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

Translating E-Literature = Traduire la littérature numérique

The proceedings of the June 12-14, 2012 Paris conference on the translation of electronic literature are now online. These include a paper by Natalia Fedorova and myself, “Carrying across Language and Code.” The conference took place at Université Paris 8 Vincennes-Saint-Denis and Université Paris Diderot, and encouraged me and collaborators to undertake the Renderings project, the first phase of which is now onlne.

Renderings (phase 1) Published

For the past six months I’ve been working with six collaborators,

– Patsy Baudoin
– Andrew Campana
– Qianxun (Sally) Chen
– Aleksandra Małecka
– Piotr Marecki
– Erik Stayton

To translate e-lit, and for the most part computational literature works such as poetry generators, into English from other languages.

Cura: The Renderings project, phase 1

After a great deal of work that extends from searching for other-langauge pieces, through technical and computing development that includes porting, and also extends into the more usual issues assocaited with literary translation, the first phase of the Renderings project (13 works translated from 6 languages) has just been published in Fordham University’s literary journal, Cura.

Please take a look and spread the word. Those of us rooted in English do not have much opportunity to experience the world-wide computational work with langague that is happening. Our project is an attempt to rectify that.

World Clock Punches in on The Verge

Some kind comments about World Clock and NaNoGenMo in the article “The Strange World of Computer-Generated Novels” by Josh Dzieza.

Nick Montfort’s World Clock was the breakout hit of last year. A poet and professor of digital media at MIT, Montfort used 165 lines of Python code to arrange a new sequence of characters, locations, and actions for each minute in a day. He gave readings, and the book was later printed by the Harvard Book Store’s press. Still, Kazemi says reading an entire generated novel is more a feat of endurance than a testament to the quality of the story, which tends to be choppy, flat, or incoherent by the standards of human writing.

“Even Nick expects you to maybe read a chapter of it or flip to a random page,” Kazemi says.

There were many great generated novels last year, and are already many great ones this year. I don’t think among this abundance that World Clock is a very good poster boy for NaNoGenMo. Still, my experience with the book does make a strong case for having your generated novel translated in (or originally written in) Polish.

Zegar ?wiatowy, the Polish World Clock

World Clock in Polish, displayed World Clock (book, code) has now been published in Polish. The translation is by Piotr Marecki, who translated the underlying novel-generating program and generated a new novel in Polish. ha!art is the publisher, and the book appears in the Liberatura series, which also includes some very distinguished titles: The Polish translations of Finnegans Wake and of Perec’s Life A User’s Manual, for instance. The Polish World Clock on the shelf

Techsty #9, with Sea and Spar Between in Polish

techstyExciting news for Polish-readers (and, I think, others): The new issue of Techsty, number 9, is out. You might think that a “Techsty” is just a place where infopigs like me live, but it’s actually a long-running site (since 2001) on digital literature, with an esteemed journal that has been published since 2003.

The current issue includes translations of articles by Robert Coover and Brain McHale, an article by Seweryna Wysłouch, and a special section on an audacious project. This is the translation of Sea and Spar Between, by Nick Montfort and Stephanie Strickland, which is a fairly extensive special-purpose poetry generator that is fair entwined with the English language (as well the specific authors from whom it draws: Emily Dickinson and Herman Melville). Not only did the two translators tackle the difficult and in fact unprecedented task of translating the underlying system to Polish, so that the program generates stanzas in that language; they also translated our comments from the “cut to fit the toolspun course” edition of the work. I hope this will invite remixing and code re-use in Polish as well as helping to improve the understanding of our project and our collaboration. Monika Górska-Olesińska also has an article on Stephanie Strickland’s work, with a photo of Stephanie reading just a few days ago at the ELO conference.

Piotr Marecki also translated my short generator Lede for the issue. (Amusingly enough, the translated title is the more conventional and seemingly more properly-spelled English word “Lead.”) It has some aspects of cultural translation – absurd figures from Polish culture are substituted for some of the ones I included from my American perspective.

The only mistake I see in the Sea and Spar Between items is that it’s hard (for me, at least, not being a reader of the language) to determine who did the translation of both the poem generator and the comments: Monika Górska-Olesińska and Mariusz Pisarski, who are attributed atop the commented code but not, for instance, here on the Polish “How to Read” page. In digital literature, there generally is no system for buying rights and recruiting and paying translators for their work – just as there is no system for doing this for authors. So the least we can do is to properly credit those who work to develop new programs and cybertexts, whether they are based on earlier ones in other languages or not.

The final article I’ll note is an interview, I think one that’s very kind to me and my lab, The Trope Tank, by Piotr Marecki, who was a postdoc here this past year. Here’s what the Googly Intelligence translates this interview as.

There’s a great deal more in the issue, and I suggest those interested in digital literature, even if not literate in Polish, take at least a quick look using your favorite “translation goggles.” There are some good English-language journals on electronic literature, but I think English-speakers could learn a good deal from this effort, which publishes critical writing (including some in translation) and creative work and also undertakes extensive translation projects.

Videogame Editions for Play and Study

Now available: TROPE-13-02 – Videogame Editions for Play and Study by Clara Fernández-Vara and Nick Montfort.

>We discuss four types of access to videogames that are analogous to the use of different sorts of editions in literary scholarship: (1) the use of hardware to play games on platforms compatible with the original ones, (2) emulation as a means of playing games on contemporary computers, (3) ports, which translate games across platforms, and (4) documentation, which can describe some aspects of games when they cannot be accessed and can supplement play. These different editions provide different information and perspectives and can be used in teaching and research in several ways.

Enjoy, and please let us know here or elsewhere if you have discussion about this.

New bleuOrange Revue with Three Rails Live / Trois rails sous tension

Except for its celebratory nature, it may ultimately have little to do with the New Zoo Revue, but the latest issue (number 7) of the French-language bleuOrange revue, from Figura and Laboratoire NT2, has now arrived. The issue publishes the results of a competition to translate electronic literature into French.

In this issue there is a rich selection of new translations, including translations of work by by J. R. Carpenter and Mark Marino, who are here with me now at the 2013 ELO conference Chercher le texte. One of these, too, is the translation of Three Rails Live by Roderick Coover, Nick Montfort, and Scott Rettberg. The translation is entitled Trois rails sous tension and is by Carolyne Ouellette and Jordan Tudisco, with the voices of Serge Bouchardon and Laetitia LeChatton. For now, there is video documentation of our piece and its translation, as the piece was developed as an installation. Next year a Web version of the video generator, the combinatory database narrative film, will be published on bleuOrange in English and French.

Language and Code at the Gate

What are we waiting for, assembled in the forum?

A technical report is to arrive today.

No need to worry about what will become of you without a technical report! The report, the fourth “Trope Report” in the Trope Tank series that started this year, is here:

In “Carrying across Language and Code,” Natalia and I discuss issues of translation and computational writing. With reference to electronic literature translation projects in which we have been involved as translators or as authors of the source work, we argue that the process of translation can expose how language and computation interrelate in electronic literature. Various small poetry generators, a cybertext poem, and two works of interactive fiction are discussed in this report.

Share and enjoy…

Translating Clemente Padin

Ottar Ormstad made the case for non-translation at the recent Paris 8 conference on the translation electronic literature. He eloquently explained that many explorations of language (including concrete poems) do not lend themselves to either ordinary translation or a simply explanatory note. This was a reasonable point that is appropriate to many works of concrete and sound poetry.

To illustrate this point, he displayed this concrete poem by Uruguayan poet Clemente Padin.

PAN=PAZ

Very compelling! This is an amazing poem that is quite language-specific. And yet, I was compelled to translate it to English, and have done so below:

ZAP your NAP!

The original message, that PAN (bread) converges with PAZ (peace), cannot be communicated precisely in every way. But, using the same characters as in the original poem, I can assert that people should ZAP their NAP and wake up to our reality, in which the needs of our fellow people must be met before peace can be attained.

Generador de la Historia “The Two” en Español

Thanks to Carlos León, there is now a Spanish version, “Los Dos,” of my simple but (I think) provocative story generator “The Two.” The system was previously translated into French as “Les Deux” by Serge Bouchardon.

Stop by and check them out; all three are available in JavaScript versions that run right away in a browser. For those who are interested, the original Klingon, er, Python, is also available for each of the three languages.

The reader who takes the time to try to actually understand the output and resolve the pronouns in it will see that often this task is complicated by ambiguity in gender, although syntax and power relations also work to suggest certain ways that pronouns can be resolved. The need to leave the gender of the characters indeterminate in the first line posed particular problems, and slightly different problems, for the French and Spanish translators, who each found a solution.

La Muchacha y el Lobo


In 2001, Beehive was the first Web publication to print a creative digital media piece of mine, “The Girl and the Wolf.” I had written this story back in 1997 in Janet Murray’s Interactive Narrative class at MIT. (These days, I teach this class here at MIT.) It was strongly inspired by the readings of folk tales we had done in Henry Jenkins’s Children’s Literature class. “The Girl and the Wolf” is a very early creative piece of mine, but I remain pleased with the systematic concept and with what I wrote. It’s a simple arrangement of nine versions of a story, allowing the levels of sex and violence to be increased independently. With some contemporary references and a few other turns of phrase, I introduced only a few deviations from well-known folkloric versions of the Little Red Riding Hood story.

Ruber Eaglenest has now translated this “variable tale” into Spanish as “La Muchacha y el Lobo.”

Eaglenest describes himself as a “wannabe” game programmer, but has participated in the Spanish IF community in many ways using the name El Clérigo Urbatain. In addition to writing many reviews and articles and doing several interviews, he has written and collaborated on several pieces of interactive fiction: Por la necedad humana, Astral, Aventurero en el Sega Park, El extraño caso de Randolph Dwight, and an episode of El museo de consciencias. He has also adapted several interactive fiction games and translated several to Spanish – most recently, Graham Nelson’s Relics of Tolti-Aph.

Eaglenest has also provided a lengthy and very useful post about the Little Red Riding Hood story and “The Girl and the Wolf” on his blog (in Spanish).

ELO_AI at Brown Wraps Up

The Electronic Literature Organization‘s conference at Brown University has new concluded – the workshops, performances, screenings, exhibits, and sessions all went very well, as did the coffee breaks and other times for informal conversation. Many thanks to the organizer of ELO_AI (Archive & Innovate), John Cayley!

The conference was a celebration of and for Robert Coover, co-founder of the Electronic Literature Organization and major American novelist, whose teaching and promotion of electronic literature has been essential to the field. Robert Coover was toasted and at least lightly roasted, heard papers presented on his work, and did a reading of the “recently renovated Hypertext Hotel” – a famous early project by students which did indeed turn out to have some recent renovations.

ELO_AI began on Thursday with an array of workshops by Damon Loren Baker, John Cayley, Jeremy Douglass, Daniel Howe, and Deena Larsen. Deena Larsen was later part of a great roundtable on archiving with Will Hansen, Marjorie Luesebrink, and Stephanie Strickland; the group discussed Duke University’s work with Stephanie Strickland’s papers (and digital works), the Deena Larsen Collection at the University of Maryland, and the efforts that the ELO made in the Preservation, Archiving, and Dissemination project. On the first day of the conference, Mark Marino organized a great panel with four undergraduate presenters. And, there was an opening reception at the Westminster Street gallery where an excellent show of digital literary work has been put together. While there was an array of work (in the screenings, performances, gallery, and sessions) from people who were presenting at an ELO conference for the first time, I was also glad to see many of the people who were instrumental in creating and publishing literary work on the computer more than a decade ago.

Without trying to enumerate every session of the conference, I’ll mention the Sunday 10am plenary to try to get across how wide-ranging the presentations and presenters were. In this session, George Landow, author of the famous Hypertext: The Convergence of Contemporary Critical Theory and Technology (1992), told the tragicomical tale of hypertext’s use in education at Brown. Angela Chang and Peggy Chi described two interactive projects for very young readers, projects that used my Curveship system and the Open Mind Common Sense project from Henry Lieberman’s MIT Media Lab group. Lawrence Giffin used the not-very-democratic framework of the salon to consider the important avant-garde site Ubuweb. And finally, Paola Pizzichini and Mauro Carassai looked into the Italian edition of Michael Joyce’s Afternoon and its almost total absence from Italian libraries. Certainly, some sessions were more focused – very focused in the case of the one on William Poundstone’s digital writing work; at least with a theme of process intensity, in the case of the session were I presented my work on Adventure in Style. But we had a genuinely diverse group of presenters, and sessions like this one on Sunday revealed this, while also showing that we do have cross-cutting interests and that we can have valuable conversations.

A special area if interest for me, interactive fiction, was represented by Aaron Reed, who did a reading of his Blue Lacuna in which he deftly showed both interactive sessions and the underlying Inform 7 code while a volunteer interactor spoke commands. Aaron Reed also gave a paper on that large-scale piece, explaining his concept of interface and his work on developing a non-player character who ranged across different spaces without being a simple opponent or companion character. In the same performance session and paper session, I got to see and learn more about Fox Harrell’s Living Liberia Fabric, a piece produced in affiliation with the Truth and Reconciliation Commission (TRC) of Liberia, incorporating video testimony, and employing Fox Harrell’s GRIOT system for poetic conceptual blending.

We welcomed new ELO board members and officers. Joining the ELO board are Fox Harrell, Caroly Guertin, and Jason Nelson. Dene Grigar took office as vice president, and Joe Tabbi completed his term as president, handing that role over to me.

During the sessions, we heard critical perspectives on many particular electronic literature work and some on the ELO itself, which will help us think about the challenges the Organization faces and how we can better serve readers and writers beyond American universities. The ELO has had ten years of growth and learning by now, and while there will be more of each to do, our four main projects are now well enough established that all of them are past 1.0:

  • The Electronic Literature Collection, the second volume of which has been edited and produced by an independent editorial collective and will be published soon.
  • The Electronic Literature Directory, which in its new manifestation offers community-written descriptions as well as metadata.
  • Our conference – this most recent one at Brown was our fourth international gathering.
  • Our site and our online communications, which offer information about the ELO and an introduction to electronic literature.

I’m glad to be starting my service as president of the ELO at a time when the organization has just had a very successful conference and has these other effective projects rolling. Thanks to Joe Tabbi and other past presidents and directors of the Organization for bringing us to this point – and, again, to John Cayley for bringing us all together at Brown.