Lady Gaga is the larval stage of Yo-Landi Vi$$er. The previous, embryonic stage: Katy Perry.
A New Book: Implementation
Implementation has stuck, and it’s now bound as a book. It’s a beautifully designed full-color hardback that documents this project about the war on terror, allowing the reader to view photographs showing where the novel manifested itself while also reading the entire text of the novel.
In 2003, when Scott Rettberg and I were fairly close by (he was near Atlantic City, I lived in Philadelphia), we decided to write a rather atypical novel together. We collaborated from concept through proofreading, and beyond that stage, to write eight installments of three sheets each, with ten shorts texts on each sheet. The texts we wrote were, in 2004, printed on stickers – shipping labels – and adhered to public surfaces around the world by the two of us and by other participants in the project. Initially, we mailed each installment to a group of people without consulting them beforehand. Then, we made the sheets available as PDFs on the Web so that anyone could download them and print them out on label paper. Some of the placements of Implementation stickers were documented in photographs, and eventually more than 1600 of these wound up on our Implementation site.
As Scott has noted on the page for the book,
> _Implementation_ is about four main characters: Frank, Samantha, Kilroy, and Roxanne, who live in a Midwestern town. The action of the novel begins in September 2001 and runs through the beginning of Operation Iraqi Freedom in 2003. One of the characters, Kilroy, is a reservist who is called up and then sent to Iraq, but the other characters are affected in much more oblique ways by the attack on the World Trade Center and the changes that follow. They continue to dine at restaurants, drink at bars, work, worry about their jobs and careers, have flings and relationships, and go to celebrations and funerals. While even a bombing in town changes little on the surface of these lives, the effects of the war can be read in shifts in their gestures, longings, and language. Implementation is a novel about the peripheral, everyday, psychological toll of the war on terror.
The writing of _Implementation_ was done coequally. We thought up the idea together and drafted many of the texts on index cards in bars, revised some of them the same way and some by email, and worked through the emplotment, the characters, the dialogues, and essentially all aspects of the novel together.
Some of the other aspects of the project were divided up. I wrote and ran scripts to assemble new Web pages and maintained the site; Scott did the photo processing and was certainly the more avid photographer. (I didn’t even have a digital camera in 2004.) I contributed to the making of the book on a few occasions, but this latest _Implementation_ manifestation is thanks to Scott’s work. He secured funding from Arts Council Norway (the arts organization of his new home) and enlisted the designer Adam Richer. He also organized a new deployment and documentation of the novel in 2009-2010. If we had only the photos from 2004, a book like this wouldn’t have been possible. We encouraged people to send us pre-processed, low-resolution photos that were ready for the Web. The photos in the book are quite different. They are very suitable for print and for both reading and viewing.
_Implementation_ is really quite highly slick and quite highly punk. On the slick side, in one photo included in the book, Harry Mathews (who placed some _Implementation_ stickers) stares at an _Implementation_ sticker we have placed on a wine bottle. Not represented in the book is that on July 18, 2004, Scott and I were stopped by three police officers outside Penn Station for photographing an _Implementation_ sticker which was, as we learned, on a bomb-proof trash can. One of the offers ran a warrant check on Scott as we waited.
I’m pleased with the project in terms of the novel’s text, which juxtaposes the everyday experience of Middle America with that of African-American soldiers deployed in Iraq. The novel moves from the absurd (Scott’s never going to forgive me for the pirates) to the ordinary, intersecting both rather often in a way that still seems authentic and effective.
_Implementation_ is also very pleasing to me because of how that text was created – collaboratively – and how it was originally shared – by mail, by PDF download, through photos on a Web site, in public spaces. Now, I’m delighted at how the book turned out, thanks to Scott’s work, and how it represents the particapatory sharing of the novel.
The book is not cheap, but it’s an high-quality photography book and a novel packed into one. (It’s also being offered at cost, so only the publisher is making anything off of it.) For the street, and for the screen, you can still visit the Implementation site to view photos and download PDFs. For browsing on the coffee table, and for reading _Implementation_ like the novel it is, I do suggest the book.
Erasure? But I hardly…
A Rough-Cut Gorge
“Rough Cuts: Media and Design in Process,” a set of “middle-state artifacts” curated by Kari Kraus, has just been presented as part of The New Everyday, a project at MediaCommons.
My contribution is a printout of “Taroko Gorge” in the original Klingon Python. I also offer some discussion of this printed page, representing one phase of a poetry generator that has been reworked and plundered more than a dozen times.
Shuffle Literature? Read ‘Em and Weep
Among several notable new articles in ebr (electronic book review), please find “Shuffle Literature and the Hand of Fate” by Zuzana Husárová and Nick Montfort:
Zuzana Husárová and Nick Montfort up the ante for experimental writing by examining the category of “shuffle literature.” What is shuffle literature? Simply put: books that are meant to be shuffled. Using formal reading of narrative and themes, but also a material reading of construction and production, Husárová and Montfort show that there are many writing practices and readerly strategies associated with this diverse category of literature.
S=A=U=S=A=G=E
Alternate (actually, rejected) titles for the famous journal L=A=N=G=U=A=G=E, recently revealed in Jacket2.
I don’t know about you, but Charles Bernstein and Bruce Andrews’s cutting room floor is often better than what ends up stuffed into my projector.
For instance, I see that Rhizome, which wound up being used, is on the list.
Maybe the next interactive fiction journal could be called Inventory.
And, I think Salad is still a great title – maybe even a better one today. It’s a dish best served cold.
Civic Media from 2006
These are unedited search queries, all recorded in this sequence and all from the same “anonymized” user, on the evening of 2006-04-07. They were found in the user-ct-test-collection-03.txt, one of the leaked AOL search query files from 2006.
jaimiewantsahondacivic www.iwantahondacivic.com jaimiedeservessomethingthistime mickisselfish.com www.selfishhusbands.com hondacivicshondacivicshondacivics iwantahondacivic.com hondacivicforjaimie jaimiewantsahondacivicplease if you love me then please buy me a civic
A Thousand Twitters
News of a strange new social network, Monolyth, reaches us from December of this year and from Chris McDowall.
To sate the great appetites of the system, which will only publish messages at least 140,000 characters long (and will abbreviate longer ones), authors turn to unusual techniques.
One of these is generating massive texts using modified versions of Taroko Gorge, one of which is included in the blog post.
Fire Up Your Computational Narrative and Games Submissions
Ian Horswill, Michael Young and I are editing a special issue of IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG), and your submissions are invited. Specifically:
The T-CIAIG Special Issue on Computational Narrative and Games solicits papers on all topics related to narrative in computational media and of relevance to games, including but not limited to:
- Storytelling systems
- Story generation
- Drama management
- Interactive fiction
- Story presentation, including performance, lighting, staging, music and camera control
- Dialog generation
- Authoring tools
- Human-subject evaluations of systems
I posted the full call here way back in February: “Call for papers: Special Issue on Computational Narrative and Games.” So it seems appropriate to remind everyone now, as the deadline for submissions is September 21, 2012.
I recently updated the URL for author/submission info. Submission is done through Manuscript Central.
Let me know in comments or by email if you have questions.
Be Kind, Reconstruct
It’s not bigger and longer than _Star Wars,_ but it is more uncut: “Death of the Author [Psycho Shower Scene RECON]” by Dick Whyte. This, somewhat like the later famous Star Wars video, is a “reconstruction of Alfred Hitchcock’s famous shower scene from Psycho using amateur YouTube remakes.” 57 of them.
If you got that and you’re ready to increase the avant-garde, see also “John Cage – 4’33” [May ’68 Comeback Special RECON]” and “Andy Warhols Eat A Hamburger [38 Scenes From YouTube RECON].” All from 2010, but recalled here for your enjoyment.
An Insight Gained from Re-Watching Tron
The Problem with “Videogames”
For years, many people have been use the word “videogames” to describe various different things – often a similar category of games playable in arcades and at home thanks to digital electronic technology and using video displays. Sometimes this category is distinguished from “computer games” which are played on general-purpose home (or, if one is lucky, office) computers. Often people nowadays who think about gaming don’t think of specific classic titles (_Zork,_ _Hunt the Wumpus,_ _Star Trek_) as videogames but are willing to consider them computer games.
It’s not universal to use the single-word term. The OED has only an entry for “video game” (with 1973 and 1983 references), although “videotape” is listed as a single word. In _Racing the Beam,_ Ian Bogost and I compromised on using “videogame” as the adjective form and “video game” as the noun form, so we wrote phrases such as “videogame players” but also wrote of “popular video games.” Perhaps this was the worst of both worlds, but no one, not even our copy editor, railed at us about it.
The problem that I see is that I like to explain to people, often in writing, that I study “computer and video games.” If I use the term “videogames,” what would I say? “I study computer games and videogames”? “I study computer. Also, I study videogames”? “I study video- and computer games”?
In an effort to make videogames seem like their own special thing (which was provided to me by one editor as an explanation for why the one-word version was used), _Bioshock_ for PC is verbally classed in an entirely different category from _Bioshock_ for Xbox 360. Given my work as an editor of the MIT Press Platform Studies series, I certainly recognize the real importance of the subtle difference between these two – but it seems awkward as a digital media scholar to actually go and call them different things, and it seems like that is what the sleek and special term “videogame” compels us to do. Maybe I need to become retro and go back to the two-word version of the term.
Islands of (Text) Adventure
In the “Michelangelo” room of the Portofino Bay hotel, at Ascendio (the latest and last in a long series of Harry Potter fan conferences), just down the lagoon from The Islands of Adventure and the Harry Potter area of that theme park, Flourish Klink presented her interactive fiction, “Muggle Studies.”
(In Michelangelo the women come and go, talking of rooms…)
We had a reading/playing of the game, to start, in the People’s Republic of Interactive Fiction public reading style. It worked well; another option would have been to “demo” the game using the successful format we tried out at the New School, Penn, and some Purple Blurb IF readings. The audience was game to try commands, though, and a volunteer read the game’s text aloud.
Then, Flourish provided some context, describing a bit about IF and Inform 7.
Given the vigorousness of fandom and the way interactive fiction production continues apace, it’s particularly good to see a demonstration of and call for more crossover work.
Ubu Runs Ubuntu!
Welcome back to the Web’s major agglomeration of the avant-garde, Ubuweb.
(I don’t know that Ubu actually runs Ubuntu, but some statements are univocalically true regardless. And the site is back up, that’s for sure.)
A Take on Sea and Spar Between
I was extremely pleased to read Michael Leong’s discussion of Sea and Spar Between in At Length. Among other things, he considers in what way this could be considered a “long poem,” makes connections to Whitman’s “Crossing Brooklyn Ferry,” treats the interface and experience, and recounts a hilarious exchange between Toni Morrison and Oprah Winfrey. I really appreciated his discussion of different types of attention spans; these were issues that I (and I know Stephanie) have had in mind for quite a while.
At any rate, if you are interested in my & Stephanie Strickland’s Sea and Spar Between, or if you’ve been wondering about this piece but can’t figure out what to make of it, please take a look at Michael Leong’s article.
Language and Code at the Gate
What are we waiting for, assembled in the forum?
A technical report is to arrive today.
No need to worry about what will become of you without a technical report! The report, the fourth “Trope Report” in the Trope Tank series that started this year, is here:
In “Carrying across Language and Code,” Natalia and I discuss issues of translation and computational writing. With reference to electronic literature translation projects in which we have been involved as translators or as authors of the source work, we argue that the process of translation can expose how language and computation interrelate in electronic literature. Various small poetry generators, a cybertext poem, and two works of interactive fiction are discussed in this report.
Share and enjoy…
Uncreative Launching
Here’s an effective remix: Every space shuttle launch. The audio, as well as the difference in that one cell of video, draws attention to most memorable one, and the array of all of them drives home that the space shuttle launches _can_ be presented in their entirety – the program is over. The video is by McLean Fahnestock.