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  1. Almost Goodbye

    (Author's description:) Almost Goodbye is an experiment in minimalist procedural content generation for interactive narratives. It does not try to generate a whole story or plot points from scratch, but instead asks what is the minimum amount of procedural generation that can be added to a hand-authored story to produce something both computationally interesting but still narratively sound. The resulting narrative, about a scientist leaving Earth forever and saying her final goodbyes, generates “satellite” sentences that color the narrator’s description and perception of her conversations based on the choices made by the player in prior conversations and other player-influenced contextual cues.

    Aaron Reed - 20.06.2012 - 19:27

  2. Opacité

    Opacity is a 4-part short interactive story.
    We live in an age of obsession with transparency especially in politics and business.
    But in our personal relationships, what is the point of being transparent to oneself and to others ? The following interactive narrative commends a kind of opacity which is meant as an in-between. It is the story of a journey from a dream of transparency to a desire for opacity.

    Source: Author's description on work's website

    Kathi Inman Berens - 20.06.2012 - 20:00

  3. Opacità

    Opacity is a 4-part short interactive story.
    We live in an age of obsession with transparency especially in politics and business.
    But in our personal relationships, what is the point of being transparent to oneself and to others ? The following interactive narrative commends a kind of opacity which is meant as an in-between. It is the story of a journey from a dream of transparency to a desire for opacity.

    Source: Author's description on work's website

    Patricia Tomaszek - 08.07.2012 - 14:14

  4. Opacity

    Opacity is a 4-part short interactive story.
    We live in an age of obsession with transparency especially in politics and business.
    But in our personal relationships, what is the point of being transparent to oneself and to others ? The following interactive narrative commends a kind of opacity which is meant as an in-between. It is the story of a journey from a dream of transparency to a desire for opacity.

    (Source: Author's description on work's website)

    Patricia Tomaszek - 08.07.2012 - 14:26

  5. The Dead Tower

    Explore a dark, mountainous landscape dominated by a gigantic tower. 

    Set in a dark and abstract dream world that revolves around a crashed bus, the atmospheric literary game environment The Dead Tower can be freely explored at full-screen with the mouse and keyboard. Leonardo Flores says about the project: “This narrative poem is arranged on a darkly atmospheric virtual world designed to both creep you out and pull you in…“. Like the proverbial moth, the reader’s attention is drawn towards the brightest things around: white words float in the air, static or rotating. And the lines of mezangelle verse both heighten the dread by telling fragments of a ghostly narrative prefigured by the bus crash site the reader finds herself in and soften the tone with hints about the interface that nudge the fourth wall. (Source: GalleryDDDL description)

    Andy Campbell - 15.07.2012 - 19:03

  6. Poëzie loont (Poetry pays off)

    Onder dat credo ontwikkelden dichter Arnoud van Adrichem en grafisch ontwerpers Cox & Grusenmeyer de mobiele browser 'Geld', waarmee hardwerkende belastingbetalers hun belastingcenten kunnen terugverdienen door gedichten te lezen. Hoe werkt het? Alle banken in Amsterdam zijn voorzien van duidelijk herkenbare stickers die kunnen worden gescand met een smartphone of tablet. De gedichten die dan zichtbaar worden leveren elk 0,11 euro op; een bedrag dat ongeveer overeenkomt met het belastinggeld dat iemand met een gemiddeld jaarkomen dagelijks kwijt is aan cultuur. 'Money is a kind of poetry', stelde Wallace Stevens ooit. Deze applicatie bewijst eens te meer zijn gelijk.

    (Source: www.poezieloont.nl)

    Marije Koens - 25.07.2012 - 10:49

  7. R

    A young man experiences a recurring dream about a labyrinth in such high detail that he is able to draw a detailed map of it. Rendered as a 3D world in WebGL and best experienced in Google Chrome, 'R' explores the story of the dream - both past and present - through a series of on-screen narratives, puzzles and text-sculptures. A regularly written short story also accompanies the work.

    Andy Campbell - 08.08.2012 - 20:40

  8. Baby Work

    BABY WORK is the 3rd edition of Cheang's LOCKER BABY PROJECT which consist of:
    BABY PLAY (2001, NTT[ICC], Tokyo) and BABY LOVE (2005, Palais de Tokyo, Paris).
    The Locker Baby project conceived in 2001 reflects a time when bioscience is accused
    of out of control and scifi fantasia brings forward the future. Deriving from Ryu
    Murakami's noted novel Coin Locker Babies (1980) of post-war Japan , the Locker Baby
    Project further contests the mother’s heart beats that are so desired for clone babies
    born out of lockers. A fictional scenario set in 2030 - the transnational DPT (DollyPolly
    Transgency) produces and engages clone locker babies in negotiating human "Memory"
    and "Emotion”. The clone baby holds the key to retrieve the networked inter-sphere of
    ME-data embedded in a playfield of sonic imagery triggered only by human interaction.
    In BABY PLAY, an oversized baby football field with clone baby players; in BABY LOVE, a
    ride in 6 motorized fairground teacups with love song remixed by clone babies; in BABY

    Elisabeth Nesheim - 16.08.2012 - 16:09

  9. The Broadside of a Yarn

    The Broadside of a Yarn is a multi-modal performative pervasive networked narrative attempt to chart fictional fragments of new and long-ago stories of near and far-away seas with naught but a QR reader and a hand-made map of dubious accuracy. This project may perhaps be best understood as an assemblage of interrelated narrative elements mediated across a continuum forms - a collection of stories, a folio of broadsides, or an unbound atlas of impossible maps composed of a combination of historical sources, interspersed with "found" images, quotations from well known sailors’ yarns, and my own drawings and photographs, and fiction. These printed maps are embedded with QR codes link mobile devices to computer-generated narrative dialogues which may then serve as scripts for poli-vocal performances, and/or suggest a series of imprecise pervasive performative walks. This project is, in a Situationist sense, a wilfully absurd endeavour. How can I, a displaced native of rural Nova Scotia (New Scotland), perform the navigation of a narrative route through urban Edinburgh (Old Scotland)?

    Elisabeth Nesheim - 24.08.2012 - 12:09

  10. The Final Problem

    The Final Problem will be a city-specific multi-disciplinary project encompassing elements
    of writing, text mining, data-visualization, and community psychogeography, woven together through algorithmic composition. The piece will loosely appropriate the conventions and mechanics of a crime novel as constraints for the filtering and framing of content and the development of narrative rules. There will be three in-gallery manifestations: augmented installation, real-time performance, and free lunch.

    Elisabeth Nesheim - 24.08.2012 - 14:22

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