July 21, 2012

Tiltfactor & Dartmouth College Library Launch Game to Identify Alumni

from tiltfactor
by @ 7:05 am

Contact:
Mary dot Flanagan at Dartmouth dot Edu

Tiltfactor Laboratory and the Rauner Special Collections Library at Dartmouth College are releasing  “Alum Tag,” an online casual game designed to add metadata to a large collection of photographs donated by Dartmouth alumni to the college’s archives.

The game involves players earning points by tagging photographs with key words. The system then weighs the tags using frequencies and other statistical measures; those that are considered “valid” are associated with the corresponding photograph and stored, essentially creating data about the images.

July 19, 2012

The Problem with “Videogames”

from Post Position
by @ 1:37 pm

For years, many people have been use the word “videogames” to describe various different things – often a similar category of games playable in arcades and at home thanks to digital electronic technology and using video displays. Sometimes this category is distinguished from “computer games” which are played on general-purpose home (or, if one is lucky, office) computers. Often people nowadays who think about gaming don’t think of specific classic titles (Zork, Hunt the Wumpus, Star Trek) as videogames but are willing to consider them computer games.

Now Hiring: Game Designer in Residence

The Center for Games and Playable Media at UC Santa Cruz is in search of a talented game designer with a portfolio of interesting games for a new position, the Game Designer in Residence. Like an Artist in Residence, the game designer will continue to work on personal projects as well as contribute to the academic environment with a mix of teaching duties, offering feedback and critique, collaborating on research opportunities, and providing design guidance.

The full job posting is here:

July 13, 2012

Islands of (Text) Adventure

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by @ 10:00 am

In the “Michelangelo” room of the Portofino Bay hotel, at Ascendio (the latest and last in a long series of Harry Potter fan conferences), just down the lagoon from The Islands of Adventure and the Harry Potter area of that theme park, Flourish Klink presented her interactive fiction, “Muggle Studies.”

(In Michelangelo the women come and go, talking of rooms…)

We had a reading/playing of the game, to start, in the People’s Republic of Interactive Fiction public reading style. It worked well; another option would have been to “demo” the game using the successful format we tried out at the New School, Penn, and some Purple Blurb IF readings. The audience was game to try commands, though, and a volunteer read the game’s text aloud.

July 11, 2012

Ubu Runs Ubuntu!

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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.)

July 10, 2012

Opening this Thursday…

from tiltfactor
by @ 5:13 pm

More art than game, but still playful and instruction based, this work will be shown as part of the Permanent Collection show – a massively multiartist exhibition “covering” the works from MoMA’s permanent collection at the Nancy Margolis gallery, New York. It’s like the art equivalent of the cover album. The show is curated by Jordin Isip and Edward del Rosario. The opening is this Thursday 6-8pm and the show runs July 12 – August 4, 2012.

Drawing Series Mashup
[after Sol Lewitt’s Drawing Series III/2314/ B (1969) and Composite Series (1970)]

July 9, 2012

A Take on Sea and Spar Between

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by @ 2:40 pm

I was extremely pleased to read Michael Leong’s discussion of Sea and Spar Between in At Length. Among other things, he considers in what way this could be considered a “long poem,” makes connections to Whitman’s “Crossing Brooklyn Ferry,” treats the interface and experience, and recounts a hilarious exchange between Toni Morrison and Oprah Winfrey. I really appreciated his discussion of different types of attention spans; these were issues that I (and I know Stephanie) have had in mind for quite a while.

July 8, 2012

Language and Code at the Gate

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by @ 6:15 pm

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.

July 7, 2012

Uncreative Launching

from Post Position
by @ 7:33 pm

Here’s an effective remix: Every space shuttle launch. The audio, as well as the difference in that one cell of video, draws attention to most memorable one, and the array of all of them drives home that the space shuttle launches can be presented in their entirety – the program is over. The video is by McLean Fahnestock.

July 5, 2012

“Taroko Gorge”: The Vandalism Continues!

from Post Position
by @ 7:40 pm

As I wrote a few days ago, I made a statement about “Taroko Gorge,” and all of its vandals, at the ELO conference in Morgantown, WV.

Sepand Ansari created a Beckett-based “Taroko Gorge” remix at the ELO conference. And now I have the URL for this piece, “Waiting for Taroko Gorge.”

Kathi Inman Berens has created “Tournedo Gorge” “to mash the space of computation with the female, domestic, and tactile,” as she discusses in her blog post.

July 4, 2012

A Note on Stacking

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by @ 8:32 am

In February 2011 Tim Schafer’s Doublefine Productions released a game, Stacking, in which the anthropomorphic figures are Russian nesting dolls. Set in a nicely developed Victorian world of social ills and technological marvels and making use of a toy-like mechanic, Stacking is somewhat like Lego Star Wars without either the Lego or the Star Wars brand. It combines charming play with plenty of cutscenes.

July 2, 2012

Notes from Games for Health 2012

from tiltfactor
by @ 5:30 am


Games for Health was awesome! Two weeks ago I gave a talk and demo at Ludica Medica II: Medical Modeling, Simulation, Learning & Training with Videogames & Videogame Technologies, an all-day event as part of the Games for Health Conference week in Boston. The day was filled with combination of larger discussions and game-specific talks, including my talk on the development and subsequent studies on POX: SAVE THE PEOPLE (available both as a board game and for iPad). Concurrently with the Ludica Medica session, the Out & About III: Mobile Serious Games Day was running as was Enabled Play: The Fourth Annual Games Accessibility Day. With all of these events happening at the same time, I jumped in and out of many great presentations and discussions covering such topics as exergaming apps, a program that helped families of military veterans with PSTD, and subversive game design. Below are some of my observations and quotes heard from the day:

June 22, 2012

“Taroko Gorge” at the WVU ELO Conference

from Post Position
by @ 9:47 am

This was my statement for the “Taroko Gorge Remixed” panel yesterday (June 21) at the 2012 ELO conference. The panel was organized by Mark Sample and also featured Scott Rettberg, J. R. Carpenter (who joined us by video chat), Talan Memmott, Eric Snograss, Flourish Klink, and Andrew Plotkin. In attendance and part of the discussion were Leonardo Flores and Sonny Rae Tempest, who did work based on the Taroko Gorge code after the panel was proposed.

It is curious that I was invited to be part of this panel today, for I am the only speaker in this session who has not created and released a remix of Nick Montfort’s “Taroko Gorge.”

June 19, 2012

Translating Clemente Padin

from Post Position
by @ 7:59 pm

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:

June 16, 2012

Head Over to Overhead

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by @ 8:02 pm

I just saw an overhead projector demo, at a demo party, that simulated the Amiga boing ball demo using only transpaencies. And then another that, using pinwheels, simulated fire.

I regret that the overhead projector did not, in either case, produce the music.

June 12, 2012

Dissertation: Integrating Learning in a Multi-Scale Agent

Building expert-level artificial intelligence for real-time strategy games remains an open research challenge. StarCraft in particular provides an excellent environment for AI research, because the game has many real-world properties and is played at an extremely competitive level. It is also an environment in which human decision making can be observed, emulated, and evaluated. During gameplay, professional players demonstrate a broad range of reasoning capabilities including estimation, anticipation, and adaptation.

June 8, 2012

The End of ppg256

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by @ 5:38 pm

I presented the last ppg256 poem (ppg256-7) in Paris today at &Now.

Here are the current versions of all of the ppg256 poems/programs:

http://nickm.com/poems/ppg256.html

June 7, 2012

Gamer vs. Scener, or, Scener Theory

from Post Position
by @ 11:41 am

I delivered this as the opening keynote at DiGRA Nordic 2012, today, June 7.

1. The World of the Scene

Welcome to the world of the scene, to the summer of 2012, to that Earth where the demoscene is pervasive. Computers are mainly part of our culture because of their brilliant ability to produce spectacles, computationally generated spectacles that are accompanied by music, all of which is produced from tiny pieces of code, mostly in assembly language, always in real time. The coin of the realm is the demoscene production, which includes graphics and chiptunes but is principally represented by demos and their smaller cousins, intros. The coin of the realm – although these are not exchanged commercially, but freely shared with all lovers of computation and art, worldwide.

June 1, 2012

Prom Week Selected for E3 IndieCade Showcase!

Reposted from promweek.soe.ucsc.edu

We are very happy to announce that Prom Week has been selected to be a part of IndieCade’s E3 Showcase. If you happen to find yourself at E3 this year at the beautiful Los Angeles Convention Center on June 5th-7th, stop on by and say “hi”! Chat with us about Prom Week, Comme il Faut (the AI system which powers the game), interactive storytelling, or just high school in general! We’ll be located at the Concourse Foyer, which is in the convention center’s Level 1 West Hall Entrance.

IndieCade Exhibit to Showcase Tiltfactor Laboratory’s ZOMBIEPOX at 2012 Electronic Entertainment Expo

from tiltfactor
by @ 6:00 am

(PDF version here)

FOR IMMEDIATE RELEASE

Contact:
cont@tiltfactor.org
603.646.1007

Tiltfactor Laboratory is pleased to announce that ZOMBIEPOX™ has been selected for the IndieCade showcase at the 2012 annual Electronic Entertainment Expo (E3) trade show at the Los Angeles Convention Center from June 5th to June 7th. E3 is presented by the Entertainment Software Association (ESA) and is the world’s premier trade show for video game and related industries, with last year’s attendance peaking at 46,800.
http://www.e3expo.com/

May 30, 2012

Computational Creativity: MIT at ICCC

from Post Position
by @ 11:27 pm

Many exciting things here at ICCC-12 (the International Conference on Computational Creativity 2012) in Dublin, but here are those that come from MIT, Writing and Humanistic Studies, and Comparative Media Studies:

I represented my lab, The Trope Tank, by presenting by the position paper “Small-Scale Systems and Computational Creativity” by Nick Montfort and Natalia Fedorova. The Trope Tank has a longer technical report that deals with this topic, written for a more general audience: “TROPE-12-02 – XS, S, M, XL: Creative Text Generators of Different Scales” by Nick Montfort.

Adventuresome Clara Fernandez

from Post Position
by @ 3:49 pm

There’s a nice new interview with game scholar and game maker Clara Fernandez, who is an affiliate of The Trope Tank. Check it out.

May 22, 2012

Computational Literacy: Get with the Program

from Post Position
by @ 11:41 am

Mark Sample has posted five basic statements, ahem, I mean 5 BASIC statements, on computational literacy.

I must point out that while they are all programs, the third and fifth ones actually include multiple statements. And, the program that number 4 is referring to is:

10 PRINT "GOODBYE CRUEL WORLD"
20 NEW

Very much worth a read – from the standpoint of understanding programming and its cultural intersections generally, not only because Mark is promoting the book that he, I, and eight others wrote, which will be published in November.

May 21, 2012

Dartmouth at Play = Awesome

from tiltfactor
by @ 3:53 pm

(l to r): Sam Beattie, Oge Young, Dave Roberts, Michelle Favaloro, Justin Gary, and Tracy Hurley respond to provocative audience questions at Dartmouth at Play '12

Held the Friday of Green Key weekend, one of the busiest times of the year on campus, our first annual Dartmouth at Play event was a smashing success.

May 16, 2012

Tiltfactor Director Mary Flanagan to speak at Prominent Art and Game Symposia

from tiltfactor
by @ 8:00 am

(PDF version here)

FOR IMMEDIATE RELEASE

Contact:
cont@tiltfactor.org
603.646.1007

Dr. Mary Flanagan, director of Tiltfactor Laboratory and Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth College, will deliver several talks this summer and fall on such topics as critical play, games as an art form, and games as a medium for social change. Scheduled venues include the Museum of Modern Art (MoMA) in New York, the Games for Change Festival, and the IndieCade Conference.

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