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  1. Pinzas de metal

    Pinzas de metal was designed with Flash by Didier Delmas and written by Tina Escaja in 2003. It is an interactive hypertext novel which explores the daily life of young people, the places where they go and the objects that join them and take them apart in time and space. Their curiosity for travel, love, sex and drugs will take them to sublime states in which they will look for their own self and they will try to fill their feeling of emptiness with the presence of “the other”. The reader must use a magnifying glass to select a character, a place and an object and discover different stories within the same one. The multilinearity of the story provides the reader a feeling of intrigue and bewilderment. (Description written by Maya Zalbidea Paniagua)

    Jill Walker Rettberg - 28.03.2012 - 11:00

  2. Pax: an instrument

    Theme

    "Pax" is a lesser apocalypse that began to unveil itself one stormy spring day near Dallas when someone closed the terminal and the guns came out. It's about flying and falling, truth and desire, nakedness, terror, and the home land. While some may find these themes all too American, they are as Chekhov might have said originally Russian: recall what happened to those cosmonauts who took off from the USSR and landed in the CIS, displaced by a trick of history, discovering (as we all must) that we travel through time as well as space. It's become a common experience these days, this journey to another world, this never coming home. Especially when the guns come out.

    Scott Rettberg - 25.05.2012 - 15:22

  3. The Princess Murderer

    "'The Princess Murderer,' a Flash fiction, was originally published in the Iowa Web Review in 2003 and deals with a number of formal and thematic issues that are of interest to scholars of digital fiction. Due to its satirical approach to intertextuality, it may be referenced as both a hypertext in the Genettian sense of being based on an earlier hypo-text (Charles Perrault's 'La Barbe bleue,' or 'Bluebeard') and a piece of fan fiction. Its distinctly ludic character is thematized and problematized by references to the fatal repercussions of clicking (clicking equals killing princesses) and by the tongue-in-cheek subversion of stereotypical melodramatic game endings (having to save the princess, but what if there are too many of them all of a sudden?). Of further analytical interest are, for instance, the text's focus on gender/pornography and technology, on Gothic fiction and media, and its multimodality (you need sound to read it)."

     

    Source: Electronic Literature Directory

    Scott Rettberg - 16.06.2012 - 00:45

  4. Animalamina

    Created by babel and 391.org, Animalamina, a collaboratively constructed work of multimedia poetry for children, consists of 26 pages of flash-based poetry organized around the letters of the alphabet.  The key aim of this project is to introduce a younger audience (5 - 11) to a variety of styles of digital poetry, animation and interaction, through the familiar format of an animal A-Z.  As the project’s “background” page notes, this work is situated within a tradition alphabet primers that stretches back over 500 years.  This background is noteworthy precisely because of the tradition’s combination of pedagogy and play, instructing new generations in the mechanics of emerging techniques and technologies.  Specific innovations introduced in this recent ABC are animation, audio, interactive content, non-linearity and chance.  

    Scott Rettberg - 16.06.2012 - 12:01

  5. Cultures in Webs: Working in Hypermedia with the Documentary Image

    This CD-ROM explores how hypertextual writing and image-making merge in creating projects with nonfiction materials such as photographs, video clips, audio recordings and observational notes. The work includes two hypertextual field projects, one concerning a wine harvest in Burgundy, France, and the other concerning a series of performances in Ghana. The project uses an html-based format to weave among differing modes of writing and image-presentation. The section "The Harvest" was selected for exhibition in the 2001 ELO "State Of The Arts" symposium gallery. Based on two months of participant observation working the harvest at a small vineyard in France, the project combines diaristic writing, visual notes, dialog, exposition, and other forms of writing alongside a fifty-four image sequence. The work also includes videos and slide shows. "Concealed Narratives" offers two routes, interactive paths by which users travel to a series of public events in Ghana. The work explores how cultural battles are imagined and how stories get expressed through performances, visual tropes, and metaphors.

    Scott Rettberg - 16.06.2012 - 22:15

  6. Catalogue: Nothingness

    "CATALOGUE: Nothingness" uses description, image, email and javascript to interrogate some of the cultural and mechanical forms that operate in online shopping. The work is designed to exist on a parallel plane with commercial shopping sites and to offer a menu of small interventions that extend outward into the world. The theme of nothingness was chosen for the catalogue in order to defamiliarize common structures found in online shops by substituting imaginary objects, states of being, and existential drama for regular items and marketing strategies.

    (Source: Author's description from the Electronic Literature Directory)

    Scott Rettberg - 17.06.2012 - 00:01

  7. Tree Woman

    Tree Woman

    Deena Larsen - 20.06.2012 - 19:53

  8. Deep Walls

    Deep Walls is a projected cabinet of cinematic memories. When a person walks into its projection beam, the interactive wall starts recording his shadow, and the shadows of those who follow. When the last person leaves the frame, the shadows replay within one of sixteen small rectangular cupboards, looping indefinitely. Like structuralist films, the collection of repetitive videos becomes an object unto-itself, rather than strictly representational “movie.”

    Deep Walls creates a complex temporal relationship between movie loops. Each small shadow-film has the precise duration of its recording: from a few seconds to several hours. The temporal relationship between the sixteen frames becomes complex—in a manner similar to Brian Eno’s tape loop experiments—looping individual recordings of different durations to create a composition that doesn’t repeat for days.

    (Source: Artist's description)

    Scott Rettberg - 08.10.2012 - 14:06

  9. Fields of Dreams

    This literary game which can be equally used to create prose and verse is a tribute to the Surrealist parlor game known as the “exquisite cadaver” and the paper-based Mad Libs created by Roger Price and Leonard Stern in 1953 (for more details, read Montfort’s introduction to the Literary Games issue of Poems that GO). This program originally created in Perl allows people to create texts and tag words to become “dreamfields.” When someone blindly fills in the dreamfield, it reconstructs the text with the reader’s input. (Source: Leonardo Flores, I ♥ E-Poetry)

    Scott Rettberg - 16.10.2012 - 15:38

  10. concrete_machine

    Language is corrupt! The subject reignes over the alienated object! Language is the code of power! Therefore "smash the surface" and concrete it in a new way. The concrete_machine™ liberates the language from the dominating code into the pictorial concrete. It was already in the last century that language seemed suspicious to numerous artistic movements. The Cubists and Dadaists collaged text-fragments into pictures. Dada dissolved words into sounds. The Lettrists reduced language which they understood as aesthetically exhausted to the single letter. The concrete poets composed letter-pictures and the utopias of the 70ies tried to convert the ruling code. The concrete_machine™ will go on this road to the very end. Compute the text: give it to the concrete_machine™ and so make a free picure of it.

    Johannes Auer - 05.11.2012 - 12:38

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