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  1. Loominary

    A new installation for the Arts Festival for the 2017 Electronic Literature Organization conference that speaks to the translation of player story into a visual narrative in a tangible artifact. The installation “Loominary” invites the reader to interact with a text-based Twine game through a digitally augmented physical tabletop loom. “Loominary” was created as a reaction to the impermanent nature of player’s choices in games. Player choice is the basis for interaction and the decisions made are the building blocks for stories players retell about their experience with the game. These player narratives are frequently more interesting and important to the player than the story created by the designers. While players create their own narratives, their choices are rarely captured by the game in a form that exists beyond the end of play, and instead rely on the player to memorize or capture the details of their choices. With “Loominary”, each choice in the game is color-coded and the player makes their choices by weaving with the appropriate color on the loom.

    Filip Falk - 06.09.2017 - 18:08

  2. Mind Machine

    In this performance, an intersemiotic translation occurs between the visual artist’s demoscene videos and the performer’s live text generation. The performance continues the tradition of looking at electronic literature as something that is also created in front of a live, physically present audience. It challenges the notion of digitally native writing in that, as long as the writing is being performed by a human and not by a machine, there is always an organic, bodily dimension to everything natively digital. How can human writing then be born digital, if we are to take the term literally? In this sense, the performance re-situates the human performer. In another version of the performance, shown earlier in 2017, a robot writes in parallel and on stage with the human performer. In Porto, though, we'll leave the robot at home or have it only telepresent to bring attention to the contrast of human and machine embodiment in electronic writing.

    Filip Falk - 06.09.2017 - 19:13

  3. dadaoverload

    Dada was a mental system cracker. Think about the poem-algorithm. dadaoverload adapts the mechanics and adds the destruction mode. Tweets are fighting for dominance in this society of the spectacle. enough dada! “zersetze dada!” The world is filled with a dada overload. Today’s source material for Dada are tweets and spam messages, ads and any kind of short messages. Dada (Tzara) used newspaper clippings, cut them down to words and randomly reassembled them. Dada was a creative process in 1916. Today, 100 years later, Dada is everywhere and nowhere. It is massive disintegration of language and communication. It is a process of decomposition as tweets retweet themselves to stay alive. Our Dada destroys tweets. It subverts, undermines, disintegrates and decomposes tweeted messages. You have a stream of live tweets from different sources. You choose a tweet and shoot individual letters out into the tweet universe. Each letter bullet hits a tweet and disintegrates all equivalent letters in this tweet. The tweet now reads different. This happens fast and to all tweets on screen.

    Lisa Berwanger - 07.09.2017 - 09:18

  4. Boum!

    Boum! est un récit horizontal pour grands petits hommes, imaginé et illustré par Mikaël Cixous, mis en son par Jean-Jacques Birgé et propulsé par Mathias Franck.

    Première production du genre, Boum! détourne les codes de visualisation classiques et invente une nouvelle façon de s’immerger dans une histoire. Le principe d’une lecture horizontale enrichie par une bande sonore réactive et surprenante, bouscule et enrichi à chaque instant la perception du spectateur.

    Boum! dénote par la simplicité du procédé utilisé et la richesse du rendu. Les Inéditeurs marquent ici un retour aux sources quant au travail d’écriture et de mise en scène visuelle et sonore avec un credo simple : privilégier l’histoire et laisser l’imagination galoper.

    Pål Alvsaker - 07.09.2017 - 16:17

  5. Flewn

    “Flewn” is a melancholic and surrealistic story in book app format about an old whale walking on stilts through a desert in search of a lost ocean, carrying on its back jars with sea creatures it has rescued. Beautifully executed, “Flewn” offers two reading modes: the story mode, in which the reader explores the whale’s story by scrolling through the illustrations, accompanied with music, animation, video, and text; and the game mode, which offers an interactive exploration of the story space from the perspective of a little frog whose helicopter must be kept on air by pedalling and in this way help to spot the ocean everybody is looking for.

    (Source: Description from ELO 2017: Book of Abstracts and Catalogs)

    Pål Alvsaker - 07.09.2017 - 16:47

  6. Lil’ Red

    This cute interactive story offers a reimagining of “Little Red Riding Hood.” Designed to appeal to literate and preliterate audiences (as young as two years old), the game offers twelve exploratory animated scene peppered with hidden mini games. The work uses touch and tilt to allow the interactor to discover the story while engaging the affordances of mobile devices. Interactors are free to explore the tale at their own pace, as the wolf stalks over to granny’s house. However, created for even the youngest of audiences, the wolf merely shoves granny into a closet, rather than eating her. Rendered in white, black, and grey (with a hint of red), this app’s aesthetic draws upon the style of Japanese anime and contemporary animation. Backed by an immersive soundtrack, the piece offers a delightfully modern retelling of this classic tale.

    (Source: Description from ELO 2017: Book of Abstracts and Catalogs)

    Pål Alvsaker - 07.09.2017 - 17:04

  7. The Hater’s History of Polish Literature

    During our presentation, we will take on the role of the literary adept and talk with a chatbot, who we will treat as our master. We’ll ask him questions about how to write, present our works for his evaluation, and try to receive feedback. The Master will use phrases, sentences and paragraphs of texts, which until now have been used in literary discussions. The chatbot that we propose is based on texts from the history of Polish literature, foremost taking into account the exchange of views between literary critics and historians. It is said that one of the peculiarities of Polish mentality is strife, which especially in the digital age takes on monstrous proportions in the form of an uncontrolled wave of hate on the internet and verbal abuse that falls below the belt.

    Filip Falk - 07.09.2017 - 22:10

  8. Turn on Literature

    3 Libraries in Romania, Norway and Denmark have joined forces to “turn on literature” by creating 3 generative literature machines (poetry machines) and 3 authors have written texts for the machines. The poetry machine is designed to involve users in the creation of e-lit in the library space. Through a game-like interface the user combines the author’s sentences into a poem, which will then be printed onto a library receipt creating an intermedial translation. At the same time, the poem will be projected onto projection surfaces in the other participating libraries making the installation transnational. The poetry machine translates the concept of e-literature into a tangible object (a printed poem) and transforms the solitary activities of writing and reading into a social undertaking since three simultaneous users can interact with the machine creating a poem together. Our installation is located within the “Translations” strand of the festival. The festival in Porto will be the very first showing of the installation, which is an up-scaled re-design and re-writing of the Ink installation presented at the ELO conference in Milwaukee in 2014.

    Filip Falk - 07.09.2017 - 22:36

  9. Ouroboros and Jabberwock

    This diptych or bi-fold work presents readers with two re-workings of Lewis Carroll’s “Jabberwocky:” on one hand, a fixed, cyclical hypertext in seven parts (Ouroboros), and on the other, an endless generative deformation that refigures the mock-epic as tennis game in Hell (Jabberwock). Both options are available at the start, but only in faint, translucent lettering. Letting the cursor dwell on one side or the other activates a sound track -- on the O side, a poetic voice whispering words of wisdom; on the J side, various monstrous re-mixes of Thursday, July 2017.This diptych or bi-fold work presents readers with two re-workings of Lewis Carroll’s “Jabberwocky:” on one hand, a fixed, cyclical hypertext in seven parts (Ouroboros), and on the other, an endless generative deformation that refigures the mock-epic as tennis game in Hell (Jabberwock). Both options are available at the start, but only in faint, translucent lettering. Letting the cursor dwell on one side or the other activates a sound track -- on the O side, a poetic voice whispering words of wisdom; on the J side, various monstrous re-mixes of those words.

    Raoul Karimow - 11.09.2017 - 12:49

  10. DO IT

    DO IT is an interactive app. of Electronic Literature for smartphones and tablets (both for Android and iOS). DO IT offers four interactive experiences: adapt, rock, light up and forget. Each scene comes as an answer to contemporary injunctions: being flexible, dynamic, finding one’s way, forgetting in order to move forward… You will have to shake words - more or less strongly - in the Rock scene, or to use the gyroscope in the Light up scene. These four scenes are integrated into an interactive narrative (Story). They can also be experienced independently (Scenes).

    Eirik Tveit - 11.09.2017 - 13:05

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