Search
The search found 339 results in 0.022 seconds.
Search results
-
Les Mots et les Images
Les Mots et les Images is a work by J.-M Dutey published in alire 5 in 1991. At first, one encounters a table that is divided in 21 smaller boxes. Here, there is a spatial idea that is introduced which Dutey wished to explore as seen in a quote from the work itself, “(Dutey) voudrait que sa poésie explore les espaces qu’elle occupe et ceux qu’elle suggère.” This quote expresses an exploratory desire because one has to click on the words on the screen to begin the program. If one chooses not to click, then nothing will happen. It is up to the user to explore the work, whether that is limited or full exploration. This seems to give the user a sense of control, yet when one chooses to begin; the control is replaced by a feeling of being lost in the connections between the words in the smaller boxes.
Sergio Encinas - 23.09.2014 - 03:27
-
What I Am Wearing
What I Am Wearing is a web text that collages texts appropriated from contemporary web sites to create through recombination a text that reflects on the media image of women, in particular women in the Middle East. Text and images were appropriated from recent English-language media sources on the internet. When the reader mouses-over passages in text, the hypertext link to the original source texts are revealed.
Sumeya Hassan - 22.01.2015 - 15:35
-
Triggerhappy
Triggerhappy is a gallery installation whose format will be familiar to anyone who has encountered that early arcade game, Space Invaders combining an absurd quest for information with an old-fashioned shoot-em-up computer game. In this, it accurately reflects, and comments upon, the electronic environment in which we live, work and play. "In effect", the artists say, "triggerhappy becomes a folly. A self-defeating environment looking at the relationship between hypertext, authorship and the individual." They cleverly recontextualise existing representations and subject them to active manipulation on the part of the viewer, who becomes an unwitting participant in a meaningless game of "info-war".
-- Michael Gibbs, 1998
(Source: http://www.thomson-craighead.net/docs/thap.html)
Alvaro Seica - 26.04.2015 - 17:49
-
Beneath Floes
Beneath Floes is a short work of interactive fiction written by Kevin Snow, the creator of Bravemule, with artwork from Patrick Bonaduce and sound from Priscilla White.
Qikiqtaaluk, 1962. The sun falls below the horizon and won't return for months. You wander the broken shoreline, wary of your mother's stories about the qalupalik. Fish woman, stealer of wayward children: she dwells beneath the ice.
(Source: http://bravemule.itch.io/beneathfloes)
Eivind Farestveit - 30.04.2015 - 14:50
-
Kaos 3 - Action Poetique 129 130
Kaos était une revue sur ordinateur consacrée à la littérature électronique et produite par la société Kaos, qui la présentait comme carte de voeux. Réalisée par Jean-Pierre Balpe, trois numéros sur disquettes seront ainsi édités entre 1991 et 1993. Ce numéro 3 est sorti en Janvier 1993. La génération automatique de textes est quasi l'oeuvre de Jean-Pierre Balpe dont l'influence a été décisive sur la littérature numérique française des années 1980. Le numéro 3 propose plusieurs générateurs de différents auteurs. (Source: http://imal.org/fr/resurrection/kaos-3-action-poetique-jean-pierre-balpe)
Hannah Ackermans - 04.08.2015 - 15:26
-
From Beyond
The installation plays with the boundaries of form and consciousness through play with the material and the immaterial. From Beyond invites the reader to interact with a digitally augmented Ouija Board. The Ouija Board (also known as the “talking board”) is well-explored in popular culture as a device that is traditionally employed in an attempt to communicate with the dead, who are themselves voiceless and thus can be “heard” only through the indication of written letters. The board is thus itself an interface that plays at the boundaries of the real and the presumed supernatural, as it operates through superstition: readers place their fingers on the planchette and it moves to answer questions, with a “Yes” or “No” placed on the board. Likewise, our digitally enhanced Ouija Board invites the user to guide a planchette (a pointer) as a tactile interface for making binary decisions while traversing a hypertextual work on a screen that serves as a lens between the reader’s world and the world of the story.
Hannah Ackermans - 08.09.2015 - 09:45
-
Inanimate Alice - Language Learning Journals
A series of interactive journals which follow Alice aged 18 during her gap year. A unique mix of audio, visuals, films and interactive word games.
Andy Campbell - 10.10.2015 - 22:09
-
Umbrales
The hypertexts of this project were written by interns from the psychiatric building Emil Kraepelin. These real stories are distributed in four sections: past, future, darkness and light. The genre is hypertext fiction, it is made of hypertextual confessional fragments like Caitlin Fisher's These Waves of Girls (2001) with interactive elements like Belen Gache’s Wordtoys (2006). In the section named “darkness” the mouse is used as a lantern which lights up only parts of the text, a technique also used in Speeches and Poemas (2006) by Félix Rémirez. Yolanda de la Torre organized a literary workshop in which she explored with the patients the therapeutic possibilities of writing. References to God are common in the patients’ confessional texts, a sign of the importance of religion for many Mexican people. The technique of changing the text allows the reader to make up different stories, drawing makes the reader a participant of the story who can draw his/her own future like another patient or character and the audio effects recreate the sounds of a psychiatric hospital making the reader feel as he/she was in the place the patients were.
Maya Zalbidea - 08.01.2016 - 20:33
-
Quing's Quest VII
Dietrich Squinkifer’s (aka Squinky) Quing’s Quest VII: The Death of Videogames was created for Ruin Jam 2014, a game jam inspired by tensions over the identity of games and gamers and particularly responding to accusations that feminists and advocates for diversity in games had set out to “ruin” the games industry. Quing’s Quest is built in Twine and takes inspiration from old-school adventure games, including Sierra’s King’s Quest series. The game takes place on a craft called the “Social Justice Warrior” (after a commonly-used pejorative term for those who point out misogyny, racism, transphobia and many other forms of discrimination and hatred online and in gaming culture), and features a character exiled from Videogames after the invasion of the “misogynerds.” This work captures the tension of a historical moment in which only some voices, games and critiques are heard and others are silenced and dismissed. (Source: ELC 3's Editorial Statement)
Erik Aasen - 30.08.2016 - 16:02
-
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