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  1. Multimedia Criticism

    Commentary on the Multimedia Criticism panel discussion at the Electronic Literature Symposium: State of the Arts (2002). Robert Kendall moderated the panel. Rita Raley, Joseph Tabbi, Thomas Swiss, and Jane Yellowlees Douglas were the panelists.

    Eric Dean Rasmussen - 22.02.2011 - 15:52

  2. Califia

    Califia is a multimedia, interactive, hypertext fiction for CD-ROM. Califia allows the reader to wander and play in the landscape of historic/magic California. It is a computer-only creation of interactive stories, photos, graphics, maps, music, and movement. It has Three Narrating Characters, Four Directions of the Compass, Star Charts, Map Case, Archives Files, 500 Megabytes, 800 Screens, 2400 Images, 30 Songs, and 500 Words.

    One scholar has written of Califia that it is designed to lead the reader "to discover the lost cache of California through her wanderings within the story space." Another writer calls it "a metaphysical quest rather than a conventional mystery", noting that the central question of the treasure remains unresolved. It has been termed a classic work of hypermedia, and literary critic and hypertext scholar Katherine Hayles has cited it as one of the establishing texts for electronic literature.

    Eric Dean Rasmussen - 22.02.2011 - 16:04

  3. TOC: A New-Media Novel

    TOC is a multimedia epic about time: the invention of the second, the beating of a heart, the story of humans connecting through time to each other and to the world. An evocative fairy tale with a steampunk heart, TOC is a breath-taking visual novel, an assemblage of text, film, music, photography, the spoken word, animation, and painting. It is the story of a man who digs a hole so deep he can hear the past, a woman who climbs a ladder so high she can see the future, as well as others trapped in the clockless, timeless time of a surgery waiting room: God's time. Theirs is an imagined history of people who are fixed in the past, those who have no word for the future, and those who live out their days oblivious to both.

    (Source: Author's description on TOC website)

    Scott Rettberg - 02.03.2011 - 22:07

  4. Computer Lib: You can and must understand computers now / Dream Machines: New freedoms through computer screens—a minority report

    Computer Lib: You can and must understand computers now / Dream Machines: New freedoms through computer screens—a minority report

    Scott Rettberg - 25.03.2011 - 12:19

  5. Last Dream

    A mouse-responsive exploration of the final nightmarish dream of a blind old man. Contains a transient narrative and basic interactive problem solving puzzles. Created using a combination of photography and 3D animated renders. 

    Andy Campbell - 13.05.2011 - 17:06

  6. Nome

    A multimedia project produced in book, video, and CD form.

    "The poems of Nome pointed to the necessity of thinking not only about the transformations that the exchange of material artifacts implies in the way we interact with the words, but also in the way they modify the meanings of the words in this mediatic ecology system in which contents are made available to reading in different situations (at the museum, at home or in the street), affecting the poetic perception in a network of meanings that connects and individualizes them."

    (Quote from Giselle Beiguelman, "The Reader, the Player and the Executable Poetics: Towards a Literature Beyond the Book")

    Scott Rettberg - 25.05.2011 - 13:58

  7. 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

  8. Deeper into the Machine: The Future of Electronic Literature

    N. Katherine Hayles's keynote address for the 2002 State of the Arts Symposium at UCLA. Hayles identifies two generations of electronic literature: mainly text-based works produces in Storyspace and Hypercard until about 1995-1997, and second-generation works, mainly authored in Director, Flash, Shockwave and XML in years after that. She identifies second-generation works as "fully multimedia" and notes a move "deeper into the machine." She then reads a number of second-generation works in the context of their computational specificity.

    Publication note: Also published online in Culture Machine Vol. 5 (2003)

    Scott Rettberg - 30.05.2011 - 12:38

  9. The Many Voices of Saint Catarina of Pedemont

    This work employs animation, sound, graphics, and navigation as semiotic components working together with words to create multiple interpretive layers focusing on the spiritual preactices of a fictional medieval mystic, Saint Caterina. As the different voices offer varying perspectives, the user is immersed in a richly imaged and layered topography where the church hierarchy, academic scholars, the mass of believerss, and the female saint contest for the meaning and significance of her mystical experiences

    (Source: N. Katherine Hayles, "Deeper into the Machine: the Future of Electronic Literature", State of the Arts)

    Scott Rettberg - 30.05.2011 - 13:57

  10. Adventures in Mot-Town

    In his State of the Arts keynote, Coover offered a tour of a number of contemporary works of electronic literature, in the style of an adventure story following our hero "Mot" -- the word -- as it wrestles through the multimediated world of graphic networked technologies.

    Scott Rettberg - 30.05.2011 - 16:17

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