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  1. Ten

    Ten is an electronic literature piece emerges organically from my very digital life as a ten-year-old. Every day I make a lot digital art and interventions - from simple selfies to more complicated stories and most are about presenting myself as a girl who is ten or imagining who I want to be. some are about conforming to how others think i should be... or how I hope they see me. My friends and I exchange and circulate our representations every day... like a networked memoir. For the ELO, Ten will be a carefully curated collection 365 small digital moments from among thousands, set up on a computer using a simple calendar interface. You can select a date and you’ll see a photo or short video, a musical.ly, snapchat photo, an Instagram picture or a storify. To me it’s like a time capsule digital memoir and on my 11th birthday I will do a one minute video about all the things I learned being ten and making these things and sharing them and about this being my world. And advice I would give a ten year old.

    Presented on a Desktop PC.

    Pål Alvsaker - 05.09.2017 - 15:46

  2. The Multiple Lives of Walter B.

    An artwork realized as a physical installation, “The Multiple Lives of Walter B.” invites participants to explore how a number of interrelated decisions change a character’s biography. The participants engage with the piece by physically interacting with objects and locations, thus creating a sensory experience. Inspired by motives from the life of media theorist and philosopher Walter Benjamin (1892-1940), the work is simultaneously an exploration of history, through the lens of an individual character. Benjamin’s multifaceted life provides ample motives for an interactive treatment. Simultaneously, the many junctures in his biography open up a space for speculation – what would have become of him, if he had taken a different turn? At different points in time, he could have stayed in Sweden, in Ibiza or in Moscow. And what would have happened as a consequence? If he would have chosen Moscow, would he have returned to Germany as a Communist party functionary and ended his life as Minister for Culture? If he would have stayed in Ibiza, would he have been known as the first Hippie and a symbol of counterculture later?

    Filip Falk - 06.09.2017 - 16:36

  3. Dream Garden

    Dream Garden is a site-specific augmented reality project to gather, graft and nurture a city’s dreams. Each time a city dweller texts a 7-word dream (a poetic form moving private experience into public space), that dream automatically joins others both in a “garden” (a designated physical location in the city) and online at inthedreamgarden.com. The project shows how some community resources – like citizens’ dreams - can inhabit and expand a space without wounding it, colonizing it or wasting natural resources. As a political space, it’s urban renewal and greening without displacement. As a philosophical space it suggests that dreaming together may change a city and even a country. As a community garden it suggests that our dreams aren’t wasted - they are growable, transplantable, and in the poetic space of the project, both virtual and real.

    (Source: ELO 2017: Book of Abstracts and Catalogs)

    Filip Falk - 06.09.2017 - 16:54

  4. Wallpaper

    WALLPAPER is an interactive and immersive piece of digital fiction that has been exhibited in the UK at Bank Street Arts Gallery in Sheffield as a largescale projection and as part of the Being Human Festival of the Humanities 2016 in Virtual Reality. Funded by Arts Council England and the Arts and Humanities Research Council, it forms part of the Reading Digital Fiction research project led by Dr Alice Bell at Sheffield Hallam University. Reading Digital Fiction aims to raise public awareness of and engagement with digital fiction by analysing the way that readers respond, applying empirical methods and cognitive theory. Through its accessible storyline, strong visuals and immersive atmosphere, WALLPAPER has engaged non-academic audiences online, through live events and within gallery settings.

    Filip Falk - 06.09.2017 - 17:01

  5. Nightmares for Children

    “Nightmares for Children” is a found-footage virtual reality installation with a fictional backbone and original soundscape created for Oculus Rift with touch. The viewer/reader will be immersed in 360 video with VR assets and 2D video as overlays and will navigate through a series of dreamy horrors in different emotional registers using the intuitive Oculus touch interface. The piece allows for a very small child’s voice and infant storytelling to sound fully, but at the same time is crafted as a meditation on the imagery in children’s dreams and what it might trigger in the adult imagination - the authors’ hands are apparent in the way the sometimes banal horror of the dreamscapes extends and escalates. “Nightmares for Children” also constitutes an e-lit experiment in the Rift guided by the premise that personal VR headsets enabling immersive electronic literature might constitute ideal dream machines. Tech requirements: we will bring a laptop and Oculus RIFT.

    (Source: ELO 2017: Book of Abstracts and Catalogs)

    Filip Falk - 06.09.2017 - 17:09

  6. Andromeda and Eliza

    Andromeda and Eliza is a work of interactive fiction that combines Twine hypertext with parser-fiction interactions to invite readers to consider choice and agency. You, as Andromeda, are caught in every woman’s dilemma, with only a few choices for escape--and none of them good. Perhaps you can find a meaningful way out, or perhaps you will be enticed into an endless discussion with a hypocritical ELIZA that questions your intentions and your morality. How long will you engage?This work builds on layered adaptations, drawing from both the mythical story of Andromeda and the original code of the ELIZA bot. Both Andromeda and ELIZA are ultimate examples of women without agency: one is chained to a rock to await demise for the apparent sin of beauty, while the other is a procedural therapist who exists in an endless state of questioning and response, programmed to show nothing but interest and patience with even the most obnoxious of queries. By rewriting the code of the original story (and of the ELIZA bot herself) we will re-imagine the woman’s journey from victim to co-author of her own fate.

    Filip Falk - 06.09.2017 - 17:34

  7. Intimate Fields

    Intimate Fields is a compact installation work that can be placed on a small table for display. The installation consists of a wooden laser cut box with multiple compartments. The box is embedded with an NFC (Near Field Communication) chip reader connected to a Raspberry Pi and miniature thermal printer. Items in the box include printed scrolls and notes containing NFC stickers, textile items containing knotted codes, and a series of five ceramic/steel rings with embedded NFC chips. On touching the scrolls, notes and rings to the NFC reader, scripts are triggered to generate love poetry remixed from a range of historical and contemporary texts. The poetry snippets are simultaneously printed locally and posted automatically to twitter. The individual printed messages can be taken away by the viewer as a keepsake. The box plays upon the concept of the “poesy”or “posy ring”, a jewelry item customarily used in the early modern period to convey messages of love, fidelity and faith. Examples of these rings are held in archives such as the Ashmolean.

    Filip Falk - 06.09.2017 - 17:47

  8. Loominary

    A new installation for the Arts Festival for the 2017 Electronic Literature Organization conference that speaks to the translation of player story into a visual narrative in a tangible artifact. The installation “Loominary” invites the reader to interact with a text-based Twine game through a digitally augmented physical tabletop loom. “Loominary” was created as a reaction to the impermanent nature of player’s choices in games. Player choice is the basis for interaction and the decisions made are the building blocks for stories players retell about their experience with the game. These player narratives are frequently more interesting and important to the player than the story created by the designers. While players create their own narratives, their choices are rarely captured by the game in a form that exists beyond the end of play, and instead rely on the player to memorize or capture the details of their choices. With “Loominary”, each choice in the game is color-coded and the player makes their choices by weaving with the appropriate color on the loom.

    Filip Falk - 06.09.2017 - 18:08

  9. Mind Machine

    In this performance, an intersemiotic translation occurs between the visual artist’s demoscene videos and the performer’s live text generation. The performance continues the tradition of looking at electronic literature as something that is also created in front of a live, physically present audience. It challenges the notion of digitally native writing in that, as long as the writing is being performed by a human and not by a machine, there is always an organic, bodily dimension to everything natively digital. How can human writing then be born digital, if we are to take the term literally? In this sense, the performance re-situates the human performer. In another version of the performance, shown earlier in 2017, a robot writes in parallel and on stage with the human performer. In Porto, though, we'll leave the robot at home or have it only telepresent to bring attention to the contrast of human and machine embodiment in electronic writing.

    Filip Falk - 06.09.2017 - 19:13

  10. dadaoverload

    Dada was a mental system cracker. Think about the poem-algorithm. dadaoverload adapts the mechanics and adds the destruction mode. Tweets are fighting for dominance in this society of the spectacle. enough dada! “zersetze dada!” The world is filled with a dada overload. Today’s source material for Dada are tweets and spam messages, ads and any kind of short messages. Dada (Tzara) used newspaper clippings, cut them down to words and randomly reassembled them. Dada was a creative process in 1916. Today, 100 years later, Dada is everywhere and nowhere. It is massive disintegration of language and communication. It is a process of decomposition as tweets retweet themselves to stay alive. Our Dada destroys tweets. It subverts, undermines, disintegrates and decomposes tweeted messages. You have a stream of live tweets from different sources. You choose a tweet and shoot individual letters out into the tweet universe. Each letter bullet hits a tweet and disintegrates all equivalent letters in this tweet. The tweet now reads different. This happens fast and to all tweets on screen.

    Lisa Berwanger - 07.09.2017 - 09:18

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