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.

Computational Media Department at UCSC

Michael Mateas looks even more smug than normal – and he should – in the photo accompanying this UC Santa Cruz press release. He’s the chair of the new Computational Media department at that UC school, the first of its sort.

My collaborator & friend Michael, along with my collaborator & friend Noah Wardrip-Fruin, have made good on the suggestions of the report “Envisioning the Future of Computational Media,” the outcome of an NEH-, NEA-, NSF-, and Microsoft-sponsored workshop of which I was a part, along with about 40 others.

I’m glad, too, that Michael expressed how, while games are a critical part of computational media, the field’s potential goes beyond the current state of computer and video gaming.

It looks like computational media has a great future in Santa Cruz!

Texto Digital Seeks Papers (in Many Languages)

A correspondent in Brazil sends news of a new call for papers in the journal Texto Digital. The recent issues have been almost entirely in Portuguese, but the journal is reaching out and seeking submissions in several languages. I think you can tell from the title (even if your Portuguese is a bit rusty) that this publication focuses on some very Post Position (and Grand Texto Auto) sorts of topics. Here’s the call:


Texto Digital is a peer-reviewed electronic academic journal, published twice annually in June and December by the Center for Research in Informatics, Literature and Linguistics – NuPILL (http://www.nupill.org/), linked to the Postgraduate Program in Literature, the Department of Vernacular Language and Literatures and the Center of Communication and Expression at the Federal University of Santa Catarina (UFSC), Brazil.

Texto Digital publishes original articles in Portuguese, English, Spanish, French, Italian and Catalan which discuss several theoretical implications related to the texts created/inserted in electronic and digital media.

Interdisciplinary by nature and range, as implied in its title with the words “text” and “digital”, the journal embraces the fields of Literature, Linguistics, Education, Arts, Computing and others, in their relation to the digital medium, yet without privileging any specific critical approach or methodology.

In addition to the Articles Section, Texto Digital presents specific sections destined on publishing digital works of art, as well as interviews with recognized researchers and / or digital artists.

Once submitted, all articles that meet the general scope of the journal and its guidelines will be considered for peer-review publication, even in case of issues that may favor some particular subject-matter.

CALL FOR PAPERS – TEXTO DIGITAL

Texto Digital, the electronic journal published by the Center for Research in Informatics, Literature and Linguistics (NuPILL) at the Federal University of Santa Catarina (UFSC), Brazil, informs that submissions for articles are open until October 15th, 2014.

We accept papers that analyse the relationships of digital media with one or more of the following subjects: Literature, teaching processes (reading and writing in particular, but not restricted to), language studies and arts in general. Accepted papers will be published in our
our December issue (n.2/2014).

Submissions for our journal are open on a continuous flow basis since September 1st, 2014, for academic papers that fit its scope.
Our publication standards and guidelines are available at:. https://periodicos.ufsc.br/index.php/textodigital/about/submissions#authorGuidelines. Only papers in accordance with such criteria will be accepted.

Intro to Game Analysis

Intro to Game Analysis, Clara Fernández-VaraJust out: Introduction to Game Analysis, a book that covers many different approaches to understanding games, and particularly (although not exclusively) videogames. (Check the availability of the book online.) It’s by Clara Fernández-Vara, now on the faculty at the Game Center at NYU, who did one of the first digital media PhDs at Georgia Tech and was for many years my colleague here at MIT – I’m glad she was also part my of lab, The Trope Tank, for some of that time. Fernández-Vara is a scholar of games and an award-winning maker of games as well, and in both cases her emphasis has been on adventure games.

It’s been valuable to learn, over the years, how to view games as we would literature or film, and how to bring specific individual approaches to bear in understanding them. Now, Introduction to Game Analysis offers numerous methods of analysis that each treat games as games. These approaches are systematically organized and well thought out, too. Anyone in game studies or digital media should find this book compelling; A person who is coming to video games from another field, or who has been in the field and is looking to teach an introduction to video games, will find it essential.

Trope Tank Annual Report 2013-2014

I direct a lab at MIT called The Trope Tank. This is a lab for research, teaching, and creative production, located in building 14 (where the Hayden Library is also housed), in room 14N-233. Its mission is to develop new poetic practices and new understandings of digital media by focusing on the material, formal, and historical aspects of computation and language.

Trope Tank computers at work

The lab’s website has just been updated with some new information about our two major creative/research projects, Slant and Renderings. Earlier this academic year, a hardware and software catalog of Trope Tank resources was developed by Erik Stayton with contributions from Sylvia Tomayko-Peters.

As usual, the Trope Tanks hosts the monthly meetings of the local interactive fiction club, the People’s Republic of Interactive Fiction. Also, the Trope Tank’s series of digital writing presentations, Purple Blurb, continued this year; I was on leave in Fall 2013, but the series was back and hosted four excellent presentations in Spring 2014. See those sites for more information about PR-IF and Purple Blurb.

Here’s what we’ve been up to since our last annual report in May 2013:

New Works: Creative projects released.

  • Nanowatt, single-loading (3.5 KB) demoscene production for the VIC-20. By Nick Montfort, Michael C. Martin, and Patsy Baudoin as Nom de Nom, McMartin, and Baud 1. Shown and awarded 2nd place on 30 November 2013 at Récursion, Montréal.
  • World Clock, computer generated novel with source code by Nick Montfort. Published on the Web 30 November 2013, in print at the Harvard Book Store.
  • Round, digital poem by Nick Montfort. Published on the Web 14 August 2013 by New Binary Press.

  • Duels — Duets, digital poem. By Stephanie Strickland and Nick Montfort. Published on the Web 14 August 2013 by New Binary Press.
  • The Deletionist, digital poetry system. By Nick Montfort, Amaranth Borsuk, and Jesper Juul. 2011–2013. Premiered at E-Poetry 2013 in London and published on the Web.
  • Three Rails Live, an interactive video installation. By Rod Coover, Nick Montfort and Scott Rettberg. 2011–2013. Documentation published on the web in bleuOrange 7, 2013.

Trope Reports: We have issued two technical reports.

Exhibit & Museum Event:

  • Second Fridays: How People Connect, Presentation of Commodore 64 BASIC programming, Piotr Marecki and Erik Stayton, and event at the MIT Museum, February 14, 2014
  • Programs at an Exhibition, Nick Montfort & Páll Thayer, an exhibit at the Boston Cyberats Gallery, March 6-16, 2014

Presentations:

  • Marecki, Piotr, “Sticker literature or augmented reality literature,” David Foster Wallace Conference, Department of English, Illinois State University, May 23, 2014 
  • Marecki, Piotr, “The Road to Assland and early Polish Text Adventure Games,” People’s Republic of Interactive Fiction, The Trope Tank, MIT, May 13, 2014
  • Montfort, Nick, “Combinatory Media and Possibilities for Documentary,” OpenDoc Lab, MIT, May 8, 2014
  • Marecki, Piotr, “Polish Literature in the Digital Age,” MIT Comparative Media Studies/Writing, May 7, 2014
  • Marecki, Piotr, “Textual Caves: Expanding the Literary Writing Space,” Shapeshifters: Recycling and Literature, Department of Comparative Literature, Yale University, April 25-26 2014
  • Montfort, Nick “Exploratory Programming,” first of four major topics for the online Critical Code Studies Working Group 2014, 23 February-23 March, 2014.
  • Montfort, Nick, “Aesthetic Obfuscated Code,” Symposium on Obfusctation, New York University, 15 February 2014.
  • Montfort, Nick, “Ten Cases of Computational Poetics,” UCLA, M/ELT, 17 January 2014.
  • Montfort, Nick, “Computational Poetic Models,” University of Southern California, SCA Complex, 16 January 2014
  • Marecki, Piotr, “Polish Literature in the Digital Age,” IAP talk, MIT, January 21, 2014.
  • Montfort, Nick, “Computational Literary Models for Fun and Poetics,” Concordia University, Montréal, 10 January 2014.
  • Montfort, Nick, “Scaling Up Literary Models with Curveship and Slant,” 8th Mexican International Colloquium on Computational Creativity, UNAM, Mexico City, 15 November 2013.
  • Montfort, Nick, “Literary Models,” 8th Mexican International Colloquium on Computational Creativity, UAM Cuajimalpa, Mexico City, 14 November 2013.
  • Montfort, Nick, “Electronic Literature and Other Forms of Popular Creative Computing.” Keynote address at Writing Literature, Reading Society, Municipal Public Library, Kraków, 29 October 2013.
  • Montfort, Nick, “10 PRINT,” MIT CSAIL Programming Language & Software Engineering retreat, MIT Endicott House, 21 May 2013
  • Montfort, Nick, “Hardware and Emulation to Access Creative Computing,” Preserving.exe Summit, Library of Congress, 20 May 2013
  • Baudoin, Patsy and Nick Montfort, “10 PRINT,” Writing Across the Curriculum, MIT, 17 May 2013

Translations: Andrew Campana translated “The Two” by Nick Montfort into Japanese. Piotr Marecki translated Montfort’s “Lede,” “The Two,” and World Clock (via translation of the novel-generating program) into Polish, and, with Aleksandra Małecka, translated “Between Page and Screen” by Amaranth Borsuk and Brad Bouse into Polish. These will be placed online when revisions are complete.

Teaching:

  • The Trope Tank hosted a visit by The Word Made Digital, 21W.764, during Spring 2014.
  • “Exploratory Programming Workshop” by Nick Montfort, New York University, 14 February 2014.
  • Commodore 64 BASIC Workshop by Nick Montfort, offered for MIT’s Independent Activities Period, 29 January 2014.
  • “Workshop in Exploratory Programming” by Nick Montfort, UAM Cuajimalpa, Mexico City, two meetings on 11-12 November 2013.

Upcoming: In Milwaukee this month Trope Tank researchers will present at (int)7 (Intelligent Narrative Technologies 7) and the Electronic Literature Organization Conference. The presentation will be “Expressing the Narrator’s Expectations” by Montfort and Stayton at (int)7, and at ELO in the conference paper sessions “The Formation of the Field of Electronic Literature in Poland” by Marecki, “Computational Editions, Ports, and Remakes of ‘First Screening’ and ‘Karateka'” by Stayton and Montfort, and “New Novel Machines: Nanowatt and World Clock” by Montfort. The ELO Media Arts show will include “The Postulate to Hyperdescribe the World” by Marecki and Aleksandra Małecka and “Round” by Montfort. Andrew Campana’s work will be part of the Gallery of E-Lit 1st Encounters.

Many papers and even some books developed with Trope Tank support are forthcoming, but instead of trying to enumerate those, I’ll list them next year, when they have appeared.

Transcendance

The premiere of the film Transcendance, directed by Wally Pfister and starring Johnny Depp as AI researcher Dr. Will Caster, was last night in Westwood. I got to go since my spouse produced and co-wrote the iOS and Android game that accompanies this movie. Johnny Depp and other cast members were there, but, alas, I did not get to hang with them; there were many interesting conversations nevertheless and I was glad to get to see the film for the first time. (Those involved with it had often seen very many cuts already, of course.) The general theatrical release of the film is April 18.

It’s an idea-packed film with a good bit of action, explosions, and so on, as well as innumerable nanites. Much can and will be said of it. One thing I was pleasantly surprised to note, though, was that the film expressed a bit how AI researchers (and by extension academic researchers more generally) have different motivations for what they do. Some are mainly interested in the challenges that problems present, because those problems are beautiful or inherently interesting. Some want to learn and understand things about the world. Some want to produce benefits in the world. And (although this group is not represented among the top researchers in the world) for some it’s just a job to make a living. It was nice to see the nuance of these different motivations in the way AI research was portrayed in Transcendance.

Gamebooks and IF Conference at Villanova

Gamebook guru Demian Katz is putting on a conference on interactive fiction, print and online, in Villanova’s Popular Culture Series. The conference does have an academic focus, but also seeks to introduce new sorts of academics to IF.

Info is up now at the vupop site, where you can read about the conference or submit a proposal. Or, if there’s enough light available, examine yourself/take inventory!

Aha – and the deadline for submitting something is November 1!

Trope Tank Annual Report 2012-2013

Trope Tank home computers

I direct a lab at MIT called The Trope Tank. This is a lab for research, teaching, and creative production, located in building 14 (where the Hayden Library is also housed), in room 14N-233. Its mission is to develop new poetic practices and new understandings of digital media by focusing on the material, formal, and historical aspects of computation and language.

Trope Tank Atari VCS

The Trope Tank is a physical facility with unusual material computing resources from the past few decades – as well as places for researchers to sit and work with their more modern computers. The facility and materials provide for visits from classes, discussions with visiting researchers, and support for creative and research projects. The lab space continues to house the monthly meetings of the People’s Republic of Interactive Fiction, the Boston Area’s local IF group. Trope Tank equipment has supported talks this year at the Boston Cyberarts Gallery, Microsoft Research in Redmond, UCLA, the University of Maine, and other venues.

This academic year, two Trope Tank affiliates are becoming faculty members:

– Clara Fernández-Vara, who took part in the Tools for the Telling project back in 2007-2008 and has been a visiting scholar at the Trope Tank this year, is joining the faculty of NYU’s Game Center at the end of summer as an associate arts professor.

– Amaranth Borsuk, who was guest organizer of the Purple Blurb series in 2011-2012 and is a current collaborator on _The Deletionist_, is joining the faculty of The University of Washington, Bothell as an assistant professor. She has been a senior lecturer there.

The Trope Tank’s series of technical reports, called the “Trope Report” series, now features five items and is archived in MIT’s DSpace.

There have been two major research projects (both with artistic aspects) and one creative, poetic project this past year:

– The book 10 PRINT CHR$(205.5+RND(1)); : GOTO 10 was published last year by the MIT Press (and is also available for free download as a PDF). Various subsets of the ten authors have been doing presentations related to the book in many different contents.

– The story generation project Slant was initiated and the first paper was accepted at ICCC 2013. It will be presented there, in Sydney, next month. The project involves integrating or developing new work based on decades of research by Nick Montfort, Rafael Pérez y Pérez, and Fox Harrell; those three and Andrew Campana have collaborated to initiate the project.

The Deletionist is a current poetic project by Amaranth Borsuk, Jesper Juul, and Nick Montfort which will premiere at E-Poetry next month at Kingston University, London.

The Trope Tank will continue to support research, creative work, and teaching this summer and beyond. This is a laboratory to allow people to work with material computing systems; while it is not an archive, museum, or library, and does not offer all that such institutions do, it does provide for hands-on access to the history of creative computing. If you are interested in using the systems and materials in the Trope Tank, please contact Nick.

Amodern, a New Open Access Peer-Reviewed Journal

Amodern has just launched, and it’s not asexy…

Announcing the launch of AMODERN:

A new peer-reviewed, open access scholarly journal devoted to the
study of media, culture, and poetics.

http://amodern.net

Issue 1: The Future of the Scholarly Journal

Editorial
Scott Pound

“We Have Never Done It That Way Before”
an interview with Kathleen Fitzpatrick by Michael Nardone

“Towards Philology in a a New Key”
an interview with Jerome J. McGann by Scott Pound

“Scholarly Publishing: Micro Units and the Macro Scale”
Johanna Drucker

“The Grammatization of Scholarship”
Benjamin J. Robertson

“The ‘Unknown’ Explorations”
Gary Genosko

“Beyond the Journal and the Blog: The Technical Report for
Communication in the Humanities”
Nick Montfort

AMODERN is a peer-reviewed, open access scholarly journal devoted to
the study of media, culture, and poetics. Its purpose is to provide a
forum for interdisciplinary conversations about the role of media and
technology in contemporary cultural practices. We are particularly
interested in those topics that normally escape scrutiny, or are
ignored or excluded for whatever reason.

The journal is distinguished by its focus on poetics as a scholarly
practice, with particular emphasis on the unruly ways that people
deploy media and technology behind, beneath, and despite their
instrumental functions. Against the grain of determinism, we hope to
attract work that bears witness to media as complex assemblages of
institutions, subjects, bodies, objects, and discourses.

Please send all submissions and queries to: submissions@amodern.net

Founding Editors: Scott Pound and Darren Wershler
Managing Editor: Michael Nardone

Advisory Board

Johanna Drucker
Gary Genosko
Lisa Gitelman
Jerome McGann
Marjorie Perloff
Brian Rotman
Kim Sawchuk
Will Straw

Editorial Board

Jason Camlot
Jeff Derksen
Craig Dworkin
Lori Emerson
Jonathan Finn
John Maxwell
Nick Montfort
Sianne Ngai
Bart Simon
Matt Soar

“Creative Material Computing in a Laboratory Context”

The Trope Tank has just issued a new technical report:

Creative Material Computing in a Laboratory Context
Nick Montfort and Natalia Fedorova
TROPE-12-03

Download the full report

Abstract
Principles for organizing a laboratory with material computing resources are articulated. This laboratory, the Trope Tank, is a facility for teaching, research, and creative collaboration and offers hardware (in working condition and set up for use) from the 1970s, 1980s, and 1990s, including videogame systems, home computers, an arcade cabinet, and a workstation. Other resources include controllers, peripherals, manuals, books, and software on physical media. In reorganizing the space, we considered its primary purpose as a laboratory (rather than as a library or studio), organized materials by platform and intended use, and provided additional cues and textual information about the historical contexts of the available systems.

Digging beyond Data

Noah Wardrip-Fruin, a friend and collaborator, has a great editorial in Inside Higher Ed today. It’s called “The Prison-House of Data” and addresses a prevalent (if not all-inclusive) view of the digital humanities that focuses on the analysis of data and that overlooks how we can understand computation, too.

It’s Time: Overthrow Elsevier.

The Boston Globe calls it the scientific community’s Arab Spring. Perhaps the comparison is bombastic, but this issue actually goes beyond science. It’s a question of whether the results of our research, scholarship, and critical writing as academics will be held hostage from our own universities and completely locked away from the public view, or whether we can put aside the artificial scarcity of information that commercial publishers have created and foster better, open communications.

Our colleagues in the sciences are the main ones who are taking a stand in this particular case – a boycott of commercial, closed-access publisher Elsevier – but others can stand with them.

If you haven’t, please read about the issue with Elsevier specifically, for instance in the Chronicle and the Guardian. These are good old news stories in which one side says it’s right and then the other side says it’s right, and so on.

I wrote about open access in the digital media field back in 2007, and at that point drew some ire (along with a good bit of agreement and praise) for simply refusing to review for a closed-access journal. That discussion may be interesting to those interested in this issue, too.

And there is plenty to read about open access more generally, such as John Willinsky’s book The Access Principle: The Case for Open Access to Research and Scholarship. (Registration is required, but the full text of the book is available for free download.)

I hope that these links help to inform, and that, if you’re an academic, you’ll choose to

visit The Cost of Knowledge

and join the protest against Elsevier.

There are 5000 of us now.

Your Conference Can Have Women!

I recently had the chance to revisit the Gendered Conference Campaign, which is not new (it’s more than two years old) but is (unfortunately) still relevant. Without fixing blame on conference organizers, this page lists several “all-male” academic conferences (those where all the invited speakers are men) and offers useful, concrete suggestions for including women in your own conference.

I’ve gone to quite a variety of conferences and symposia, in writing, literary studies, game studies, digital media, and several flavors of computing. The gender balance has varied widely, from “looks like America” in some humanities conferences to “sausage fest” in some computing conferences. I’m pretty sure I’ve been to at least one small conference that was truly all-male – not just with all male invited speakers, but where everyone was male – and I’ve certainly been to a five-person symposium where all the participants were all men. Well, I bemoan it, and I point to those useful suggestions for allowing more women to participate. These are most useful to read before conference planning even begins, so if you are thinking of planning an event at some point in the future, give them a read.

Chicago Colloquium Notes

I went to the Chicago Colloquium on Digital Humanities & Computer Science this weekend (Sunday and today), and gave the keynote that opened this event. I spoke about Platform Studies, describing how the difference between Pong and Hunt the Wumpus could be better understood by considering that these games were made of different stuff — different material computing systems. Then, I brought in the five-level model of digital media studies that I introduced in Game Studies in my article “Combat in Context” back in 2006. I spoke about the existing and forthcoming titles in the Platform Studies book series by MIT Press: Racing the Beam (Montfort & Bogost, 2009); the book on the Wii, Codename: Revolution by Steven E. Jones and George K. Thiruvathukal; and The Future was Here by Jimmy Maher, covering the Amiga. I also spoke about 10 PRINT CHR$(205.5+RND(1)); GOTO 10, a book engaging with platforms that I, and nine co-authors, are completing. Finally, I concluded by offering 16 questions about the digital humanities, in a lecture moment that was inspired by a particular 20th century American composer.

A few of my favorite aspects of the colloquium:

– Talking with Steven E. Jones and George K. Thiruvathukal, colloquium organizers and Platform Studies authors, among other platform-interested authors.

– Meeting Perry Collins, a new program officer for the NEH Office of Digital Humanities. This was Perry’s first trip outside the Washington, D.C. metro area, and she immediately (first talk of the colloquium) got to do something all of her colleagues at the ODH — Brett Bobley, Jason Rhody, Jennifer Serventi — have already done: listen to me complain about the prevailing, overly traditional, overly narrow model of the digital humanities that doesn’t embrace contemporary work and the expressive, creative power of computational media. There are some things to enjoy about being a gadfly, but I do wonder if I’ve now become a hazing ritual at the National Endowment for the Humanities.

– Getting to talk more with Kurt Fendt and two CMS students working for his group, HyperStudio, about their current projects. Although I can walk over to their space without going outside, of course I have to travel to Chicago to really learn about what they’re up to, and to hear discussion of it supported by an immense poster — it’s the nature of things.

– Suggesting to Quinn Dombrowski of DHCommons that that site have some facilities for allowing potential collaborators to meet at conferences, and to know about who was at conference together, and then discussing this with her over Twitter and email while she was sitting six feet away from me.

I had many other good conversations, saw several intriguing presentations, and even saw some nice automated text collage, but those are the most amusing highlights, at least.

Conferencing on Code and Games

First, as of this writing: I’m at the GAMBIT Summer Summit here at MIT, which runs today and is being streamed live. Do check it out if video game research interests you.

A few days ago, I was at the Foundations of Digital Games conference in Bordeaux. On July 1 I presented the first conference paper on Curveship since the system has been released as free software. The paper is “Curveship’s Automatic Narrative Style,” which sums up or at least mentions many of the research results while documenting the practicalities of the system and using the current terminology of the release version.

four FDG attendees

Noah Wardrip-Fruin, Malcolm Ryan, Michael Young (next year’s FDG local organizer) and Michael Mateas in between sessions at FDG 2011.

At FDG, there was a very intriguing interest in focalization, seen in Jichen Zhu’s presentation of the paper by Jichen Zhu, Santiago Ontañón and Brad Lewter, “Representing Game Characters’ Inner Worlds through Narrative Perspectives” and in the poster “Toward a Computational Model of Focalization” by Byung-Chull Bae, Yun-Gyung Cheong, and R. Michael Young. (Zhu’s work continues aspects of her dissertation project, of which I was a supervisor, so I was particularly interested to see how her work has been progressing.) Curveship has the ability to change focalization and to narrate (textually) from the perspective of different characters, based on their knowledge and perceptions; this is one of several ways in which it can vary the narrating. I’ll be interested to see how others continue to explore this aspect of narrative.

Before FDG was Digital Humanities 2011 at Stanford, where I was very pleased, on June 22, to join a panel assembled by Rita Raley. I briefly discussed data-driven poetic practices of different sorts (N+7, diastic writing, and many other forms) and presented ppg256 and Concrete Perl, which are not data-driven. I argued that as humanists we should be “digging into code” as well as data, understanding process in the new ways that we can. It was great to join Sandy Baldwin, Noah Wardrip-Fruin, and John Cayley on this panel, to discuss code and poetry with them, and to hear their presentations.