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  1. GRAMMATRON

    Inspired by Derrida's Of Grammatology, Mark Amerika experiments in GRAMMATRON with narrative form in a networked environment. Amerika retells the Jewish Golem myth by adapting it into the culture of programmable media and remixing several genres of text into the story's hybridized style, including metafiction, hypertext, cyberpunk, and conceptual works affiliated with the Art+Language group.

    Narrated from various authorial perspectives, the story introduces readers to Abe Golam, a pioneering Net artist who creates Grammatron, a writing machine. Endowed not with the Word (as in the original myth) but with forbidden data—a specially coded Nanoscript—the creature becomes a digital being that "contains all of the combinatory potential of all the writings." The Grammatron is the personification of the Golem, which is also a personification of Amerika the artist. While the Golem and its environment have been depicted in any number of literary adaptations and works, in GRAMMATRON, Mark Amerika creates a seemingly infinite, recombinant (text-)space in the electrosphere.

    Eric Dean Rasmussen - 16.02.2011 - 15:42

  2. its name was Penelope

    The generative hyperfiction its name was Penelope is a collection of memories in which a woman photographer recollects the details of her life.

    Like a photos in a photo album, each lexia represents a picture from the narrator's memory, so that the work is the equivalent of a pack of small paintings or photographs that the computer continuously shuffles. The reader sees things as she sees them and observes her memories come and go in a natural, yet nonsequential manner that creates a constantly changing order -- like the weaving and reweaving of Penelopeia's web.

    Begun in 1988, the work was exhibited in a computer-mediated artists book version at the Richmond Art Center in Richmond, California in 1989. It has been re-created through the years. Four versions have been identified by Dene Grigar, in Rebooting Electronic Literature: Documenting Pre-Web Born Digital Media: 

    Version 1.0: "The exhibition version." Created in 1989 with Malloy's own generative hypertext authoring system, Narrabase II, in BASIC on a 3.5-inch floppy disk

    Eric Dean Rasmussen - 24.02.2011 - 09:30

  3. TOC: A New-Media Novel

    TOC is a multimedia epic about time: the invention of the second, the beating of a heart, the story of humans connecting through time to each other and to the world. An evocative fairy tale with a steampunk heart, TOC is a breath-taking visual novel, an assemblage of text, film, music, photography, the spoken word, animation, and painting. It is the story of a man who digs a hole so deep he can hear the past, a woman who climbs a ladder so high she can see the future, as well as others trapped in the clockless, timeless time of a surgery waiting room: God's time. Theirs is an imagined history of people who are fixed in the past, those who have no word for the future, and those who live out their days oblivious to both.

    (Source: Author's description on TOC website)

    Scott Rettberg - 02.03.2011 - 22:07

  4. Sea and Spar Between

    Sea and Spar Between is a poetry generator which defines a space of language populated by a number of stanzas comparable to the number of fish in the sea, around 225 trillion. Each stanza is indicated by two coordinates, as with latitude and longitude. The words in Sea and Spar Between come from Emily Dickinson’s poems and Herman Melville’s Moby Dick. Certain compound words (kennings) are assembled from words used frequently by one or both. Sea and Spar Between was composed using the basic digital technique of counting, which allows for the quantitative analysis of literary texts.

    (Source: Authors' abstract at Dear Navigator)

    Scott Rettberg - 16.03.2011 - 17:05

  5. of day, of night

    of day, of night is an experimental interactive narrative / hypertext/ electronic literature work produced in Macromedia Director 6.0 by Australian artist Megan Heyward that fuses moving image, literary, game and interactive aesthetics into interactive digital form. It received initial production funding of $76K AUD from the Australian Film Commission (now Screen Australia) in 1999 and was exhibited internationally from 2001 to 2013 and published by Eastgate Systems, Inc. in 2004. To date, it is the only interactive narrative/ hypertext developed by a writer from outside North America.

    The plot of the story involves a woman who has lost the ability to dream. She sets a series of creative tasks in order to start dreaming again; such as finding and collecting objects from various locations in the DAY (a street, market, river and café), imagining their fictional traces and histories, and rearranging the objects. As the user traverses the work, objects, memories and histories collide and create new meanings in the regained dream environment of NIGHT.

    Jill Walker Rettberg - 27.07.2011 - 15:32

  6. Rememori

    Rememori is a degenerative memory game created in Flash. It’s poetics play out some of the affects and effects of dementia on an intimate circle of characters. Juggling with point-of-view and the process of identification, the Rememori player becomes entangled in a struggle for accurate recall, orientation, attention and the search for meaning. In such situations, where does empathy lie and how does the player cope? Inevitably, it’s a contrary game - there can be no winners. 

    According to the Alzheimer’s Research Trust, 42% of the UK population (25 million people) know a family member or close friend with dementia, and worldwide, there is a new case of dementia every seven seconds.* In the light of these facts Rememori is a challenging game in more ways than one.

    *Alzheimer's Disease International (2009), World Alzheimer's Report

     

    Christine Wilks - 30.09.2011 - 17:39

  7. P.o.E.M.M.

    A compilation of broken poems, P.o.E.M.M. Poems for Excitable [Mobile] Media is designed explicitly for mobile media. The poems cannot be read without touching the screen, an experience that creates excitable stimulation. The letters and words of the poems float in the background, waiting for the user to snatch them up with their fingers. One line at a time, the user can grab the words and align them on the screen. The lines can be arranged in any order, and so the user must piece together both their meaning and the structure. Lewis and Nadeau built the interface filled by these works and poets: “What They Speak When They Speak to Me” by Jason E. Lewis, “Character” by Jim Andrews, “Let Me Tell You What Happened This Week” by David Jhave Johnston, “Muddy Mouth” by JR Carpenter, “The Color of Your Hair Is Dangerous” by Aya Karpinska. Annotated by Greg Philbrook.

    (Source: Description from the Electronic Literature Exhibition catalogue)

    Meri Alexandra Raita - 05.02.2012 - 16:22

  8. Circle

    “Circle” is an augmented reality tabletop theatre piece that tells the story of three generations of women through a series of small stories. The first version of this piece was created using a custom marker tracking system and the user interacted with the piece by exploring the markers with a webcam, triggering small poetic voiceovers and videos.  The version being premiered here was built in Unity and uses natural feature tracking -- the black and white markers of the earlier version are replaced by objects and photos.  The user interacts with the piece by holding up an iPad or smartphone as a magic looking glass to explore the story world.

    (Source: The ELO 2012 Media Art Show.)

    Winner of the Jury's Choice Award in the ELO 2012 Media Art Show.

    Eric Dean Rasmussen - 23.04.2012 - 14:36

  9. Böhmische Dörfer

    This e-poem describes a historical event during the winter of 1945 in which German families who lived in Brno were forcibly evacuated and marched 40 miles to the Austrian border, resulting in many deaths. A descendant of survivors from that march, Saemmer draws on those experiences and through her poem evokes the difficulty of grasping and reconstructing this traumatic portion of family history by writing, positioning, and mapping a way through a spatially arranged text using a presentation software called Prezi. Prezi is a spatial presentation tool, which allows for placement, scaling, and visual navigation of textual and other objects on an “infinite” canvas. Saemmer uses it to place a textual layer over a video of a march in Winter with thunder-like sounds of war in the background. The arranged texts can be explored as the reader desires, but to better appreciate Saemmer’s vision use the autoplay function on full screen.

    Eric Dean Rasmussen - 24.04.2012 - 13:04

  10. Spine Sonnet

    Spine Sonnet” (the app) is an automatic poem generator in the tradition of found poetry that randomly composes 14 line sonnets derived from an archive of over 2500 art and architectural theory and criticism book titles.

    “Spine Sonnet” (the website) combines images of scanned book spines into stacks of 14 titles. Each time you refresh the browser you get a new combination.

    (Source: The ELO 2012 Media Show)

    Eric Dean Rasmussen - 26.04.2012 - 07:49

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