“Deal with it” is a meme based on a popular phrase or expression that uses image macros and/or animated GIFs as a snarky response when someone else notes disapproval, most frequently used online forums or social networks. This meme is characterized by an image of an iconic person, celebrity, or event, accompanied by the descending of sunglasses upon the subject’s face and revealing a caption which says “Deal with it.”
Remember those chain emails your most obscure contacts would send you during the wee hours of the night that read something like “IF U DON’T FWD DIS A CREEPY CRAWLY GHOST OF A GIRL WILL COME OUT OF DA CLOSET AND KILL U” ?
Well they’re back. And they’re coming to get you for not forwarding all those emails.
A thrilling courtroom drama delivered through a medium which blurs the line between visual and textual narratives, Ace Attorney, whose first release in 2001 proved unexpectedly popular in the West, can be counted among the works most responsible for bringing the visual novel paradigm to the mainstream. It, along with selected others which can be strictly categorized as true “visual novels”, such as:
…are most easily described as text-based adventure games which require minimal player input, since visual novels are formally labelled as ‘computer games’ by society at large. In practice, however, they are essentially a novel-length narrative retold through text and animation.
William Shakespeare returns to Twitter!
This bot (previously reviewed in I ♥ E-Poetry) takes a simple concept and executes it flawlessly: it tweets a line from The Complete Works of William Shakespeare (freely available in Project Gutenberg) every 10 minutes and will do so until it reaches the end in about 2 years. “Willy Shakes” has now begun the third round of tweeting, having recently completed Round 2 on December 24, 2013 (see embedded tweets below) and taking a brief hiatus.
“.txt“ is a work located between dance, poetry, and digital technology that challenges any attempts at genre classification. Its presence in that directory of articles dedicated to poetry in digital media at first be justified by the presence of the written word, however, the motivation that drives this brief reflection is far from being limited to the presence of the language code. It is an exciting and complex project, built from a fusion of languages through digital technology and whose interaction depends on a body gesture.
Helen Sword’s 2009 web sonnet, “Arachne” is an homage to the mythological encounter of Athena and Arachne. The contrasting stances of human and mortal are set against visuals of green leaves and spiders, with language forming the webbed pattern between them.
The poem advances as the reader clicks on the spiders, the heart of the web, or hovers the cursor over their forms, thereby navigating between either Arachne or Athena’s points of view. For those who might have trouble traversing the poem itself, there are links at the bottom of the page that allow for a full text view of the work as well as an audio version.
This work is a kind of hypertext edition of Langston Hughes’ poem “The Negro Speaks of Rivers” contextualizes the poem by placing it in conversation with historical and biographical events, culture, music, poetry, visual arts, and its publication history.
Its interface is simple (though unexplained): when you click on an image of a line from the poem on the “Arriving” column the image changes to one from a different printing of the poem, displaying its date on the left, and loading a random set of lines and images on the “Departing” column. Each date brings up a scanned image of the print publication as a visceral lesson on the impact of the materiality and socialization of texts, as Jerome McGann demonstrated in The Textual Condition. The lines and images in the “Departing” column are excerpts from other materials— clicking on them brings up an image, text, or embedded video (note: currently works best in Chrome) beneath the column. The title links to an “About” page, which is a scholarly short article that goes into detail on the contexts, inspiration, and theory that informs the work.
This digital re-reading — operating as both a detourned archive and an artistic re-imagining — puts the many editions of Hughes’ poem in direct contact with a constellation of images, texts and voices that respond to its call.
This award-winning responsive poem focuses on the Australian ghost town Wittenoom, abandoned due to toxic dust caused by asbestos mining. Each of its nine parts focuses on an aspect of the abandoned town and consists of an image from Wittenoom, generally portraying urban decay, an brief looping instrumental audio track, links to other parts of the poem, a title for the section, and a text accessible through different responsive interfaces. A brief parenthetical help text near the bottom left corner of each screen provides encouragement that hints at the interface, promting readers to explore the interactivity and intuit its internal logic. The thematic focus and consistent visual design pull the work together, while the varied interfaces lead to new explorations of the spaces, together producing an experience both jarring and immersive.
This video poem created in Flash is a meditation on the word game Hangman. The Western banjo rock music— a clip from Modest Mouse’s “3 Inch Horses, Two Faced Monsters“— evokes the American “wild west,” reminding us of its improvised deadly justice system that often resulted in hanging. This cultural backdrop enhances the poem’s ruminations on what would otherwise seem like an innocent little word game. Its scheduled presentation of language appropriately conforms to the game mechanics, placing blanks and filling in all of one letter at a time until the complete phrase is readable. The animation centered on the letter “O” is a pictorial analysis that cleverly leads to the poem’s title. Its use of color is not only a reminder of the imaginary stakes in the game, but also shapes the reading in some of the poem’s stanzas. As you watch and read this short e-poem and appreciate its deconstruction of the game, consider what it has to say about the real and imagined human body and that of language.