Tenure Track Position: Assistant Professor of Visual Arts

My colleagues in the Visual Art Program are looking for an artist (and particularly inviting new media artists) to join the faculty and teach in the program. MIT, of course, offers the opportunity for artists to work in a diverse and high-powered technical context, but the campus also has incredible arts dimension. A nicely-formatted announcement is on the Web and available in PDF. Here’s the text of it:

The Massachusetts Institute of Technology (MIT) is seeking an individual with an emerging international reputation to join the faculty of its Visual Arts Program as an Assistant Professor, tenure-track. We seek a colleague with significant experience, knowledge and accomplishments in the fields of technoaesthetic and/or technocultural art practice, especially in the areas of New Media and/or Media Performance, an artist who has strong
skills and experience in teaching at the college, university or art school academic level. This appointment will be a tenure-track position as Assistant Professor.

Minimum Qualifications:
· Master of Fine Arts degree or equivalent
· Emerging international recognition as a practicing artist
· Experience teaching at the college, university or art school level
· Skills, knowledge and accomplishments in technocultural, technoaesthetic and performative art practice and a strong interest in transdisciplinary collaboration
· The candidate must be highly knowledgeable in contemporary art practice, art history, art and media theory

We seek a colleague whose artistic practice bridges art, science, and technology, and intersects with emerging directions and methodologies in sciences (including social and human sciences), new technologies (including communication technologies), and/or design, media research, and engineering. Accomplishments in the fields of new media including digital, database, Internet art responsive/interactive, media performance, or other emerging techno-aesthetic arts will be a plus. Candidates should be highly articulate in the field of audio/visual culture and other relevant fields and disciplines (for example, gender or postcolonial studies). Preference will be given to candidates whose projects and intellectual approach address contemporary social, cultural and ethical issues and do so in analytical, critical and/or transformative ways.

MIT’s Visual Arts Program develops critical analytical and visionary strategies in artistic practice within the context of the advanced scientific and engineering community of MIT. Students and faculty alike are drawn to the program because of the transdisciplinary opportunities found in this unique environment. The faculty is composed of renowned artists with active, international careers in artistic production and a strong interest in cross-discipline debate and modes of production. MIT students are diverse, intellectually gifted and highly motivated. Undergraduates come from a variety of scientific and technical fields from across the Institute. Graduate enrollment includes not only the program’s own master’s students, but also students from Architecture, the Media Lab, and other academic units.

This position is a unique opportunity to engage, interact and inspire undergraduate students from a variety of cultures and disciplines, as well as to mentor an exceptional group of graduate students in the visual arts. We are seeking candidates of diverse backgrounds and approaches, who are passionate about community building and who have an interest in collaborative projects crossing to other fields. The appointment can begin as early as fall 2010.

Please submit materials on DVD or CD to Professor Krzysztof Wodiczko, Chair, Search Committee, MIT Visual Arts Program, 265 Massachusetts Avenue N51-328, Cambridge, MA 02139. Submissions will not be returned to applicant. Included with materials should be (in digital format on disk):· CV· Letter of intention and teaching philosophy· A well-organized selection of artistic work, presented in a manner to make it easy to review· Names and contact information of at least four references· Other supporting materials such as selection of writing by applicant (writings, interviews, statements) and/or critical reviews by others of applicant’s work is appreciated

Review of applications will begin November 1, 2009. MIT is building a culturally diverse faculty and strongly encourages applications from women and members of underrepresented groups. Applications from women and minority candidates are strongly encouraged. MIT is an Affirmative Action / Equal Opportunity Employer. Further information on the Visual Arts Program can be found at: http://visualarts.mit.edu.

For more information, please email: vap-search@mit.edu

Tenured Faculty Position in Comparative Media Studies

I’m delighted to announce that MIT’s CMS program, where I’ve done much of my teaching and advising, is hiring:

MIT’s Program in Comparative Media Studies seeks applications for a tenured position beginning in September 2010. A PhD and an extensive record of publication, research activity and leadership are expected. We encourage applicants from a wide array of disciplinary backgrounds. The successful candidate will teach and guide research in one or more of the Program’s dimensions of comparativity (historical, methodological, cultural) across media forms. Expertise in the cultural and social implications of established media forms (film, television, audio and visual cultures, print) is as important as scholarship in one or more emerging areas such as games, social media, new media literacies, participatory culture, software studies, IPTV, and transmedia storytelling.

The position involves teaching graduate and undergraduate courses, developing and guiding collaborative research activities, and participating in the intellectual and creative leadership of the Program and the Institute. Candidates should demonstrate a record of effective teaching and thesis supervision, significant research/creative activity, relevant administrative experience, and international recognition.

CMS offers SB and SM programs and maintains a full roster of research initiatives and outreach activities [see http://cms.mit.edu ] The program embraces the notion of comparativity and collaboration, and works across MIT’s various schools, and between MIT and the larger media landscape.
MIT is an affirmative action/equal opportunity employer.

Applications consisting of a curriculum vita, a statement of teaching philosophy and experience, a statement of current and future research plans, selected major publications, and names of suggested references should be submitted by November 1, 2009 to:

Professor William Uricchio
Director, Comparative Media Studies
MIT 14N-207
77 Massachusetts Avenue
Cambridge, MA 02143 USA

Interactive Fiction Suggestions, Fall 2009

People who are interested in interactive fiction but who haven’t played much or any of it ask me for suggestions from time to time — not as often as I’d like, of course, but, luckily, once in a while. I’ve had a page of recommendations up on my site since 2005. The games on that list remain good ones, but I’m now updating those recommendations to take into account games from recent years. I’m posting the new recommendations here. Note that many of the people who ask me about IF are of a literary bent, as am I, and my suggestions reflect that.

A good introduction to interactive fiction does not have to be easy or simple. A game that you have to restart several times, and that you can only scratch the surface of after a few hours of effort, may show you, by being intricate and compelling, why it’s really worthwhile to try to meet the challenges of IF. It seems most important to me that a piece of IF quickly gives a sense of the powerful, interesting play of simulation and language. Such a game might happen to be hard or easy. On the other hand, some good games rely on a player knowing about IF conventions and even particular earlier games, characters, or puzzles. These often aren’t good places for someone just starting. There are many good commercial games from the 1980s and some from more recent times, but in my main list, I’ve limited myself to games that authors have made available for free download.

Although it’s possible to play some IF on the Web, it’s really best to use an interpreter to run all of this interactive fiction; the interpreter is to IF as the Flash player is to Flash and the Web browser is to the Web. There are good interpreters for Windows (Gargoyle) and Mac OS X (Spatterlight) that run IF in all of the major formats; you can also find interpreters for Linux and for smartphones. There are plenty of things you can read to help you play interactive fiction — one that I’d particularly suggest is Emily Short’s PDF introducing interactive fiction — but if you have the chance to play together with someone who knows the conventions of IF and has played a few games before, that will surely be the best way to get into IF.

These are my suggestions for eager first-time IF players, organized by year of release:

Anchorhead by Michael Gentry, 1998

A sprawling horror based on the mythos of H.P. Lovecraft, with exquisite attention to detail and compelling characters and places.

Bad Machine by Dan Shiovitz, 1999

The surface of this game seems to be a confusion of code, error messages, and a small bit of English, but its strange science fiction world is deeply systematic.

For a Change by Dan Schmidt, 1999

Schmidt’s game programming is better known thanks to Guitar Hero but before he coded that up he was inspired by Ben Marcus’s The Age of Wire and String and wrote this piece of interactive fiction, which features an odd lexicon and curious, magical assemblages.

Varicella by Adam Cadre, 1999

A sort of revenge-play, difficult, complex, and worth several attempts. A strange palace holds intrigues, surprises, an array of excellent characters who wander and plot against the player character, the palace minister.

Shade by Andrew Plotkin, 2000

The most famous “one room game in your apartment.” What seems to be a sleepless night undergoes a disturbing transformation as the character, undertaking ordinary actions, uncovers a different reality.

Slouching towards Bedlam by Daniel Ravipinto and Star C. Foster, 2003

An intricate steampunk piece with that deals with insanity and language and offer several different concluding threads.

Whom the Telling Changed by Aaron Reed, 2005

A reframing and reworking of Gilgamesh, the first known epic, which combines elements of hypertext-like word selection with the usual command-based IF interface.

Bronze by Emily Short, 2006

Reworks the beauty and the beast legend, embedding memories in an architectural space in compelling ways. It has a special “novice mode” and a status-line compass that will aid players in understanding and navigating IF locations.

Lost Pig (And Place Under Ground) by Admiral Jota, 2007

A hilarious underground romp that brings every major type of puzzle together in miniature form. The really wonderful aspect is the orcish, semi-literate narration that is used throughout.

Violet by Jeremy Freese, 2008

A graduate student locks himself in his office to try to make progress on his dissertation. The puzzles, as the player seeks to overcome distraction, are amusing, but the atmosphere and the voice of the character’s absent, imagined girlfriend are extraordinary.

I still like all of the pieces I originally suggested, but, in the interests of bringing in some newer games while making only ten main suggestions, I’m moving these here: Aisle, by Sam Barlow, 1999; Dangerous Curves, by Irene Callaci. 2000; The Edifice, by Lucian Paul Smith, 1999. Savoir-Faire, by Emily Short, 2002. And, in case you feel comfortable obtaining (previously) commercial games from abandonware sites or want to quest for them on eBay, I’ll also mention A Mind Forever Voyaging, by Steven Meretzky, Infocom, 1985; Mindwheel, by Robert Pinsky, Brøderbund/Synapse, 1984; Suspended, by Michael Berlyn, Infocom, 1983; Trinity, by Brian Moriarty, Infocom, 1986; and Wishbringer, by Brian Moriarty, Infocom, 1985. Note that reading or at least looking over the documentation to these commercial games is often very useful, and sometimes essential, in getting started with them.

Does anyone else have other good IF starting points to suggest? Or, does anyone want to report experiences of delight or frustration with one of these ten games?

Purple Blurb – Digital Writing, Fall 2009

Once again, Purple Blurb offers readings and presentations on digital writing by practitioners of digital writing. All events are at MIT in room 14E-310, Mondays at 6pm. All events are free and open to the public. The Purple Blurb series is supported by the Angus N. MacDonald fund and Writing and Humanistic Studies.

Noah Wardrip-Fruin.

September 14 — Noah Wardrip-Fruin is author of Expressive Processing: Digital Fictions, Computer Games, and Software Studies (MIT Press, 2009), co-creator of Screen (among other works of digital writing), and assistant professor in the Department of Computer Science at the University of California, Santa Cruz.

Mary Flanagan.

November 2 — Mary Flanagan is author of Critical Play: Radical Game Design (MIT Press, 2009), creator of [giantJoystick], and author of [theHouse] (among other digital writing works). She is Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth.

D. Fox Harrell.

November 16 — D. Fox Harrell is the creator of the GRIOT system for computational narrative and author of several works in this system, including Loss, Undersea and The Girl
with Skin of Haints and Seraphs.
He is assistant professor of digital media in the School of Literature, Communication, and Culture at the Georgia Institute of Technology.

Marina Bers.

November 30 — Marina Bers is author of Blocks to Robots: Learning with Technology in the Early Childhood Classroom (Teachers College Press, 2007) and creator of the system Zora. She is associate professor in the Department of Child Development and adjunct professor in the Department of Computer Sciences at Tufts University.

Comics Are Great when Your Life Sucks

Comics are written by people whose lives suck, for people whose lives suck. Obviously, that’s not entirely true. Alternative comics do seem to be highly in touch with the lameness of life, though, whether they’re chronicling lynchings in the American South, exploring the emotional suffering of outcasts, or taking us through people’s decisions and indecision.

Since this blog is about digital media sorts of things as well as “other stuff [I] like,” I thought I’d note and briefly comment on a few graphic novels that I’ve read recently, even if nothing here feeds directly into computer conversations.

At Henry Jenkins’s recommendation, I read volume one of Jeremy Love’s Bayou, a comic about a girl whose father is a sharecropper and who faces a series of violent and historically apt horrors. This comic, in color, blends in a dreamworld of fabular elements to interesting effect, although the “truth” side of the story ends up being more terrifying and compelling than the “fiction.” For this reason, I think I enjoyed and learned from Mat Johnson and Warren Pleece’s Incognegro even more. This black-and-white comic tells of a black reporter who can pass as white and who goes to the South to document lynchings. Both comics show the strength of family ties and feature a sheriff who is, compared to the lynch mob, a somewhat good guy. Bayou‘s play with fantasy and folklore is nice, but I think Incognegro does even better, incorporating an incredible plot twist and keeping the action within a historical world.

The most dark, bitter, depressing, and hopeless sequential thing I’ve seen recently was Josh Simmons’s House. Three people meet up and explore a huge dilapidated ruin of a house. Guess what happens. Yep, except it’s even worse than you imagine.

I liked Night Fisher by R. Kikuo Johnson a lot. It’s the story of a high school student in Hawaii, a good student who ends up getting involved with drugs and then with despairing criminals for what seems like no particular reason – there’s not much else to do, though. Miss Lasko-Gross has a more amusing tale of school days in Escape from “Special,” which chronicles a younger student’s educational, social, and religious difficulties.

I really liked Dupuy and Berberian’s Maybe Later, a collaboratively written and drawn journal of the duo’s experiences writing and drawing Mr. Jean comics. I’m now reading some of those comics, translated and collected as Get a Life. Dupuy and Berberian don’t divide up the writing and drawing, but actually collaborate at each stage of the comic-creation process, from conception through to execution, much as I’ve collaborated as a writer with Scott Rettberg (Implementation) and William Gillespie (2002, The Ed Report).

Finally, David Mazzucchello’s Asterios Polyp is brilliant, with incredible writing and art. It’s well worth the price and the effort of carrying the hefty book home. The book’s form recalls that of an architecture book and is perfectly apt for this tale of a architecture professor who is a jerk, flawed, and incomplete – who loses the most important thing in his life, loses everything else, and decides to live, to listen and watch life, and to keep searching.

A Tiny Poetry Generator with Blinkenlights

ppg256-4 on a shelf

[As I wrote on netpoetic.com:] My latest Perl Poetry Generator in 256 Characters, ppg256-4, is my first one created specifically for a gallery setting. Although shown here in my office, it’s now on display at the Axiom Gallery for New and Experimental Media in Boston in the show Pulling Back the Curtain, which runs through September 27.

Since 2007, I have been developing Perl poetry generators that are 256 characters long. These programs constitute the ppg256 series. They are simply 256 characters of Perl code; they use no external data sources, online or local, and they do not make use of any special libraries or invoke any other programs. Here’s the code for ppg256-4:

perl -e 'sub c{$_=pop;$_[rand split]}sub w{c("b br d f fl l m p s tr w").c"ad ag ap at ay ip on ot ow"}{$|=print"\0\0\0\0\0\1Z00\2AA\33 b".c("be de mis re pre ").w." ".c("a on the that")." ".w.w.", ".c("boss bro buddy dogg dude guy man pal vato")."\4";sleep 4;redo}' > /dev/alpha

Note that those 256 characters of Perl include all of the control codes that are needed to drive the sign; the output is just redirected to the sign, a serial device, instead of appearing in the terminal. If you want to run ppg256-4 yourself, you can use this modified version that doesn’t include the control codes — it’s ready for you to copy and paste it into a terminal window:

perl -le 'sub c{$_=pop;$_[rand split]}sub w{c("b br d f fl l m p s tr w").c"ad ag ap at ay ip on ot ow"}{$|=print "\n".c("be de mis re pre ").w." ".c("a on the that")." ".w.w.", ".c("boss bro buddy dogg dude guy man pal vato")."\4";sleep 4;redo} #No LED sign version'

I’ll try to post a longer discussion about ppg256-4 on netpoetic.com and/or on Post Position before too long.

ppg256-4_2

ppg256-4_3

ppg256-4_4

ppg256-4_5

This was posted here on Post Position for the convenience of those of you who subscribe to the feed or visit the site. If you want to leave a comment, please head over to this post on netpoetic.com.