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  1. overboard

    John Cayley, with Giles Perring and Douglas Cape.

    overboard is an example of literal art in digital media that demonstrates an 'ambient' time-based poetics. There is a stable text underlying its continuously changing display and this text may occasionally rise to the surface of normal legibility in its entirety. However, overboard is installed as a dynamic linguistic 'wall-hanging,' an ever-moving 'language painting.' As time passes, the text drifts continually in and out of familiar legibility - sinking, rising, and sometimes in part, 'going under' or drowning, then rising to the surface once again. It does this by running a program of simple but carefully designed algorithms which allow letters to be replaced by other letters that are in some way similar to the those of the original text. Word shapes, for example, are largely preserved. In fact, except when 'drowning,' the text is always legible to a reader who is prepared to take time and recover its principles. A willing reader is able to preserve or 'save' the text's legibility.

    Eric Dean Rasmussen - 11.02.2011 - 09:45

  2. Automatype

    Howe’s new piece, “Automatype,” which can be seen as either ambient text art, a weird game of solitaire for the computer, or an absorbing ongoing puzzle for a human viewer, is an apt demonstration of some of the powers of “RiTa,” as it uses algorithms to find the bridges between English words, Six-Degrees-of-Kevin-Bacon-style — not bridges of garbled nonsense but composed of normative English. You will spend either 10 seconds or 5 minutes staring at this thing; you will also see either a bunch of random words, or occasionally, if not always, engaging samples of minimalist poetry.

    (Source: The ELO 2012 Media Art Show.)

    Eric Dean Rasmussen - 23.04.2012 - 15:33

  3. per.m]utations - permutationen

    Permutationen rekonstruiert kombinatorische Dichtungen von der Spätantike bis zur Gegenwart als Perl-CGI-Programme, übersetzt auf Papier notierte Sprachalgorithmik also in Computeralgorithmen.

    Johannes Auer - 09.11.2012 - 10:41

  4. Beabá

    Este programa foi concebido como um primeiro passo para gerar "palavras" ao acaso. A forma mais simples de gerar "palavras" ao acaso, seria sortear conjuntos de letras de vários comprimentos (por ex., conjuntos de cinco letras). Os conjuntos gerados teriam pouca semelhança com palavras de uma língua, se bem que, por acaso algumas das "palavras" geradas poderiam existir. Para gerar "palavras" com sonoridade semelhante à de uma determinada língua, devemos descobrir algumas de suas regras características . No caso do português, definimos as seguintes regras para nossas primeiras tentativas: a) As "palavras" teriam seis (6) letras . b) As "palavras" alternariam vogais (v) e consoantes (c). c) As probabilidades da escolha dos conjuntos vc e cv deveriam refletir as probabilidades com que estes conjuntos aparecem na língua portuguesa. Assim as palavras seriam do tipo cvcvcv ou vcvcvc. Para atribuir as probabilidades, deveriamos fazer um estudo detalhado das probabilidades com que, por ex., os vários pares cv e vc (ou tríades cvc e vcv) aparecem na língua purtuguesa, particularmente nas palavras com seis letras.

    Luciana Gattass - 03.07.2013 - 19:36

  5. Lede

    Lede is a text generator that produces absurdist lede lines describing narrative situations.

    Daniel Venge Bagge - 27.08.2019 - 15:08