# Loss, Undersea

> creative work by D. Fox Harrell

**Wikidata**: [Q132204275](https://www.wikidata.org/wiki/Q132204275)  
**Source**: https://4ort.xyz/entity/loss-undersea

## Summary
**Loss, Undersea** is a creative work and generative literature piece authored by D. Fox Harrell. Published in 2006, it is classified as a video game and application that functions as a web-based interactive experience programmed in Java.

## Key Facts
- **Author:** D. Fox Harrell.
- **Publication Date:** 2006.
- **Genre:** Generative literature.
- **Instance of:** Creative work, application, video game.
- **Programming Language:** Java.
- **Distribution Format:** Web page.
- **Publication Venue:** Online art gallery.
- **Language:** English.
- **ELMCIP ID:** 11510.

## FAQs
### Q: What kind of software is Loss, Undersea?
A: Loss, Undersea is a creative work classified as both a video game and an application. It is recognized specifically as a work of generative literature.

### Q: When was Loss, Undersea released?
A: The work was published in 2006.

### Q: What technology is required to run Loss, Undersea?
A: The work was built using the Java programming language and is distributed via a web page.

## Why It Matters
Loss, Undersea represents a significant intersection between computational technology and artistic expression within the field of electronic literature. By utilizing the Java programming language to create a generative literary experience, author D. Fox Harrell bridged the gap between traditional narrative structures and procedural generation. The work serves as an early example of how video game mechanics and software applications can be repurposed as vehicles for literary art, expanding the definition of "reading" to include interactive, computational play. Its publication in an online art gallery further underscores its role in the digital arts ecosystem, moving beyond commercial gaming into the realm of curated digital experiences.

## Notable For
- Being a distinct example of **generative literature**, where content is likely generated or influenced by algorithms.
- Existing as a hybrid entity: classified simultaneously as a **video game**, **application**, and **creative work**.
- Utilizing **Java** for web-based distribution, a common standard for interactive web art in 2006.
- Being cataloged in academic and electronic literature databases (indicated by the **ELMCIP ID**).

## Body

### Creation and Classification
**Loss, Undersea** is a creative work authored by **D. Fox Harrell**, a figure known for contributions to computational media. Structured as a software application, the work is formally classified as a **video game** and a piece of **generative literature**. This classification places it within a niche genre of electronic literature where text and narrative are generated or manipulated by computer processes. The work was published in **2006** and has been archived with the identifier **ELMCIP ID 11510**.

### Technical Specifications
The software was constructed using **Java**, an object-oriented programming language widely used during that era for web interactivity. Consequently, the distribution format for *Loss, Undersea* is a **web page**, functioning as an online application. It is designed for end-users to experience via a web browser.

### Publication and Language
The work was published within an **online art gallery** setting, distinguishing it from mainstream commercial software. The language of the work is **English**. As an application, it relies on the user's ability to run Java-based software within a web environment.