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  1. Nightingale's Playground

    Andy Campbell and Judi Alston’s The Nightingale’s Playground is a digital fiction work that was created with Flash in 2010. The main character is Carl Robertson, who tries to figure out what has happened to his lost high-school friend Alex Nightingale. The piece leads the reader/player through a world experienced from Carl’s perspective. It consists of four individual parts, the first section “Consensus”, an interactive point- and click game that can be played online, downloadable “Consensus II” which transports the reader into a dark 3D flat with text snippets , the “Fieldwork book” is a browser based grungy sketchbook with puzzling notes and the last part is a PDF version of the story.

    Eric Dean Rasmussen - 12.02.2011 - 18:43

  2. Dakota

    Big black capital letters on white background, one, two or three words at a time, scheduled to match the beat of the music.
    The piece is based on a close reading of Ezra Pound's Cantos I and first part of II.

    Eric Dean Rasmussen - 14.02.2011 - 10:44

  3. Dim O'Gauble

     Dim O’Gauble follows the glimpsing story of an elderly woman reflecting on her grandson’s nightmarish – possibly paranormal – visions of the future. Told through a densely textured, mouse-responsive graphical environment, the work presents the user/reader with a series of transient texts, some of which change/mutate or float/disappear over time, intending to reflect the very nature of the hazy/difficult memories being uncovered. Progression through Dim O’Gauble is achieved by clicking on the various arrows visible in the graphical backgrounds, which quickly shift the viewport around the ‘canvas’ of the piece. In addition, various sub-sections of the narrative can be discovered by clicking on hotspots in the text. The final scene reveals a video sequence of a tunnel/subway with text super-imposed at different sizes over the top of it. The sketches/drawings used in the work were created by the author when he was 8 years old.  

    Andy Campbell - 12.05.2011 - 12:59

  4. Changed

    A schoolgirl who has narrowly escaped death hides and reflects beneath a roadway tunnel. Her scattered thoughts manifest against the grotty concrete walls before fading away again into nothing. Soon she realises she's been hiding herself away for days. How the hell did she end up here in the first place? Contains strong language and references to violence.

    Andy Campbell - 13.05.2011 - 17:41

  5. Underbelly

    Underbelly is a playable media fiction about a woman sculptor, carving on the site of a former colliery in the north of England, now landscaped into a country park. As she carves, she is disturbed by a medley of voices and the player/reader is plunged into an underworld of repressed fears and desires about the artist’s sexuality, potential maternity and worldly ambitions, mashed up with the disregarded histories of the 19th Century women who once worked underground mining coal. 

    Christine Wilks - 03.08.2011 - 16:53

  6. El libro flotante de Caytran Dölphin

    The novel mentions and reproduces fragments of a mythic book, Estuario, by the deceased author Dölphin. In the online “parallel book” the “lectonautas” can write and rewrite Estuario. The online user can comment on the fragments included in the novel, add new “apocryphal fragments,” or distort any of the previous texts. Valencia explains in his introduction to the site that the purpose of sharing this space is to test the inexhaustible, “floating” nature of any fiction.

    Maya Zalbidea - 07.12.2013 - 15:38

  7. Inanimate Alice, Episode 5: Hometown 2

    Alice is 16, an aspiring game designer who grew up constantly on the move. Now, she finds that the so-called stable hometown life she yearned for is far from perfect. Bored and restless, she skates into deep trouble.

    Andy Campbell - 29.12.2014 - 20:39

  8. multi.com.plicity

    Multiplicity
    1. A large number or great variety
    2. The state of being multiple

    Complicity
    1. The fact or condition of being an accomplice, esp in a criminal act

    multi.com.plicity is a twenty-first century translation of Guy de Maupassant's short story Mes vingt-cinq jours (My Twenty-Five Days), originally published in 1885, and translated into English by Albert M.C. McMaster, A.E. Henderson, Mme. Quesada et al.

    multi.com.plicity takes de Maupassant's story and reimagines it, changing a health resort in 19th century France to a laboratory complex in an unspecified future, and inhabiting the story with nameless clones and technology. In this way the story eschews the notion of a literal translation in favour of a temporal and situational carrying across of de Maupassant's tale, with multiple layers of perception as realised through randomised image and video layers.

    Chris Joseph - 01.01.2015 - 11:39

  9. Jason Nelson Digital Magic Show and Poetic Interfaces

    It is overly simplistic to state that my digital poems come entirely from building/discovering interfaces. Any artist’s creative practice is a merging/melding mix of fluid events and inspirations. But with all my digital poems there is one commonality, the emphasis on interface. Rarely do I even reuse interfaces, and when I do it is only as one section of a larger work. This continual drive to create new ways to rethink the structure, organization and interactive functionality of my digital poems comes from a variety of internal influences. Most importantly is how these interfaces are not just vessels for content, they are poems in themselves. In the same way digital poetry might be best defined by the experience, rather than a description. Or similar to a digital poet and their works being described by the events and stories surrounding the creation and building process, an interface is the life, the body, and a poetic construction in itself. And through the artist performance I will explore/perform numerous of my interfaces, discussing/reading from them, eluding to how they were made, their inspirations and my thoughts on how they could be reused by other poets.

    Hannah Ackermans - 30.11.2015 - 08:35

  10. WALLPAPER

    USA-based computer engineer and innovator PJ Sanders returns to his remote family home in the UK following the death of his elderly mother. His agenda: to close the place down and sell it. But not before he employs an experimental device he’s been working on, primed to help him uncover the history behind one particular room in the house – a room that has remained locked since his childhood.

    (Source: Author)

    Andy Campbell - 21.01.2016 - 19:12

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