Update: I have posted 360 video of my talk with subtitles. If you rotate it, you don’t have to look at the large brown pillar that is in “front” the whole time. Previously: Here are my slides from “C-Creativity: Cultural Creativity or, Why is there no middle C?,” the talk I just gave in Halifax. There are no text notes, and they don’t represent what I said very closely, but if they remind people who were there of my comments, that’s great. And if they provoke any questions, feel free to get in touch on the blog or by email.
Yes we have Purple Blurb! The first event is in less than a week – sorry for the short notice; I hope you locals can join us. Here are the details:
Monday October 1, 5:30pm in 6-120
Rafael Pérez y Pérez, Fox Harrell, and Nick Montfort
In conversation about narrative generation and MEXICA, GRIOT, and Curveship
Three creators of poetic and imaginative systems speak about computational creativity, narrative generation, and the way systems for this sort of work are culturally generated. Rafael Pérez y Pérez is creator of the plot-focused MEXICA system for the generation of stories and is Profesor/Investigador Titular C in the Departamento de Tecnologías de la Información at the Universidad Autónoma Metropolitana, Unidad Cuajimalpa, México D. F. Fox Harrell is creator of GRIOT and the Alloy algorithm, which generates literary and multimedia texts based on conceptual structures. Harrell is associate professor of digital media at MIT in CMS/WHS, a principal investigator at CSAIL, and head of the Imagination, Computation, and Expression Laboratory. Nick Montfort developed Curveship, an interactive fiction and text generation systems that allows for parametrically controlled narrative variation. Montfort is associate professor of digital media at MIT in CMS/WHS and head of the Trope Tank.
Thursday November 8, 5:30pm in 32-155
“Finer Fruits: Experiment in Life and Play at Walden”
A joint event with the CMS Colloquium
Walden, a game, is an experiment in play being made about an experiment in living. The game simulates Henry David Thoreau’s experiment in living a simplified existence as articulated in his book Walden. It puts Thoreau’s ideas about the essentials of life into a playable form, in which players can take on the role of Thoreau, attending to the “meaner” tasks of life at the Pond – providing themselves with food, fuel, shelter and clothing – while trying not to lose sight of their relationship to nature, where the Thoreau found the true rewards of his experiment, his “finer fruits” of life. The game is a work in progress, and this talk will look closely at the design of the underlying system and the cycles of thought that have gone into developing it. It will also detail the creation of the game world, which is based on close readings of Thoreau’s work, and the projected path forward for the team as we continue our sojourn in experimental in play.
Tracy Fullerton, M.F.A., is an experimental game designer, professor and director of the Game Innovation Lab at the USC School of Cinematic Arts where she holds the Electronic Arts Endowed Chair in Interactive Entertainment. The Game Innovation Lab is a design research center that has produced several influential independent games, including Cloud, flOw, Darfur is Dying, The Misadventures of P.B. Winterbottom, and The Night Journey – a collaboration with media artist Bill Viola. Tracy is also the author of Game Design Workshop: A Playcentric Approach to Creating Innovative Games, a design textbook in use at game programs worldwide.
As always, all events are free and open to the public. The Purple Blurb series is supported by the Angus N. MacDonald fund and Comparative Media Studies / Writing and Humanistic Studies.
Many exciting things here at ICCC-12 (the International Conference on Computational Creativity 2012) in Dublin, but here are those that come from MIT, Writing and Humanistic Studies, and Comparative Media Studies:
I represented my lab, The Trope Tank, by presenting by the position paper “Small-Scale Systems and Computational Creativity” by Nick Montfort and Natalia Fedorova. The Trope Tank has a longer technical report that deals with this topic, written for a more general audience: “TROPE-12-02 – XS, S, M, XL: Creative Text Generators of Different Scales” by Nick Montfort.
One of the demos here, “Exploring Everyday Creative Responses to Social Discrimination with the Mimesis System,” by D. Fox Harrell, Chong-U Lim, Sonny Sidhu, Jia Zhang, Ayse Gursoy and Christine Yu, is the work of Harrell’s ICE (Imagination, Computation, and Expression) Lab at MIT. Harrell presented this demo yesterday, showing the current state of the iPhone game Mimesis, developed as part of the Advanced Identity Representation project.
The Trope Tank has just issued a new technical report:
Creative Material Computing in a Laboratory Context
Nick Montfort and Natalia Fedorova
Principles for organizing a laboratory with material computing resources are articulated. This laboratory, the Trope Tank, is a facility for teaching, research, and creative collaboration and offers hardware (in working condition and set up for use) from the 1970s, 1980s, and 1990s, including videogame systems, home computers, an arcade cabinet, and a workstation. Other resources include controllers, peripherals, manuals, books, and software on physical media. In reorganizing the space, we considered its primary purpose as a laboratory (rather than as a library or studio), organized materials by platform and intended use, and provided additional cues and textual information about the historical contexts of the available systems.
Just a quick note that ICCC-11, The Second International Conference on Computational Creativty, is going very well here in Mexico City. We’ve had five sessions of brief presentations followed by lengthy discussions among the panelists and members of the audience. The research into computational creativity that is represented here includes work on theory and on creativity in many of the arts. We’re looking forward to this afternoon’s keynote speech by George E. Lewis.
By the way, for those who couldn’t make it here and for those who did, the complete ICCC-11 proceedings are online.
As the call for papers for ACM Creativity and Cognition explains, we’re only two weeks away from the deadline. Papers, artworks, and proposals for tutorials and workshops are all welcome!
The 2011 International Conference on Computational Creativity will be held in Mexico City April 27-29. We now have information on the keynote address by Prof. George E. Lewis, “Improvising With Creative Machines: Reflections on Human-Machine Interaction.” And, there’s a list of accepted papers and demos. I’m looking forward to seeing those of you who are presenting at the end of April in Mexico City. And if any others with an interest in the field can make it to the gathering and be part of the discussion, attend the presentations, and learn about systems through demos, please do!