Creating Adventure in Style and The Marble Index in Curveship

The blog edition of my presentation at the Electronic Literature Organization’s ELO_AI Conference, Brown University, 5 June 2010

The process of writing and programming the first two full-scale interactive fiction pieces in the new system I have been developing, Curveship, has been a part of my poetic practice that I have found interesting and has also been a useful activity from several perspectives. Here I focus on the project Adventure in Style. I will also mention The Marble Index, a project that contrasts with Adventure in Style in an important way. These two pieces, still in progress, are initial explorations of the potential of Curveship and of the automation of narrative variation. My hope has been that these two games will serve as provocative interactive experiences, whether or not those who interact with them are interested in Curveship as a research project or as a development system. Of course, it will be very useful if they also serve as demonstrations of how Curveship works. I have, additionally, used these two projects to help me determine what additional development is critical before I release Curveship.

While Curveship has functioned as a research system for several years and has been previously discussed from the standpoints of computer science, artificial intelligence, and narrative theory, this is my first attempt to discuss the specific pieces of interactive fiction that were conceived as aesthetic projects, rather than primarily for research or demonstration purposes.

Curveship

The system used to implement these pieces, Curveship, is an interactive fiction development system that provides a computational model of a physical world, as do existing state-of-the-art systems such as Inform and TADS. Curveship does something significant that other systems do not: It allows author/programmers to write programs that manipulate the telling of the story (the way actions are represented and items are described) as easily as the state of this simulated world can now be changed. It has been straightforward to simulate a character and to have that character move around and change the state of the world. In addition to this, Curveship provides for control over the narrator, who can speak as if present at the events or as if looking back on them; who can tell events out of order, creating flashbacks or narrating what happens by category; and who can focalize any character to relate the story from the perspective of that character’s knowledge and perceptions.

Curveship is a Python framework which will run on any computer that runs Python; I intend to release it under a free software license when it the core aspects of it are complete, well-tested, and well-documented. Rather than repeat what is already online about the system, I’ll just mention here that information about Curveship is available in several papers and in my 2007 dissertation. The best place to begin reading about the system is my blog, Post Position, where papers and my dissertation are linked. My blog posts use the same (simplified) terminology as does the code; these terms (such as “spin” to refer to the specification for narrating) are the current, official ones. Some of my earlier publications, although they represent many aspects of Curveship well, use out-of-date terms.

The Marble Index

The Marble Index simulates the experiences of a woman who, strangely disjointed in time and reality, finds herself visiting ordinary moments in the late twentieth century; the narration accentuates this character’s disorientation and contributes to the literary effect of incidents. So far, only a few sketches of parts of The Marble Index have been done. In The Marble Index, the narrative style is controlled by the interactive fiction program. I am not very far along on this project, but I mention it because I anticipate that, just as the interactive fiction programs takes care of simulating the world in current IF, the program will usually take care of modifying the narrative style in a less direct way. The Marble Index will probably be more representative of how the narrating will be controlled in a “typical” Curveship piece.

Adventure in Style

Adventure in Style is in part a port of the first interactive fiction, the 1976 Adventure by Will Crowther and Don Woods – one which adds parametric variations in style that are inspired by Raymond Queneau’s Exercises in Style (Exercises de style, 1947). For several years, I have been beginning my presentations about Curveship by showing that the goal of the project is to combine Adventure and Exercises in Style, because the two pieces show what is essential and compelling about interactive fiction (simulating a storyworld with a text interface) and about narrative variation. Now, in working on a creative project which is supposed to be effective as a stand-alone piece, not only as a demo, I am trying to combine these two much more literally.

In Adventure in Style, the player can rather directly control the narrative style by commanding the player character to manipulate an in-game object. The critical object here is the lamp, which the adventurer almost always needs to be holding in the cave. A special case, in which the player chooses to use the standard style throughout an entire traversal, gives the player an experience much like that of running the original Adventure program. The fictional work of Adventure in Style is almost complete, with the cave laid out as in Adventure and many of the treasures and other objects implemented. Although the fiction file has not been fully tested, the map of and most of the puzzles in Adventure are in place. Several of the possible variations in style, but not all the ones that are planned, have been implemented as well.

Several of my interests flow together, and then underground, in Adventure in Style. It is a port, and during my investigation of the Atari VCS (Atari 2600) with Ian Bogost as we worked on Racing the Beam, I found that ports are fascinating because they involve thinking about the essential aspects of a game and how they can be expressed in different ways across different platforms. When played in the standard narrative mode, one can see that Adventure in Style, in reimplementing a previous game, aspires to the unoriginality of Kenneth Goldsmith’s practice of uncreative writing, in which a writer simply transcribes or retypes text, such as a year’s worth of radio weather reports or a particular issue of The New York Times. Since narrative variation, the only aspect of the project that doesn’t come from Adventure, comes from Exercises in Style, Adventure in Style is thoroughly uncreative: neither the original game nor the concept of variation sprang from my fictive forehead. Nevertheless, or perhaps because I have avoided trying to make any real contribution of my own, I find that these two great tastes taste great together. They serve as a way to understand the computer’s power to control the telling of a story and to model an underlying story world.

Grue Street

I took Adventure in Style to the first meeting of Grue Street, an interactive fiction writers’ group that I started in Cambridge, Massachusetts as an offshoot of the local IF organization, The People’s Republic of Interactive Fiction. (In the tradition of Infocom’s The New Zork Times, we named the group to riff on a local writing center, “Grub Street.” Hopefully this organization won’t follow the lead of the Grey Lady and threaten us with a lawsuit.) Grue Street got off to a good start with six games and seven authors – one game was a collaboration. We required each attendee to bring something playable to the meeting, a “situation” of some sort:

“Situation” can mean something like a puzzle, task, or conversation, which may take place in one room (or scene) or in several. The term is meant to be pretty open; it’s mainly to encourage authors to have more than just an empty setting (with nothing to do in it) or a lone character or collection of objects (with no reason to interact). You don’t need to have your whole game completed or even sketched out to participate.

The writers interacted with each piece as a group. On the one hand, this left each of us with only one transcript of play to study, but, on the other, it gave authors the opportunity to hear players thinking out loud and talking with each other.

I didn’t come away from the meeting with any ideas for major revisions to Adventure in Style, but the group’s reaction did help me think about frame the game, creating a useful welcome message, and choosing a good variation to introduce initially. It also made me realize that it will be hard for some people to see the project as anything more than a demo of Curveship.

Three Goals

My work on Curveship has been directed toward three major goals:

  1. To advance and support research in natural language generation, narratology, computational creativity, and related fields.
  2. To create a functional IF development system that allows authors to create games for players.
  3. To enable new, compelling literary and aesthetic experiences.

“Shimmer,” advertised during the first season of Saturday Night Live, was a substance designed to be both a floor wax and a dessert topping. To update this for the 21st century, we might image a substance that is a floor wax, a dessert topping, and a hand sanitizer. While the three goals of Curveship do work together in certain ways, in other ways they make the research, development, and creative project seem a bit like “Shimmer Plus.”

An IF development system needs a reliable way for players to download games and probably for them to play games online, and, among other things, it needs a start-of-the-art parser. These are useful for goal 3 but unnecessary for goal 1. Generally, goal 1 and goal 3 involve pushing the envelope in some ways that are similar and some ways that are different, while goal 2 requires stability, documentation, and ease of use.

There are projects that have taken on two major and distinct goals at once. Façade by Michael Mateas and Andrew Stern was an attempt to create a highly distributable, playable, and enjoyable experience that also advanced the state of the art of interactive drama. It was not itself a platform or development system, however. Graham Nelson’s co-development of Inform and Curses involved creating a literary work and the now-dominant IF development system, but Inform (which has since been developed in very intriguing new directions) was not initially focused on expanding the possibilities of IF. Daniel Howe’s RiTa and Ben Fry and Casey Reas’s Processing have been developed first and foremost as general platforms, but have contributed along other lines. Nevertheless, projects that strive toward all three of these goals are rare.

I will be re-opening activity on Curveship this summer and would be glad to hear from people interested in using the system, as this will help me focus my efforts and create a release that works for the community interested in the system’s capabilities.

ELO_AI at Brown Wraps Up

The Electronic Literature Organization‘s conference at Brown University has new concluded – the workshops, performances, screenings, exhibits, and sessions all went very well, as did the coffee breaks and other times for informal conversation. Many thanks to the organizer of ELO_AI (Archive & Innovate), John Cayley!

The conference was a celebration of and for Robert Coover, co-founder of the Electronic Literature Organization and major American novelist, whose teaching and promotion of electronic literature has been essential to the field. Robert Coover was toasted and at least lightly roasted, heard papers presented on his work, and did a reading of the “recently renovated Hypertext Hotel” – a famous early project by students which did indeed turn out to have some recent renovations.

ELO_AI began on Thursday with an array of workshops by Damon Loren Baker, John Cayley, Jeremy Douglass, Daniel Howe, and Deena Larsen. Deena Larsen was later part of a great roundtable on archiving with Will Hansen, Marjorie Luesebrink, and Stephanie Strickland; the group discussed Duke University’s work with Stephanie Strickland’s papers (and digital works), the Deena Larsen Collection at the University of Maryland, and the efforts that the ELO made in the Preservation, Archiving, and Dissemination project. On the first day of the conference, Mark Marino organized a great panel with four undergraduate presenters. And, there was an opening reception at the Westminster Street gallery where an excellent show of digital literary work has been put together. While there was an array of work (in the screenings, performances, gallery, and sessions) from people who were presenting at an ELO conference for the first time, I was also glad to see many of the people who were instrumental in creating and publishing literary work on the computer more than a decade ago.

Without trying to enumerate every session of the conference, I’ll mention the Sunday 10am plenary to try to get across how wide-ranging the presentations and presenters were. In this session, George Landow, author of the famous Hypertext: The Convergence of Contemporary Critical Theory and Technology (1992), told the tragicomical tale of hypertext’s use in education at Brown. Angela Chang and Peggy Chi described two interactive projects for very young readers, projects that used my Curveship system and the Open Mind Common Sense project from Henry Lieberman’s MIT Media Lab group. Lawrence Giffin used the not-very-democratic framework of the salon to consider the important avant-garde site Ubuweb. And finally, Paola Pizzichini and Mauro Carassai looked into the Italian edition of Michael Joyce’s Afternoon and its almost total absence from Italian libraries. Certainly, some sessions were more focused – very focused in the case of the one on William Poundstone’s digital writing work; at least with a theme of process intensity, in the case of the session were I presented my work on Adventure in Style. But we had a genuinely diverse group of presenters, and sessions like this one on Sunday revealed this, while also showing that we do have cross-cutting interests and that we can have valuable conversations.

A special area if interest for me, interactive fiction, was represented by Aaron Reed, who did a reading of his Blue Lacuna in which he deftly showed both interactive sessions and the underlying Inform 7 code while a volunteer interactor spoke commands. Aaron Reed also gave a paper on that large-scale piece, explaining his concept of interface and his work on developing a non-player character who ranged across different spaces without being a simple opponent or companion character. In the same performance session and paper session, I got to see and learn more about Fox Harrell’s Living Liberia Fabric, a piece produced in affiliation with the Truth and Reconciliation Commission (TRC) of Liberia, incorporating video testimony, and employing Fox Harrell’s GRIOT system for poetic conceptual blending.

We welcomed new ELO board members and officers. Joining the ELO board are Fox Harrell, Caroly Guertin, and Jason Nelson. Dene Grigar took office as vice president, and Joe Tabbi completed his term as president, handing that role over to me.

During the sessions, we heard critical perspectives on many particular electronic literature work and some on the ELO itself, which will help us think about the challenges the Organization faces and how we can better serve readers and writers beyond American universities. The ELO has had ten years of growth and learning by now, and while there will be more of each to do, our four main projects are now well enough established that all of them are past 1.0:

  • The Electronic Literature Collection, the second volume of which has been edited and produced by an independent editorial collective and will be published soon.
  • The Electronic Literature Directory, which in its new manifestation offers community-written descriptions as well as metadata.
  • Our conference – this most recent one at Brown was our fourth international gathering.
  • Our site and our online communications, which offer information about the ELO and an introduction to electronic literature.

I’m glad to be starting my service as president of the ELO at a time when the organization has just had a very successful conference and has these other effective projects rolling. Thanks to Joe Tabbi and other past presidents and directors of the Organization for bringing us to this point – and, again, to John Cayley for bringing us all together at Brown.

Now that the Living Outnumber the Dead

Monday 10 May 2010, 10:43 pm   /////  

Dance lessons not enough? Missing that special something? You lack soul? Feel, at times, like something that happened might remind you of a past life … if you only had one?

There’s a remedy: Hop on over to the Chicago Soul Exchange.

Another attack — NOT

Friday 23 April 2010, 2:40 pm   /////  
An analyst assesses Alphabetical Africa and another authorial account about antithesis and absence.
Luis Bury does not pull punches in reviewing Doug Nufer’s Negativeland and Walter Abish’s Alphabetical Africa in ebr.

Free / Writing / Game Gatherings

This weekend, I’m attending LibrePlanet, the Free Software Foundation’s conference and hackfest here in Cambridge. I don’t have anything to present or hack upon at this one, but I’ll be listening and learning more about free software and software freedom.

On Tuesday, I head to Grand Forks, ND for the University of North Dakota Writers Conference: Mind the Gap – Print, New Media, Art. The featured authors and artists this year are:

  • Art Spiegelman
  • Frank X. Walker
  • Nick Montfort
  • Cecelia Condit
  • Saul Williams
  • Mark Amerika
  • Stuart Moulthrop
  • Deena Larsen
  • Zeitgeist
  • Kanser with More Than Lights

I’ll return on Friday and head straight to the Penny Arcade Expo East (PAX East) in Boston, where the confluence of about 60,000 gamers is expected. At 9:30pm on Friday is the world premiere of Jason Scott’s interactive fiction documentary Get Lamp. Afterwards is a panel with:

  • Dave Lebling (Zork, Starcross, The Lurking Horror)
  • Steve Meretzky (Planetfall, Hitchhiker’s, A Mind Forever Voyaging)
  • Nick Montfort (included in this august group for writing a book about this stuff)
  • Brian Moriarty (Wishbringer, Trinity, Beyond Zork)
  • Andrew Plotkin (Spider and Web, Shade, Dual Transform)
  • Don Woods (co-author with Will Crowther of the canonical first IF, Adventure)

And then, on Monday, March 29, at 5:30pm in MIT’s room 14E-310, I’ll host a reading in the Purple Blurb series. Emily Short (author of many award-winning interactive fiction pieces, including the recent Alabaster) and Jeremy Freese (winner of last year’s IF Comp for his Violet) will present and read from their work.

I hope to see some of you here in the Boston/Cambridge area or, perhaps, in Grand Forks!

DAC09 Proceedings Now Online

Proceedings of the Digital Arts and Culture Conference, 2009 are now online. The conference was a great success; DAC continued to lead the way in the culturally engaged study of digital art and media. Many thanks go to Simon Penny, who was director of the conference, and others at UIC: Ward Smith, Liz Losh, and Sean Voisen. The theme leaders for this conference put together very strong series of papers that were both focused and relevant. I hope those of you who didn’t make it to Irvine will visit the proceedings and see a bit of what happened at the latest instance of this extraordinarily rich series of gatherings, where the study of video games, digital art, digital literature, performance, and the cultural aspects of online and computing experience have been explored so well over the years.

Two Novels

Thursday 31 December 2009, 11:09 pm   ////  

This year I read, years after their publication in English, two truly awesome novels.

The Great Fire of LondonThe Great Fire of London: A Story with Interpolations and Bifurcations, by Jacques Roubaud (trans. Dominic Di Bernardi) is an incredible project. The interesting formal structure contributed less to the profound effect of the book than I had expected, perhaps because so much else is accomplished in so many other ways. Roubaud describes writing as destructive of memory, not in the sense that Plato’s Thales sees writing as leading to an atrophy of one’s capability to remember. Rather, writing about something we remember is an act that burns away our memory, leaving us only the text and the memory of writing. The project of the book was occasioned by a dream in which Roubaud realized that he had to write a novel called The Great Fire of London. He waited seventeen years, turning over the memory of this dream, before beginning to write this book, which, among other things, describes his inability to write that novel; states the author’s preferences for walking over running and his conception of himself as a walker and swimmer; describes some of his life with and his dealing with the death of his wife, Alix; and affirms that one can write in order to live. The book is transfixing, and unlike anything I have read up to the point. Roubaud, since he completed this book (it was published in 1989), has gone on to write five more volumes. The second of these is now available in English as The Loop.

The Savage Detectives The Savage Detectives, by Roberto Bolaño (trans. Natasha Wimmer) is quite different: about literary dynamics on a country-wide scale and beyond, and more about social interactions than memory, individual loss, and identity. The book traces the lives of some poets associated with the fictional literary movement “visceral realism.” The fairly short first and last sections of the book are narrated (and purportedly written, as diary entries) by an often surprised, often pedantic, often very sexually occupied poet, García Madero. The middle section provides a kaleidoscope of perspectives on literary and ordinary moments in life throughout the world, in an amazing change ringing of voices. The breadth of the book is incredible, as are the different experiences and viewpoints it offers:

Luis Sebastián Rosado, Mexico City DF, July 1976: The question burst from me as if of its own accord: have you slept with María? His reply (my god, what a sad, beautiful profile Luscious Skin had) was devastating. He said: I’ve slept with every poet in Mexico. Amadeo Salvatierra, Mexico City DF, January 1976: And then one of them opened the bottle and poured forth some of the nectar of the gods into our respective glasses, the same ones we’d been drinking before, which some consider a sign of slovenliness and others the ultimate refinement, since when the glass is, shall we say, glazed with mezcal, the tequila is more at ease, like a naked woman in a fur coat. Barbara Patterson, San Diego, California, October 1982: Then we would be quiet with the TV on, each of us absorbed in our own scrambled eggs, our pieces of lettuce, our tomato slices, and I would think what life lessons are you talking about, you poor bastard, you poor jerk, what poor lessons did you ever learn, you pathetic leech, you pathetic loser, you fucking asshole, if it weren’t for me you’d be sleeping under a bridge. But I didn’t say anything, I just looked at him, and that was all.

The final part reveals what happened immediately after the first, in which some characters flee north into the desert of Sonora. It is even more horrible that I had imagined, and is a suitable finish for a book that, as its title declares, is about scrutinizing the worst that the world has to offer.

E-lit “Network” Podcasts

Saturday 12 December 2009, 2:59 am   //////  

Scott Rettberg’s very verbosely named workshop The Network as a Space and Medium for Collaborative Interdisciplinary Art Practice Conference, which took place in Bergen, Norway this November 8-10, was recorded, and the recordings of the panels are now up as a series of podcasts. It was a great gathering, and I’m glad this documentation of the event is available.

The Deena Larsen Collection Opens

Wednesday 2 December 2009, 5:34 pm   /////////  

The Maryland Institute for Technology in the Humanities (MITH) has just announced a site showcasing the Deena Larsen Collection, which Deena gave to MITH in 2007. Early on, Deena wrote two Eastgate-published pieces, Marble Springs and Samplers, but these are only two of dozens of pieces she has developed individually and in collaboration over the years. In addition to creating e-lit for decades, she has amassed published and unpublished material from a wide range of e-lit authors along with many computers and print materials. MITH has also announced that they are now

opening the collection to scholars on a limited basis. Researchers interested in visiting Maryland to work with the Larsen materials on site should write to us at mith@umd.edu.

IF Author, Novelist Alan DeNiro

Friday 20 November 2009, 11:14 pm   //////  

That’s an interview with Alan DeNiro now up at Grinding to Valhalla. DeNiro is author of the just-published Total Oblivion, More or Less, in which Minnesota, and then the rest of the US, is invaded by ancient European tribes. DeNiro also wrote and programmed one of the most unusual interactive fiction pieces of recent vintage, Deadline Enchanter. Or perhaps the word is “bizarre.” The game seems to not completely work, in a few different senses of “work,” but I was intrigued with it and found it to be oddly compelling, a refreshing experiment. Hopefully novel-readers will receive a similar wake-up slap from Total Oblivion, and, hopefully DeNiro won’t abandon interactive fiction now that he’s made it to print.

Bergen Apothegma, Part 2

Tuesday 10 November 2009, 8:06 pm   ///////////  

Actually I haven’t had the energy to keep mining each of the presentations at The Network as a Space and Medium for Collaborative Interdisciplinary Art Practice, but they were rich in provocation and new ideas, and now I have to post something to follow “part 1.” The workshop went very well; particularly good were two long evenings of electronic literature, digital poetry, and readable digital art that were done by individuals but showcased collaboration. These two readings stood out because so much of the workshop time (which usually would have gone to very full days of panels) was dedicated to the presentation of creative work, and because the variety and quality of work was stellar.

You can check the twitsphere to see what was twot about the workshop.

A big thanks to Scott Rettberg for putting on this event and for inviting us Americans to join this international discussion.

Bergen Apothegma, Part 1

Monday 9 November 2009, 9:14 am   //////////  

I’m at a fine gathering, The Network as a Space and Medium for Collaborative Interdisciplinary Art Practice. This is a workshop Scott Rettberg organized here in Bergen, Norway. Here’s a tiny glimpse of it.

First, Daniel Apollon has very deftly provided us with a video of last night’s electronic literature readings / presentations by nine readers: Jörg Piringer. Roderick Coover, J. R. Carpenter, John Cayley, Renée Turner, Serge Bouchardon, Chris Funkhouser, Talan Memmott, and Michelle Teran. It was remarkable for being an extremely long e-lit reading that was also very compelling throughout and offered a wide range of work, never lagging at any point during the three hours. The video is just over 11 minutes.

Regarding the panel presentations today so far, I have no summary – see the abstracts for that. Instead, a handful of analects, transcribed ineptly:

“If there were going to be a great novel or a great poem in new media by now, we’d have it. There are major works in digital media, but they aren’t continuations of the novel or the poem.” -Joseph Tabbi

“That’s the real promise of peer-to-peer review – you can follow the debates that make claims and that become knowledge.” -Eric Dean Rasmussen

“… calculation being a material process … authors, who work on the technical dimension and on the medium, may allow a new aesthetic to emerge.” -Serge Bouchardon

“For a long time I advocated that we have two classes of electronic literature – Class A which represents that work which is truly programmatic, and the other which is traditional writing. Increasingly, I don’t see this distinction as important.” -Raine Koskimaa

“I don’t actually mind cookie cutters – I make a lot of cookies, and I use proprietary cookie cutters.” -Jill Walker Rettberg [Jill's slides and a preprint of her related paper are online.]

“Already the manifesto is the exquisite corpse.” -Renée Turner (regarding discussion on the NetBehavior list)

[Please let me know if I've seriously misquoted you, fellow workshop attendees.]

ELO_AI: Archive & Innovate

Sunday 1 November 2009, 12:55 pm   /////////  

The Electronic Literature Organization‘s Fourth International Conference & Program of Digitally Mediated Literary Art

June 3-6, 2010 Brown University Providence, Rhode Island, USA Organized by the ELO and Writing Digital Media  at the Brown University Literary Arts Program dedicated to Robert Coover

The Electronic Literature Organization and Brown University’s Literary Arts Program invite submissions to the Electronic Literature Organization 2010 Conference to be held from June 3-6, 2008 in Providence, Rhode Island, USA.

  • electronic literature
  • writing digital media
  • language-driven digital poesis
  • literal art

We welcome papers and presentations on a broad range of topics. The conference will focus on the theory, criticism, close-reading, practice and archiving of language-driven digital art and poetics. Our gathering will also embrace all the related cultural practices that continue to be addressed by scholars and artists in our growing field:

  • expressive processing
  • computational art
  • artificial cognition and intelligence
  • aesthetic gaming
  • information art
  • codework
  • digitally mediated performance
  • network & media art & activism

In addition we will give a special welcome to papers that engage with the contribution that Robert Coover has made to our field. A festschrift comprised of papers from the conference is proposed and Professor Coover will be our chief featured eWriter. (Other featured speakers to be announced shortly.)

In conjunction with the three-day conference, there will be a juried Program of Language-Driven Digital Art, concentrating on but not confined to installation works. We plan to show the selected work in gallery spaces close to the conference venue in downtown Providence over a two week period. Subject to funding restrictions, selected artists will be awarded bursaries to assist with attending the conference. Submission guidelines will be posted on the conference website by mid November.

Deadline for Submissions: December 15, 2009 Notification of Acceptance: January 25, 2010

PLEASE NOTE: Deadline for full papers will be May 1, 2010 to allow for reflection and exchange on the papers prior to the conference and to get head-start in the publication process.

The basic cost of the conference is $150; graduate students and non-affiliated artists pay only $100.

Conference registration covers access to all events, the reception, some meals, and shuttle transportation.

All conference attendees are also expected to join the ELO before the conference and this can be done at registration.

We are planning to implement online submission and registration. Before submitting, please consult the conference website at …

http://ai.eliterature.org

… where these facilities will be available and where you will find much more information about both the content and the form of the conference and arts program.

After consulting the website, for further queries and all email correspondence contact:

elo dot ai at eliterature dot org

The above address should be used for all conference business. It will checked by myself and also those colleagues and students who will be assisting me with the conference organization. But I appreciate that you may sometimes also want to get in touch with the conference organizer:

John Cayley, Literary Arts Program Box 1923, Brown University 68 1/2 Brown Street Providence, RI 02912, USA office: +1 401 863 3966, John underscore Cayley at brown dot edu

The Conference is currently sponsored and supported by The Electronic Literature Organization, Brown University Literary Arts Program, Brown University Creative Arts Council, Brown University Library, and the RISD D+M Program.

Any organization or individual in receipt of this call who would like to sponsor and support this major international conference, please get in touch. External sponsors are being sought and will be appropriately acknowledged.

&Now in Buffalo

Wednesday 21 October 2009, 1:40 pm   //////  

I’m not up to a writeup of the recent &Now: A Conference of Innovative Writing and the Literary Arts, a festival/conference (“festerence,” as someone noted) which just shuffled through Buffalo. But while you are waiting for the deadpan article in Harper’s about the event, these should be worth about 3000 words.

Babyfucker

Tuesday 20 October 2009, 8:36 pm   /////  
Babyfucker, Urs Allemann, trans. Peter Smith, biligual edition, Les Figues Press, 2010

Babyfucker, Urs Allemann, trans. Peter Smith, biligual edition, Les Figues Press, 2010

“… mirrors and copulation are abominable because they increase the number of men.” —Borges

Babyfucker is far more disturbing than the title suggests. The book, written by a Swiss author, spawned a controversy in Germany in 1991. It begins unabashedly with the sentence “I fuck babies,” which the narrator declares to be his sentence. It is the reader’s sentence, too. However, there are no detailed representations of infant pedophilia. There is terse, detached description of an impossible garret, filled with baskets of babies, supplied with a spigot and drain for morphine-laced milk; trepidation at humanity and new life; a man who sees himself in the mirror as a baby — then as made up, limb by limb, of babies. If there are specific sexual visions here, they must belong mainly to the reader, not the text. Among other unsettling things, the volume (which is yellow and pink, tiny, and cute) shows the reader’s involvement in literary atrocities, in any violation committed by shared imagination.

This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.
(c) 2010 Post Position | Barecity theme