoja, kulttuurin keskuksia ja samalla konkreettinen osa kaupungin perinteitä. Silti tehtaat ovat joutuneet purku-uhan alle.Tätä reportaasia analysoidaan journalistisessa pro gradu -tutkielmassa Verkkoreportaasin synty

    Jill Walker Rettberg - 27.03.2011 - 14:38

  6. The Death of a Factory

    A hypertextual, mulitmodal report on old, abandoned factories, and about the people who still work in the factory spaces. Through stories in text, spoken voice, music, other sounds, still images and moving images, we are shown how abandoned factories have become the basis of cultural production, often now functioning as cultural centres and attractions. This hypertext speaks in favour of protecting and repurposing old factory spaces that are threatened with demolition. The hypertext calls itself a report, but could also be connected to the genres of narrative and of documentary, digital visual art, digital movies, sound art and digital installation. (Source: description by Hans Kristian Rustad)

    Jill Walker Rettberg - 27.03.2011 - 14:53

  7. Blue Velvet

    Blue Velvet is a documentary about Hurricane Katrina and its affect upon New Orleans, LA. “Combining sound, text, photography, video, and several maps, the piece sculpts an evocative and poignant landscape that nonetheless refuses all registers of nostalgia, insisting as it does that we locate Katrina and the Crescent City among multiple trajectories of policy, memory, and representation”

    (Source: “Blue Velvet”—Vectors, cited in the Electronic Literature Exhibition catalogue).

    Blue Velvet: Re-Dressing New Orleans in Katrina's Wake" is an interactive essay enabling its users to submerge themselves in a poetic wordscape describing the contours of American racial politics post-Katrina. 

    Artists' Statement

    Meri Alexandra Raita - 30.01.2012 - 12:16

  8. Cultures in Webs: Working in Hypermedia with the Documentary Image

    This CD-ROM explores how hypertextual writing and image-making merge in creating projects with nonfiction materials such as photographs, video clips, audio recordings and observational notes. The work includes two hypertextual field projects, one concerning a wine harvest in Burgundy, France, and the other concerning a series of performances in Ghana. The project uses an html-based format to weave among differing modes of writing and image-presentation. The section "The Harvest" was selected for exhibition in the 2001 ELO "State Of The Arts" symposium gallery. Based on two months of participant observation working the harvest at a small vineyard in France, the project combines diaristic writing, visual notes, dialog, exposition, and other forms of writing alongside a fifty-four image sequence. The work also includes videos and slide shows. "Concealed Narratives" offers two routes, interactive paths by which users travel to a series of public events in Ghana. The work explores how cultural battles are imagined and how stories get expressed through performances, visual tropes, and metaphors.

    Scott Rettberg - 16.06.2012 - 22:15

  9. 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.

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    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

  10. Socrates in the Labyrinth

    Socrates in the Labyrinth is a wide-ranging exploration of the relationships between hypertext, thought, and argument. Does hypertext present alternatives to the logical structures of if-then, claim and support? Is hypertext a mere expository tool, that cannot alter the essence of discussion and proof? Or is hypertext essentially unsuited to rigorous argument?

    Kolb's discussion is a nuanced, creative approach to these and other questions. Kolb points up the history of nonlinearity in philosophical work, from the Socratic dialogues through Hegel, and the variety of forms that philosophical discussion can take. Kolb's discussion -- and the structures of Socrates itself -- show that hypertext is not only a "super-encyclopedia" that leaves the essence of argument unchanged. But his keen understanding of both hypertext and postmodernism also shows that the relation between hypertext and "the end of the text" is more complex than is sometimes claimed. Socrates in the Labyrinth embodies several hypertext structures showing possibilities for writing and thought in the new medium.

    (Source: Eastgate Systems Inc., catalogue copy)

    Scott Rettberg - 26.06.2013 - 12:53

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