Hard West Turn at Time Farm

For two weeks only (today through October 23), my limited-edition computer-generated book, Hard West Turn, is available for reading in an installation at Time Farm, underneath the MIT Press Bookstore, 301 Massachusetts Ave, Cambridge, MA.

Time Farm entrance

Hard West Turn awaiting a reader

Hard West Turn open to the title page

Hard West Turn is a computer-generated novel about gun violence in the United States. The copy exhibited is one of three artist’s proofs; only 13 copies (one for each of the original states) were made for sale. The generating program is free software, but the specific copy-edited text of this book has only been made available in print. Hard West Turn will be regenerated annually for limited-edition publication each July 4.

Consult the staff of the MIT Press Bookstore for access to Time Farm. Visitors are asked to remain for an hour without using devices such as phones or computers.

A Web Reply to the Post-Web Generation

At the recent ELO conference in Montréal Leonardo Flores introduced the concept of “3rd Generation” electronic literature. I was at another session during his influential talk, but I heard about the concept from him beforehand and have read about it on Twitter (a 3rd generation context, I believe) and Flores’s blog (more of a 2nd generation context, I believe). One of the aspects of this concept is that the third generation of e-lit writers makes use of existing platforms (Twitter APIs, for instance) rather than developing their own interfaces. Blogging is a bit different from hand-rolled HTML, but one administers one’s own blog.

When Flores & I spoke, I realized that I have what seems like a very similar idea of how to divide electronic literature work today. Not exactly the same, I’m sure, but pretty easily defined and I think with a strong correspondence to this three-generation concept. I describe it like this:

  • Pre-Web
  • Web
  • Post-Web

To understand the way I’m splitting things up, you first have to agree that we live in a post-Web world of networked information today. Let me try to persuade you of that, to begin with.

The Web is now at most an option for digital communication of documents, literature, and art. It’s an option that fewer and fewer people are taking. Floppy disks and CD-ROMs also remain options, although they are even less frequently used. The norm today has more to do with app-based connectivity and less with the open Web. When you tweet, and when you read things on Twitter, you don’t need to use the Web; you can use your phone’s Twitter client. Facebook, Instagram, and Snapchat would be just fine if the Web was taken out behind the shed and never seen again. These are all typically used via apps, with the Web being at most an option for access.

The more companies divert use of their social networks from the Web to their own proprietary apps, the more they are able to shape how their users interact — and their users are their products, that which they offer to advertisers. So, why not keep moving these users, these products, into the better-controlled conduits of app-based communication?

Yes, I happen to be writing a blog entry right now — one which I don’t expect anyone to comment on, like they used to in the good old days. There is much more discussion of things I blog about on Twitter than in the comment section of my blog; this is evidence that we are in the post-Web era. People can still do Web (and even pre-Web) electronic literature and art projects. As Jodi put it in an interview this year, “You can still make websites these days.” This doesn’t change that we reached peak Web years ago. We live now in a post-Web era where some are still doing Web work, just as some are still doing pre-Web sorts of work.

In my view, the pre-Web works are ones in HyperCard and the original Mac and Windows Storyspace, of course. (It may limit your audience, but you can still make work in these formats, if you like!) Some early pieces of mine, such as The Help File (written in the standard Windows help system) and my parser-based interactive fiction, written in Inform 6, are also pre-Web. You can distribute parser-based IF on the Web, and you can play it in the browser, but it was being distributed on an FTP site, the IF Archive, before the Web became the prevalent means of distribution. (The IF Archive now has a fancy new Web interface.) Before the IF Archive, interactive fiction was sold on floppy disk. I consider that the significant number of people making parser-based interactive fiction today are still doing pre-Web electronic literature work that happens to be available on the Web or sometimes in app form.

Also worth noting is that Rob Wittig’s Blue Company and Scott Rettberg’s Kind of Blue are best considered pre-Web works by my reckoning, as email, the form used for them, was in wide use before the Web came along. (HTML is used in these email projects for formatting and to incorporate illustrations, so the Web does have some involvement, but the projects are still mainly email projects.) The Unknown, on the other hand, is definitely an electronic literature work of the Web.

Twitterbots, as long as they last, are great examples of post-Web electronic literature, of course.

With this for preface, I have to say that I don’t completely agree with Flores’s characterization of the books in the Using Electricity series. It could be because my pre-Web/Web/post-Web concept doesn’t map onto his 1st/2nd/3rd generation idea exactly. It could also be that it doesn’t exactly make sense to name printed books, or for that matter installations in gallery spaces, as pre-Web/Web/post-Web. This type of division makes the most sense for work one accesses on one’s own computer, whether it got there via a network, a floppy disk, a CD-ROM, or some other way. But if we wanted to see where the affinities lie, I would have to indicate mostly pre-Web and Web connections; I think there is only one post-Web Using Electricity book that has been released or is coming out soon:

  1. The Truelist (Nick Montfort) is more of a pre-Web project, kin to early combinatorial poetry but taken to a book-length, exhaustive extreme.

  2. Mexica (Rafael Pérez y Pérez) is more of a pre-Web project based on a “Good Old-Fashioned AI” (GOFAI) system.

  3. Articulations (Allison Parrish) is based on a large store of textual data, Project Gutenberg, shaped into verse with two different sorts of vector-space analyses, phonetic and syntactical. While Project Gutenberg predates the Web by almost two decades, it became the large-scale resource that it is today in the Web era. So, this would be a pre-Web or Web project.

  4. Encomials (Ranjit Bhatnagar), coming in September, relies on Twitter data, and indeed the firehose of it, so is a post-Web/3rd generation project.

  5. Machine Unlearning (Li Zilles), coming in September, is directly based on machine learning on data from the open Web. This is a Web-generation project which wouldn’t have come to fruition in the walled gardens of the post-Web.

  6. A Noise Such as a Man Might Make (Milton Läufer), coming in September, uses a classic algorithm from early in the 20th Century — one you could read about in Scientific American in the 1980s, and see working on USENET — to conflate two novels. It seems like a pretty clear pre-Web project to me.

  7. Ringing the Changes (Stephanie Strickland), coming in 2019, uses the combinatorics of change ringing and a reasonably small body of documents, although larger than Läufer’s two books. So, again, it would be pre-Web.

Having described the “generational” tendencies of these computer-generated books, I’ll close by mentioning one of the implications of the three-part generational model, as I see it, for what we used to call “hypertext.” The pre-Web allowed for hypertexts that resided on one computer, while the Web made it much more easily possible to update a piece of hypertext writing, collaborate with others remotely, release it over time, and link out to external sites.

Now, what has happened to Hypertext in the post-Web world? Just to stick to Twitter, for a moment: You can still put links into tweets, but corporate enclosure of communications means that the wild wild wild linking of the Web tends to be more constrained. Links in tweets look like often-cryptic partial URLs instead of looking like text, as they do in pre-Web and Web hypertexts. You essentially get to make a Web citation or reference, not build a hypertext, by tweeting. And hypertext links have gotten more abstruse in this third, post-Web generation! When you’re on Twitter, you’re supposed to be consuming that linear feed — automatically produced for you in the same way that birds feed their young — not clicking away of your own volition to see what the Web has to offer and exploring a network of media.

The creative bots of Twitter (while they last) do subvert the standard orientation of the platform in interesting ways. But even good old fashioned hypertext is reigned in by post-Web systems. If there’s no bright post-post-Web available, I’m willing to keep making a blog post now and then, and am glad to keep making Web projects — some of which people can use as sort of free/libre/open-source 3rd-generation platforms, if they like.

VIdeo of My PRB Reading

Thanks to host Joseph Mosconi, I read at the Poetics Research Bureau in Los Angeles from two recent computer-generated books. Sophia Le Fraga and Aaron Winslow read with me on this evening, on July 21.

I have now posted 360 video of my readings of both The Truelist and Hard West Turn.

Montfort’s Poetic Research Bureau reading of July 21, 2018

I read from The Truelist (Counterpath, 2017). The Truelist is available as an offset-printed book from Counterpath, as a short, deterministic, free software program that generates the full text of the book, and as a free audiobook, thanks to the generosity of the University of Pennsylvania’s Kelly Writers House, its Wexler Studio, and PennSound.

After this, I read from Hard West Turn (Bad Quarto, 2018), a computer-generated novel about gun violence in the United States, the first of a series. Each novel, copy-edited by the author/programmer, will be re-generated annually for release on July 4. Hard West Turn (2018) is available in print in a very limited edition, only 13 copies for sale + 3 artist’s proofs. The short free software program that generated the text is available as well. The first draft of this project was done as a NaNoGenMo (National Novel Generation Month) program in November 2017.

Platform Studies at 10

The Platform Studies series from MIT Press is now about ten years old. The first book in the series, my & Ian Bogost’s Racing the Beam: The Atari Video Computer System, was published in 2009. (We also edit this series.) Before our book on the Atari VCS/Atari 2600 came out, we launched the site and announced the series, back at the end of 2006, and Ian and I were presenting about it at conferences the next year. So, although the exact birthday is uncertain, let’s say a (probably belated) happy 10th.

Pong's circuit board on the left, BASIC code from Hunt the Wumpus on the right
Pong compared to Hunt the Wumpus: The platforms, not just game structures and interfaces, fundamentally differ.

Nine books have been published in the series:

It’s worth noting again that platform studies isn’t a subset of game studies. You can see this from the above list, which includes books about two home computers (the Amiga and BBC Micro), a software platform used for different purposes (Flash), a national telecommunications system (Mintiel), and a peripheral used to connect computing to motion picture film (the Stromberg-Carlson 4020). On the other hand, its intersection with game studies is quite significant; four books are about gaming platforms while games play an important role in most of the other five studies.

As Ian & I have written, we have put forth platform studies, as a concept and (in capital letters) as a book series, simply as a way to focus an investigation of computational media.

It isn’t a methodology or even a method. It doesn’t require or preclude any particular sort of scholarship or analysis. We do think that since computational platforms are the focus in platform studies, some serious engagement with their computational aspects is needed, but this engagement can come from many different directions, from people with training in many disciplines and interdisciplines.

The point of the series and concept is to invite a focus on platform, just as we already have studies that focus on particular national contexts, particular historical periods, particular game/creative genres, particular games and creative works, and work done by particular organizations, collectives, and individuals. We describe this in, for instance:

That said, we have put forth a five-layered model to explain what a computational platform is and how it interacts with other layers of digital media. (This was introduced in Montfort, Nick, “Combat in Context,” Game Studies vol. 6, no. 1, December 2006.) We do believe computational platforms can be defined and that they have significance. So platform studies is meant to be an inviting space, but it is not one that is completely unfurnished.

Several people have done critical writing about the platform studies concept in the academic literature:

Others have taken a platform focus in their studies outside of the series, often in articles. These are a few that have come to my attention:

Ian & I continue to welcome inquiries from potential Platform Studies authors. We are available, as we have been, to help prospective authors develop book proposals for the MIT Press.

While we welcome books on all sorts of platforms, we want to particularly encourage writers to think about some of the platforms of major historical importance that are not yet covered in the series:

  • The Apple II series, successful home computers for which many games and business applications first were developed; also the basis for the success of Apple Computer.

  • The Commodore 64, the best-selling single model of computer ever made; highly influential in early online systems, gaming, the demoscene, and music.

  • The IBM PC, whose open architecture led “PC compatible” machines to dominate in home and business computing by the end of the 1980s.

  • The Macintosh series, influential in bringing the GUI into popular use; used in education and desktop publishing; the basis for the continued success of Apple Computer/Apple Inc.

  • Microsoft Windows, the operating system/desktop platform that has dominated in business but also many creative contexts and propelled the success of Microsoft.

  • HyperCard, the first widely-used hypermedia system before to the Web, included for free with Macs when it was released in 1987.

Again, books focused on any platform — or on a series of computers or a closely-related family of platforms — are welcome in Platform Studies. If a case can be made for studying a platform, it doesn’t need to be a popular favorite throughout the world. And, even if a platform is very prominent, a proposal still needs to explain why a study of it will be valuable. I just don’t want authors to shy away from these six!

Updated July 26 to add an entry for Samuel Tobin’s book on the Nintendo DS.

Exquisite Corpses are Now on Display

"Some red pendulums will quickly consume the grim president ..."

In 1984, a type-in program appeared in the French Hebdogiciel—no surprise there, since this weekly publication was all about type-in BASIC programs! This one, however, was not entirely unlike the games and mathematical recreations that typically appeared; it did, however, have an explicit link to a French 20th Century avant-garde movement, Surrealism. The program, by Philippe Henri, was for the TRS-80 and called “Cadavres Exquis.”

Ariane Savoire and I have translated this program to English (as “Exquisite Corpses”) are very pleased that the Vassar Review has just published the edition we have prepared, which includes:

  • A working version of both French and English programs running in an in-browser TRS-80 emulator,
  • The BASIC code for both French and English programs, and
  • A high-quality scan of the program as it originally appeared in Hebdogiciel.

I spoke about our work on this program in my talk “Preserving Corpses with Emulation” at the Stanford Software Preservation Workshop, February 22, 2018.

Please visit the site and run this classic program for yourself. When you do, note that you must click on the black emulator area to give it focus and press a key each time you want a new sentence. That’s how the original program ran; we have not modified the way it functions. In some ways the program does seem a bit obsolete. It refers to Czechoslovakia, for instance. You can see from the included snapshots that almost 25 years later, however, “Exquisite Corpses” maintains some relevance!

Cadavre Exquis

“Bullet” and Poem without Suffering

A bullet
Discussed in this review: “Bullet,” David Byrne, American Utopia, Nonesuch, 2018; Poem without Suffering, Josef Kaplan, Wonder Books, 2015

David Byrne’s earworm takes a distant yet close perspective, describing a bullet’s fatal encounter with a human body. Did he know about Kaplan’s similar short, rapid, book-length poem? Byrne’s song sets its sights on an adult man, Kaplan’s poem on a child. The life of the child is hinted by describing what a warm maternal relationship is like, and by mentioning injuries from falling off a bunk bed and being hit by a baseball. We hear about the man’s life because of what the bullet cuts through: “Skin that women had touched,” “Many fine meals he tasted there,” “his heart with thoughts of you.” The general description is very effective. There are striking metaphors — positive associations — for the bullet itself, also. In Poem, it is a triumphant runner (such as Usain Bolt, who bears the name of a crossbow’s projectile) dragging gore from the body as if it were a trophy or banner. In “Bullet,” it is “Like an old grey dog / On a fox’s trail.” Perhaps America’s reliable old dog cannot be taught new tricks.

American Utopia · Poem without Suffering

Concise Computational Literature is Now Online in Taper

I’m pleased to announce the release of the first issue of Taper, along with the call for works for issue #2.

Taper is a DIY literary magazine that hosts very short computational literary works — in the first issue, sonic, visual, animated, and generated poetry that is no more than 1KB, excluding comments and the standard header that all pages share. In the second issue, this constraint will be relaxed to 2KB.

The first issue has nine poems by six authors, which were selected by an editorial collective of four. Here is how this work looked when showcased today at our exhibit in the Trope Tank:

Weights and Measures and for the pool players at the Golden Shovel, Lillian Yvonne-Bertram
“Weights and Measures” and “for the pool players at the Golden Shovel,” Lillian Yvonne-Bertram
193 and ArcMaze, Sebastian Bartlett
“193” and “ArcMaze,” Sebastian Bartlett
Alpha Riddims, Pierre Tchetgen and Rise, Angela Chang
“Alpha Riddims,” Pierre Tchetgen and “Rise,” Angela Chang
US and Field, Nick Montfort
“US” and “Field,” Nick Montfort
God, Milton Läufer
“God,” Milton Läufer

This issue is tiny in size and contains only a small number of projects, but we think they are of very high quality and interestingly diverse. This first issue of Taper also lays the groundwork for fairly easy production of future issues.

The next issue will have two new editorial collective members, but not me, as I focus on my role as publisher of this magazine though my very small press, Bad Quarto.

Using Electricity readings, with video of one

I’m writing now from the middle of a four-city book tour which I’m on with Rafael Pérez y Pérez and Allison Parrish – we are the first three author/programmers to develop books (The Truelist, Mexica, and Articulations) in this Counterpath series, Using Electricity.

I’m taking the time now to post a link to video of a short reading that Allison and I did at the MLA Convention, from exactly a month ago. If you can’t join us at an upcoming reading (MIT Press Bookstore, 2018-02-06 6pm or Babycastles in NYC, 2018-02-07 7pm) and have 10 minutes, the video provides an introduction to two of the three projects.

Rafael wasn’t able to join us then; we are very glad he’s here from Mexico City with us this week, and has read with us in Philadelphia and Providence so far!

Author Function

The exhibit Author Function, featuring computer-generated literary art in print, is now up in MIT’s Rotch Library (77 Mass Ave, Building 7, 2nd Floor) and in my lab/studio, The Trope Tank (Room 14N-233, in building 14, the same building that houses the Hayden Library). Please contact me by email if you are interested in seeing the materials in the Trope Tank, as this part of the exhibit is accessible by appointment only.

There are three events associated with the exhibit happening in Cambridge, Mass:

February 7, 6pm-7pm, a reading and signing at the MIT Press bookstore. Nick Montfort, Rafael Pérez y Pérez, and Allison Parrish.

March 5, 4:30pm-6pm, a reception at the main part of the exhibit in the Rotch Library.

March 5, 7pm-8pm, a reading and signing at the Harvard Book Store. John Cayley, Liza Daly, Nick Montfort, and Allison Parrish.

In addition to a shelf of computer-generated books that is available for perusal, by appointment, in the Trope Tank, the following items of printed matter are displayed in the exhibit:

  • 2×6, Nick Montfort, Serge Bouchardon, Andrew Campana, Natalia Fedorova, Carlos León, Aleksandra Ma?ecka, and Piotr Marecki
  • A Slow Year: Game Poems, Ian Bogost
  • Action Score Generator, Nathan Walker
  • American Psycho, Mimi Cabell and Jason Huff
  • Anarchy, John Cage
  • Articulations, Allison Parrish
  • Autopia, Nick Montfort
  • Brute Force Manifesto: The Catalog of All Truth, Version 1.1, Series AAA-1, Vol 01, Brian James
  • Clear Skies All Week, Alison Knowles
  • Firmy, Piotr Puldzian P?ucienniczak
  • for the sleepers in that quiet earth., Sofian Audry
  • From the Library of Babel: Axaxaxas Mlo – The Combed Thunderclap LXUM,LKWC – MCV – The Plaster Cramp, Christian Bök
  • Generation[s], J.R. Carpenter
  • Google Volume 1, King Zog
  • How It Is In Common Tongues, Daniel C. Howe and John Cayley
  • Incandescent Beautifuls, Erica T. Carter [Jim Carpenter]
  • Irritant, Darby Larson
  • Love Letters, Letterpress Broadside, Output by a reimplementation of a program by Christopher Strachey
  • Mexica: 20 Years – 20 Stories / 20 años – 20 historias, Rafael Pérez y Pérez
  • My Buttons Are Blue: And Other Love Poems From the Digital Heart of an Electronic Computer, A Color Computer
  • My Molly [Departed], Talan Memmott
  • no people, Katie Rose Pipkin
  • Phaedrus Pron, Paul Chan
  • Puniverse, Volumes 32 and 38 of 57, Stephen Reid McLaughlin
  • Re-Writing Freud, Simon Morris
  • Seraphs, Liza Daly
  • The Appearances of the Letters of the Hollywood Sign in Increasing Amounts of Smog and at a Distance, Poster, David Gissen
  • The Poiceman’s Beard is Half Constructed: Computer prose and poetry by Racter
  • The Truelist, Nick Montfort
  • Tristano, Nanni Balestrini
  • Written Images, Eds. Matrin Fuchs and Peter Bichsel

Here are some photos documenting the exhibit:

Author Function Rotch main display case

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Author Function book displays and gallery walls

Sentaniz Nimerik, E-Lit in Haitian Creole

A week ago, on October 2, we put Sentaniz Nimerik online. This is an electronic literature work, an example of digital storytelling and digital poetry, that is by Sixto & BIC and was facilitated by Michel DeGraff & Nick Montfort. It is in Haitian Creole — Kreyòl, as the language is called in the language itself. This language has a community of about 12 million speakers worldwide and is the language shared by everyone in Haiti. It is not the same as Haitian French or mutually intelligible with Haitian French (or any other kind of French).

You can read more about Maurice Sixto, a famous Haitian storyteller who died in 1984, on Wikipedia, in English — of course there is an entry in Haitian Creole as well. His story “Sentaniz,” well-known in Haiti, is the storytelling basis for our digital work.

BIC is a singer, songwriter, and poet who is also known as B.I.C. (Brain. Intelligence. Creativity.) He came to MIT to work on this project with us and to do a concert, which was very well-attended. His songs and poems are mostly in Haitian Creole; some in French; not in English — although BIC is fluent in English and has worked as an English teacher.

Professor Michel DeGraff is a linguist and is my colleague at MIT. Among other things, he heads the MIT-Haiti Initiative and works to advance STEM education in the Boston area in schools where education is in Haitian Creole.

We (BIC, Michel DeGraff, and I) sat down together and looked at and discussed several simple JavaScript poems, some historical, some of mine, some done by others recently. We settled on “Through the Park” (a work of mine from 2008) as a starting point for our collaboration. We changed several things about the workings of the page, and the text used in this piece is also a new text related to “Sentaniz,” not any sort of translation of anything I have written.

To make concrete a few of the formal and conceptual differences: The final result has two generated versions presented one after the other. The underlying “story” is not only an story that originated in Haitian Creole, but has been elaborated into its digital version with frame statements and questions that do not correspond to anything in “Through the Park.” The visual design is simple, but also a bit different from the simple earlier version.

To be more specific about our roles in the project, for the most part I dealt with the JavaScript code, Michel typed in what was to be written in Haitian Creole (using my different keyboard layout), and BIC said what lines we should use. But Michel and BIC consulted about particular phrasings, as you might expect, and all of us talked a bit about the types of sentences that could be used, the linguistic constraint (no reference between sentences), and the design and functioning of the page.

We spent a while in discussion beforehand, and did some work to polish the project after the three of us met, but BIC was only at MIT for one full day. It took us about an hour to actually do the core creative and development work on Sentaniz Nimerik. The project was thanks to many people and offices at MIT, with the main support for BIC’s trip coming from CAMIT, the Council for the Arts at MIT.

I recorded a video of Michel DeGraff explaining the piece (in Haitian Creole) and have posted that on YouTube with a CC license. He explains how to “view souce” and that the piece can be studied and modified. The piece itself, although very short, is released under an explicit all-permissive license to make it clear that it is available to everyone for any purpose. I hope people in Haiti and speakers of Haitian Creole elsewhere will enjoy it and develop many new ideas, stories, and poems.

The Gathering Cloud

The Gathering Cloud, J. R. Carpenter, 2017
The Gathering Cloud, J. R. Carpenter, 2017. (I was given a review copy of this book.)

J.R. Carpenter’s book is an accomplishment, not just in terms of the core project, but also by virtue of how the codex is put together. The introduction is by Jussi Parikka, the after-poem by Lisa Robertson. While social media and ethereal imaginations of the network keep us from being lonely as a cloud these days, they obscure the material nature of computing, the cost of linking us in terms of wire and heat. Carpenter’s computer-generated Generation[s] was concerned with the computational production of text; The Gathering Cloud also engages with the generation of power. This book and the corresponding digital performance, for instance at the recent ELO Festival in Porto, yields up the rich results of research, cast in accomplished verse. As with Carpenter’s other work that is rooted in zines and the handmade Web, it is personal rather than didactic. Deftly, despite the gravity of the topic, the book still affects the reader with a gesture, not a deluge of facts — more by waving than drowning.

C-Creativity, my talk at the KDD workshop on ML and Creativity

Update: I have posted 360 video of my talk with subtitles. If you rotate it, you don’t have to look at the large brown pillar that is in “front” the whole time. Previously: Here are my slides from “C-Creativity: Cultural Creativity or, Why is there no middle C?,” the talk I just gave in Halifax. There are no text notes, and they don’t represent what I said very closely, but if they remind people who were there of my comments, that’s great. And if they provoke any questions, feel free to get in touch on the blog or by email.

My @party Talk on Computer-Generated Books

I just gave a talk at the local demoparty, @party. While I haven’t written out notes and it wasn’t recorded, here are the slides. The talk was “Book Productions: The Latest in Computer-Generated Literary Art,” and included some discussion of how computer-generated literary books related to demoscene productions.

Sliders

Sliders front cover, with battlements

My minimal book Sliders has been published by my press, Bad Quarto. The book contains 32 poems, some of which are only one word long. In a break from tradition, they are not computer-generated.

Currently Sliders is only available for sale at the MIT Press Bookstore, 301 Massachusetts Ave, Cambridge, Mass.

Sliders back cover, with blurbs

Salon 256 on May 1

SALON 256 is a forum for presentation and discussion of very small creative computer programs. Such programs have featured in digital art and poetry, electronic literature, computer music, and the demoscene.

YOU are invited to present a tiny program of yours:

Monday May 1 . 5pm-7pm . MIT’s 14E-304

Presenters already confirmed:

  • Mike “Dr.Claw” Piantedosi
  • Angela Chang
  • Sofian Audry
  • Nick Montfort
  • Chris Kerich
  • Willy Wu
  • Henry Lieberman
  • Doug Orleans

Programs in an interpreted language are fine, as long as the code is 256 bytes or less; compiled programs with an executable file of 256b or less are fine, too.

Building 14 also holds the Hayden Library and is not Building E14.
If you’d like to present, leave a comment or sign up at the event.

A Purple Blurb / The Trope Tank production.

Tiny Trope Tank Productions

Recently, at the suggestion of our writer in residence, Milton Läufer, we in the Trope Tankt have been producing digital files for discussion at meetings. These productions, almost always computer programs but not constrained to be such, must be at most 256 bytes.

It’s been extremely productive in terms of thinking about digital media, platforms and programming languages, and how we approach creative projects — and even other projects — generally. Postdoctoral researcher Sofian Audry prompted us to discuss this some at the last meeting.

So far we have three sets of 256b files which have landed in this directory, organized by date and with file names that indicate who wrote what:

http://nickm.com/trope_tank/256/

They include work by RA Chris Kerich, who has produced rather demoscene-like visual effects using Python running in a terminal, and by postdoctoral researcher Angela Chang, who has provided short example programs for use in teaching. Angela’s examples show that you don’t have to have hypercompressed, confused code when you write short, interesting programs. You can value clarity and pedagogical usefulness if you like, or you can pack in as much as possible, for instance, in order to produce a visual effect.

Sofian has explored creative computing history by writing a 256b Commodore 64 BASIC program that implements, or at least strongly refers to, the classic Lemonade Stand BASIC program. Milton has generated various compelling visual displays. His and Chris’s most recent programs are less clearly mathematical and regular, instead imitating the natural world.

It was very apropos that Christian Bök pointed me to Dwitter, a framework for making tiny programs that can be easily shared on the Web, just recently. I’m sure we’ll all dig into that soon.

My pieces include one bash script, one Python 3 program, and an executable of 256b written in assembly for the Commodore 64. The Python 3 program is actually a very tiny text adventure, Wastes, and is listed on the Interactive Fiction Database. In fact, I’m pleased to see that at this point, it has one four-star (our of five) review!