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  1. Megawatt

    Megawatt is based on passages from Samuel Beckett’s novel Watt, first published in 1953 but written much earlier, when Beckett was aiding the French Resistance during World War II. The novel Megawatt leaves aside all of the more intelligible language of Beckett’s novel and is based, instead, on that which is most systematic and inscrutable. It does not just recreate these passages, although with minor changes the Megawatt code can be used to do so. In the new novel, rather, they are intensified by generating, using the same methods that Beckett used, significantly more text than is found in the already excessive Watt. The novel concludes with a listing of the code that was used to generate it.

    (Source: Harvard Book Store)

    Alvaro Seica - 02.02.2015 - 17:18

  2. AdLiPo

    AdLiPo is a browser plugin that replaces advertisements with generated language art. Leveraging the ad-detection techniques of popular ad-blockers, AdLiPo not only blocks ads, but replaces them with calls to a JavaScript language library (the RiTa library, in this case), filling the advertising regions of pages with static or kinetic text created for the specific context (the containing page, advertising-content, and dimensions of the ad-frame). (Source: http://rednoise.org/adlipo/)

    Daniela Ørvik - 05.02.2015 - 14:52

  3. War Poems: Critical race theory and database narrative in digital public histories

    This public research/community project explores the use of database narrative in the process of “counter-storytelling” using oral history and Critical Race Theory (CRT) in a public history touch-table project. The research is based on a case study of an ongoing digital humanities project at the historic Kimball African American War Memorial Building, built by black veterans of WWI in 1928 in the southern coalfields of West Virginia. The Kimball Project’s aim has been to further develop the significance of the renovated Kimball African American Memorial, which was once a vibrant center of local community life for all ethnicities and races. A central goal of the project is to create an identity as a national treasure and unique destination for historical tourism through the innovative use of digital information technology. One of the objectives of the project has been to involve the community in telling their own historical narratives using iPhone and iPod-based mobile journalism tools for incorporation into the Memorial’s exhibits, digital content, and to upload these stories to the Memorial website.

    Magnus Lindstrøm - 05.02.2015 - 15:14

  4. Wandering Meimei / Meimei Liu Lang Ji

    Wandering Meimei / Meimei Liu Lang Ji is a bilingual interactive fiction app designed for mobile interfaces for the Chinese market. This story is an intertext to the traditional Chinese comic strip, Sanmao Liu Lang Ji (Wandering Sanmao), a homeless boy. Meimei, meaning little sister, is an allegorical character and contemporary representation of the largest migrant population the world has ever seen: the migrant female factory worker. Through the app, you can make contact with the character Meimei who works in a smartphone factory in the Pearl River Delta city Guangzhou. Meimei's only technology and access point to the outside world is through her own phone. The social media hub and interface enable you to enter and become a part of Meimei's story.

    (Source: ELO Conference 2014)

    Thor Baukhol Madsen - 05.02.2015 - 15:19

  5. Not Not 0.1

    How do we perform ourselves in digital space? In Not Not 0.1, Catherine Siller uses her own custom software and a motion capture camera to generate projected text and images of herself. She immerses herself in these projections and dances between the virtual and the real in a duet with her digital double. The piece destabilizes language and gesture as it repeatedly redraws the boundary between the physical and the digital self.

    (Source: ELO Conference 2014)

    Thor Baukhol Madsen - 05.02.2015 - 15:34

  6. The Reverberatory Narrative: Toward Story as a Multisensory Network

    The Reverberatory Narrative: Toward Story as a Multisensory Network is an evolving, transmedia series that employs print, film, installation and digital practices in the assembling and disassembling of lyric essays, poetry, graphic design, photography and physical artifacts in an experimental documentary of memory, time and story. The initial form of this documentary work was an installation at the photography gallery Agnes in Birmingham, Alabama in 1993, titled "Undressing Audrey," in which the viewer physically "undressed" the book, slipping text from a woman's garments, one button and layer at a time. Through subsequent, increasingly digital interpretations, Pretty relied on a layered structure that attempted to approximate the original installation experience through a series of overlapping narrative threads that could be sorted and resorted by different contexts and media types, such as time, place, character, artifact, image, audio, and video, among others.

    Magnus Lindstrøm - 05.02.2015 - 15:40

  7. radioELO

    radioELO archives and curates aural information associated with works of electronic literature. This might include author traversals of their work(s) during which they discuss their inspirations and problem solving, or the state of electronic literature at the time of their creation(s). Reevaluations and retrospectives, commentary and reviews, even testimonials, memoirs, and oral histories may also be included. Beyond spoken voice, radioELO also archives soundtracks, soundscapes, and sound collages associated with or considered as individual works of electronic literature. With such information available for on demand, online listening, radioELO is a laboratory in which to examine and discuss the changing nature(s) of electronic literature. Works featured in radioELO are: eLiterature A-Z (Roderick Coover), Soundscapes and Computational Audio-Visual Works (Jim Bizzochi and Justine Bizzochi), Song for the Working Fly (Alan Bigelow), No Booze Tonight (Steven Wingate), ARCHIVERSE In Relation ELO 2014 (Jeff T.

    Daniela Ørvik - 05.02.2015 - 15:45

  8. (Re)Playing The Lottery

    (Re)Playing The Lottery is a dynamic reinterpretation of Shirley Jackson's famous short story, "The Lottery." It presents a scenario in which the interactor is a a citizen of the small town on the day of the fateful lottery, and must move through the story by making various choices which result in random outcomes - no matter how many times the story is played, past results are no guide to future outcome. Just as the story hinges on the chance selection of a marked ballot from a box, this piece employs chance selection as its central mechanic, demonstrating one way in which interactive media can help readers inhabit and interrogate existing texts from multiple perspectives. (Source: ELO Conference 2014)

    Thor Baukhol Madsen - 05.02.2015 - 15:52

  9. The Upside-Down Chandelier

    This multiplatform digital work references an event connected with the history of Košice and its tobacco factory from 1851 which employed mostly women workers. Some decades later, when St. Elizabeth's Cathedral was being renovated, the women workers donated a candle chandelier. The chandelier itself was repurposed twice – from the original candles, to gas lighting and with the advent of electricity, was turned upside down. In the installation, images of the chandelier from the cathedral are randomly generated and projected onto a screen in a flux of forms. Simultaneously the words connected with this story appear projected on the walls of the room, and phonetic sounds from Slovakian, Hungarian and German are generatively mixed in to create the soundscape of languages that were once spoken in the very same place by women workers.

    Thor Baukhol Madsen - 05.02.2015 - 16:02

  10. Stop & Smell

    Stop & Smell explores the boundaries of literature and digital sculpture. It invites readers to construct a narrative by interacting with illuminated (fragrant) paper flowers. As viewers smell the flowers, their understanding of the story changes and takes new directions, exploring themes of success, happiness, and expectation along the way. Stop & Smell was inspired by stretchtext literature, stories in which clicking on links expands a passage to include new text that potentially changes the meaning of the original. By incorporating classic features of literary hypertext—fragmented, combinatory narrative; ambiguous point of view; discursive agency—Stop & Smell hopes to challenge the perceived limitations of the page by introducing the affordances of the screen into an analog setting. (Source: ELO Conference 2014)

    Thor Baukhol Madsen - 06.02.2015 - 11:25

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