Search

Search content of the knowledge base.

The search found 10 results in 0.011 seconds.

Search results

  1. Nightingale's Playground

    Andy Campbell and Judi Alston’s The Nightingale’s Playground is a digital fiction work that was created with Flash in 2010. The main character is Carl Robertson, who tries to figure out what has happened to his lost high-school friend Alex Nightingale. The piece leads the reader/player through a world experienced from Carl’s perspective. It consists of four individual parts, the first section “Consensus”, an interactive point- and click game that can be played online, downloadable “Consensus II” which transports the reader into a dark 3D flat with text snippets , the “Fieldwork book” is a browser based grungy sketchbook with puzzling notes and the last part is a PDF version of the story.

    Eric Dean Rasmussen - 12.02.2011 - 18:43

  2. Deep Surface

    Deep Surface is the monstrous progeny of a strange romance between a reading machine and a free-diving simulator. Literature at crush depth. Hypertext gets wet. Generically, it is yet another instrument: one of those things you can play (or play with), without playing a game. There are rules here, and procedures, and (as in Real Life) a more or less invisible scoring system; so astute players may be able to invent clever and even elegant strategies. But if you're not feeling astute, you can plunge in and have a dip, immersing yourself in what signs and symptoms may present themselves as you pass by, dreaming perhaps of meaning... till robot voices wake you, and you drown.

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

    Eric Dean Rasmussen - 20.02.2011 - 14:26

  3. Game, game, game, and again game

    Game, game, game and again game is a digital poem, retro-game, an anti-design statement and a personal exploration of the artist's changing worldview lens. Much of the western world's cultural surroundings, belief systems, and design-scapes, create the built illusion of clean lines and definitive choice, cold narrow pathways of five colors, three body sizes and encapsulated philosophy. Within net/new media art the techno-filter extends these straight lines into exacting geometries and smooth bit rates, the personal as WYSIWYG buttons. This game/artwork, while forever attached to these belief/design systems, attempts to re-introduce the hand-drawn, the messy and illogical, the human and personal creation into the digital, via a retro-game style interface, Hovering above and attached to the poorly drawn aesthetic is a personal examination of how we/I continually switch and un-switch our dominate belief systems. Moving from levels themed for faith or real estate, for chemistry or capitalism, the user triggers corrected poetry, jittering creatures and death and deathless noises.

    Scott Rettberg - 15.04.2011 - 14:43

  4. Golpe de Gracia

    Golpe de gracia is an interactive multimedia piece that combines text, illustration, audio, modeling, and animation and tells the story of a character who undergoes a "near death" experience; this particular situation also functions as a metaphor for the cultural transitions of the present moment. The text is comprised of three "narrative worlds": Cadáver exquisito, L'nea mortal and Muerte digital (Exquisite Corpse, Mortal Line, and Digital Death, respectively) and four "deepening rooms" (games, reading texts, study, and construction). The work offers several different degrees of interaction that range from taking decisions in order to follow the routes, all the way up to the collective construction of the text, along the way participating in several interactive games. Golpe de gracia also has an educative and communicative purpose, which is to make us aware of, and to contribute to, the development of collective knowledge.

    Scott Rettberg - 15.04.2011 - 14:53

  5. This is how you will die

    A recombinatory digital fiction/poem for predicting death. It uses the stripped down the code of an online slot machine game, replacing the cards with 15 five-line death fictions/poeticals. The artwork recombines the scenarios randomly every time you spin. The writing divides the scenarios into location, method, result and post-result of each death possibility. Additionally, you can win death videos/poetry visuals and free spins. Some are rather scared of this creature's forecasting tone, while others exalt in the absurdist joy of the way all stories are interchangeable, interrelated and happily random.

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

    Scott Rettberg - 20.04.2011 - 13:23

  6. Jean-Pierre Balpe ou les Lettres Dérangées

    Jean-Pierre Balpe ou les Lettres Dérangées was created as a homage to the poet and software developer Jean-Pierre Balpe. The title of the piece can be understood in a number of ways. In French, the word "letters" refers to the alphabet, mail correspondence, and also to the art of writing itself. The piece consists of a number of letters which are not all visible to the reader until the very end. The word "dérangé" has a number of meanings as well. One meaning is physical disturbance. The letters themselves are distorted, just as the meaning of letters and words became distorted when Balpe introduced the literary world to text generation. The word also means mental disturbance. Disturbed by the mouse passing over them, the letters unpredictably go in all directions without reason. The underlying algorithm brings the letters to madness. The actions of the reader turn the poem into a kind of game. The purpose of the game is to get to the end of the poem by playing with the letters without falling into any traps.

    Eric Dean Rasmussen - 08.11.2011 - 14:56

  7. Oulipoems

    Oulipoems is a series of six interactive poetry Flash works, ranging from electronic poems, to games, to a tool for generating and writing poetry using the vocabulary of a variety of poets. The pieces are loosely based on the Oulipo movement in French literature, which focused on texts based on constraints (for instance, Perec's famous novel A Void, a lipogram in which the letter e does not appear) and also on mixtures of literature and mathematics.

    Eric Dean Rasmussen - 08.11.2011 - 16:25

  8. Wittenoom: speculative shell and the cancerous breeze

    This award-winning responsive poem focuses on the Australian ghost town Wittenoom, abandoned due to toxic dust caused by asbestos mining. Each of its nine parts focuses on an aspect of the abandoned town and consists of an image from Wittenoom, generally portraying urban decay, an brief looping instrumental audio track, links to other parts of the poem, a title for the section, and a text accessible through different responsive interfaces. A brief parenthetical help text near the bottom left corner of each screen provides encouragement that hints at the interface, promting readers to explore the interactivity and intuit its internal logic. The thematic focus and consistent visual design pull the work together, while the varied interfaces lead to new explorations of the spaces, together producing an experience both jarring and immersive. (Source: Leonardo Flores, I ♥ E-Poetry)

    Hannelen Leirvåg - 07.05.2013 - 12:45

  9. sc4nda1 in new media

    At the heart any scandal is a story, or a thing of many stories; sc4nda1 is even more peculiar, but also begins with a telling. What you have before you started as an essay (or intent to rant) about an observation I kept reading in recent criticism, that electronic writing has not been properly dressed for the serious table. Where, the questions ran, are the publishers, the editors, the established and establishing critics? In a time of intense experiment and innovation, who says which textual deviations make real difference, and which are just bizarre? More ominously: where are the naive, casual readers, the seekers of pleasurable text who ought to move design's desire? To spin an old friend's epigraph, just who, exactly, finds this funhouse fun? ...And so to the thing itself: probably more exploration than investigation, though who knows what offenses may come to light. You may find it (inevitably) a post-serious entertainment for hand, eye, ear, and brain, other organs optional. If the thingy deserves a generic name, try arcade essay, a cross between philosophical investigation (well okay, rant) and primal video game.

    Ian Rolon - 09.04.2014 - 19:20

  10. Alarmingly These Are Not Lovesick Zombies

    alarmingly these are not lovesick zombies could be considered a near unplayable art-game. Each level is built to be both won and lost, where the player shoots strange enemy objects with increasingly absurd and broken guns, and wildly deviating scoring systems. Behind the experience are odd hand-made videos of toy play and between the levels are narrative clips told with old matchbooks from small towns of the prairie. With perhaps the best title ever given to a game or otherwise, ATANLZ is both disrupted art-game and experience in frenetic madness, an interactive collage engine born from the pixilated undead.

    (Source: Artist's Statement, The NEXT)

    Jonatha Patrick Oliveira de Sousa - 06.10.2021 - 21:04