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  1. To Touch

    It may seem paradoxical to create an online work on touching. One cannot touch directly: in this case touching requires a mediating tool such as a mouse, a microphone or a webcam. This touching experience reveals a lot about the way we touch multimedia content on screen, and maybe also about the way we touch people and objects in everyday life. The internet user has access to five scenes (move, caress, hit, spread, blow), plus a sixth one (brush) dissimulated in the interface. She can thus experience various forms and modalities of touching: the erotic gesture of the caress with the mouse; the brutality of the click, like an aggressive stroke; touching as unveiling, staging the ambiguous relation between touching and being touched; touching as a trace that one can leave, as with a finger dipped in paint; and, touching from a distance with the voice, the eyes, or another part of the body. This supposedly immaterial work thus stages an aesthetics of materiality.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Patricia Tomaszek - 17.09.2010 - 22:09

  2. Flight Paths: A Networked Novel

    Flight Paths: a networked novel seeks to explore what happens when lives collide - the airplane stowaway and the suburban Londoner. A supermarket car park lies directly beneath the flight path into Heathrow Airport. On at least five separate occasions the bodies of young men - stowaways - have fallen from the sky and landed on or near this place. This project explores the lives of one stowaway and the woman whose car on which he lands. The authors create multimedia elements that illuminate the story while readers are invited to contribute texts, images, sounds, memories, ideas, and stories. The project grows and changes incrementally. There is a long history of electronic fiction works that include user-generated content. But there are very few fiction projects that from the earliest, research phase attempt to harness participatory media as well as multimedia content in the way that Flight Paths does.

    (Source: Author's description from Electronic Literature Collection, Volume Two)

    Eric Dean Rasmussen - 21.01.2011 - 18:28

  3. AlletSator

    “Alletsator” is a hypermedia work that is best defined as a quantum opera, or perhaps in the final analysis a game – interactive, three-dimensional – where the present and the virtual intersect and mix. A hybrid hypermedia, therefore, in which the “spectactor” (immersed in an environment that is intended to be cosmic, magical, fantastic, dreamlike ...) is challenged to traverse the surface of a sequence of drawings. The work is a journey without ending. “Alletsator” is a computer generated narrative that allows an infinite potential of combinations. It is also an object of the new media art. It is a product and agent of the cyber culture that promises to revolutionize the world as we know it. The dramaturgy it needs is already anticipated in the metaphor that better explains the work itself: a spacecraft of dispersed paths, of multilinear unexpected pathways.

    Scott Rettberg - 30.01.2011 - 18:22