I’ve participated in three conferences on digital and literary and poetic topics recently – and haven’t participated, unfortunately, in a barbecue.
The Critical Code Studies (CCS) Working Group 2012 is an online discussion – or, I suppose, several discussions – that started on January 30 and runs until February 20. It’s organized by Jeremy Douglass and Mark C. Marino.
At In Media Res, a project of MediaCommons, I was part of the digital literature discussion last week. This was organized by Eric LeMay.
And in meatspace (to be precise, at Brown University), I took part in Interrupt 2, a sort of semi-un-conference with performances from JODI, Vanessa Place, and my collaborator Stephanie Strickland. This one was put on by John “CPU” Cayley and many students.
“Fire in the Library” is an article in the new Technology Review about digital archivist, documentary filmmaker, and cat impersonator Jason Scott.
“The Curse of Cow Clicker” is an article in the new Wired about game developer, ontologist, and cowpocalyptic force Ian Bogost.
Enjoy your holiday season with these fine profiles.
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.
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
> 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 email@example.com 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
> Note that downloading/using HypeDyn does not require participation in the study.
Call for Proposals…
June 20-23, 2012
Conference Planning Committee
– Sandy Baldwin, West Virginia University (Chair)
– Philippe Bootz, University of Paris 8
– Dene Grigar, Washington State University Vancouver
– Margie Luesebrink, Irvine Valley College
– Mark Marino, University of Southern California
– Stuart Moulthrop, University of Wisconsin, Milwaukee
– Joseph Tabbi, University of Illinois, Chicago
We invite titles and proposals of no more than 500 words, including a brief description of the content and format of the presentation, and contact information for the presenter(s). Send proposals to elit2012 [at] gmail.com, using plain text format in the email, or attached as Word or PDF. All proposals will receive peer-to-peer review by the ELO and will be considered on their own terms. Non-traditional and traditional formats will be subject to the same peer-to-peer review process.
Submission deadline for proposals: November 30, 2011
Notification of acceptance: December 30, 2011
Electronic Literature: Where is It?*
The 2012 Electronic Literature Organization Conference will be held June 20-23, 2012 in Morgantown, WV, the site of West Virginia University. In conjunction with the three-day conference, there will be a juried Media Arts Show open to the public at the Monongalia Arts Center in Morgantown and running from June 18-30, 2012. An accompanying online exhibit will bring works from the ELO Conference to a wider audience.
Even if nobody could define print literature, everyone knew where to look for it – in libraries and bookshops, at readings, in class, or on the Masterpiece channel. We have not yet created, however, a consensus about where to find electronic literature, or (for that matter) the location of the literary in an emerging digital aesthetic.
Though we do have, in digital media, works that identify themselves as “locative,” we don’t really know where to look for e-lit, how it should be tagged and distributed, and whether or how it should be taught. Is born digital writing likely to reside, for example, in conventional literature programs? in Rhetoric? Comp? Creative Writing? Can new media literature be remediated? How should its conditions of creation be described? Do those descriptions become our primary texts when the works themselves become unavailable through technological obsolescence?
To forward our thinking about the institutional and technological location of current literary writing, The Electronic Literature Organization and West Virginia University’s Center for Literary Computing invite submissions to the ELO 2012 Conference to be held from June 20-23, 2012, in Morgantown, West Virginia.
Bearing in mind the changing locations of new media literature and literary cultures, the conference organizers welcome unconventional presentations, whether in print or digital media. The point is not to reject the conventional conference ‘paper’ or bullet point presentation but to encourage thoughtful exploration and justification of any format employed. All elements of literary description and presentation are up for reconsideration. The modest mechanisms of course descriptions, syllabus construction, genre identification, and the composition of author bios, could well offer maps toward the location of the literary in digital media. So can an annotated bibliography of works falling under a given genre or within a certain technological context. We welcome surveys of the use of tags and keywords, and how these can be recognized (or not) by readers, libraries, or other necessary nodes in an emerging literary network Also of interest is the current proliferation of directories of electronic literature in multiple media, languages, and geographical locations.
The cost of the conference is $150; graduate students and non-affiliated artists pay only $100. The cost covers receptions, meals, and other conference events. All participants must be members of the Electronic Literature Organization. All events are within walking distance of the conference hotels. Morgantown is a classic college town, located in the scenic hills of north central West Virginia, about 70 miles south of Pittsburgh, PA. Local hotel and travel information will be available on the conference website starting October 1, 2011.
*Note: this title derives from an essay by ELO Board Member Dene Grigar in electronic book review, where selected conference presentations will be published within a few months of the conference.
It seems the gorge goes ever ever on. The code from “Taroko Gorge” and the form it defines have been appropriated a few times. Here are five poetry generators that use the code from that project and replace my text with different, and often much more extensive, language:
“Toy Garbage” by Talan Memmott, 2011.
I’ve made some hopefully superficial changes to the non-blog part of my website, nickm.com. Please let me know if you notice that I broke anything.
Thanks to Carlos León, there is now a Spanish version, “Los Dos,” of my simple but (I think) provocative story generator “The Two.” The system was previously translated into French as “Les Deux” by Serge Bouchardon.
The reader who takes the time to try to actually understand the output and resolve the pronouns in it will see that often this task is complicated by ambiguity in gender, although syntax and power relations also work to suggest certain ways that pronouns can be resolved. The need to leave the gender of the characters indeterminate in the first line posed particular problems, and slightly different problems, for the French and Spanish translators, who each found a solution.
I’m here in Buffalo for the E-Poetry Festival at UB. Last night I got to present work downtown at the Sqeuaky Wheel, a media arts center that has been helping artists produce video, film, and digital work since 1985.
With my collaborator Stephanie Strickland, I presented “Sea and Spar Between,” our recent poetry generator which offers an unusual interface to about 225 trillion stanzas arranged in a lattice.
The full program for the evening included Alan Bigelow’s presentation of his “This Is Not a Poem,” which allows you to become a “treejay” and modify Joyce Kilmer’s “Trees”; a presentation of the voice-acted, distributed disaster narrative L.A. Flood project by Mark Marino; and a tribute to Millie Niss presented by her mother and collaborator, Martha Deed. These were followed by a very nice set of motion pictures, including, for instance, Ottar Ormstad’s “When,” featuring hulks of cars, the lowercase letter y, and the color yellow.
It was great to present with Stephanie in this context. Thanks particularly to Sandy Baldwin for introducing us and to Tammy McGovern at the Squeaky Wheel for hosting us.
In 2001, Beehive was the first Web publication to print a creative digital media piece of mine, “The Girl and the Wolf.” I had written this story back in 1997 in Janet Murray’s Interactive Narrative class at MIT. (These days, I teach this class here at MIT.) It was strongly inspired by the readings of folk tales we had done in Henry Jenkins’s Children’s Literature class. “The Girl and the Wolf” is a very early creative piece of mine, but I remain pleased with the systematic concept and with what I wrote. It’s a simple arrangement of nine versions of a story, allowing the levels of sex and violence to be increased independently. With some contemporary references and a few other turns of phrase, I introduced only a few deviations from well-known folkloric versions of the Little Red Riding Hood story.
Ruber Eaglenest has now translated this “variable tale” into Spanish as “La Muchacha y el Lobo.”
Eaglenest describes himself as a “wannabe” game programmer, but has participated in the Spanish IF community in many ways using the name El Clérigo Urbatain. In addition to writing many reviews and articles and doing several interviews, he has written and collaborated on several pieces of interactive fiction: Por la necedad humana, Astral, Aventurero en el Sega Park, El extraño caso de Randolph Dwight, and an episode of El museo de consciencias. He has also adapted several interactive fiction games and translated several to Spanish – most recently, Graham Nelson’s Relics of Tolti-Aph.
Eaglenest has also provided a lengthy and very useful post about the Little Red Riding Hood story and “The Girl and the Wolf” on his blog (in Spanish).
As if polishing a statue of our glorious leader, the Web secretariat of the People’s Republic of Interactive Fiction has hoisted a fine new website. It has everything the old site had, but shiner and more expandable – which is important for a Cambridge-based group with a destiny that is manifest, a group that continues to share IF with the Boston area and the world.
Please do note that PR-IF will be at PAX-East 2011 with a suite and a conference room. All events are open to the public and do not require a PAX-East badge. I’ll hope to see some of you there.
This and That Thought, a Turbulence commission, is a robot riot. (Turn on your sound before beginning!) The new issue of Culture Machine grapples with e-lit and the digital humanities and looks to be made of win. And there’s the happy occasion of a new issue of Game Studies, focused on game reward systems.
Learning from YouTube by Alexandra Juhasz is an open access MIT Press “video-book” published on Vectors. It’s made of “texteos” (with YouTube-like videos at the core) and is hilarious and incisive. I suggest you vread it right away.
It’s tough to write about the ideas that didn’t work out. Sometimes the negative results actually aren’t very interesting, and it’s better not to discuss them. In other cases, it’s impolite to point out other people’s roles – to blame them – and impossible to discuss the failure otherwise. But when a failure is not too big of a deal, possibly instructive to bring up, and as least as much my fault as anyone else’s, that rare opportunity to post about it presents itself.
In 2005, those of us blogging at Grand Text Auto had the idea of starting a “label.” We wanted something that would riff on our blog’s name and serve to showcase larger-scale projects that we did. The idea was that our creative projects would benefit from being associated with each other, just as our blog writing was more lively and had wider reach thanks to the shared context of Grand Text Auto.
After going through our usual best practices process of name development – perhaps, based on experiences like these, I’ll one day start a naming firm – we chose to call the label [auto mata]. With the square brackets and everything, if you want to really give a shout-out, although “Auto Mata” could work if that’s what fits your house style.
I offered to design the logotype. Now, I’m much less likely to start a career in graphic design, and certainly couldn’t drive that auto very far if I did, but I do like to indulge my dilettantish design interests when the opportunity presents itself. This is what I came up with:
Admittedly, it doesn’t exactly slap one in the face.
I don’t think my understated logo was the real problem with [auto mata], though. First Michael Mateas and Andrew Stern’s Façade (July 2005) and then my own Book and Volume (November 2005) were released “under” (perhaps “with” is a better preposition) this label. And that was it. No other “extraordinary e-lit, digital art, and computer games” appeared as [auto mata] releases, which was one big problem. A list of two things isn’t doing that much helpful association or offering people very much to browse. I think if we had kept adding a piece to the [auto mata] catalog every few months, we’d have accumulated a very interesting collection that people would be looking at. We might even encourage the crossing of boundaries between (the stereotypes of) literary work, visual art, and computer games that Grand Text Auto was all about. But we weren’t all regularly doing larger-scale projects that were downloadable. [auto mata] couldn’t really, in any straightforward way, “release” an immense, functional Atari VCS joystick.
Another problem, though, is that [auto mata] was just a list on a Web page. We didn’t build much buzz around [auto mata] itself, or work to promote the label per se as opposed to the two pieces that were released under it. Perhaps this work would have done itself to some extent as our list of publications grew and our offerings drew in people from different communities. But, unfortunately, the work wasn’t done.
Michael, Andrew, and I often mentioned [auto mata] in promoting our pieces. The site is still up. But now it’s 2011, and it’s worth noting that both Façade and Book and Volume have been published again in the fine context of the Electronic Literature Collection, volume 2. Although some “previous publication” information is included for each piece in the Collection, Michael, Andrew, and I all neglected to tell the editors that these two pieces are [auto mata] releases, so that information (provided within the pieces) doesn’t appear on the introduction pages where other bibliographic information is available.
Ah, well. I don’t regret the discussion that led to our developing [auto mata]; nor do I regret the not particularly onerous efforts that we took to get this label launched. In a different situation, such a label might have served not just to catalog work, but as an incentive or rallying point for the Grand Text Auto bloggers in creating work that could be proudly presented alongside other pieces. Perhaps a similar label could still do that for a different group of people.