July 11, 2012

Ubu Runs Ubuntu!

from Post Position
by @ 1:38 pm

Welcome back to the Web’s major agglomeration of the avant-garde, Ubuweb.

(I don’t know that Ubu actually runs Ubuntu, but some statements are univocalically true regardless. And the site is back up, that’s for sure.)

March 18, 2012

The Purpling

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by @ 11:29 am

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?

March 7, 2012

Purple Blurb is Shaped Like Canada

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by @ 8:54 pm

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

February 28, 2012

Computational Narrative and Games T-CIAIG Issue

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by @ 11:04 am

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.

February 9, 2012

It’s Time: Overthrow Elsevier.

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by @ 5:31 pm

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.

February 5, 2012

A New Paper on the Dreamcast

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by @ 8:21 am

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

November 21, 2011

Positive Publication

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by @ 8:08 pm

An interview that James J. Brown, Jr. did with me is now up as part of the latest issue of JEP: The Journal of Electronic Publishing.

It’s entitled “The Literary and the Computational: A Conversation with Nick Montfort.”

I’ve banged up against some fairly conservative, and indeed rather backwards, ideas about what publishing is recently; it was great to talk with Brown and see him and JEP representing a much more positive idea.

September 9, 2011

Wow, Game Mag. Wow.

from Post Position
by @ 12:55 pm

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.

June 8, 2011

A New Game Studies Brings Racing Reviews

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by @ 8:09 pm

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.

May 19, 2011

An Alphabet in 25 Characters

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by @ 5:26 pm

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.

May 11, 2011

Imagination Fit to Print

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by @ 10:56 am

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.

August 19, 2009

Digital Writing and Readings

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by @ 9:27 pm

[As I wrote on netpoetic.com:] Adam Parrish recently taught a class at NYU in the ITP program: Digital Writing with Python. I was very interested to learn about it and to see documentation of the final reading/performance, with some links to students’ blog entries about their projects. Here at MIT, I teach a class called The Word Made Digital in which students do poetry, fiction, and less classifiable writing projects using Python and other systems and languages. And, I know that Daniel Howe has taught the RISD and Brown class Advanced Programming for Digital Art and Literature.

Presence in Interactive Fiction

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by @ 11:33 am

The first issue of the Journal of Gaming & Virtual Worlds, from earlier this year, sports a nice article by Alf Seegert, “Doing there’ vs. ‘being there’: performing presence in interactive fiction.” In it, Seegert sharpens the existing discussion of reader-response theory and IF to explain how IF may need to balance between boredom and overstrain and how the writerly role allows for new sorts of presence. He then conducts some good discussions of Jon Ingold’s All Roads (highlighting how the body of the player character is indicated) and Paul O’Brian’s Luminous Horizon (looking particularly at the subjective narration).

June 30, 2009

Jack Toresal and The Secret Letter Released

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by @ 8:34 pm
Jack Toresal and The Secret Letter

Michael Gentry, author of the stunning, large-scale, Lovecraftian interactive fiction Anchorhead, has another full-scale IF, his first since that award-winning game came out in 1998.

Dave Cornelson, who founded the Speed IF competitions and the IFWiki, has led his interactive fiction company, Textfyre, to publish its first game.

The game that is so notable in both of these ways is Jack Toresal and The Secret Letter. It is available for either Windows or Mac for about $25. As with all of the planned offerings of Textfyre, this game is directed at a specific audience: young readers wanting to experience the pleasures of reading while playing computer games. The hope, no doubt, is that parents will appreciate the fun and literacy-enhancing qualities of interactive fiction.

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