Eden

Sunday 29 August 2010, 8:41 pm   ///////  
The Secret History of Science Fiction, edited by James Ptrick Kelly & John Kessel, Tachyon Publications, 2010

Eden, by Pablo Holmberg, Drawn & Quarterly, 2010

Yes, these comics sometimes veer into the extremely sappy, but they’re metafictional and wonderfully fabular throughout. Eden collects more than 100 simple four-panel strips featuring a diminutive, somewhat rabbit-like king, or at least, someone who wears a crown, in a magical land. An extremely insightful naïvite, of the sort that one hears in the occasional oracular pronunciation of a child, comes through at times. But these comics do not overlook death or other serious subjects. Holmberg, who writes and draws in Buenos Aires, has Eden and more available on his website, in Spanish. Odd that to learn about a Web comic, I had to go into my local comic store and buying a book, but it goes to show that book-based institutions have more than a retail function. And, it seems unlikely that Holmberg’s work would have appeared in translation without a publisher such as Drawn & Quarterly. Through such everyday efforts, we sometimes find the extraordinary.

Font’s Unusual Creative Kinetics

Thursday 26 August 2010, 9:54 pm   /////  

Two recent hit songs on the Web are the tribute “Fuck Me, Ray Bradbury” by Rachel Bloom and the non-tribute “Fuck You” by Cee-Lo. Perhaps after me and you – us, them, him, her, and it will be next?

The typographical treatment of “Fuck You” in the video is much more straightforward than in the well-linked “Say What Again” video by Jarratt Moody, which sets dialogue from Pulp Fiction to animated type. The words and letters in “Say What Again” aren’t demanding to be read as insistently, and they’re doing so much that it’s a joy to see them in motion. When there’s not as much happening, getting presented visually with the same words that are being sung to me seems a bit like having someone slap me repeatedly while saying “Slap! Slap! Slap!”

Of course, type can be used with music to do other things besides writing out the lyrics. An even simpler typographical treatment can be seen in Flash pieces by Young-Hae Chang, including the excellent “Dakota.” In those, though, the text doesn’t repeat something in the audio channel, it proceeds at a rapid pace but is legible to the attentive viewer, and it all makes for compelling reading and listening. By the way, in case you think I’m wandering off topic, the first word of “Dakota” is “fucking.”

I wonder if a straightforward animated type video, a sort of blank slate, tends to encourage remixing and the creation of new videos? In any case, Cee-Lo’s song has already been mashed up with other videos. You can see what the last scene in Dirty Dancing is like when set to that tune, for instance.

Oh, and let’s not forget Ray Bradbury. This purports to be a picture of the famous writer watching Rachel Bloom’s video.

Finally, Your 50 Character Reward!

Saturday 21 August 2010, 12:15 am   ///////  

After I presented poetry generators ppg256-1 through ppg256-5 at Banff in February, I shouted out, more or less spontaneously, “50 character reward to whoever gives us the best explanation of what ppg256 is!” Why did I say that? Childhood trauma, possibly, but the more immediate reason, as I mentioned earlier, is that the last of these, ppg256-5, is based on a section of Tristan Tzara’s February 1921 Dada Manifesto, one which ends with the phrase “50 francs reward to the person who finds the best way to explain DADA to us.”

I got some great answers, including “It does a lot with a little” (Chris Funkhouser) and “ppg combines atoms of language” (John Cayley). But at this point I’ll skip right to the one from Travis Kirton, who did the following without having any previous experience programming in Perl:

perl -le '@a=split/,/,"illmn,imgn,ltr,mut,pxl,popl,strlz,pnctu,typfc,poetc,glmr,idl,ion,cptl,cpsl,cvl,atom,pltc,txtul,erotc,rvl";sub f{pop if rand>.5}sub w{$a[rand@a]}{print f("de").f("over").w."izes ".w."ation".f("s")."\n".(" "x45)."IS WHAT ppg DOES!";sleep 5;redo}'

The program is a modification of ppg256-5, one that answers the questions that ppg256-5 generates. That’s not only clever; it showcases the expressive power of small programs and the many, if not arbitrary, uses to which a language generator can be put. This certainly earns the reward. Travis, here’s an base64-encoded version of a 32-byte DOS intro, matisse, by orbitaldecay. When you run it after decoding it with a base64 decoder, it should look like this. The base64-encoded string, you will notice, is exactly 50 characters in length:

sBPNEMUPHgeLFwmXQAEJVwFL4vSsQKq5ZQDkYEh16cM=

Okay, I lied. It’s only 44 characters long. Please accept base64 as the remaining part of the prize.

Now, I think Mark Markino’s explanation of ppg256, which I wrote about yesterday, is also great and will suffice. It’s a wide-ranging and deep study of the series of generators, similar programs I’ve discussed, and some relevant contexts of techneculture. I can’t really decide which of these explanations is best, as they both work excellently for what they are. So I am going to offer Mark Marino a 50-character generator, too. Mark, here is an ASCII encoding of a set of tools that, used properly, will allow you to draw any image:

())___RED___))_> ())__GREEN__))_> ())___BLUE__))_>

Enjoy!

Code is Beauty, Beauty Code

Friday 20 August 2010, 12:07 am   //////////  

Beautiful CodeIn recent years, I’ve written a series of 1k (that is, exactly 1024 character) reviews on here. This ruse has helped me compose succinct (and possibly useful) notes about many things that I wouldn’t have otherwise written about. But some things that are worth reviewing, such as a documentary about interactive fiction, are really better treated in a bit more depth. Given my interest in the aesthetics of code, and in code that produces aesthetic output, a book entitled Beautiful Code: Leading Programmers Explain How They Think is certainly one of those things.

Beautiful Code is an edited collection of 33 articles by a well-known publisher of technical books. The articles deal with how programmers solved a variety of problems, some of them very general computational problems, others quite specific to particular systems and applications. Several of the authors discuss their own code. The book is part of the Theory in Practice series with Beautiful Data, Beautiful Architecture, and Beautiful Security.

Beautiful Code: Leading Programmers Explain How They Think. Edited By Andy Oram & Greg Wilson. O’Reilly Media, 2007.

Beautiful Code is a success in several ways. It widens the conversation about code and the innovative development of it beyond particular programming languages, which have often been silos for such discussion has taken place in the past. At least, book-length discussion of programming – in textbooks, in introductory and reference books, and in “tips and tricks” books – has often been language-specific. While encompassing many systems and code in many languages, the book doesn’t take the position that the programming language can be abstracted away, that knowing about data structures, algorithms and an arbitrary programming language allows on to say all that can be said about how to program.

The first article is a particularly excellent one. In it, Brian Kernighan discusses 30 lines of regular expression matching C code which Rob Pike wrote as an example in an hour or two. This concise article deals with how to solve the core of the regular expression problem elegantly and correctly, but it also touches on many other important aspects of code and programming. By suggesting a series of modifications, Kernighan shows that code is an element of future programs rather than simply a fixed solution. Kernighan mentions how the code takes advantage of C pointers and suggests converting it to Java to see how the result would be slower and would require a lengthier program. If you can only read one essay in Beautiful Code, be glad that the editors have placed this one in the front, allowing you to retrieve it in a constant-time operation.

I was also interested in how several of the essays dealt with the need to consider hardware specifics, something one might expect pure, beautiful code to avoid touching. There’s some hint of this specter in chapter 7, which discusses how Jon Bently’s official, “proven” algorithm for binary search has a bug when it’s implemented on most real systems. When the code finds a midpoint within the array by computing (low + high) / 2, the sum of low and high can, in very extreme cases, exceed the maximum integer value, giving a negative (and obviously wrong) result. Later chapters deal with more productive connections between hardware and code. In chapter 10, Henry S. Warren, Jr. delves into the amazing intricacies involved in efficiently computing the population count or sideways sum: the number of bits in a word, or an array of words, that are 1. The current best way of doing this for an array involves using a special circuit called a carry-save adder. Chapter 14, “How Elegant Code Evolves with Hardware: The Case of Gaussian Elimination,” explores the relationship of leading matrix algorithms to changing hardware architectures.

Several other articles interested me; I suspect that programming language researchers, professional programmers, and others will find that a good number of the selections are worthwhile.

But despite the title and some compelling discussion inside, this is really isn’t a book about “beautiful code.” There is almost nothing in it about beauty or what that concept means when applied to code. “Aesthetics” isn’t in the index. When beauty is mentioned, it seems obligatory and stands for whatever the author of a particular chapter values. This, for instance, by Travis E. Oliphant:

“Iterators are a beautiful abstraction because they save valuable programmer attention in the implementation of a complicated algorithm.” (p. 318)

Could one say anything similar about paintings? Sunsets? Or even something that has an important functional aspect, like a building? “Frank Ghery’s Stata Center is a beautiful building because the layout of its hallways saves valuable programmer time.” That doesn’t sound quite right, does it? There are more reasonable-sounding, if not very elaborated, statements about code and beauty in the book, but some of those seem to express a very narrow perspective. For instance, Adam Kolawa writes:

“In sum, I believe that beautiful code must be short, explicit, frugal, and written with consideration for reality.” (p. 266)

Michael Mateas and I have written about obfuscated code, a topic that isn’t mentioned at all in this book. While obfuscated programs are usually short, they are also the opposite of explicit, gratuitous rather than frugal, and written without any concern for “realities” like re-use, practicality, and legibility. An obfuscated program isn’t good programming practice – that’s part of the point. For reasons that Michael and I have written about, we consider the best examples of obfuscated code to be beautiful, and I suspect we’re not the only ones. They simply display a different kind of beauty, an aesthetic of complexity and extravagance that shows us things about programming and about the language in which the obfuscated code is written – things that technical essays don’t reveal. You may share this aesthetic and be willing to consider obfuscated code beautiful, if, for instance, you saw beauty in the exorbitant Ok Go video “This Too Shall Pass.”

A final disappointment: There are no articles on the creative, artistic use of code, on programming projects that are meant to create beautiful output – no music, poetry, story, or terrain generators, lightsynths, demos, intros, or Processing sketches. Certainly a book about beautiful code, even if it is targeted at the professional programmer, would benefit from investigating a program or two of this sort?

This isn’t to say that valuing conciseness and clarity is a bad idea, or that having a book about utilitarian programming practice, particularly a wide-ranging one with many interesting articles of great technical depth, is a problem. It just means that much work remains to be done on matters of beauty and code. Perhaps we’ll soon see a book that brings together the diversity and depth of technical discussion that’s displayed here with consideration of the nature of beauty, of what it means for code to be beautiful, and of how the workings, conception, code expression, and wider contexts of a program are all involved in its beauty.

New Journal Primes You for ppg256

Thursday 19 August 2010, 10:26 am   /////////  

Emerging Langauge Practices is a new journal based at SUNY Buffalo (poetic hotbed and host of the next E-Poetry) and founded by Loss Pequeño Glazier, Sarah JM Kolberg, and A. J. Patrick Liszkiewicz. Issue one is a real accomplishment.

There are eye-catching creative projects by mIEKAL aND & Liaizon Wakest and by Lawrence Upton and John Levack Drever. There are also pieces by Young-Hae Chang Heavy Industries and Molleindustria. (We can only hope for further industrialization of this sort and more of these compelling productions in future issues.) The issue also includes a piece by Abraham Parangi, Giselle Beiguelman’s mobile tagging, Sandy Baldwin’s plaintive piece “** PLEASE REPLY MY BELOVED **,” and Jorge Luis Antonio’s wide-ranging article on digital poetry.

The item that particularly caught my eye, though, was this article by Mark Marino: “The ppg256 Perl Primer: The Poetry of Techneculture.” Marino is an officer of the Electronic Literature Organization with me and a current collaborator of mine, although he completed this article before joining me on our current project. The discussion he developed for the first issue of ELP is really in-depth. Marino not only considers the workings and connotations of my ppg256 series of poetry generators, and considers related code and literary traditions from Perl Golf to the Oulipo – he also considers other programs that interest me and that I’ve discussed publicly in various contexts, sometimes with collaborators. And, he connects the coding traditions relevant to ppg256 to technical practices in boy culture and (via needlework) girl culture.

In one section near the beginning of the article, Mark relates a line of BASIC that I posted on his Critical Code Studies forum and notes (partly in jest, I think) the following:

I cannot include the full discussion here (over 5000 words) because as Montfort told me over the phone (in jest, I think), he is planning a book-length anthology of readings about the program.

Well, that’s more or less the project Mark and I, along with several others, are now embarked upon. However, we’re writing this book in a single voice rather than collecting articles about the program. More on that before too long; for now, go and enjoy the new Emerging Language Practices.

Videos on Storytelling

Thursday 5 August 2010, 4:46 pm   //////////  

Kurt Reinhard of the Zurich University of Applied Sciences and Arts has posted a 10-part video series about storytelling in our networked, digital age. The first part (“Change of Storytelling”) includes comments by:

  • Ian Condry (MIT)
  • Joshua Green (UCSB)
  • Dean Jansen (Participatory Culture Foundation)
  • Henry Jenkins (USC)
  • Joe Lambert (Center for Digital Storytelling)
  • Nick Montfort (MIT)
  • Clay Shirky (NYU)

I also appear in part 7 (“Risks of Social Media”) and part 10 (“Bits and Pieces”). Besides the august company listed above, you can see that the videos get to some of the critical issues in storytelling today: fans attired as stormtroopers and “Charlie Bit My Finger – Again!”

The Secret History of Science Fiction

Wednesday 4 August 2010, 7:00 pm   /////  
The Secret History of Science Fiction, edited by James Ptrick Kelly & John Kessel, Tachyon Publications, 2010

The Secret History of Science Fiction, edited by James Ptrick Kelly & John Kessel, Tachyon Publications, 2010

This book seeks to prove that science fiction cannot really be distinguished from mainstream literature, arguing this in the introduction and in quotes before each story. Whether it prevails or not, it offers stories by some of the usual suspects (powerful ones by Ursula K. LeGuin and Connie Willis) some liminal figures (Johnathan Letham, who presents a prison made of criminals) and others – e.g., Don DeLillo, in whose story two men orbit Earth during World War III. (In a beautiful scene, they begin saying whatever they feel like as they calibrate the lethal system to their voiceprints.) There are non-human primates: T. C. Boyle’s tale of a man whose primatologist wife leaves him and George Saunders’s “93990,” a deft critique of science. Carter Scholz’s “The Nine Billion Names of God” has its own take on that author Pierre Menard, created by Borges. (Was he a science fiction author?) Even the weakest stories in here are well-written and worthwhile; most go far beyond that, making for a truly great collection.

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.

The Future of Newspapers

Saturday 12 June 2010, 2:16 pm   ///  

If you want to know about the future of newspapers, you might look at the ones that are thriving rather than the ones that are struggling or collapsing. I learned recently that there is at least one fairly new, very successful newspaper company – Metro International. With a price point of zero for their tabloids, they offer advertising-rich layouts and tiny stories that (for clarity’s sake) don’t jump to other pages. It’s the newspaper equivalent of that gag on Suck.com where Terry drew a Web page full of advertising that had a tiny “content banner.” (Wish I could find it … but at least Suck.com is still online, for those who want to look.) Having recently read about this newsprint wunderkind, I picked up this weekend’s issue to see what they actually write Metro stories about…

My friend’s cat.

Wheel Make You Texts

Tuesday 8 June 2010, 5:40 pm   /////////  

Just posted at ebr (Electronic Book Review) is Whitney Anne Trettien’s article “Computers, Cut-ups, and Combinatory Volvelles.” (We already love computers and cut-ups, but be aware that volvelles are extremely cool.) Some illustrations are still to come, but the article’s text and references are now up … I believe in link early, link often.

The article is born of Trettien’s born-digital MIT Comparative Media Studies thesis “Computers, Cut-ups and Combinatory Volvelles: An Archaeology of Text-Generating Mechanisms,” a two-or-more-dimensional arrangement of reconfigurable texts. Like a conservative child reacting against his liberal parents, the ebr article is linear, but that should offer an helpful complement to the machinations of the thesis. The article reels back to long before the 20th century avant-garde to find recombinatory text machines and perspectives on reading that are relevant to the digital age. I highly recommend the ebr piece to those working with ergodic texts and operating today’s textual computer machines. It will hopefully serve as a nice gateway drug, too, interesting more readers in Trettien’s combinatory thesis.

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.

“Experimental Writing”

Wednesday 12 May 2010, 11:08 pm   /////  

We concluded the Spring 2010 21W.750 (Experimental Writing) today by composing a definition of the class’s title phrase, based on what we learned during our studies this semester.

EXPERIMENTAL WRITING (vbl. n., c. 1872) 1. The elephant is tiring. X-raying with yttrium, the pact seems tame, empty. Of yore, a raisin says “nope” to an igloo. 2. The octopus, magnificent, eats a tiger and an elephant. (a) Turn no oblog torpor. Revel! (b) An acrobatic cat, loyal, limp, is politicized. 3. What Twitter rhetoric: lame, incredible, empty. Tomatoes, made sarcastic, ignite both earrings. 4. A notorious sarcophogus, glorious static.

(This is an analytic definition using content words beginning with particular letters, including the letters in “experimental writing,” that were provided by students in the class.)

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.

IF Contests Everywhere

Monday 3 May 2010, 7:51 pm   ///////  

Hello from the People’s Republic of Interactive Fiction.

The TWIF Comp, a contest for interactive fiction with code of 140 characters or less, recently wrapped up. (We’re playing some of the games at the PR-IF meeting today.) Although it certainly had its in-joke aspects, the competition did bear amusing fruit, and it’s only one example of several recent competitions beyond the traditional big annual IF Comp. Given my interest in tiny literary systems, I certainly gave some thought to entering this one. However, I’ve pledged to spend all of my IF-writing time working on or in Curveship, and 140-character programs in the system weren’t at the top of my to-do list.

Before the TWIF Comp, there was the Jay Is Games interactive fiction competition, and after it there is the Second Annual MetaFilter Interactive Fiction Contest, which just started on Saturday. Those who read German will be delighted to know, if they don’t already, that the Grand Prix 2010 has just concluded. There’s also going to be an interactive fiction competition (for 30-minute-playtime games) at the Massachusetts demoparty @party. (Information will be posted on the site soon.) And Introcomp is gearing up: Interested parties should indicate their intention to enter by the end of the month. In case you’re new to online competitions, comps, or “compos” as they are sometimes called, these are not furious masculinist agons; they are mainly excuses for people to complete games and have them played by a bunch of people.

At the very least, you IF-interested parties should take a look at the games being proffered in recent contests – or, see if you want your IF to be part of one of these occasions.

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.

The Garden of Grand Forks: UND Writers Conference

I recently went from presenting at the prestigious and vibrant University of North Dakota Writers Conference to being on a panel at the massive Penny Arcade Expo in Boston.

First things first: The former was “Mind the Gap: Print, New Media, Art,” the 41st UND Writers Conference. Last year at UND the presenters included Charles Baxter and Chuck Klosterman; the year before, Russel Banks, my colleague Junot Díaz, Alice Fulton, and Salman Rushdie.

To provide some perspective, back in 1978 the lineup at this conference was John Ashbery, Amiri Baraka, William Burroughs, Ring Lardner, Tillie Olsen, and Eudora Welty.

This year I heard Art Spiegelman in conversation about his comic and New Yorker cover art, Frank X. Walker on his poems giving voice to the journey of York (who accompanied Lewis and Clark on their expedition as Clark’s slave), Cecelia Condit on her video art, and three of my fellow electronic literature writers, with their diverse approaches: Mark Amerika, Deena Larsen, and Stuart Moulthrop. I had to leave before I could hear slam poet Saul Williams, but I’m grateful for what I was able to experience of the conference. And I’m grateful that I was able to be on two panels, select a reel of music videos for the associated film festival, speak to a computer science class, and present several collaborative and individual projects to a sizable audience in the main room of UND’s student union:

  • Ad Verbum, my interactive fiction piece from 2000, inspired by the constrained writing of the Oulipo. Thanks again to the young interactor who volunteered to try collecting items in and escaping from the Sloppy Salon.
  • 2002: A Palindrome Story, by Nick Montfort and William Gillespie. I showed the Reifier interface and read from the very beginning and end.
  • Implementation by Nick Montfort and Scott Rettberg. I explained the project and read eight texts (stickers, mailing labels) from it.
  • Currency, by Roderick Coover (video) and Nick Montfort (text). I showed “Filip a Guinea: The Elephant and Castle.”
  • Taroko Gorge, the poetry generator I wrote in Taiwan.
  • My ongoing series of tiny perl poetry generators, ppg256.

The people in Grand Forks, ND were polite (I was told I shouldn’t be surprised about this) but also surprisingly receptive. It was certainly a different sort of crowd than I met at Banff, with many people from the community and even driving in from surrounding areas. I think they saw some of the pleasure in writing under constraint, some of the benefits of writing collaboratively, and some of the potential of computation, which I tried to show could be turned to literary ends.

Although I got to converse with Stuart and Deena on and off our panels, I came in too late for one of their readings and had to leave before I could hear the other one. I did get to hear Mark Amerika take us from his early writing in The Kafka Chronicles up through his Web work and recent moving image project, all of which are fresh and impressive. His video work is certainly impelled ahead by the work of Chris Marker, whose Sans Soleil Mark selected for the film festival. I should note that I also loved getting to watch Timecode, Stuart Moulthrop’s selection.

Thanks again to Crystal Alberts for inviting me and for her work on this very successful conference.

When I can manage, I’ll write a bit about the very different but also incredible Penny Arcade Expo East…

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!

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