It Is Almost That: A Collection of Image+Text Work by Women Artists & Writers

Radical Books of 2011, 2/10

It Is Almost That: A Collection of Image+Text Work by Women Artists & Writers, Lisa Pearson, Siglio Press, 9780979956263

The writing here ranges from conceptual and all-text (as in Fiona Banner’s The Nam, composed of impassively typed descriptions of everything that happens in six famous Vietnam War films) to the highly visual (as in Suzanne Treister’s transformation of daily newspaper headlines into alchemical diagrams). One of Hannah Weiner’s journals in excerpted in manuscript; another selection is of small pages with brief, seemingly quotidian image-and-phrase pairings: from Docking Competitions by Erica van Horn & Laurie Clark. Some selections are entire works; others are excerpted well. A particularly nice selection is from the early computer poem A House of Dust by Alison Knowles and James Tenney, which shows the material nature of late-1960s computer output along with the formal possibilities the computer holds for recombining language. The twenty-six selections cover considerable visual, verbal, and conceptual terrain and produce excellent combinations of word and image that provoke and compel.

Moby-Dick in Pictures: One Drawing for Every Page

Radical Books of 2011, 1/10

Moby-Dick in Pictures: One Drawing for Every Page, Matt Kish, Tin House Books, 9781935639138

Combining his lack of formal artistic training, found paper from a used book store, and a 552-page paperback edition of Melville’s classic, Matt Kish – with the charm of an outsider artist but without the institutionalization or insanity – produces an utterly compelling visual journey through Ishmael’s adventures. There are striking colors and textures, odd forms – sometimes cranial, sometimes robotic. Unrolled image-by-image on Kish’s blog, the book-based drawings now make for a whale of a book; the original art is also, now, for sale (or sold). Unlike Tom Philips’s A Humament, the project doesn’t occlude text with image, rewriting a novel. Yet it is a forceful engagement with the page, with particular quotations, and with a encyclopedic story of obsession. The drawings are spare, powerful, and varied, in a flat illustrative style that doesn’t explain but does document one lengthy encounter with Moby-Dick.

Your Conference Can Have Women!

I recently had the chance to revisit the Gendered Conference Campaign, which is not new (it’s more than two years old) but is (unfortunately) still relevant. Without fixing blame on conference organizers, this page lists several “all-male” academic conferences (those where all the invited speakers are men) and offers useful, concrete suggestions for including women in your own conference.

I’ve gone to quite a variety of conferences and symposia, in writing, literary studies, game studies, digital media, and several flavors of computing. The gender balance has varied widely, from “looks like America” in some humanities conferences to “sausage fest” in some computing conferences. I’m pretty sure I’ve been to at least one small conference that was truly all-male – not just with all male invited speakers, but where everyone was male – and I’ve certainly been to a five-person symposium where all the participants were all men. Well, I bemoan it, and I point to those useful suggestions for allowing more women to participate. These are most useful to read before conference planning even begins, so if you are thinking of planning an event at some point in the future, give them a read.

More from New River

The journal New River has a new issue, very nicely designed and with a diverse selection of work. Editors Brianna P. Stout and Christopher Linforth have five different sorts of collaborative works, by Andy Campbell and Lynda Williams; Chris Funkhouser and Amy Hufnagel; Nick Montfort and Natalia Fedorova (who translated my “Concrete Perl,” “The Two,” and “Through the Park” into Russian); Jason Nelson and several Virginia Tech collaborators; and Alan Bigelow with those readers who respond. Here’s the link to my three poems, which are short computational works that operate on the level of the letter, word or phrase, and sentence.

HypeDyn Hypertext Authoring System Released

Here’s an announcement about a new, free hypertext authoring system from my collaborator Alex Mitchell:

> We are pleased to announce the first public release of the HypeDyn
> hypertext fiction authoring tool: http://www.partechgroup.org/hypedyn
>
> HypeDyn is a procedural hypertext fiction authoring tool for non-programmers
> who want to create text-based interactive stories that adapt to reader
> choice. HypeDyn is free to download and open source, and runs on Linux,
> MacOS and Windows. You can download HypeDyn from
> http://www.partechgroup.org/hypedyn/download.html
>
> HypeDyn was written in Kawa Scheme, http://www.gnu.org/software/kawa/
>
> As part of our ongoing research, we are interested in how people use
> HypeDyn. Please let us know at hypedyn@partechgroup.org if you are using
> HypeDyn and would like to tell us about your experiences, in particular if
> you have made any changes to the code.
>
> We are also interested in having authors take part in a more detailed study.
> If you are interested in helping with this study, please read the details at
> http://www.partechgroup.org/hypedyn/study.html
>
> Note that downloading/using HypeDyn does not require participation in the study.

Samantha Gorman at MIT in Purple Blurb

In the Boston area? Please join us today for the last Purple Blurb event of the semester:

Penumbra: Rich Media & Gestural Text

Samantha Gorman

Creator of Penumbra, Books of Kells, Canticle

Instructor in Performance Studies & Digital Literature, RISD
M.F.A. Brown University

Monday, December 5, 5:30 pm

MIT’s 6-120

Samantha Gorman is a writer and media artist who composes for the intersection of text, dance, performance, and digital culture. She holds an MFA and BA in Literary Arts from Brown University, where she studied poetry and writing for digital media. Penumbra, a hybrid art/literature app for the iPad created with Danny Cannizzaro, challenges the notion of a static “ebook” by carefully integrating short film, rich animation, illustration and fiction.

Sponsored by the Angus N. MacDonald Fund

As always, this Purple Blurb event is free and open to the public.

Emergency! Please Help!

I really hope this gets to you in time! During a trip to Brookline,
Massachusetts I was robbed — robbed of all poetic impulse. All of the
brilliance of language was stolen from me. My poetic license was taken as
well. I need your help encountering English once again.

I know the unusual diction of this note, the unusual nature of this
request, the fact that I am using more than one exclamation point per
email, and the fact that it is being sent to everyone in my address book
must make it seem like my account was hacked, but I assure you, that’s
not the case!

I’ve made contact with my library but the best they could do was to send
me a poem the mail which will take 3-5 working days to arrive here. I need
you to lend me some words to sort my self out of this predicament.

It would be a great help if you’d just quickly reply (you can use that
“comment” mechanism, below) with a single memorable phrase, or some sort
of short litany or list, or the current contents of your copy and paste
buffer, or a Google search result, or a paragraph, joke, riddle, or even
haiku.

I’ll pay you back as soon as I can!

Thanks,

-Nick

Brian Moriarty to Speak at MIT

In the Boston area? Please join us for a talk by

 

Brian Moriarty

Creator of Wishbringer, Trinity, Loom, and other interactive fiction and graphic adventure titles

and professor of practice, Worcester Polytechnic Institute

“Beyond Zork: Games & Interactive Fiction”

Monday, November 28, 5:30 pm

MIT’s room 6-120

 

Brian Moriarty built his first computer in the fifth grade. He began
publishing games in the early 1980s and in 1984 joined legendary text
adventure company Infocom, where he authored three award-winning interactive fiction titles, Wishbringer (1985), Trinity (1986) and Beyond Zork (1987). His first graphic adventure game, Loom, was published in 1990 by Lucasfilm Games to wide critical acclaim.

Sponsored by the Angus N. MacDonald Fund

As always, this Purple Blurb event is free and open to the public.

“Electrifying Literature” Deadline

An exhortation for those creating or researching electronic literature to please submit to Electrifying Literature: Affordances and Constraints, the 2012 Electronic Literature Organization conference. The gathering will take place June 20-23, 2012 in Morgantown, West Virginia. A juried Media Arts Gallery Exhibit will be held from Wednesday, June 13 through Saturday, June 23, 2012 at The Monongalia Arts Center. Registration costs have been kept down to make it easier for writers and artists who don’t have institutional travel support to be part of the event.

The deadline for abstracts & proposals is November 30, by the way.

Chicago Colloquium Notes

I went to the Chicago Colloquium on Digital Humanities & Computer Science this weekend (Sunday and today), and gave the keynote that opened this event. I spoke about Platform Studies, describing how the difference between Pong and Hunt the Wumpus could be better understood by considering that these games were made of different stuff — different material computing systems. Then, I brought in the five-level model of digital media studies that I introduced in Game Studies in my article “Combat in Context” back in 2006. I spoke about the existing and forthcoming titles in the Platform Studies book series by MIT Press: Racing the Beam (Montfort & Bogost, 2009); the book on the Wii, Codename: Revolution by Steven E. Jones and George K. Thiruvathukal; and The Future was Here by Jimmy Maher, covering the Amiga. I also spoke about 10 PRINT CHR$(205.5+RND(1)); GOTO 10, a book engaging with platforms that I, and nine co-authors, are completing. Finally, I concluded by offering 16 questions about the digital humanities, in a lecture moment that was inspired by a particular 20th century American composer.

A few of my favorite aspects of the colloquium:

– Talking with Steven E. Jones and George K. Thiruvathukal, colloquium organizers and Platform Studies authors, among other platform-interested authors.

– Meeting Perry Collins, a new program officer for the NEH Office of Digital Humanities. This was Perry’s first trip outside the Washington, D.C. metro area, and she immediately (first talk of the colloquium) got to do something all of her colleagues at the ODH — Brett Bobley, Jason Rhody, Jennifer Serventi — have already done: listen to me complain about the prevailing, overly traditional, overly narrow model of the digital humanities that doesn’t embrace contemporary work and the expressive, creative power of computational media. There are some things to enjoy about being a gadfly, but I do wonder if I’ve now become a hazing ritual at the National Endowment for the Humanities.

– Getting to talk more with Kurt Fendt and two CMS students working for his group, HyperStudio, about their current projects. Although I can walk over to their space without going outside, of course I have to travel to Chicago to really learn about what they’re up to, and to hear discussion of it supported by an immense poster — it’s the nature of things.

– Suggesting to Quinn Dombrowski of DHCommons that that site have some facilities for allowing potential collaborators to meet at conferences, and to know about who was at conference together, and then discussing this with her over Twitter and email while she was sitting six feet away from me.

I had many other good conversations, saw several intriguing presentations, and even saw some nice automated text collage, but those are the most amusing highlights, at least.

The Sounds of Little C

A group of sonic and code explorers has been discovering excellent super-short C programs that, piped to an 8-bit audio device, generate music. Here’s the first video and a second video with sounds and code.

Here’s the code for one example, “Lost in Space,” from video #2:


main(t){
for(t=0;;t++)putchar(
((t*(t>>8|t>>9)&46&t>>8))^(t&t>>13|t<<6)
);}

If you are also a righteous Ubuntu user, you can paste that into a file (let’s call it “lost_in_space.c”) and compile it with:

% gcc lost_in_space.c -o lost_in_space

Then, pipe it (or pretend to pipe it, using padsp, since recent versions of Ubuntu don’t have /dev/dsp) to your audio device using:

% ./lost_in_space | padsp tee /dev/dsp > /dev/null

Thanks to Andrew Stern for tipping me off about this one.

Mass Effect 3 Unlocks Gayness

In the Mass Effect series, you get all the intensity of a first-person shooter combined with a sprawling space-opera plot arc. And, the games have another aspect as well: As pan-galactic dating sims.

In the first two games, your customizable human, Commander Shepherd, who is the same paragon or renegade badass whether he’s black or white, male or female, can get it on with select characters. However, even though this is the way-far future sort of world in which there’s no problem with romance between beings from different planets, she or he can basically have only heterosexual relationships.

(Okay, she, if your Shepherd is female, can hook up with an alien character who looks quite a bit like a female human. But it’s made clear that your xenophilia isn’t, stricly speaking, homosexual, it’s just a pheremone thing with this hot alien who is not really a chick anyway.)

In May, the news broke that Mass Effect 3, still forthcoming, will support gay. So, everyone should stop teabagging their opponents in Halo 3 for a moment and celebrate this newfound progressive inclusiveness, right?

Well … the thing is, Mass Effect is a series. (Or franchise, really, with spin-offs … but let’s keep things simple.) The two main games released so far are strongly linked, with great effort made to connect the first to the second game – via importation of a character or play-through of an interactive comic. In the new game, Shepherd is definitely supposed to be the same guy (or butch woman, if you picked that option) that he or she was in Mass Effect and Mass Effect 2.

Which means that if Mass Effect 3 is the first game to support homosexuality … and players choose to take this option … it could suggest that the stress of saving the living universe has somehow turned Shepherd gay.

Unless, I suppose, Shepherd really was before, and you simply have turn somewhere else, other than your XBox or PS3, to read about it.

Unconference/Hackday on Digital Writing

Normally I only mention events that I’m attending or organizing, but I want to announce this Boston-area event even though I’ll be in Chicago and won’t be able to attend.

It’s called Dangerous Readings, and is sponsored by Eastgate Systems. Check out the page to see how you can participate.