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  1. The Unknown

    The Unknown is a collaborative hypertext novel written during the turn of the millennium and principally concerning a book tour that takes on the excesses of a rock tour. Notorious for breaking the "comedy barrier" in electronic literature, The Unknown replaces the pretentious modernism and self-conciousness of previous hypertext works with a pretentious postmodernism and self-absorption that is more satirical in nature. It is an encyclopedic work and a unique record of a particular period in American history, the moment of irrational exuberance that preceded the dawn of the age of terror. With respect to design, The Unknown privileges old-fashioned writing more than fancy graphics, interface doodads, or sophisticated programming of any kind. By including several "lines" of content from a sickeningly decadent hypertext novel, documentary material, metafictional bullshit, correspondence, art projects, documentation of live readings, and a press kit, The Unknown attempts to destroy the contemporary literary culture by making institutions such as publishing houses, publicists, book reviews, and literary critics completely obsolete.

    Eric Dean Rasmussen - 18.02.2011 - 19:39

  2. in absentia

    in absentia is a site-specific web-based writing project which addresses issues of gentrification and its erasures in the Mile End neighbourhood of Montreal, where the author lived for seventeen years. J. R. Carpenter writes, "Faced with imminent eviction, I began to write as if I was no longer there, about a Mile End that was no longer there. I manipulated the Google Maps API to populated "real" satellite images of my neighbourhood with "fictional" characters and events. in absentia is a web "site" haunted by the stories of former residents of Mile End, a slightly fantastical world, a shared memory of the neighbourhood as it never really was but as it could have been. in absentia was created with the support of the Canada Council for the Arts. It was presented by DARE-DARE Centre de diffusion d'art multidisciplinaire de Montréal. It launched June 24, 2008. New stories were added over the summer, in English and French. A closing party was held in conjunction with the launch of my novel, Words the Dog Knows, (conundrum press), at Sky Blue Door, November 7, 2008"

    Eric Dean Rasmussen - 18.02.2011 - 20:12

  3. Brainstrips

    Brainstrips, a series of comic strips for the web, explores key concepts in philosophy, science, and math. Each work is created in Flash and includes text, animations, audio, and video. "Deep Philosophical Questions" (2008), answers six important questions that slip between the cracks of serious philosophy, into a place where logic and pedantry have no play. This work uses copyright-free comic strips from the Golden Age of Comics (American comic books created in the 1930s and 1940s). The strips have been re-colored and digitally edited to enhance their clarity and to accommodate new dialog boxes and Flash animations. "Science For Idiots" (2009), explains some of the greatest science puzzles of our time. This work uses comics and clipart images that have been digitally edited and then animated to create a multimedia story event for the viewer. Sound is also an integral part of the story, and it has been layered into each segment of the piece. The final result is a dynamic visual and auditory experience for the reader, and a closer look at the potential within animated strips on the web.

    Eric Dean Rasmussen - 18.02.2011 - 21:30

  4. 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

  5. a show of hands

    Author description: a show of hands presents the story of the sisters de la Palma as their lives draw them into the Immigration Reform marches of 2006 in Los Angeles. Out of those spontaneous political demonstrations comes a tale of a Mexican American family wrestling with love, loss, and the possibilities of political engagement. a show of hands is an evolution of the long-form hypertext genre that began with Michael Joyce's afternoon: a story. The Literatronica storytelling engine that hosts the story answers several of the "grand challenges" of literary hypertext, namely the prevalence of dead branches on the forking tree and the inability for readers to locate themselves within the content of the story. In contrast, Literatronica adapts around the reader's choices, rearranging the content so the reader will always encounter all of the text in an order optimized for narrative coherence.

    Eric Dean Rasmussen - 21.02.2011 - 09:52

  6. Inanimate Alice, Episode 4: Hometown

    Author description: Episode 4 of Inanimate Alice finds Alice going to school at last. She and her parents have ended up in a multicultural city in the middle of England. For the first time ever, Alice has friends her own age, and they do all the things that 14 year olds everywhere do. "And now I am going to die!" Attempting to impress her friends one afternoon, Alice climbs a rickety staircase outside an abandoned factory. When it collapses beneath her, she hangs on by her fingernails, then hauls herself up onto a ledge. But now she is stuck - she can't get down, she can't go up. The only way out is through the scary factory, half-demolished and very dangerous. Can you help Alice? Can you find the way out? Catch up with her in Inanimate Alice, Episode 4: Hometown. Episode 4 is the largest and most complex episode in the series to date. The "teachers only" version of this episode provides a 'skip intro' option and opens up all of the navigation icons from the beginning so that educators can focus on the sections of the narrative appropriate to their needs.

    Eric Dean Rasmussen - 21.02.2011 - 10:01

  7. Tierra de Extracción

    Author description: The first part of the project, Tierra de Extracción 1.0, was begun in 1996 and completed in 2000 for the Multimedia Writing Seminar promoted by the Center for Communication Research at the Universidad Católica Andrés Bello (Caracas). In a quest for a multimedia rhetoric, we then began to develop Tierra de Extracción 2.0, which was completed and published in 2007. With 63 hypermedia chapters, the action takes place in the region of Zulia, in a town called Menegrande, the location of the first big Venezuelan oil well: Zumaque I, which started the commercial era of oil production in the country in 1914. The narration occurs in three distinct periods: the beginning and ending of the 20th century and a period in between. At a certain moment, which very well can be the beginning or the end according to the path taken by the reader, the stories break their natural timeline and are united in the same space.

    Eric Dean Rasmussen - 22.02.2011 - 15:12

  8. 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

  9. The Fugue Book

    Author description: Written in Catalan, The Fugue Book thematizes the mutability and precarious aspects of personal identity. Using "Facebook Connect," the story draws personal information about the reader and his friends (the main characters) from Facebook itself. The work combines a variety of modes, genres, and platforms: wikis, discussion forums, erotic stories, blogs, and social media. Most texts are actual email messages, which is to say that the real email of the reader is a fundamental component of the text. The multimedia structure is very simple in that it only integrates static images, parts of speech synthesis (adapted to the reader), and text. The languages of programming are ActionScript and PHP.

    Eric Dean Rasmussen - 22.02.2011 - 17:30

  10. These Waves of Girls: A Hypermedia Novella

    "These Waves of Girls" is a hypermedia novella exploring memory, girlhoods, cruelty, childhood play and sexuality. The piece is composed as a series of small stories, artifacts, interconnections and meditations from the point of view of a four year old, a ten-year old, a twenty year old.

    Winner of the Electronic Literature Organization's 2001 Award for fiction.

    Jill Walker Rettberg - 23.02.2011 - 22:19

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