Big Day at DAC 2009

Ian Bogost and I just gave our talk “Platform Studies: Frequently Questioned Answers” here at Digital Arts and Culture in Irvine, California. There were three other talks – fascinating ones – in this day’s opening plenary session. Garnet Hertz took us into circuit bending, tactical media, and the artistic recycling and reuse of electronic waste. Jason Farman spoke on locative media with a focus on geocaching as technologically-enabled, embodied, proprioceptive play. Conor McGarrigle explored, in detail and with reference to several specific projects, the relationship between the practices of the Situationist International and contemporary locative media work.

Ian and I addressed six misconceptions about platform studies (the concept, the focus) which we’ve already heard a few times. Our talk was an attempt to better invite people to participate in the project and in the book series. In brief, the six misconceptions, and our responses, are:

#1 Platform studies entails technological determinism.

Platform studies is opposed to “hard” determinism and invites us to continue to open the black box of technology in productive ways.

#2 Platform studies is all about hardware.

Platform studies includes software platforms as well.

#3 Platform studies is all about video games.

Platform studies extends to all computing platforms on which interesting creative work has been done.

#4 Everything these days [in the Web 2.0 era] is a platform.

We invite a focus on computational platforms, the basis for digital media work.

#5 Platform studies is about technical details, not culture.

Platform studies connects technical details to culture.

#6 Platform studies means that everyone in digital media will have to get computer science training or leave the field.

Platform studies shows how technical understanding can lead to new sorts of insights, but will not evict the many other important sorts of scholars from digital media.

The full paper is online, too. Since the beginning of the project, we’ve insisted on the embedding of the platform level in culture and other non-technical contexts, and we’re tried to draw connections between the way computing systems work and culture, history, and society. Others, we’re sure, will have new ways to do that; please, join us in taking up the platform as an focus for digital media studies.

I have one other collaborative paper today, which will be presented by Alex Mitchell: “”Shaping Stories and Building Worlds on Interactive Fiction Platforms.” Then I’ll present “The ppg256 Series of Minimal Poetry Generators.” Finally, I’ll be part of the DAC Literary Arts Extravaganza with a reading called “Five Uneasy Pieces.” I’m looking forward to it all, but I’m sure I’ll be glad to be looking back on it when the day’s done.

You can search Tweetland for #DAC2009 to see what the cool kids are saying about the conference.

Bergen Apothegma, Part 2

Actually I haven’t had the energy to keep mining each of the presentations at The Network as a Space and Medium for Collaborative Interdisciplinary Art Practice, but they were rich in provocation and new ideas, and now I have to post something to follow “part 1.” The workshop went very well; particularly good were two long evenings of electronic literature, digital poetry, and readable digital art that were done by individuals but showcased collaboration. These two readings stood out because so much of the workshop time (which usually would have gone to very full days of panels) was dedicated to the presentation of creative work, and because the variety and quality of work was stellar.

You can check the twitsphere to see what was twot about the workshop.

A big thanks to Scott Rettberg for putting on this event and for inviting us Americans to join this international discussion.

Bergen Apothegma, Part 1

I’m at a fine gathering, The Network as a Space and Medium for Collaborative Interdisciplinary Art Practice. This is a workshop Scott Rettberg organized here in Bergen, Norway. Here’s a tiny glimpse of it.

First, Daniel Apollon has very deftly provided us with a video of last night’s electronic literature readings / presentations by nine readers: Jörg Piringer. Roderick Coover, J. R. Carpenter, John Cayley, Renée Turner, Serge Bouchardon, Chris Funkhouser, Talan Memmott, and Michelle Teran. It was remarkable for being an extremely long e-lit reading that was also very compelling throughout and offered a wide range of work, never lagging at any point during the three hours. The video is just over 11 minutes.

Regarding the panel presentations today so far, I have no summary – see the abstracts for that. Instead, a handful of analects, transcribed ineptly:

“If there were going to be a great novel or a great poem in new media by now, we’d have it. There are major works in digital media, but they aren’t continuations of the novel or the poem.” -Joseph Tabbi

“That’s the real promise of peer-to-peer review – you can follow the debates that make claims and that become knowledge.” -Eric Dean Rasmussen

“… calculation being a material process … authors, who work on the technical dimension and on the medium, may allow a new aesthetic to emerge.” -Serge Bouchardon

“For a long time I advocated that we have two classes of electronic literature – Class A which represents that work which is truly programmatic, and the other which is traditional writing. Increasingly, I don’t see this distinction as important.” -Raine Koskimaa

“I don’t actually mind cookie cutters – I make a lot of cookies, and I use proprietary cookie cutters.” -Jill Walker Rettberg [Jill’s slides and a preprint of her related paper are online.]

“Already the manifesto is the exquisite corpse.” -Renée Turner (regarding discussion on the NetBehavior list)

[Please let me know if I’ve seriously misquoted you, fellow workshop attendees.]

ELO_AI: Archive & Innovate

The Electronic Literature Organization‘s
Fourth International Conference
& Program of Digitally Mediated Literary Art

June 3-6, 2010
Brown University
Providence, Rhode Island, USA
Organized by the ELO and Writing Digital Media 
at the Brown University Literary Arts Program
dedicated to Robert Coover

The Electronic Literature Organization and Brown University’s Literary Arts Program invite submissions to the Electronic Literature Organization 2010 Conference to be held from June 3-6, 2008 in Providence, Rhode Island, USA.

  • electronic literature
  • writing digital media
  • language-driven digital poesis
  • literal art

We welcome papers and presentations on a broad range of topics. The conference will focus on the theory, criticism, close-reading, practice and archiving of language-driven digital art and poetics. Our gathering will also embrace all the related cultural practices that continue to be addressed by scholars and artists in our growing field:

  • expressive processing
  • computational art
  • artificial cognition and intelligence
  • aesthetic gaming
  • information art
  • codework
  • digitally mediated performance
  • network & media art & activism

In addition we will give a special welcome to papers that engage with the contribution that Robert Coover has made to our field. A festschrift comprised of papers from the conference is proposed and Professor Coover will be our chief featured eWriter. (Other featured speakers to be announced shortly.)

In conjunction with the three-day conference, there will be a juried Program of Language-Driven Digital Art, concentrating on but not confined to installation works. We plan to show the selected work in gallery spaces close to the conference venue in downtown Providence over a two week period. Subject to funding restrictions, selected artists will be awarded bursaries to assist with attending the conference. Submission guidelines will be posted on the conference website by mid November.

Deadline for Submissions: December 15, 2009
Notification of Acceptance: January 25, 2010

PLEASE NOTE: Deadline for full papers will be May 1, 2010 to allow for reflection and exchange on the papers prior to the conference and to get head-start in the publication process.

The basic cost of the conference is $150; graduate students and non-affiliated artists pay only $100.

Conference registration covers access to all events, the reception, some meals, and shuttle transportation.

All conference attendees are also expected to join the ELO before the conference and this can be done at registration.

We are planning to implement online submission and registration. Before submitting, please consult the conference website at …

http://ai.eliterature.org

… where these facilities will be available and where you will find much more information about both the content and the form of the conference and arts program.

After consulting the website, for further queries and all email correspondence contact:

elo dot ai at eliterature dot org

The above address should be used for all conference business. It will checked by myself and also those colleagues and students who will be assisting me with the conference organization. But I appreciate that you may sometimes also want to get in touch with the conference organizer:

John Cayley, Literary Arts Program
Box 1923, Brown University
68 1/2 Brown Street
Providence, RI 02912, USA
office: +1 401 863 3966, John underscore Cayley at brown dot edu

The Conference is currently sponsored and supported by The Electronic Literature Organization, Brown University Literary Arts Program, Brown University Creative Arts Council, Brown University Library, and the RISD D+M Program.

Any organization or individual in receipt of this call who would like to sponsor and support this major international conference, please get in touch. External sponsors are being sought and will be appropriately acknowledged.

Mary Flanagan Speaks in Purple Blurb, Monday 11/2 6pm

On Monday (November 2) at 6pm in MIT’s room 14E-310,

The Purple Blurb series of readings and presentations on digital writing will present a talk by

Mary Flanagan.

Mary Flanagan

author of Critical Play: Radical Game Design (MIT Press, 2009)

Mary Flanagan is the creator of [giantJoystick], and author of [theHouse] among other digital writing works. She is Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth, where she directs Tiltfactor, a lab focused on the design of activists and socially-conscious software.

Flanagan investigates everyday technologies through critical writing, artwork, and activist design projects. Flanagan’s work has been exhibited internationally at museums, festivals, and galleries, including: the Guggenheim, The Whitney Museum of American Art, SIGGRAPH, and The Banff Centre. Her projects have been funded by the National Science Foundation, the Pacific Cultural Foundation, and the National Endowment for the Arts.

Flanagan writes about popular culture and digital media such as computer games, virtual agents, and online spaces in order to understand their affect on culture. Her co-edited collection reload: rethinking women + cyberculture with Austin Booth was published by MIT Press in 2002. She is also co-author with Matteo Bittanti of Similitudini. Simboli. Simulacri ( SIMilarities, Symbols, Simulacra ) on The Sims game (in Italian, Unicopli 2003), and the co-editor of the collection re:skin (2007).

Flanagan is also the creator of The Adventures of Josie True, the first web-based adventure game for girls, and is implementing innovations in pedagogical and values-based game design.

Using the formal language of the computer program or game to create systems which interrogate seemingly mundane experiences such as writing email, using search engines, playing video games, or saving data to the hard drive, Flanagan reworks these activities to blur the line between the social uses of technology, and what these activities tell us about the technology user themselves.

A representative from the MIT Press bookstore will be at the talk offering copies of Flanagan’s books for sale.

Purple Blurb – Digital Writing, Fall 2009

Once again, Purple Blurb offers readings and presentations on digital writing by practitioners of digital writing. All events are at MIT in room 14E-310, Mondays at 6pm. All events are free and open to the public. The Purple Blurb series is supported by the Angus N. MacDonald fund and Writing and Humanistic Studies.

Noah Wardrip-Fruin.

September 14 — Noah Wardrip-Fruin is author of Expressive Processing: Digital Fictions, Computer Games, and Software Studies (MIT Press, 2009), co-creator of Screen (among other works of digital writing), and assistant professor in the Department of Computer Science at the University of California, Santa Cruz.

Mary Flanagan.

November 2 — Mary Flanagan is author of Critical Play: Radical Game Design (MIT Press, 2009), creator of [giantJoystick], and author of [theHouse] (among other digital writing works). She is Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth.

D. Fox Harrell.

November 16 — D. Fox Harrell is the creator of the GRIOT system for computational narrative and author of several works in this system, including Loss, Undersea and The Girl
with Skin of Haints and Seraphs.
He is assistant professor of digital media in the School of Literature, Communication, and Culture at the Georgia Institute of Technology.

Marina Bers.

November 30 — Marina Bers is author of Blocks to Robots: Learning with Technology in the Early Childhood Classroom (Teachers College Press, 2007) and creator of the system Zora. She is associate professor in the Department of Child Development and adjunct professor in the Department of Computer Sciences at Tufts University.

A Tiny Poetry Generator with Blinkenlights

ppg256-4 on a shelf

[As I wrote on netpoetic.com:] My latest Perl Poetry Generator in 256 Characters, ppg256-4, is my first one created specifically for a gallery setting. Although shown here in my office, it’s now on display at the Axiom Gallery for New and Experimental Media in Boston in the show Pulling Back the Curtain, which runs through September 27.

Since 2007, I have been developing Perl poetry generators that are 256 characters long. These programs constitute the ppg256 series. They are simply 256 characters of Perl code; they use no external data sources, online or local, and they do not make use of any special libraries or invoke any other programs. Here’s the code for ppg256-4:

perl -e 'sub c{$_=pop;$_[rand split]}sub w{c("b br d f fl l m p s tr w").c"ad ag ap at ay ip on ot ow"}{$|=print"\0\0\0\0\0\1Z00\2AA\33 b".c("be de mis re pre ").w." ".c("a on the that")." ".w.w.", ".c("boss bro buddy dogg dude guy man pal vato")."\4";sleep 4;redo}' > /dev/alpha

Note that those 256 characters of Perl include all of the control codes that are needed to drive the sign; the output is just redirected to the sign, a serial device, instead of appearing in the terminal. If you want to run ppg256-4 yourself, you can use this modified version that doesn’t include the control codes — it’s ready for you to copy and paste it into a terminal window:

perl -le 'sub c{$_=pop;$_[rand split]}sub w{c("b br d f fl l m p s tr w").c"ad ag ap at ay ip on ot ow"}{$|=print "\n".c("be de mis re pre ").w." ".c("a on the that")." ".w.w.", ".c("boss bro buddy dogg dude guy man pal vato")."\4";sleep 4;redo} #No LED sign version'

I’ll try to post a longer discussion about ppg256-4 on netpoetic.com and/or on Post Position before too long.

ppg256-4_2

ppg256-4_3

ppg256-4_4

ppg256-4_5

This was posted here on Post Position for the convenience of those of you who subscribe to the feed or visit the site. If you want to leave a comment, please head over to this post on netpoetic.com.

Computational Creativity at ICCC-X

The First International Conference on Computational Creativity will be taking place in Portugal on January 7-9 2010. ICCC-X will follow on a decade of smaller-scale workshops and symposia. The call for papers lists the deadline of September 26 (extended 5 days) for papers, and promises:

The conference will include traditional paper presentations, will showcase the application of computational creativity to the sciences, creative industries and arts, and will incorporate a “show and tell” session, which will be devoted to demonstrations of computational systems exhibiting behaviour which would be deemed creative in humans.

Note also that contributions are solicited in several areas, including “specific applications to music, language and the arts, to architecture and design, to scientific discovery, to education and to entertainment.”

Playing the Irish Game, Talking About Train

Train

I got to hear Brenda Brathwaite speak about her recent work yesterday. As you know if you’re read the Escapist article about her board games, she’s been developing a series of non-digital games about very serious subjects: The middle passage, Cromwell’s invasion of Ireland, and the Holocaust – so far. I also got to talk with her and some others about Train (upper right) at the GAMBIT Game Lab and got to play against her there in Siochan Leat (lower left). The latter, also known as “The Irish Game,” is a very playable game, although in my limited experience, it seems like it may have too many symmetries. I tried to play for a draw (since that seemed like a “fair” outcome), forgot about a rule and fell behind, and then caught up again to draw the game in the end. Since Train was “spoiled” for me and others, we talked about the play that had taken place in other sessions, and ended up having a very interesting discussion. I have no problem with games that rely on the players being naive, and which can be played only once, as long as that one experience is valuable. The verbal game Max and Nora is like this, and the way that some people play the party game Psychiatrist is similar, also. The latter game can easily be generalized, though, and can be endless fun (and insightful) if it is. Train is about something quite different: the drive for efficiency that obscures the ethics of one’s action. It is meant to provoke substantial conversation, and it does that well, helping us think about the nature of play and the design of games as well as about an important historical episode.

The Irish Game

These games impressed me as very thoroughly thought through on a material as well as a formal level. They also impressed me as original, unique art works, a quality which in some ways contributes to their ability to tackle difficult subjects. I do think that it works against their purpose in some ways, though. Many more people could play and benefit from these games if they were cheap or “open,” rather than unique. Still, I can’t complain about the project, and I’ll look forward to the next games in Brathwaite’s series.

New Media Art

New Media Art, Mark Tribe and Reena Jana, Taschen, 2006
New Media Art, Mark Tribe and Reena Jana, Taschen, 2006

Here’s a nice slice of recent digital art – online, in performance, and installed – expertly introduced. The book is well-illustrated (no surprise from this publisher) and has a welcome emphasis on the computational. Sure, some of the purest pieces of software art (Galloway’s fork bomb, obfuscated code, and the like) aren’t mentioned, but port scanning, packet sniffing, and the glitchy transformation of HTML are all represented. As with all Basic Genre Series books, there’s an introduction followed by page spreads, each on a single work. The format has its pros and cons, but the results, in this case, certainly offer a nice adjunct to Christiane Paul’s similarly introductory book, Digital Art. The engagement of artists with social issues, the critique of technology, video gaming, and free software are particularly evident in New Media Art. And, how great that Super Mario Clouds and the work of Jodi now sit on the shelf beside books on abstract expressionism, Greek art, and the still life.

Children of Arcadia

Lala
Children of Arcadia, Mark Skwarek and Joseph Hocking, CAC Gallery, April 24-May 15 2009. Part of the Boston Cyberarts Festival.

In Cambridge’s City Hall Annex, Children of Arcadia provides a wide vista onto a virtual world as well as a station for interacting. A visitor can guide a female character to different parts of the landscape. The pastoral scene, with the ruins of Wall Street buildings scattered about, features weather and other atmospheric effects that are keyed to current financial conditions. Plummeting stock prices seem to manifest themselves in darkness, rain, and billowing columns of smoke. Bullish markets would lead to sun and clear skies. Steering an avatar through this world could be more enjoyable. It seems that the character can’t affect anything or interact with other wanderers. Still, the view of the landscape and the connection to real-time data makes for a powerful, relevant image and works well in the installation context. The economic crisis is found “in arcadia” here, where the helplessness of the steerable characters is at least appropriate.

Robot Jams

I heard Ensemble Robot last night at AXIOM. It was a suitably outrageous performance and a nice final event for the 2009 Boston Cyberarts Festival, which officially ends today. Ensemble Robot has robot musicians who play alone and with human performers. Two of them, a robot glockenspiel and a one-string robot instrument/performer, were at AXIOM last night. They played several pieces, including Belle Labs. The final number involved using one of the robots as an instrument, controlled by a MIDI guitar. It was a nice finale that sounded fittingly extreme, but I have to admit that “slaving” this former silicon-based collaborator to a person in this way disturbed me a bit. I also wish that there had been time for questions and discussion, so that I would have a better idea of how autonomous the robots were, if they were listening to the other performers, and so on. In any case, if you have a chance to hear this unusual group, I highly recommend it.

The performance, which included people playing on hacked-together non-electronic instruments, reminded me of the amazing sort of things that used to happen at MITRES, the MIT Electronics Research Society, back when they had their open mic/show and tell nights. I noticed that Ensemble Robot artistic director Christine Southworth is an MIT and Brown alumnus; perhaps the coincidence runs deeper.