humor

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Description (in English)

You - Who? is a ten minute fiction film installation for one participant at a time in which the participant features significantly in the film narrative, resulting both in humour and a certain sense of unease. The film deals with issues of identity theft: the protagonist, returning from a conference, is gradually 'possessed' by another conference attendee—portrayed by the data from each participant. The project investigates possibilities for development of the interactive film genre given current technical affordances, whilst retaining a 'standard' film-watching format. Each participant is asked by the installation for voluntary data: typing their name, their philosophy in life, choosing a favourite artwork and photograph, recording their spoken name, taking a photograph and a short video. This is the data that is rendered into the film being watched.

Description (in English)

Daniel Merlin Goodbrey’s Icarus Needs is part of a series of works in which Goodbrey draws on the dual aesthetics of comics and classic video games. Built in Flash, the piece is strongly visual and provides a world of panels to explore. The player moves Icarus through the panels using standard keyboard controls, encountering dream-like objects (such as an oversized telephone) and hitting many dead ends and simple item-based puzzles that block progression out of the dream. The game as dream metaphor is explored fully (as one fragment of text warns, “Don’t fall asleep playing video games”) and creates a compelling world of flat 2D visuals in different monochromatic palettes. Icarus Needs is a hypercomic adventure game staring everyone's favourite mentally unhinged cartoonist, Icarus Creeps. (Source: ELC 3)

The goal of the game is to find his girlfriend, save her and escape the game. He need's to complete different tasks to do so. The tasks are puzzles that Icarus needs to solve, and when a mission is given is either by Icarus himself or another character. He communicates trough talking bubbles. 

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Description (in English)

In the Website the author comments that once a man or a woman has read aloud the stories published there he or she will have read all the stories in the world. It is interesting because the stories, which are only two lines stories, a sort of Flash fiction, are very familiar to anyone, realistic, humoristic and sometimes dark stories.

Description (in original language)

En la web la autora comenta que una vez que un hombre o una mujer haya leído las historias en alto publicadas en esa web habrá leído todas las historias del mundo. Es interesante porque las historias, que son sólo de dos líneas, son micro relatos, pueden resultar familiares para cualquiera, son realistas, humorísticas y a veces oscuras.

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Description (in English)

Detective bonarense is a detective novel with all the characteristics of the genre and certain excepcional eccentricities: it is written as the diary of the detective Aristóbulo García, an avatar, who moves through Swedish geography chaising Aranita, one of the members of the robbery of Bank Río; a case that was on the news in 2005. The author explained his experience with blog fiction: “the truth, is what makes the reader get into the ‘lie’ I am telling, it is achieved sweating ink-instead of bytes-it is a fight with one word and another.

Description (in original language)

Detective bonaerense es una novela policial con todas las características del género y con algunas rarezas geniales: está escrita a manera de diario personal del detective Aristóbulo García, un personaje avatírico, quien se mueve por una geografía sueca persiguiendo al Aranita, uno de los prófugos del robo a la sucursal de Banco Río; caso que fue noticia en el 2005. Al explicarnos su experiencia con la blogonovela nos dejó muy claro esto: “la verosimilitud, lo que hace que el lector se sumerja en la ‘mentira’ que le estoy contando, se logra sudando tinta -no bytes- en una lucha con y contra la palabra.

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Description (in English)

The net exhibition SONNE ORDKLIP [Sonne Wordclip(s)] is divided up ito 14 series', where some are thematic according to the usual rigid encyclopedia principles, while others are more directly related via a single common word-clip. The following, for example: DK [abreviation for Denmark]-CULTURE-SOC, EGO-PSYCH, GO, "LITT", ZOO, WORD, BOO, CHIDREN, CORPSE, OUT, LANGUAGE, ART, FOOD, LYRICAL NATUR. They are texts - or whatever one wants to call them - which, in their insistent overexcited play with the meaning and visuality of language, have no equal in contemporary Danish poetry. We have to go back to the good old dadaists' collages and montages - Kurt Schwitters' for example - to find competitive parallels.

Description (in original language)

"Netudstillingen SONNE ORDKLIP er delt op i 14 serier, hvoraf nogle er tematiske eftevanlige egensindigt encyklopædiske principper, mens andre mere direkte flugter langs et enkelt, gennemgående klip-ord, følgende står fast: DK-KULTUR-SOC, EGO-PSYK, GA, LITT, ZOO, ORD, BØ, BØRN, LIG, UD, SPROG, KUNST, MAD, LYRISK NATUR Det er tekster - eller hvad man nu skal kaldet det - der i deres insisterende overstadige leg med sprogets betydning og visualitet ikke kender deres lige i nyere dansk poesi. Vi skal helt tilbage til de gode, gamle dadaisters collager og montager - Kurt Schwitters’ f.eks. - for at finde konkurrencedygtige paralleller." - http://www.afsnitp.dk/aktuelt/10/sonneordklip.html

Description in original language
Contributors note

Christian Yde Frostholm (design/production)

By Hannelen Leirvåg, 7 September, 2012
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161-178
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Abstract (in English)

This essay argues that the poetic turn from nothing to form art tends to “diabolic”strategies in present language allowing for a self-referential presentation of cultural distinctions.This poetic deconstruction of symbolic forms such as man/machine, male/female,or 0/1 is closely related to humor and gender in cultural and artistic performances.This shall be illustrated by discussing two examples of language art in the fi eld of digitalelectronics: the interactive installation Die Amme by Peter Dittmer and female extension, asubversive net art project by Cornelia Sollfrank. These projects are interpreted as genderedforms of the poetic as comic self-observation.

Source: author's abstract

Description (in English)

 

A satirical piece of netart featuring multiple short fictions detailing the failure of well-known, contemporary institutions, primarily corporations such as Apple, IKEA, and CNN, though corporatized political entities (Canada, France, and the White House) and individuals (author Neil Gaiman) are also ribbed. Readers access the prose narratives by hovering over iconographic logos, affixed to a rotating, transparent globe. A minimalist, electronic soundtrack, reminiscent of those used in planetarium productions from the late 1970s and early 1980s, enhances the work's retro-futurist commentary on the factors leading to obsolescence in the capitalist world-system.

 

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In an attempt to regain market share versus manufacturers of furniture designed to last more than two years, IKEA introduced the concept of Houseumglobin. Their idea was for consumers to assemble their own veneer covered, cheap screw fitted houses inside giant IKEA warehouses and then work off the debt as sales staff.

Election and government reforms meant all decisions, every choice made by a public employee, be decided by citizen’s instant daily voting. For example, before a city gardener could plant a tree, or a teacher could change a test question residents would have five minutes to vote. And influential sites like the Daily Kos were replaced by large marketing firms who hired thousands to write hundreds of daily one 144 character pitches, the twitterification of politics ruled.

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Description (in English)

A hypertext fiction with a chatbot presents the story of Barry Munz as a case study/cautionary tale as an illustration to the 12 Easy Lessons to Better Time Travel presented by the Drs. Phebson.

Technical notes

This piece combines Flash, HTML, and a Pandorabot to tell its tale.

Description (in English)

Brainstrips, a series of comic strips for the web, explores key concepts in philosophy, science, and math. Each work is created in Flash and includes text, animations, audio, and video. "Deep Philosophical Questions" (2008), answers six important questions that slip between the cracks of serious philosophy, into a place where logic and pedantry have no play. This work uses copyright-free comic strips from the Golden Age of Comics (American comic books created in the 1930s and 1940s). The strips have been re-colored and digitally edited to enhance their clarity and to accommodate new dialog boxes and Flash animations. "Science For Idiots" (2009), explains some of the greatest science puzzles of our time. This work uses comics and clipart images that have been digitally edited and then animated to create a multimedia story event for the viewer. Sound is also an integral part of the story, and it has been layered into each segment of the piece. The final result is a dynamic visual and auditory experience for the reader, and a closer look at the potential within animated strips on the web. "Higher Math" (2009), examines key concepts in math: addition, subtraction, irrational numbers, multiplication, geometry, and the Googolplex. Each concept has a human element, and their commonality, a bridge between math and ethics. These three works use images, video, and audio files acquired online, and modified by the artist. A credits page is included in the work.

(Source: Author's description from Electronic Literature Collection, Volume Two)

I ♥ E-Poetry entry
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