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Electronic Literature: Individual Works

Collected by: Electronic Literature Organization

Archived since: Aug, 2007

Description:

This collection consists of sites that include works of electronic literature: works with important literary aspects that take advantage of the capabilities and contexts provided by the stand-alone or networked computer. This collection includes individual works of electronic literature and collections of works by a single author, as opposed to collections of works by multiple authors.

Subject:   Arts & Humanities individual works electronic literature individual authors

Page 1 of 1 (8 Total Results)

Title: Errand Upon Which We Came

URL: http://califia.us/Errand/title1a.htm

Description: In Errand, animation is used to establish links and disjunctions between images of moving objects in the natural world (e.g. frogs and butterflies) and the lexical and figural dynamics of the poem. These visual-kinetic images heighten the tensions among the meaning-mobilizing acts of "seeing an image," "watching a movement," and "reading a word"; and insofar as these works also employ cursor-activated elements, between "touching" and "reading." Errand reflects on the nature of language and of reading, and these self-reflexive elements are embedded in considerations of how protocols of reading shape our consciousness. In calling attention to gaps between "movement" and "meaning," between "reading" and "acting," Errand grounds its kinetic poetics in concerns of ethics and cultural politics. Entry drafted by: Patricia Tomaszek

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Subject:   shockwave women authors,  animation ,  collaborative interactive visual poetry textual instrument kinetic text poetry

Title: Arteroids

URL: http://vispo.com/arteroids/

Description: Arteroids is a literary shoot-em-up poem-game for the Web. The battle of poetry against itself and the forces of dullness. Pilot your red id-entity text against poetry and the forces of dullness. Winner takes wall. Write your own texts in Word for Weirdos. Save poetry from yourself. Game mode or play mode. Play for life and death in game mode. Shoot for art in play mode. Go on. I dare you. Entry drafted by: Scott Rettberg

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Subject:   cybertext poetry shockwave,  animation ,  interactive software digital poetics digital art audio hypermedia kinetic game

Title: FILMTEXT 2.0

URL: http://www.markamerika.com/filmtext/

Description: With FILMTEXT 2.0 (2001-2002), Mark Amerika presents a remix of philosophical inquiry on time and being, data perception and manipulation, networking culture, and writing, the final complement of his trilogy (GRAMMATRON, 1997 and PHON:E:ME, 1999). As a tourist in a visually changing landscape, the reader explores an interface that simulates a game-like environment. The user's task is to trigger cones of light that shimmer on the screen. Once activated, narrative paths unfold through animated texts, spoken-words, or videos. A central narrative construction in this work is the creation of a "Digital Thoughtographer" (DT), Amerika's personified concept character. The DT is a lens that looks like an image-capture device through which the viewer can access coded text fragments that appear as programmed scripts, images, and flickering video excerpts. Amerika uses the DT as an instrument that takes the perspective of an omniscent narrator who communicates defragmented statements to the reader/viewer: "There is only perception: the experience of seeing what is there in front of our eyes and capturing that thereness in the experiential act of perception." Mark Amerika's composition of texts is built on Raymond Federman's concepts of surfiction, critifiction, and playgiarism. The texts are digital remixes of theoretical views once expressed and assigned to known philosophers which the DT transmits without referencing sources directly. For example, the following statement resembles Barthes' questions about authorship: "Who are the ghosts in the literary machine?" Elsewhere he evokes Baudrillard, observing "Not only can there be no original, the simulacrum has now lost its punch too", "Aura is interface", "There is only perception." In the work at hand, the reader/viewer's perception blurs with facts and fiction in which Amerika's poetics of hacktivism and remixology are set into scene. Mark Amerika's trilogy ends with the continuation of what he envisoned with GRAMMATRON in 1997: "To approach the computer-mediated network environment of the World Wide Web as an experimental writing zone, one where the evolving language of new media would reflect the convergence of image-writing, sound-writing, language writing, and code writing as complementary processes . . ." (181, META/DATA). Subtitled "MetaTourism: Interior Landscapes, Digital Thoughtography", FILMTEXT 2.0 is a collaborative achievement of many artists and comes along with an ambient background soundtrack. Excerpts from the "Digital Thoughtographer" are available on the author's website at http://www.altx.com/ebooks/download.cfm/c1.pdf Entry drafted by: Patricia Tomaszek

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Subject:   Flash video,  animation ,  collaborative audio music philosophical remix surfiction

Title: Jason Nelson: Net Art/Digital Poetics

URL: http://www.secrettechnology.com/works/everything.htm

Description: A visual index, with a paragraph of description, of each of Jason Nelson's work. Scrolling from the bottom of the page to the top lets one view the artist's work chronologically from 2001 to the present, offering one potential trajectory for the field development as a whole, spanning hypertexts, short fictions, poems, haikus, games, all of which are computer generated and include image in combination with multimedia elements, code, text, and sound. Browsing the collection means witnessing the ways electronic literature involves readers and shows the potential for involving programming and multimedial devices and embedded text as in, for example the flash-based work titled, "this will be the end of you: play4: within within." Here, holding the mouse allows the user to move "into words" and to play with text as it emerges. Readers control the movement on the interface by holding or releasing the mouse and can thereby determine the mouse driven fly through of texts and images that float towards or away from the user. Or the work, "game, game, game and again game" which uses the a side scrolling gaming interface to navigate through a mix of poetics content and corresponding hand-drawn elements. This play, either literal or through interface serves as a metaphor of what Nelson wishes to transfer with the artwork: some scattered [imaginations, some] oddly organized fire of thoughts and incomplete ideas" or simply a comment on the internet and its nonlinearity and the new possibilities of digital poetics. Entry drafted by: Patricia Tomaszek

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Subject:   hypertext flash generative audio,  animation ,  textual instrument net art digital poetics poetry network forms combinatorial interactive visual poetry fiction appropriated texts

Title: Seattle Drift

URL: http://www.vispo.com/animisms/SeattleDrift.html

Description: Jim Andrews’ “Seattle Drift” is a play on motion and stasis, surface and depth. Its initially simple presentation consists of a self-described “bad text,” a subversive poem that moves and stutters around the screen when given the instruction to do so. A series of simple controls written in Dynamic HTML allows a user to guide its movement: one is given the option to “do” the text (which makes it drift around the screen), “stop” it (which freezes the letters mid-drift), or “discipline” it (which returns the letters to their original position). Stopping and starting the text allows the user to create new linguistic and visual configurations for the poem, and this flexibility is the cause of the text’s status as “bad”—it “used to be a poem, but drifted from the scene.” The poem dares its user with a come-on—“I just want you to do me”—that complicates the supposed transparency and stasis of the traditional written word, and makes the user an accomplice in this transformation. The poem itself has the experimental, minimalist quality that characterizes much of mid-90s net art, exploring the role of particular code functions in the construction of Web aesthetics while also playing with the code’s distance from (and closeness to) the surface of the Web browser. An Easter egg awaits those curious enough to explore the source code. Entry drafted by: Rob Schoenbeck

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Subject:   poetry,  animation ,  html/dhtml

Title: Enigma n

URL: http://www.vispo.com/animisms/enigman/meaning.html

Description: Beginning with the provocative epigram by Phyllis Web, “The world is round. It moves in circles,” which gives way to a minimal interface with the word “meaning” placed in the center of a black screen, Jim Andrews’ “Enigma n” is a densely packaged experiment in the potency of language. With a click of the mouse, the reader can “Prod,” “Stir,” and “Tame” the word, causing the letters to swirl chaotically around no particular center. After all the options have been selected, the reader is permitted to restore order to the word by clicking “Spell.” Conceptually, the temporal sequence (epigram, the assertion of “meaning,” the reader’s acts of disruption, culminating in a restoration of order) might be interpreted as a parable of communication, from sender to receiver. As an experience of reading, the attentive mind will seize upon the various anagrams that arrange themselves chaotically, making sense wherever it is suggested by juxtaposition. However, Andrews’ piece does not simply end with the anti-climactic, almost jarring, return to order. The intrepid reader will quickly move to prod, stir, and tame the text again, and will be rewarded with a fifth option, “0/1,” which freezes the swirling letters in space. Another click on “0/1” opens up another option “Colour,” which invites further exploration leading to a reward at the end. In its entirety, “Enigma n” is an extraordinary and deceptively simple work that offers rich rewards for those who take the time to play with it. Entry drafted by: Davin Heckman

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Subject:   poetry,  animation ,  html/dhtml visual poetry

Title: human-mind-machine

URL: http://www.vispo.com/jhave/SKETCHES/mind/

Description: Jhave Johnston’s “human-mind-machine” is comprised of three chief components. The most obvious of these are the animated, three-dimensional images of the words in the poems’ title: “human,” “mind,” and “machine” (rendered using Autodesk’s Mudbox software). These three terms, which serve as the piece’s thematic backdrop, hover in the center of the screen, moving, morphing, and mutating to the palpitating, ambient loops that serve as the second, but perhaps most innovative, component of Johnston’s piece. Below the three-dimensional images, lines of text appear, in a variety of fonts, and change in synchronization with the cardial thrumming of Johnston’s soundtrack. In terms of its content, “human-mind-machine” explores consciousness and its competing characterizations as organic and mechanical, patterned and random, individual and collective. Especially powerful is its depiction of life in an apartment building, where the smell of cooking onions by an unseen neighbor imposes upon the speaker’s senses, pointing to a visceral intimacy outside of language. The speaker explains, “We know each other well. breathing and farting in the same tight pool. Sharing the vectors of savage necessity.” The poet captures the subjective character of daily life while rendering this primal experience with a twinge of determinism. The irony, of course, rests in the underlying programming feat of Johnston’s Sound Seeker application, which he describes as an “online real-time beat-synchronized poem animator.” The result is a delightfully chaotic instance of individual expression grafted to a patterned, structured format. Entry drafted by: Davin Heckman

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Subject:   Flash,  animation ,  visual poetry 3D sound seeker

Title: About Time

URL: http://www.wordcircuits.com/gallery/abouttime/

Description: Rob Swigart's "About Time" is a web-based digital fiction that juxtaposes two temporally remote narrative strands. One involves an aboriginal named Mouth with a penchant for exploration and discovery; the other tells of Crockford ("Cro") de Granville, a voracious business mogul who heads the Institute for Cognitive Emergence. Mouth's present is 40,000 years before de Granville's, which is described as the "present day" but appears much more like a mildly dystopic near-future, where a pretentious and egotistical de Granville "skinny-casts" his clients to secure their popular and financial support. Mouth likewise spends his time trying to convince his dull cousin, Tuber, of a world much larger and more complex than their current way of life would allow them to grasp. Thus both Mouth and de Granville conspicuously crave knowledge, but for vastly different ends. Using Flash animation software, "About Time" incorporates both sound and images, but relies on the primacy of the text for its dramatic and aesthetic effect. Composer and performer Allen Strange is credited with the "sound design," which includes introductory music for the text as a whole, musical effects for many of the episodes, and voice-over audio for some of the interactive media elements. The subtitle of the work, "A Digital Interactive Hypertext Fiction, Two Braided Parallel Paths, A Double Helix," is a fairly accurate comment on the structural composition of the text. The navigation is organized in two ways. Each page contains a sidebar menu of links to individual narrative scenes or episodes. In addition, the body text of each episode is populated with a number of links. These links will either open other textual episodes (color-coded by blue text) or, in the de Granville strand, open small windows containing media elements that are typically images with voice-over audio (color-coded red). The result is a reading environment that accommodates a linear, hierarchical reading - from the top of each menu to the bottom - as well as the ability to traverse the lateral linkages. A further navigational element joins the two "parallel" narrative paths, effectively braiding the text into its "double helix" composition: a dynamic image sits at the foot of each sidebar menu. For "Mouth's Journey" it is a futuristic-looking glass sphere in rotation; for "The de Granville Files," it is a rather austere skin of water that ripples in perfect red spheres with the perpetual disturbance of a single droplet, against what could also be a background of screen static. This is the portal between the Mouth's world and that of Cro de Granville, and for the reader a way to not simply imagine two disparate realms but, in effect, experience them in striking and eerie proximity. This is a work about two "times" that are, on the surface, far removed, but nevertheless continually bumping up against one another. The result is a telling commentary on human nature and its "progress" through the ages refracted through the juxtaposition of the two anchoring characters, along with a commentary on a topic toward which all narratives tend - the nature of time itself. Entry drafted by: David Ciccoricco

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Subject:   Flash Animation/Kinetic fiction hypermedia,  animation ,  network forms narrative

Page 1 of 1 (8 Total Results)