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  1. The Jew's Daughter

    The Jew's Daughter is an interactive, non-linear, multivalent narrative, a storyspace that is unstable but nonetheless remains organically intact, progressively weaving itself together by way of subtle transformations on a single virtual page.

    (Source: Authors' description from ELC 1.)

    Patricia Tomaszek - 17.09.2010 - 21:56

  2. 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

  3. My Words / Mes Mots

    "Your gestures make my words meaningful".

    My Words was an ongoing collaborative project which explored the relationship between gesture and meaning in interactive writing.

    In this online creation, an interface gave access to several words, each word corresponding to a short interactive scene. In each scene, it was not so much the animation but rather the interaction with the reader, the reader’s gestures, that made the words meaningful. The reader could thus experiment with the meaning of the words, or at least the one given to the words by the authors.

    This creation was also an invitation to participate. Through a dedicated tutorial and interface, everyone is able to contribute by adding new scenes. The world of My Words is an expanding world. My Words are everyone’s words.

    (Adapted from: Author's Statement)

    Eric Dean Rasmussen - 21.01.2011 - 12:28

  4. 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

  5. slippingglimpse

    In slippingglimpse, we model a ring in which the roles of initiator, responder, and mediator are taken by all elements in turn. Our mantra for this: water reads text, text reads technology, technology reads water, coming full circle. Reading then comes to mean something different at each stage of the poem, in all cases involving sampling. Ryan reads and captures the image of 'chreods' (dynamic attractors) in water. Strickland's poem text, by sampling, appropriating, and aggregating artists' descriptions of processes of capture, reads this process of capture. And the water reads, via Lawson Jaramillo's motion-capture coding, by imposing its own sampled pattern. A variety of reading experiences are enabled: reading images while watching text; reading in concert with non-human readers, computer and water; reading frame breaks (into scroll or background); or reading by intervening. For instance, reversibility and replay are available on the scroll, as are reading in the direction and speed you wish; while, in the water, regeneration of text is available, as are unpredictable jostling and overlays.

    Eric Dean Rasmussen - 31.01.2011 - 13:07

  6. Tao

    Tao

    Eric Dean Rasmussen - 21.04.2011 - 12:25

  7. Errand Upon Which We Came

    In "Errand," animation is used to establish links and disjunctions between images of moving objects in the natural world (e.g. frogs and butterflies) and the lexical and figural dynamics of the poem. These visual-kinetic images heighten the tensions among the meaning—mobilizing acts of "seeing an image," "watching a movement," and "reading a word." The work also employs cursor-activated elements, such as "touching" and "reading." "Errand" reflects on the nature of language and of reading, and these self-reflexive elements are embedded in considerations of how protocols of reading shape our consciousness.

    (Source: Electronic Literature Directory entry by Patricia Tomaszek)

    Eric Dean Rasmussen - 26.01.2012 - 12:20

  8. Closed Reality – Embryo

    The project is not a fictive game with still unexamined possibilities of genetics and it does not aim to popularize scientific discoveries. It is rather a sort of experimental observation of the development of consciousness and science. It raises a simple question: To what extent are we prepared to participate in all that we have made possible and that we yearn to make possible for ourselves? The project is based on an interactive game played on the Internet. Choosing among different genetically determined traits the players (participants in the project) create virtual embryos - their own virtual progeny. The created embryos are exhibited in an "embryo gallery". In the second phase of the project the society of virtual people created by Internet users is compared with the inhabitants of a "real" society. Monthly reports containing data analyses were issued during the first 6 months of the project. All Internet users willing to take part in the project are invited to join the mailing list, discuss the actual issues of genetic engineering and cloning, comment on the presented ideas, etc.

    Dan Kvilhaug - 18.03.2013 - 17:04

  9. High Muck a Muck: Playing Chinese

    High Muck-a-Muck: Playing Chinese explores the narratives and tensions of historical and contemporary Chinese immigration to Canada. The project is both an interactive installation and an interactive website. Accompanying the installation and embedded within the website are eight videopoems. The piece is a result of a collaboration between eleven writers, artists and programmers and was created over three years from 2011–2014. The installation received its first public exhibition at Oxygen Art Centre in Nelson, BC in July, 2014. The digital work was created in HTML 5. The three aspects of the project – videos, interactive installation and website – can be exhibited together or in discrete parts. (source: ELO 2015 catalog)

    Hannah Ackermans - 10.09.2015 - 16:23