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  1. Afeeld

    Afeeld is a full-length collection of playable intermedia and concrete art compositions that exist in the space between poetry and videogames. It was published as a 'Digital Original' by the Collaboratory for Digital Discourse and Culture at Virginia Tech in 2017.

    Eric Dean Rasmussen - 26.04.2012 - 16:42

  2. Aleph Null

    Aleph Null (2011) marks Jim Andrews’ return to open source work since he shifted to Macromedia (now Adobe) Director in 2000. His earliest works were written in DHTML between 1997-2000, a highly creative period in which he found his “voice” as a poet and programmer of electronic literature  with works like “Seattle Drift” and the “Stir Fry Texts.” The limitations of DHTML at the time prompted his move to Director, which allowed him to develop highly musical and visual pieces, such as “Nio,” “Arteroids,” and “Jig Sound.” 

    Eric Dean Rasmussen - 30.05.2012 - 11:37

  3. Between Page and Screen

    Coupling the physicality of the printed page with the electric liquidity of the computer screen, Between Page and Screen chronicles a love affair between the characters P and S while taking the reader into a wondrous, augmented reality. The book has no words, only inscrutable black and white geometric patterns that—when seen by a computer webcam—conjure the written word. Reflected on screen, the reader sees himself with open book in hand, language springing alive and shape-shifting with each turn of the page. The story unfolds through a playful and cryptic exchange of letters between P and S as they struggle to define their turbulent relationship. Rich with innuendo, anagrams, etymological and sonic affinities between words, Between Page and Screen takes an almost ecstatic pleasure in language and the act of reading. Merging concrete poetry with conceptual art, “technotext” with epistolary romance, and the tradition of the artist’s book with the digital future, Between Page and Screen expands the possibilities of what a book can be.

    Scott Rettberg - 12.06.2012 - 13:29

  4. The Quaker Oat Box – Infinite Regress

    The Quaker Oat Box – Infinite Regress

    Eric Dean Rasmussen - 14.06.2012 - 15:38

  5. We Descend: Archives Pertaining to Egderus Scriptor, Volume Two

    Every writing addresses someone; this someone is often said to be the author's Ideal Reader. But "ideal" connotes a conceptualized, even perpetrated entity that is an entirely different creature from the real person one addresses when speaking. Now it may be useful to make this distinction in order to discuss, in the abstract, the *process* of writing, but the *practice* is wholly different: in writing anything, you address a real person, and, by addressing, conjure that person into your presence — the "materiality" of this being is, well, immaterial. When a real reader (in contrast to an ideal one) takes up an author's writing, she encounters not a voice speaking to *her*, or not to her directly: she comes in on a conversation already in progress, between the author and the person he is addressing in the writing. Given a sense of the occasion she has just joined, she will wisely keep still at first and pay attention, not just to the author's voice, but also to the silence of the other person listening to him at that moment. Thus she comes to know them both.

    Eric Dean Rasmussen - 14.06.2012 - 16:09

  6. Almost Goodbye

    (Author's description:) Almost Goodbye is an experiment in minimalist procedural content generation for interactive narratives. It does not try to generate a whole story or plot points from scratch, but instead asks what is the minimum amount of procedural generation that can be added to a hand-authored story to produce something both computationally interesting but still narratively sound. The resulting narrative, about a scientist leaving Earth forever and saying her final goodbyes, generates “satellite” sentences that color the narrator’s description and perception of her conversations based on the choices made by the player in prior conversations and other player-influenced contextual cues.

    Aaron Reed - 20.06.2012 - 19:27

  7. Opacity

    Opacity is a 4-part short interactive story.
    We live in an age of obsession with transparency especially in politics and business.
    But in our personal relationships, what is the point of being transparent to oneself and to others ? The following interactive narrative commends a kind of opacity which is meant as an in-between. It is the story of a journey from a dream of transparency to a desire for opacity.

    (Source: Author's description on work's website)

    Patricia Tomaszek - 08.07.2012 - 14:26

  8. Notes on the Voyage of Owl and Girl

    Notes on the Voyage of Owl and Girl is a work of digital fiction. Any resemblance to actual events, persons, places or texts is entirely intentional. Details from many a high sea story have been netted by this net-worked work. The combinatorial powers of computer-generated narrative conflate and confabulate characters, facts, and forms of narrative accounts of sea voyages into the unknown North undertaken over the past 2340 years. At the furthest edge of this assemblage floats the fantastical classical island of Ultima Thule and the strange phenomenon known to the Romans as sea lung. Sprung from Edward Leer’s Victorian nonsense poem, a lazy and somewhat laconic owl and a girl most serious, most adventurous, most determined, have set sail toward this strange sea in a boat of pea-, bottle-, lima-bean- or similar shade of green.

    J. R. Carpenter - 01.10.2012 - 17:56

  9. Last Words

    The complete title for this multimedia poem is “Last Words (Ordinary People Speak at the Moment of Death / In or Around the New York City Area)” and it is both descriptive of the poem’s theme and suggestive of a key strategy. Organized around eight characters’ final words and the contexts in which those words were uttered, each one is represented by a brief “slice of death” narrative, and a poetic voice from beyond that provides an ironic counterpoint, full of Bigelow’s characteristic darkly understated humor. (Source: Leonardo Flores, I ♥ E-Poetry)

    Scott Rettberg - 16.10.2012 - 15:02

  10. Living Will

    To experience “Living Will,” a story-game and interactive fiction, the reader must choose to be one of the heirs of Coltan-magnate E.R. Millhouse, who has made his fortune in the Democratic Republic of Congo. While reading, the heir navigates this unique legal instrument, slowly accruing medical and legal fees, while also grabbing bequests from her fellow heirs. The piece explores the long shadow of colonialism, the conflict minerals buried in our mobile phones, and the heart of darkness of a dying imperialist seeking to extend his control beyond the grave.

    Scott Rettberg - 01.12.2012 - 13:00

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