October 29, 2009

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

from Post Position
by @ 8:42 pm

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.

September 8, 2009

Purple Blurb – Digital Writing, Fall 2009

from Post Position
by @ 2:17 pm

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.

September 3, 2009

A Tiny Poetry Generator with Blinkenlights

from Post Position
by @ 12:31 pm

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:

August 12, 2009

new work at INDAF

from tiltfactor
by @ 8:57 pm

Mary just returned from showing the new work [perfect.city] at the Incheon Digital Art Festival. The work is a two channel video installation, projected on a double sided screen. One side features a Sims 3 slowed machinima of everyday life in New Songdo, the new economic freezone city of the east owned by the multinational Gale International. In the future perfect city, it’s, well, a bit boring. The reverse projection features a live action performance of Mary engaged as a member of Gale, dreaming of her own virtual utopian city and hacking the game in ’speed programming’ style. Thanks to Jennifer Jacobs, Peter Ciardelli, Thomas Garbelotti, and Steve Toole for their assistance with the project!

August 1, 2009

PLAYCUBE

from tiltfactor
by @ 7:42 am

Look what we’ve done to Hanover!  <the mobile unit PLAYCUBE in action>

The PLAYCUBE, our unique mobile exhibition space, has been home to two events since its arrival on campus last week– and these have been entirely unusual + much fun! We’ve attracted an interesting cross section of students, faculty, staff, and community members; the most compelling aspect of the project thus far for me is the way in which the mobile unit attracts curious passersby to engage with creative ideas– and especially those who might not frequent arts events or a museum.

July 9, 2009

[xyz] opens at the Strauss

from tiltfactor
by @ 6:16 am

[xyz], a set of interactive poems about space, opened at the Strauss Gallery at Dartmouth College.

[xyz] opens at the Strauss

Consisting of Four computers / game engine / hardware / sound / custom code / text, the work presents as individual pieces the spatial metaphors inherent within virtual systems and on the grammatical and lexical notions in language itself.

In [xyz], the rules of game playing and the rules for language reside in the same location. Player-readers participate in the dynamic combination of new texts using the fundamental metaphoric system that governs the development of computerized spaces—namely, the 16th Century three dimensional Cartesian coordinate system, with axis lines x, y, and z.

July 2, 2009

Computational Creativity at ICCC-X

from Post Position
by @ 1:28 pm

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 21 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.

June 11, 2009

Playing the Irish Game, Talking About Train

from Post Position
by @ 5:40 pm
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.

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