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  1. text.curtain

    'text.curtain' explores relationships between poetic text and ludic play via an interactively evolving recombinant text. Projected on a wall-size screen, text.curtain presents a physics-based 'spring-mass' interface that organically responds to the interactions of multiple simultaneous users. As the piece is disrupted and letters wash back and forth, a granular synthesis engine provides realtime aural feedback. Tension is created through the simultaneous desire of users to both disrupt the existing text via 'play' and to 'read' the piece as it evolves and recombines in response.

    Scott Rettberg - 24.05.2011 - 11:56

  2. Saving the Alphabet

    This subtly haunting poem tells the story of how each letter from the alphabet disappeared, or was made to disappear, by corporations obeying a secret agenda. The conspiracy theory overtones are underscored by the use of sound, a short loop of metallic whispering wind or water and a handful of soft musical notes. Clicking on each letter on the left hand column will take you to the corresponding letter and narrative of its disappearance, with the large letter disappearing as you read the accompanying text, but it also starts a slower, almost imperceptible, fading process of those letters in the entire work. If you click through quickly and read the whole poem you may not even notice, but step away for a minute and you’ll find that the letters you have read have disappeared from all the language in the poem and the result may be challenging to read (see image below). This more than anything provides a visceral impact, as we try to read a barely functional language mutilated by loss of letters.

    (Source: Leonardo Flores)

    Patricia Tomaszek - 26.05.2011 - 14:02

  3. Cyberpoetry Underground

    A set of interactive Flash poems exploring different aspects of interface, recombination, and intermediality.

    Published in 2003 State of the Arts anthology CD. Published online in 2005 by The Other Voices Poetry Project.

    Scott Rettberg - 28.05.2011 - 13:18

  4. Cityscapes: Thinking Through Practice

    Cityscapes: Thinking Through Practice

    Eric Dean Rasmussen - 13.06.2011 - 10:06

  5. Connecting Memories: Contextualizing Creative Research Practice

    Connecting Memories: Contextualizing Creative Research Practice

    Scott Rettberg - 17.06.2011 - 12:09

  6. Playable Media and Textual Instruments

    The statement that "this is not a game" has been employed in many ways — for example, to distinguish between high and low culture electronic texts, to market an immersive game meant to break the "magic circle" that separates games from the rest of life, to demarcate play experiences (digital or otherwise) that fall outside formal game definitions, and to distinguish between computer games and other forms of digital entertainment. This essay does not seek to praise some uses of this maneuver and condemn others. Rather, it simply points out that we are attempting to discuss a number of things that we play (and create for play) but that are arguably not games. Calling our experiences "interactive" would perhaps be accurate, but overly broad. An alternative — "playable" — is proposed, considered less as a category than as a quality that manifests in different ways. "Playable media" may be an appropriate way to discuss both games and the "not games" mentioned earlier.

    Jörgen Schäfer - 05.07.2011 - 13:35

  7. Re:Positioning Fear

    "Re:Positioning Fear" was the third relational architecture project. A large scale installation on the Landeszeughaus military arsenal with a "teleabsence" interface of projected shadows of passers-by. Using tracking systems, the shadows were automatically focused and generated sounds. A real-time IRC discussion about the transformation of the concept of "fear" was projected inside the shadows; the chat involved 30 artists and theorists from 17 countries and the proceedings can be seen at the project web site. Source: Author's website.

    Eric Dean Rasmussen - 05.07.2011 - 14:57

  8. Wasting Time

    Wasting Time, a story about three characters, is told simultaneously from separate but parallel points of view--using three columns of text in a series of 25 computer monitor screens. The story takes place on a January evening in a house in the Rocky Mountain foothills. (100)
    Wasting Time takes advantage of the computer as a temporal text processor. The dialogue appears on screen at the point when each character would speak. The reader may hit the return key when she is prepared to continue. The reader may not vary the linear progression of text, but may control the speed at which it unfolds. The text is, nonetheless, an "active book." It borrows techniques from film, such as shot-reverse-shot, to control the reader's experience of the text. See also the graphic novel.

    The text for Wasting Time is simple and unadorned. One interesting feature of the program is that the snow falls upwards.

    Source: http://www2.iath.virginia.edu/elab/hfl0195.html

    Jill Walker Rettberg - 27.07.2011 - 22:54

  9. Underbelly

    Underbelly is a playable media fiction about a woman sculptor, carving on the site of a former colliery in the north of England, now landscaped into a country park. As she carves, she is disturbed by a medley of voices and the player/reader is plunged into an underworld of repressed fears and desires about the artist’s sexuality, potential maternity and worldly ambitions, mashed up with the disregarded histories of the 19th Century women who once worked underground mining coal. 

    Christine Wilks - 03.08.2011 - 16:53

  10. The Talking Dead

    From the project-web site: For Halloween 2010, players took on the character of a famous dead personage, as they mysteriously manifested on Halloween weekend.  The festivities concluded with a ghostly ball at the spectral Cocoanut Grove Nightclub, before the party was crashed by some unwelcome guests.

    Patricia Tomaszek - 11.08.2011 - 15:58

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