January 30, 2008

EP 2.1: Meeting Eliza

When I was a teenager — in the 1980s — my mother bought a personal computer. It was an impressive machine for the day, decked out with two floppy drives, a dot matrix printer, a Hayes modem, and a monochrome amber display. At first I only used the machine for some minor programming experiments (in Basic and later Pascal), writing for school (in WordStar), and a few games. But that mysterious modem sat there. Probably intended to let my mother exchange data with the big Digital Equipment Corporation machines she had in her lab at the university, I knew modems could also be used for other things. (more...)

January 29, 2008

EP Meta: Chapter One

With today’s post of section 1.6, we’ve reached the first major milestone of the Expressive Processing review. The entire first chapter has now been posted. Given this, I’d like to ask for further thoughts about issues that have been raised — and also invite wider discussion.

Here are some of the comments that stand out most for me, thus far: (more...)

EP 1.6: The Next Steps

Earlier I mentioned that this book will discuss three “effects” that arise in the relationship between system operations, surface presentation, and audience experience. These will serve as the major waypoints for the remainder of this volume. The first — “the Eliza effect” — is the well-known phenomenon in which audience expectations allow a digital media system to appear much more complex on its surface than is supported by its underlying structure. However, I will consider what most authors have ignored: during playful interaction with the simulated therapist for which the Eliza effect is named, the illusion breaks down rapidly. One alternative to breakdown, with a system of this sort, is to severely restrict interaction. Another is that pursued by many modern games: never building up the Eliza illusion, and instead clearly representing the operations of a simple system on the work’s surface. But these simple systems prove too limited for the fictional experiences games seek to make available to their players, resulting in breakdowns of a different type. This leaves only one option for those seeking to create ambitious playable fictions: more developed system models of story and character. (more...)

January 28, 2008

EP 1.5: Audiences and Processes

In this chapter I have talked about the perspectives from which I look at processes — perspectives that are authorial, critical, and political.

So far, however, there’s been little mention of something quite important about digital media processes: the fact that they don’t operate on their own. From web-based knowledge repositories to console-based video games, the operations of digital media are, in important ways, only truly realized in contact with audiences. A wiki’s processes mean little if the audience doesn’t use them to add data, edit it, and follow the connections embedded in it. Similarly, many of a game’s processes never come into operation if the game has no player. (more...)

January 26, 2008

A Companion to Digital Literary Studies

from Grand Text Auto
by @ 11:32 am
Cover of A Companion to Digital Literary Studies

Speaking of $200 books, I just received my copy of Blackwell’s A Companion to Digital Literary Studies, edited by Ray Siemens and Susan Schreibman. It looks great, with essays by a range of interesting people, including digital media heavy-hitters like Alan Liu, Marie-Laure Ryan, Johanna Drucker, and GTxA’s Nick Montfort. If you’re at an academic institution, make sure your library is getting a copy.

January 25, 2008

EP 1.4: Politics and Processes

In 1974, the cover of Ted Nelson’s Computer Lib / Dream Machines proclaimed, “You can and must understand computers NOW.”

Nelson’s book (mentioned earlier in this chapter’s discussion of Expressive AI) wasn’t a response to the ubiquity of computers. In fact, Nelson’s book was published the year before the first personal computer kit — the Altair — became available. At that time the number of computers was tiny by comparison with our present moment. Those that existed were carefully tended by teams of professionals (what Nelson called the computer “priesthood”) and determining their uses was considered the province of specialists. It seemed a long way from everyday life. (more...)

January 24, 2008

EP 1.3: Interpreting Processes

My second meaning for “expressive processing” is rather different — and itself has two elements.

First, it encompasses the fact that the internal processes of digital media are designed artifacts, like buildings, transportation systems, or music players. As with other designed mechanisms, processes can be seen in terms of their efficiency, their aesthetics, their points of failure, or their (lack of) suitability for particular purposes. Their design can be typical, or unusual, for their era and context. The parts and their arrangement may express kinship with, and points of divergence from, design movements and schools of thought. They can be progressively redesigned, repurposed, or used as the foundation for new systems — by their original designers or others — all while retaining traces and characteristics from prior uses. (more...)

January 23, 2008

EP 1.2: Authoring Processes

Figure 1.1: Authoring data and process.

A few paragraphs ago I said that the possibility of creating new simulated machines, of defining new computational behaviors, is the great opportunity that digital media offers. Seizing this opportunity requires a bit of a shift. It is common to think of the work of authoring, the work of creating media, as the work of writing text, composing images, arranging sound, and so on. But now one must think of authoring new processes as an important element of media creation. (more...)

January 22, 2008

EP 1.1: Media Machines

A computer is a strange type of machine. While most machines are developed for particular purposes — washing machines, forklifts, movie projectors, typewriters — modern computers are designed specifically to be able to simulate the operations of many different types of machines, depending on the computer’s current instructions. (more...)

Expressive Processing: An Experiment in Blog-Based Peer Review

Expressive Processing is the name of my forthcoming book about digital fictions and computer games, scheduled for publication next year by the MIT Press. Now is the time, in traditional academic publishing, when the press sends the manuscript out for peer review — anonymous commentary by a few scholars that guides the final revisions (and decisions). As Jeff Young reports in the Chronicle of Higher Education today, we’ve decided to do something a little different with Expressive Processing: asking the Grand Text Auto community to participate in an open, blog-based peer review. (more...)

January 15, 2008

My Tiny Life Freed (Almost)

from Grand Text Auto
by @ 12:14 pm

As Julian Dibbell reports:

I am pleased to announce that my first book, the widely cited but long out-of-print MY TINY LIFE: Crime and Passion in a Virtual World (Being a True Account of the Case of the Infamous Mr. Bungle and the Author’s Journey, in Consequence Thereof, to the Heart of a Half-Real World Called LambdaMOO), can now be downloaded in its entirety in a handsomely formatted PDF edition, completely free of charge. Or, if you prefer, the fine folks at Lulu will package up a perfect-bound paperback version for you . . .

January 12, 2008

Get Fat on Monday

from Grand Text Auto
by @ 11:36 am
Poster for Fatworld

Ian Bogost announces a Monday launch date for the new Persuasive Games title Fatworld (funded by the Corporation for Public Broadcasting). It looks to be a far cry from exergaming — and from the constant bemoaning that “kids aren’t getting outside because they spend all their time on those darn video games.” While the game’s not out yet, we can get an intriguing sense of its procedural rhetoric from the Fatworld page on the Persuasive Games site. Rather than simply telling people what they should do, it aims to expose the fact that “our culture and environment are actually structured to discourage healthy habits.”

January 10, 2008

Taking Tabletop Seriously: Second Person part 1

While in game studies we often reference tabletop role-playing games — especially Dungeons & Dragons — there are few academic press publications that take them seriously, and much of the discussion situates tabletop games as computer game incunabula. Pat Harrigan and I decided to take a different approach with Second Person, inviting a range of RPG practitioners and theorists to look carefully at tabletop structures, experiences, and histories, with or without reference to their digital counterparts.

We’re very happy with the results — and now I’m happy to announce that these essays are becoming part of the First Person thread on electronic book review. This not only makes them publicly available, but also brings them into ebr’s network of ripostes, glosses, enfoldings, and so on. We’ll be adding the essays to ebr over time, this is only the first release, and I’m excited to see that a couple thought-provoking ripostes are already present.

This release begins with our overall Second Person introduction and an introduction to round one of Tabletop Systems. There are also three full-length essays:

December 17, 2007

On Academic and Game Industry AI

Via AiGameDev.com I’m excited to see the Game/AI blog come back to life with an active thread on game industry and academic AI research collaborations. It’s pretty clear that finding common ground for this kind of collaboration is a challenge — though one that people are are trying to address through conferences like AIIDE.

December 16, 2007

Façade, Petz, and The Expressivator

While researching my forthcoming book (about which more news soon) I’ve posted selections from correspondence about a number of influential digital fiction systems, including James Meehan’s Tale-Spin (1 2), Scott Turner’s Minstrel (1 2), and Michael Lebowitz’s Universe (1). Now I’m pleased to continue the series with some information from GTxA’s own Andrew and Michael. I emailed them to learn more about the relationship between Façade and two earlier efforts: PF Magic’s “Petz” series (on which Andrew worked) and Phoebe Sengers’s The Expressivator (created at CMU while Michael was there).

December 11, 2007

Flight Paths

I push the loaded trolley across the car park, battling to keep its wonky wheels on track. I pop open the boot of my car and then for some reason, I have no idea why, I look up, into the clear blue autumnal sky. And I see him. It takes me a long moment to figure out what I am looking at. He is falling from the sky. A dark mass, growing larger quickly. I let go of the trolley and am dimly aware that it is getting away from me but I can’t move, I am stuck there in the middle of the supermarket car park, watching, as he hurtles toward the earth.

December 9, 2007

Mass Effect: Am I the Player Character?

from Grand Text Auto
by @ 11:05 pm
Mass Effect dialogue choices

Recently I’ve been playing Mass Effect. As I expected, so far the story and characters shine. As for NPC interaction, while underneath it looks to be pretty much the same old dialogue trees, there’s the potential for much better performance with the new system. I mean that in the acting sense, rather than the computational sense.

For those who haven’t been playing (or reading about) Mass Effect, during each exchange with NPCs there is a set of options presented for types of things to say (rather than, in games like Knights of the Old Republic, things we assume the player character will literally say). A selection can be made while the NPC is still talking, and then triggered when appropriate. After the trigger, the player character animates and voice acts through a response that expresses the basic idea of the chosen option, but perhaps performed in a surprising or clever way (or sometimes, an unintended one). Apparently this went through 10-12 iterations before the version we see in the game. The result can feel like a nicely-scripted conversation between two characters, and somewhat less like the navigation of an option tree.

On the other hand, it also makes conversation feel a bit less first person — sometimes more as though we’re influencing Shepard (the player character) than playing as Shepard.

December 2, 2007

From Command Lines to Software Studies

Command Lines illustration

November’s last week marked two major milestones for Jeremy Douglass, of GTxA neighborhood blog Writer Response Theory. First, on Tuesday, he posted his recently-accepted dissertation, “Command Lines: Aesthetics and Technique in Interactive Fiction and New Media.” I’m digging in to this document right now, planning to cite some of Jeremy’s work on the aesthetics of breakdown in my forthcoming book.

November 30, 2007

Second Person on the Front Line

Front Line Awards Logo

As Game Developer publisher Simon Carless notes over on GameSetWatch, the magazine’s editors have announced the 2007 finalists for their annual Front Line awards. Pat Harrigan and I are pleased to see Second Person listed as a finalist in the Books category!

November 27, 2007

slippingglimpse

slippingglimpse welcome screen

One of the memorable moments of May’s Future of Electronic Literature symposium was a first look at slippingglimpse — a new work of e-poetry from Stephanie Strickland, Cynthia Lawson Jaramillo, and Paul Ryan. It’s a great combination of text, visuals, and a thought-provoking concept, resulting in water reading text reading technology reading video. Or, as they put it:

the water reads the poem text (full-screen mode) using motion capture coding that assigns the text to locations of movement in the water;

November 19, 2007

Michael Lebowitz on Universe

from Grand Text Auto
by @ 10:31 am

My interest in story generation, heightened by work on my book manuscript, has brought me to correspond with the authors of a number of seminal systems. I’ve been posting what I can share publicly, leading to posts about Tale-Spin (1 2) and Minstrel (1 2). Now I’m pleased to add a post with more information about Michael Lebowitz’s Universe.

I outlined the approach taken by Universe last year, in a series of posts contrasting it with Minstrel (1 2 3 4 5). But, as with my writing about other systems, this was entirely based on reading publications about the work — I hadn’t yet heard directly from the authors. In this post I’m including some of the thoughts and memories shared by Lebowitz in our recent correspondence:

I’ve got to admit to being surprised that anyone has run into UNIVERSE after all this time. It was a pretty small piece of work but one that was fun and I rather liked. We could have done a lot more with it these days — we were quite limited by computing power.

November 10, 2007

The Killing Machine Comes to the U.S.

from Grand Text Auto
by @ 11:36 am
Smart Machines at Boston Computer Museum

The Killing Machine and Other Stories 1995-2007 features 11 installations by Janet Cardiff and George Bures Miller. Previously on view in Germany, it’s now at the Miami Art Museum and Freedom Tower, October 21, 2007 to January 20, 2008. These two artists use sound and space in a way that evocatively pushes at the edges of what we might consider fiction.

Check out the Turbulence post for more detail, or peruse sample pages from the book (which also comes in a collector’s edition).

November 8, 2007

GTxA in Your Cache?

Yesterday I posted that we expected to be back to normal today. Unfortunately, we’re not. After GTxA’s uninvited guest on Wednesday (we got “0wn3d” — keep your WordPress up to date) we’re missing a number of images and sounds from the last month. And, unfortunately, we found out that the folder in which they were stored was, mysteriously, being skipped on the nightly backups. So what follows is a list of files for which we’d really appreciate you checking your browser caches.

November 7, 2007

Image Issues

As some of you may have noticed, Grand Text Auto has had some changes of appearance today. And some images from the last month are currently missing. But things should be back to normal soon. Thanks for your patience.

The Context of Minstrel‘s Creation

Last month, when I got in touch with Scott Turner (author of Minstrel) I asked if he would be willing to share some memories of the context in which his landmark story generation project was created. I also hoped he would let me publish his thoughts on Grand Text Auto — as James Meehan had last year let us publish some of his memories of the creation of Tale-Spin. This came to fruition yesterday, when Scott sent me the thoughts below and agreed to let us publish them. I enjoyed the stories (as will most who’ve gone through the grad school process) and I think they offer an interesting perspective, especially when combined with Scott’s contributions to our ongoing discussion of Minstrel and the future potential of its approach.


I came to UCLA for my graduate work in the Fall of 1982. I was actually recruited to UCLA — they paid to fly me out to visit the campus, meet with professors and graduate students, and even offered me a “bonus” to enroll during my recruiting trip. The bonus turned out to be book money, but they could have saved themselves the trouble — I was already committed to attend before the trip.

As a senior I had spent part of the year trying to construct an equivalence between token networks and finite state automata. I wasn’t successful, but I thought it was pretty fun, and I was interested in UCLA primarily because Sheila Greibach (of “Greibach Normal Form” fame) taught there. So I arrived in the Fall of 1982 excited to start graduate school and plumb the mysteries of formal machines. Somewhat to my dismay, I discovered fairly quickly that Prof. Greibach wasn’t very accessible or very interested in taking on any new graduate students. It also became apparent that the students working in theory and formal machines were quite a bit smarter than I was.

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