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  1. 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

  2. The Reading Glove

    The Reading Glove is the first component of a research program called the TUNE Project (Tangible, Ubiquitous, Narrative Environment). Karen and Josh Tanenbaum describe TUNE as a story, a space, a game, and a research instrument that investigates questions of interactive narrative, player modeling, adaptivity, and tangible embodied interaction.

    The Reading Glove itself has gone through several iterations. Version 1.0 consisted of a wearable RFID-enabled glove and tagged objects that allowed readers to experience an interactive narrative by picking up objects that have been augmented with story fragments.  There is a video of Reading Glove 1.0 and details of the design process on our blog.

    Jill Walker Rettberg - 07.04.2012 - 14:22

  3. Untrace

    Détrace est un court récit interactif sur le thème de la trace.

    Un personnage se penche à la fois sur les traces dont il/elle dispose dans la vie et sur celles qu’il/elle laisse.

    Le récit est l’occasion d’un jeu sur les traces numériques laissées par le lecteur/la lectrice,
    volontairement et involontairement, ainsi que sur celles laissées par les autres lecteurs/lectrices.

    Source: http://i-trace.fr/detrace/

    Susanne Dahl - 13.10.2016 - 15:24

  4. 18 Cadence

    18 Cadence is a storymaking machine where readers explore a house through a hundred years of history. Any piece of the story can be dragged and dropped onto a workspace area and repositioned, merged, and remixed, like magnetic fridge poetry for narrative. Readers can share and exchange the stories they make this way, and have created poetry, counter-narratives, collages, and many other stories and experiments. 18 Cadence was a Kirkus Reviews “Best Book App” of 2013, and received Honorable Mentions for the prestigious IGF Nuovo award and the Robert Coover Award for a Work of Electronic Literature.

    Diogo Marques - 27.07.2017 - 13:03