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  1. Galatea

    Galatea is a work of interactive fiction set in an art gallery an undetermined amount of time in the future. The player takes on the role of an unnamed art critic examining works of personality referred to in the story as “animates.” Galatea is the name of one such animate however, unlike the other exhibits at the museum (which are forays into rudimentary artificial intelligence,) Galatea was a sculpted women who simply willed herself to life. The player must interact with Galatea through text commands until they get one of several endings.

    Jill Walker Rettberg - 14.01.2011 - 12:57

  2. Talking Cure

    Talking Cure is an installation that includes live video processing, speech recognition, and a dynamically composed sound environment. It is about seeing, writing, and speaking — about word pictures, the gaze, and cure. It works with the story of Anna O, the patient of Joseph Breuer's who gave to him and Freud the concept of the "talking cure" as well as the word pictures to substantiate it. The reader enters a space with a projection surface at one end and a high-backed chair, facing it, at another. In front of the chair are a video camera and microphone. The video camera's image of the person in the chair is displayed, as text, on the screen. This "word picture" display is formed by reducing the live image to three colors, and then using these colors to determine the mixture between three color-coded layers of text. One of these layers is from Joseph Breuer's case study of Anna O. Another layer of text consists of the words "to torment" repeated — one of the few direct quotations attributed to Anna in the case study.

    Eric Dean Rasmussen - 10.03.2011 - 10:20

  3. All Roads

    Venice. The tight winding alleys and long dirty canals. Easy to become lost here, where every street emerges somewhere unexpected. In the central square a scaffold has been erected for your neck, and if only you can escape for long enough you might survive, but in this city all roads lead back to Piazza San Marco and the Hanging Clock.

    (Source: Author's description from Electronic Literature Collection Volume 1)

    Eric Dean Rasmussen - 18.04.2011 - 12:53

  4. Ad Verbum

    Ad Verbum is a Oulipo-inspired wordplay-based game.

    Scott Rettberg - 20.05.2011 - 12:00

  5. Clues

    Clues explores the nature of communication, knowledge, and identity through the language and postures of mystery fiction. It's a metaphysical whodunit that invites you to solve the mystery by uncovering clues linked to images throughout the work. The search becomes a game that leads you down wooded trails, back alleys, and empty hallways. Which characters should you pursue? Which objects should you investigate? To win the game, you must separate all the clues from the red herrings. Your final score determines the outcome of the text. But is the mystery really soluble? Is winning actually better than losing? Are the answers or the questions more revealing?

    (Source: 2002 State of the Arts gallery)

    Scott Rettberg - 16.06.2012 - 11:45

  6. Cultures in Webs: Working in Hypermedia with the Documentary Image

    This CD-ROM explores how hypertextual writing and image-making merge in creating projects with nonfiction materials such as photographs, video clips, audio recordings and observational notes. The work includes two hypertextual field projects, one concerning a wine harvest in Burgundy, France, and the other concerning a series of performances in Ghana. The project uses an html-based format to weave among differing modes of writing and image-presentation. The section "The Harvest" was selected for exhibition in the 2001 ELO "State Of The Arts" symposium gallery. Based on two months of participant observation working the harvest at a small vineyard in France, the project combines diaristic writing, visual notes, dialog, exposition, and other forms of writing alongside a fifty-four image sequence. The work also includes videos and slide shows. "Concealed Narratives" offers two routes, interactive paths by which users travel to a series of public events in Ghana. The work explores how cultural battles are imagined and how stories get expressed through performances, visual tropes, and metaphors.

    Scott Rettberg - 16.06.2012 - 22:15

  7. Ghost City

    Ghost City is a website that focuses on the representation of the city by the mass media. It uses the space of the web as a sculptural space, allowing viewers to interact with animated graphics to delve deeper and deeper into an imaginary city.

    Ghost City is a labyrinthine environment through which viewers can navigate, either following the linear narrative that unfolds by moving from page to page, or they can delve into the non-linear chaos of random links. Each space is made up of appropriated images and texts. The images are culled from various print media sources. The texts are either found passages from urban theory or specifically written poetic musings on the city.

    Scott Rettberg - 20.10.2012 - 15:06

  8. Developing: the Idea of Home

    If, as Henri Lefebvre asserted, "spatial thinking" involves several different ways of conceptualizing space-as idea, as lived, as imagined-then perhaps an open system of examples can generate new ideas about "home" in the future. This is an experiment in reading; the CD-ROM is organized in an associative manner, since the subject radiates in so many different directions. There is obviously a "direction" here, that is no hidden-but the user may peruse and reconnect the fabric of the piece in many different ways. And, if our habitat may be located within a given social order, defined by economics, culture, and history, these forces must be viewed as interacting, rather than fixed.

    Scott Rettberg - 13.01.2013 - 21:48

  9. COG (I)

     COG is a user-interactive experiment in the visual possibilities of a poem. Accordingly, COG contains textual and visual material that determines its field of expression. However, as a user is wont to bring their baggage to any reading of a poem, why not give in and leave certain dynamics of the composition in the reader's hands? The idea is that, as visual and lexical materials are never fixed -- most certainly not in the mind of a user -- hot spots here allow programmed aesthetic modulations of the composition. These provide slight alterations of the composition, offering alternative vantage points in the visual field that are subtle, not chaotic but cotangential. This is not an exercise about impenetrability; rather, COG offers a Zen garden of visual verbal shades that awaits the subtle strokes of the viewer's rake-cum-Rodentia.

    (Source: 2002 State of the Arts gallery)

    Scott Rettberg - 15.01.2013 - 19:19

  10. hyPoem

    A dynamic interactive environment for typographic hyperpoetry. Four poems and an open system to create your own.

    Scott Rettberg - 17.01.2013 - 12:42

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