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  1. Penumbra

    Penumbra is a hybrid, re-imagining of the E-book. Crafted for mobile tablets, it carefully integrates gesture, video, interaction design and text. Increasingly, the tablet represents a readership that is poised for rich interactive worlds: new stories for new screens. Authoring with, in and through the tablet platform has the potential to create future literature that redefines our reading practice beyond simple existing emulations of print on screen or “touch and click” reading. In Penumbra, the digital and physical work together to bring the reader into the mind of the main protagonist. A series of P.O.V. interactive elements allow the reader to explore the language, senses, and visuals of the protagonist’s increasingly muddled thoughts. Through this engagement with a new type of book, the cultural expectations of what it means to “read” are interrogated and rethought. When encountered as an installation, Penumbra is an evocative standalone app. that can be read by interacting with the touch-based screen of an iPad. The aim is to create a strong fictional world where the interactions required to traverse it are non-trivial, compelling and content rich.

    Scott Rettberg - 20.05.2011 - 23:26

  2. With Love, from a Failed Planet

     A satirical piece of netart featuring multiple short fictions detailing the failure of well-known, contemporary institutions, primarily corporations such as Apple, IKEA, and CNN, though corporatized political entities (Canada, France, and the White House) and individuals (author Neil Gaiman) are also ribbed. Readers access the prose narratives by hovering over iconographic logos, affixed to a rotating, transparent globe. A minimalist, electronic soundtrack, reminiscent of those used in planetarium productions from the late 1970s and early 1980s, enhances the work's retro-futurist commentary on the factors leading to obsolescence in the capitalist world-system. 

    Eric Dean Rasmussen - 28.05.2011 - 09:55

  3. Cognitive Fictions

    The first comprehensive look at the effect of new technologies on contemporary American fiction. Bringing together cognitive science and literary analysis to map a new "media ecology," Cognitive Fictions limns an evolutionary process in which literature must find its place in an artificial environment partly produced and thoroughly mediated by technological means. Joseph Tabbi provides a penetrating account of a developing consciousness emerging from the struggle between print and electronic systems of communication. Central to Tabbi's work is the relation between the arrangement of communicating "modules" that cognitive science uses to describe the human mind and the arrangement of visual, verbal, and aural media in our technological culture. He looks at particular literary works by Thomas Pynchon, Richard Powers, David Markson, Lynne Tillman, Paul Auster, and others as both inscriptions of thought consistent with distributed cognitive models, and as self-creations out of the media environment.

    Eric Dean Rasmussen - 19.06.2011 - 13:25

  4. Down Time

    Down Time consists of twenty-one stories of the computer age, connected by shared characters, events and objects. A police officer, a terminal patient, a computer technician, and a high-school guidance counselor are just a few of the characters we follow as they try (and fail) to understand themselves, their lovers, and the strangers they meet. Interactive elements allow readers to create their own paths through different stories, revealing new correspondences and connections.

    (Source: Eastgate catalog description)

    Down Time consists of a set of twenty-one short fables named for, and metaphorically based on, computer jargon. In these stories a couple of dozen characters from many walks of life in a mythical Silicon Valley move and interact in complex ways through one another's lives.

    Jill Walker Rettberg - 27.07.2011 - 16:05

  5. Ambulance: An Electronic Novel

    Very little information about this work is available online. P. Sugarman writes that "Ambulance is about some Gen-Xers who run into a string of spectacularly bad luck involving a car accident and a serial killer disguised as an ambulance driver. One of the most effective elements here is the music sampling. The droning repetition of the musical phrases, over & over while you absorb slices of the story, gives the whole experience an obsessive, claustrophobic feeling." (http://www.streettech.com/bcp/BCPgraf/CyberCulture/ambulance.htm)

    Jill Walker Rettberg - 27.07.2011 - 21:23

  6. I Have Said Nothing

    This hypertext narrative includes two fatal car crashes. The plot of this story motivates its readers to navigate their way through the story of loss, death, and media. This chilling story also encourages the readers to a chaotic retrospective thinking and reflection.
    With the use of hypertext links, the plot only progresses by the help from its readers through active participation and the choices they make with the point-and-click system

    Jill Walker Rettberg - 28.07.2011 - 14:42

  7. The Good Captain

    The Good Captain is an adaptation of Herman Melville’s novella “Benito Cereno.” Melville’s original story relies upon the main character’s first-person perceptions of the events that unfold in front of him. This reliance on P.O.V. is why I chose to distribute the story using the web service Twitter. Twitter limits updates to 140 characters of text, and so this story is broken up into small, 2-3 line paragraphs. The temporal nature of this storytelling method required that the story include frequent reminders of previous events, to help keep readers aware of the context of the events. This was especially important given that the time span of the bulk of the events is about twelve hours, and the length of time that the story ran for was four months.

    The Good Captain began broadcasting over Twitter on November 3, 2007. It concluded on February 29, 2008.

    Patricia Tomaszek - 11.08.2011 - 16:12

  8. Le Nœud

    Le Nœud

    Eric Dean Rasmussen - 17.08.2011 - 16:04

  9. Silent Conversation

    A casual game in the platform style based on simple reading of texts.

    Scott Rettberg - 06.10.2011 - 16:23

  10. Mountain Rumbles

    "Mountain Rumbles" demonstrates the integral relationship between structure and content. To paraphrase Brother Antonius, who said the symbol IS the symbolized--and the symbolized IS the symbol, the structure IS the content--and the content IS the structure. To emphasize this relationship, "Mountain Rumbles" is based on the japanese kanji for mountain. These micro-hypertexts further show that we can have one-minute hypertexts--that connections are not based on the size of the content, but rather the content itself.

    Scott Rettberg - 12.10.2011 - 12:41

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