The Purpling

I was recently notified that “The Purpling” was no longer online at its original published location, on a host named “research-intermedia.art.uiowa.edu” which held The Iowa Review Web site. In fact, it seems that The Iowa Review Web is missing entirely from that host.

My first reaction was put my 2008 hypertext poem online now on my site, nickm.com, at:

http://nickm.com/poems/the_purpling/

Fortunately, TIWR has not vanished from the Web. I found that things are still in place at:

http://iowareview.uiowa.edu/TIRW/

And “The Purpling” is also up there. Maybe I was using a non-canonical link to begin with? Or maybe things moved around?

Purple Blurb is Shaped Like Canada

We have an amazing Spring 2012 Purple Blurb lineup, thanks to this academic year’s organizer, Amaranth Borsuk, and featuring two special events and readings by two leading Canadian poets who work in sound, concrete, and conceptual poetry. The Purple Blurb series is supported by the Angus N. MacDonald fund and MIT’s Program in Writing and Humanistic Studies. All events are at MIT and are free and open to the public.

Monday, March 19
5:30 PM
6-120

Steve McCaffery

Author of Carnival, The Black Debt, Seven Pages Missing
Professor and David Gray Chair of Poetry and Letters, SUNY Buffalo

A central figure in Canadian avant-garde writing, Steve McCaffery’s work
spans sound poetry, generative and iterative text, experimental prose,
performance art, literary criticism, and visual poetics. A member of the
Four Horsemen sound poetry ensemble and a professor of English at SUNY
Buffalo, he is the author of over a dozen influential books of poetry,
twenty chapbooks and four volumes of critical writing. His works include
CARNIVAL panels 1 and 2, Panopticon, The Black Debt, North of Intention
and Rational Geomancy: Kids of the Book-Machine (with bpNichol). With Jed
Rasula, McCaffery edited Imagining Language, an anthology for MIT Press.

Monday, April 9
5:30 PM
6-120

Open Mouse / Open Mic

Featuring Alexandra Chasin, Ari Kalinowski, and YOU

Please join us for an open mic featuring  D1G1T4L WR1T1NG for a variety of
platforms, from immersive projections by Ari Kalinowski to generative
fiction for the iPad by Alexandra Chasin.

Bring video art, interactive fiction, SMS poems, hypertext fiction and poetry, text generators, and any form of electronic literature you’ve got up your sleeve! This event is co-sponsored by the Electronic Literature Organization.

Alexandra Chasin is the author of Kissed By (FC2), and Selling Out: The Gay
and Lesbian Movement Goes to Market
(St. Martin’s). She teaches Writing at
Lang College, The New School. Ari Kalinowski runs the Intermedia Poetry
Project.

Thursday, May 3
6:00 PM
6-120

Christian Bök

Professor of English, University of Calgary
Co-sponsored by the Visiting Artist Series and WHS
Author of Crystallography, Eunoia and The Xenotext.

Christian Bök is the author of Crystallography (Coach House Press, 1994),
nominated for the Gerald Lampert Award for Best Poetic Debut, and Eunoia, a
lipogram that uses only one vowel in each chapter, which won the 2002
Griffin Poetry Prize and is the best-selling Canadian poetry book of all
time. He is also author of Pataphysics: The Poetics of an Imaginary Science
(2001). His latest project, The Xenotext, encodes a poetic text into
bacterial DNA that will produce proteins in response—yielding another poetic
text. Bök has created artificial languages for Gene Roddenberry’s Earth:
Final Conflict
and Peter Benchley’s Amazon.

1:00 PM – 7:00 PM
Bartos Theater
Friday, May 4

Unbound: Speculations on the Future of the Book

Co-sponsored by the Mellon Foundation, SHASS, WHS, the Arts at MIT Visiting
Artist Program, and the MIT Communications Forum

An afternoon of discussion with theorists and practitioners from MIT and
beyond who are concerned with the shape of books to come.

Participants include:

Christian Bök (University of Calgary)
Katherine Hayles (Duke University)
Bonnie Mak (University of Illinois at Urbana-Champaign)
Rita Raley (UC Santa Barbara)
James Reid-Cunningham (Boston Athenaeum)
Bob Stein (Institute for the Future of the Book)

Computational Narrative and Games T-CIAIG Issue

IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG)

Call for papers: Special Issue on Computational Narrative and Games

Special issue editors: Ian Horswill, Nick Montfort and R. Michael Young

Stories in both their telling and their hearing are central to human experience, playing an important role in how humans understand the world around them. Entertainment media and other cultural artifacts are often designed around the presentation and experience of narrative. Even in video games, which need not be narrative, the vast majority of blockbuster titles are organized around some kind of quest narrative and many have elaborate stories with significant character development. Games, interactive fiction, and other computational media allow the dynamic generation of stories through the use of planning techniques, simulation (emergent narrative), or repair techniques. These provide new opportunities, both to make the artist’s hand less evident through the use of aleatory and/or automated methods and for the audience/player to more actively participate in the creation of the narrative.

Stories have also been deeply involved in the history of artificial intelligence, with story understanding and generation being important early tasks for natural language and knowledge representation systems. And many researchers, particularly Roger Schank, have argued that stories play a central organizing role in human intelligence. This viewpoint has also seen a significant resurgence in recent years.

The T-CIAIG Special Issue on Computational Narrative and Games solicits papers on all topics related to narrative in computational media and of relevance to games, including but not limited to:

– Storytelling systems
– Story generation
– Drama management
– Interactive fiction
– Story presentation, including performance, lighting, staging, music and camera control
– Dialog generation
– Authoring tools
– Human-subject evaluations of systems

Papers should be written to address the broader T-CIAIG readership, with clear and substantial technical discussion and relevance to those working on AI techniques for games. Papers must make sufficient contact with the AI for narrative literature to provide useful insights or directions for future work in AI, but they need not be limited to the documentation and analysis of algorithmic techniques. Other genres of papers that could be submitted include:

– Documentation of complete implemented systems
– Aesthetic critique of existing technologies
– Interdisciplinary studies linking computational models or approaches to relevant fields such as narratology, cognitive science, literary theory, art theory, creative writing, theater, etc.
– Reports from artists and game designers on successes and challenges of authoring using existing technologies

Authors should follow normal T-CIAIG guidelines for their submissions, but clearly identify their papers for this special issue during the submission process. T-CIAIG accepts letters, short papers and full papers. See the IEEE T-CIAIG page for author information. Extended versions of previously published conference/workshop papers are welcome, but must be accompanied by a covering letter that explains the novel and significant contribution of the extended work.

Deadline for submissions: **September 21, 2012**

Notification of Acceptance: December 21, 2012

Final copy due: April 19, 2013

Expected publication date: June or September 2013

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.

A New Paper on the Dreamcast

I’m very pleased to see the article Mia Consalvo and I wrote published in Loading…,
the journal of the Canadian Game Studies Association (CGSA). There’s an intriguing lineup of articles in Loading… Vol 6, No 9; ours is:

Montfort, Nick and Mia Consalvo. “The Dreamcast, Console of the Avant-Garde.” Loading… 6: 9, 2012. http://journals.sfu.ca/loading/index.php/loading/article/view/104/116

We look at the connections between the Dreamcast platform, five games in particular (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and avant-garde movements and work in art, literature, and other areas in the 20th century. By seriously considering and applying the idea of the avant-garde and looking into these fives games closely (in terms of gameplay, in interpretive ways, and with regard to players’ online discourses about them), we show some ways in which videogames, within gaming, have done the work of the historical avant-garde; the business situations and factors in platform technology that relate to this innovation; and what opportunities for radical exploration in console gaming remain.

Wow, Game Mag. Wow.

I keep hearing about this Believer article about palindromes – actually, it’s mostly an article exposing a particular palindromist to readers’ chortles. The article signals no awareness of the palindrome as a literary form, but I appreciate it pointing me to Mr. Duncan’s “A Greenward Palindrome,” written for my local eco-boutique and charming in its topicality.

A community of practice is a set of people who do the same type of work (writing, art, game development, etc.) and who are at least aware of one another and have some interaction with one another. Poets constitute a community of practice, for instance, or at least several significantly interlocking communities of practice. Poets are aware that there are other poets. They read each others’ work. Sometimes they hate one another, which shows that they care.

Electronic literature authors are literary migrants to the computer, not always of the same genre or movement, and are less established as a single community of practice. But thanks to organizations like the Electronic Literature Organization and events like the E-Poetry festival and the ELO conference, many of them do get to meet each other, talk to each other, and learn about each others’ work and interests. Some specific sorts of practice, such as poetry generation, have much less community around them, of course; but others, such as interactive fiction, have a great deal of healthy community.

Palindromists, I would venture, do not constitute a community of practice. They mostly don’t know each other and aren’t aware of each others’ work, despite the efforts of people like Mark Saltveit, editor of the magazine The Palindromist. Duncan describes palindrome authors as “practicing the invisible craft.” When thinking of the short, canoncial palindromes that have circulated without attribution, this designation makes sense. But in other cases, it doesn’t.

For instance, there are plenty of palindrome books in print for those who look. Here are three from a single press, Spineless Books: 2002: A Palindrome Story by Nick Montfort and William Gillespie, I’d Revere Verdi: Palindromes for the Serious Music Lover by Jane Z. Smith and Barbara Thorburn, and the sublime Drawn Inward and Other Poems by Mike J. Maguire, which contains:

Same Nice Cinemas

Same nice cinemas,
same nice cafe.

We talk late.

We face cinemas.
Same nice cinemas.

There are several palindromes of literary interest online, too – my and William’s 2002 is just one, alongside “Dammit I’m Mad” by Demetri Martin and “The Big One” by Will Helston.

From reading that recent article, one would guess that palindromists aren’t a community of practice because palindrome writing isn’t a practice, but a pathology. The truth is that palindromes make for difficult reading, difficult writing, and unique engagements with language that have been savored by Edgar Allan Poe, Vladimir Nabokov, Harry Mathews, and Georges Perec. So, for those who want to take a break from gawking at personal quirks to read some brilliant texts, read a few of the many palindromes that are out there – works of writing that will wow you coming and going.

A New Game Studies Brings Racing Reviews

A new issue of Game Studies, the pioneering open-access journal that deals with computer and video games, is out. Of particular note – to me, at least – is that among this issues eight book reviews are two reviews of the book I wrote with Ian Bogost, Racing the Beam.

The two reviews are “Hackers, History, and Game Design: What Racing the Beam Is Not” by José P. Zagal and “The fun is back!” by Lars Konzack.

Zagal, who has a very interesting take on our project, calls the book “an accessible nostalgia-free in-depth examination of a broadly recognized and fondly remembered icon of the videogame revolution” and notes that it is “a book that both retro-videogame enthusiasts and scholars should have on their bookshelves.”

It’s important to note that Konzack developed a layered model for how games (and other digital media artifacts) can be abstracted and situated within culture in his article “Computer game criticism: A method for computer game analysis.” With only a few alterations (merging the “software” and “hardware” layer together into a “platform” layer, for instance, and considering the cultural context as influencing all layers), this model is used in Racing the Beam and in the Platform Studies book series. Konzack finds the book “a worthwhile read if the reader wants to know how early videogame development took place and thereby get an understanding of how videogame development came into being what it is today.”

I’m very pleased, as Ian is, to read these critics’ resposes to our book.

An Alphabet in 25 Characters

I’m here at the University at Buffalo enjoying the E-Poetry Festival. Amid this discussion of digital work, concrete poetry, and related innovative practices, and among this great crowd of poets, I’ve developed a very short piece for anyone with Perl installed to enjoy – just copy and paste on the command line:

yes | perl -pe '$.%=26;$_=$"x$..chr 97+$.'

It does use “yes,” one of my favorite Unix/GNU commands, and the -p option to wrap the Perl code in a loop. So there’s some bonus stuff there on the command line. But the Perl code itself is only 25 characters long, not a bad length for a program that displays the alphabet.

Alphabet in 25

Imagination Fit to Print

If you’re heading over to look at today’s parodical “Final Edition,” allow me to suggest instead a thoughtful and compelling re-imagination of the New York Times, the special edition of July 4, 2009 by the Yes Men and the Anti-Advertising Agency. Instead of being just a joke that falls flat – one that was released on the 11th day of the month and features a New York skyscraper in flames, very tastefully – the latter “fake” newspaper is actually a productive utopian vision.

I don’t mind when parodists do the end times, but I think we should at least do them right. Take a look at the last daily page from Suck.com, or, if you want to go back to the 20th century and bust out the microfiche, the final, April 24, 1966 issue of the New York Herald Tribune. (A predecessor of that merged newspaper has a square in New York named after it, as does the Times.) Those who consciously put togther a final edition often strive for summing up, even if their organization is in the final stages of falling apart. Last issues tend to be rich in history and thoughtful about the future.

I don’t see an online record of this quip, but I recall Bruce Sterling (perhaps in the context of the Dead Media Project) stating that being first isn’t nearly as difficult as being last. To be the last in a category means enduring, and continuing to endure, as all others drop away. Even to be writing the last issue of an important newspaper or other serial means to be concluding a tremendous accumulation of context, conventions, and expectations. When it comes, the last issue of the New York Times will be a swan song, not a belly flop. I’d love to see some serious imagination of what that will be like.

Label This One a Failure

It’s tough to write about the ideas that didn’t work out. Sometimes the negative results actually aren’t very interesting, and it’s better not to discuss them. In other cases, it’s impolite to point out other people’s roles – to blame them – and impossible to discuss the failure otherwise. But when a failure is not too big of a deal, possibly instructive to bring up, and as least as much my fault as anyone else’s, that rare opportunity to post about it presents itself.

In 2005, those of us blogging at Grand Text Auto had the idea of starting a “label.” We wanted something that would riff on our blog’s name and serve to showcase larger-scale projects that we did. The idea was that our creative projects would benefit from being associated with each other, just as our blog writing was more lively and had wider reach thanks to the shared context of Grand Text Auto.

After going through our usual best practices process of name development – perhaps, based on experiences like these, I’ll one day start a naming firm – we chose to call the label [auto mata]. With the square brackets and everything, if you want to really give a shout-out, although “Auto Mata” could work if that’s what fits your house style.

I offered to design the logotype. Now, I’m much less likely to start a career in graphic design, and certainly couldn’t drive that auto very far if I did, but I do like to indulge my dilettantish design interests when the opportunity presents itself. This is what I came up with:

Admittedly, it doesn’t exactly slap one in the face.

I don’t think my understated logo was the real problem with [auto mata], though. First Michael Mateas and Andrew Stern’s Façade (July 2005) and then my own Book and Volume (November 2005) were released “under” (perhaps “with” is a better preposition) this label. And that was it. No other “extraordinary e-lit, digital art, and computer games” appeared as [auto mata] releases, which was one big problem. A list of two things isn’t doing that much helpful association or offering people very much to browse. I think if we had kept adding a piece to the [auto mata] catalog every few months, we’d have accumulated a very interesting collection that people would be looking at. We might even encourage the crossing of boundaries between (the stereotypes of) literary work, visual art, and computer games that Grand Text Auto was all about. But we weren’t all regularly doing larger-scale projects that were downloadable. [auto mata] couldn’t really, in any straightforward way, “release” an immense, functional Atari VCS joystick.

Another problem, though, is that [auto mata] was just a list on a Web page. We didn’t build much buzz around [auto mata] itself, or work to promote the label per se as opposed to the two pieces that were released under it. Perhaps this work would have done itself to some extent as our list of publications grew and our offerings drew in people from different communities. But, unfortunately, the work wasn’t done.

Michael, Andrew, and I often mentioned [auto mata] in promoting our pieces. The site is still up. But now it’s 2011, and it’s worth noting that both Façade and Book and Volume have been published again in the fine context of the Electronic Literature Collection, volume 2. Although some “previous publication” information is included for each piece in the Collection, Michael, Andrew, and I all neglected to tell the editors that these two pieces are [auto mata] releases, so that information (provided within the pieces) doesn’t appear on the introduction pages where other bibliographic information is available.

Ah, well. I don’t regret the discussion that led to our developing [auto mata]; nor do I regret the not particularly onerous efforts that we took to get this label launched. In a different situation, such a label might have served not just to catalog work, but as an incentive or rallying point for the Grand Text Auto bloggers in creating work that could be proudly presented alongside other pieces. Perhaps a similar label could still do that for a different group of people.

Book Arts and Broadsides Showcased

a photo (and not a very good one, sorry) of the Building 14 WHS Books Arts & Broadsides display case

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.

Robot Prints and Binds Riddle & Bind

If you’re looking for my new book of poems, Riddle & Bind, and you happen to be near the MBTA’s Red Line or Harvard Square specifically, prepare for excitement. You can not only purchase the book in this venerable area of Cambridge; you can have the Harvard Book Store’s book-making robot, Paige M. Gutenborg, manufacture a copy of Riddle & Bind for you in about four minutes. The cost for the book and the bibliotronic display in which it is forged is simply the retail price, $16.

The Harvard Book Store's book-making robot.I have the feeling that someone must have put in a good word for me.

Update: As of August 14, 2012, Riddle & Bind is not available to be printed on the Espresso Book Machine at the Harvard Book Store. The book can be special ordered through the Harvard Book Store, however.

The MIT Press bookstore, down the red line at the MIT/Kendall stop, has copies of Riddle & Bind in the store and available for purchase.

Horror Lurks on Halloween

A special event: The People’s Republic of Interactive Fiction is hosting a session in which we’ll play The Lurking Horror, October 31, 2-5pm, MIT’s room 4-145. We’ll take a tour of some MIT campus locations that inspired the ones in this game, and David Lebling, the Infocom implementor who created the game, will be joining us.

Also, remember that there’s a Tuesday Nov 2 book party for the release of my Riddle & Bind, at Grafton St. in Harvard Square, 6-9pm. And on Sunday Nov 7 we’ll have a codefest where people can work on games in Curveship, or on the core system, if they like. Contact me (the login name is “nickm”, the domain to use is this one) if you’d like to join us for that event.