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  1. A Slow Year: Game Poems

    A collection of four one kilobyte games for the Atari Video Computer System, one for each season, about the experience of observing things. Neither action nor strategy, each game requires a different kind of sedate observation and methodical input. Accompanying the game are essays about the commonalities between videogames and poetry and 1,024 machined haiku—poetry generated by computer—8 bits worth for each season. (Source: Open Texture catalog description)

    Eric Dean Rasmussen - 22.11.2011 - 09:46

  2. Early Digital Art and Writing

    Decades before digital art and writing became widely transmitted and accessed online, pioneers in these expressive fields relied predominantly on sponsored exhibitions of their work. Prior to the emergence of the World Wide Web (WWW), computer-based practitioners desiring to share their compositions - and audiences interested in these contemporary developments - depended on a small number of sympathetic museums and galleries that promoted such innovations. In the 1960s and early 1970s, these exhibits tended to unite experiments produced by both digital writers and artists. Gradually, as electronic arts expanded in a way that digital writing would not until the proliferation of personal computing and global networks in the 1990s, subsequent exhibitions in the 1970s and 1980s predominantly featured graphical rather than language-oriented works. The arts, historically familiar with formal shifts in media in ways that literature was not, quickly responded to the calling of computerized machinery; writers more gradually adapted to digital possibilities.

    (Source: Author's introduction)

    Thor Baukhol Madsen - 06.02.2015 - 12:30

  3. The ChessBard Plays

    In short, the ChessBard inputs the algebraic notation for a chess game in .PGN format (digital file format for archived chess games) and outputs a poem. The poems are based on 12 source poems I wrote, 6 poems for the white pieces, 6 poems for the black pieces: there is a 64 word poem for each colour’s pawns, knights, rooks, bishop, queen and king. When a piece lands on a square it triggers a word from the source poems and the translator compiles them together and outputs a poem. For more, see http://chesspoetry.com/about/about/. The site itself includes a translator capable of inputting any chess game in .pgn format as well as a playable version that combines the translator with a chess-playing AI. In my performance I play a game versus the ChessBard on chesspoetry.com and project it and the subsequent poems that are translated in real-time.

    Hannah Ackermans - 05.09.2015 - 11:53

  4. Entropic Texts

    Entropic Texts is an interactive html5 browser-based artwork co-authored with Jason Nelson. This piece debuted at ISEA2015 (International Symposium of Electronic Art) in Vancouver, Canada, as a part of the exhibition ‘New Text: An Exhibit about Literary and Artistic Explorations into What It Means to Read, Write, and Create’ Curated by Dene Grigar. The theme of ISEA2015, and thus this exhibition, was ‘disruption’.

    The idea behind this artwork/digital poem/electronic literature piece, was to consider entropy through a variety of different means. The first way, was through creating an imaginary space where the entropy actually worked faster – imagining a world where there was a corner of the earth in which things aged and decomposed quicker. For this we chose a junkyard – a space of decay. Secondly we considered how entropy would affect certain types of data, and how it could be represented through data – both visual and textual. For this we decided to use a variety of glitching techniques. Finally, we considered how a conceptual entropy could affect a website interface, as the user moved through it.

    Alvaro Seica - 05.11.2016 - 16:15