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Electronic Literature Organization

Archive-It Partner Since: Jul, 2007

Organization Type: NGOs

Organization URL: http://eliterature.org/   

Description:

The Electronic Literature Organization (ELO) is a 501(c)(3) nonprofit organization established in 1999 to promote and facilitate the writing, publishing, and reading of electronic literature. Since its formation, the Electronic Literature Organization has worked to assist writers and publishers in bringing their literary works to a wider, global readership and to provide them with the infrastructure necessary to reach one another. Since 2006 the ELO has been housed at the Maryland Institute for Technology in the Humanities (MITH) at the University of Maryland.

Page 1 of 1 (3 Total Results)

Title: Digital Nature: The Case Collection

URL: http://turbulence.org/Works/nature/index.html

Collection: Electronic Literature: Individual Works

Description: Once the reader enters the Case Collection he learns that "a flood threatened to destroy everything." Two diaries, an illustrated children's book, a journalist's sound recording and other artifacts from a naturalist's secret collection could be saved. The reader is welcome to explore the narrative space of the project that provides a database of the 'saved' narrative objects such as films, photographs, letters, maps and diaries that accompany over 600 writings visually. These digital narrative objects can be browsed, they are from a fictional 1910 natural history expedition and relate to the life and trial of Sir Francis Case. The diaries, for instance, serve as minute details of an expedition to "a lodge on a hill" and the reader learns: "I have a conversation with the missionary, Amelie. She tells me that we are the Company's guest and best stay on good terms with their officials. I have developed a different view of matters during the course of my travels, but I dare not to tell her." With its graphical representations as well as the textual and literary browsing structure the Digital Case Collection bears a 'playable media' character using game elements to achieve interaction. It allows the reader to have exploratory trips one can return to and follow up on. Gaming conventions are used against the grain to mediate on the nature of digital artifacts and their relationship to time and space. Entry drafted by: Patricia Tomaszek

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Subject:   metatextual playable media graphics,  historical

Title: Sunshine 69

URL: http://www.sunshine69.com/

Collection: Electronic Literature: Individual Works

Description: In the Web's first hypertext novel Bobby Rabyd [Robert Arellano] explores the pop-cultural shadow-side of 1969 -- from the moon landing to the Manson murders, from a Vietnam veteran's PTSD to a rock star's idolatry, from the love-in at Woodstock to the murder at Altamont -- by relating intermixed stories and emphazising graphics and music. Entry drafted by: Patricia Tomaszek

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Subject:   hypertext graphic audio fiction html,  historical ,  novel

Title: Unknown Territories: Voyage Into The Unknown

URL: http://www.unknownterritories.org/

Collection: Electronic Literature: Individual Works

Description: "Voyage into the Unknown" by Roderick Coover is an historical non-fiction hypertext about the first geographic expedition down the Colorado River in 1869. The three-month journey was led by John Wesley Powell who, with his eight fellow boatmen, departed from Green River City in northern Utah towards the Gulf of California. Coover investigates in the question of how we come to know and imagine an "unknown territory" and provides the answer with the navigational technique he applies in his work: an interactive panoramic environment with a digitally re-worked map of the journey, in which the user navigates though the desert landscape using a seamless, horizontally scrolling interface. The reader, who takes the perspective of crew member George Bradley, faces an unknown literary space he can choose to explore in several different ways. He can either use red arrows to move back and forth within the landscape or use the "key" numbered from one to twenty that recalls a chapter-like navigation. In order to "read the unknown territory", the user is forced to explore the map that is marked with points of interest. These markers (abbreviations that are explained in an introductory agenda at the beginning of the piece) work like hyperlinks that, once activated, name places passed, people the group met or events they experienced. A diary-like narrative unfolds in short excerpts of texts that reveal what happend when the crew was declared dead and how they managed to survive in "the darkest hour" when subsistences decreased each day. The narrative is contested with researched facts that interwine with actual diary accounts and works by John Wesley Powell, along with additional publications by other crew members (George Bradley, John Sumner, and Frederick Dellenbaugh). Coover also integrates primary visual works by E.O. Beaman, John Hillers, and Thomas Moran with new and original writing, artwork, and interactive devices. Entry drafted by: Patricia Tomaszek

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Subject:   hypertext Flash nonfiction,  historical

Page 1 of 1 (3 Total Results)