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.
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.
MIT’s Building 14 has a great new display thanks to poet Amaranth Borsuk, who is a Mellon postdoctoral fellow in the Writing & Humanistic Studies program, where I also work. There are some wonderful pieces from many of my colleagues and their students, all of them displayed brilliantly. I’ll mention the digital tie-ins: The broadside “Love Letters,” done in one of my graduate CMS.950 Workshop classes, consists of computer-generated poems produced by a Manchester Mark I emulator. These were set on a letterpress by the class thanks to the Bow & Arrow Press’s John Pyper. And Peer Hofstra, who took my 21W.750 Experimental Writing class last semester, did an extraordinary untitled book for his final project. It’s made of punched cards, with the words are formed by alphabetically-arranged letters punched out from those pages. Each word is some are subsequence of the alphabet, so “APT” can occur, while “APE” cannot. Alex Corella’s Experimental Writing final project, which cuts up and rearranges the text on Cambridge historical plaques, is also on display. If you’re on campus, do stop by to see the case, which is by the elevator on the first floor of Building 14. It will be up for at least this month, December 2010.
Clara Fernandez-Vara, a postdoc here at MIT in Comparative Media Studies who researches at the GAMBIT lab and is part of the People’s Republic of Interactive Fiction, has written a short, helpful piece for Adventure Classic Gaming, explaining some ways that academics have studied adventure games – and some of what’s useful about that activity. The piece is called “Adventures in games research.” Give it a read and, if you have one, drop a comment there or here.
Just posted at ebr (Electronic Book Review) is Whitney Anne Trettien’s article “Computers, Cut-ups, and Combinatory Volvelles.” (We already love computers and cut-ups, but be aware that volvelles are extremely cool.) Some illustrations are still to come, but the article’s text and references are now up … I believe in link early, link often.
The article is born of Trettien’s born-digital MIT Comparative Media Studies thesis “Computers, Cut-ups and Combinatory Volvelles: An Archaeology of Text-Generating Mechanisms,” a two-or-more-dimensional arrangement of reconfigurable texts. Like a conservative child reacting against his liberal parents, the ebr article is linear, but that should offer an helpful complement to the machinations of the thesis. The article reels back to long before the 20th century avant-garde to find recombinatory text machines and perspectives on reading that are relevant to the digital age. I highly recommend the ebr piece to those working with ergodic texts and operating today’s textual computer machines. It will hopefully serve as a nice gateway drug, too, interesting more readers in Trettien’s combinatory thesis.
Today we heard final thesis presentations from the 2010 masters students in MIT’s Comparative Media Studies Program.
I’ve taught in CMS, which has an undergraduate and masters program, since I came to MIT three years ago. It’s a diverse program that has included digital media research and has brought contemporary computational work, among other types of media production and reception, into juxtaposition and under consideration. Here are the titles of this semester’s masters presentations:
- M. Flourish Klink: “Laugh Out Loud in Real Life: Twilight, Women’s Humor, and Fan Identity”
- Sheila Seles: “Audience Research for Fun and Profit: Rediscovering the value of television audiences”
- Florence Gallez: “Open Park Online News Production: A Proposal for a Code of Ethics for Collaborative Journalism in the Digital Age”
- Audubon Dougherty: “New Medium, New Practice: Civic production in live-streaming mobile video”
- Nick Seaver: “A Brief History of Re-performance”
- Madeleine Elish: “The Evolution of the Companion Species: Creating Realms of Possibility for the Personal Computer”
- Jason Begy “Interpreting Abstract Games: The Metaphorical Potential of Formal Game Elements”
- Elliot Pinkus: “The Physicality of Floating Numbers”
- Hillary Kolos: “Not in it just to win it: Inclusive gaming in an MIT dorm”
- Michelle Moon Lee: “Designing Game Ethics: A Pervasive Game Adaptation of The Count of Monte Cristo”
I’m not advising any CMS masters students this year, but this program does allow for research into my area of interest (computational art and media) and should accommodate more research in these areas in the future. (The program has had some great thesis on computational media in the past, too: Brett Camper’s work on the Game Boy Advance homebrew programming community is an example.) In 2010-2011, because the program is in transition to new co-directors, we won’t have any graduate students around, but we will be running admissions for a class of masters students that will join us in 2011. If you’re interested in working with me or my colleagues here at MIT on a masters degree, let me know.
Brett Camper, who recently presented a great paper on the “fake bit” game La Mulana at Digital Arts and Culture 2009 and whose Comparative Media Studies masters thesis here at MIT was “Homebrew and the Social Construction of Gaming: Community, Creativity and Legal Context of Amateur Game Boy Advance Development,” has an excellent new interactive map of New York City.
It’s called 8-bit NYC,and it looks like this: