Strip, split, join, print: Digital Writing with Python Final Performance

http://dwwp.decontextualize.com/show

NYU’s Interactive Telecommunication Program
721 Broadway, New York, NY
4th floor, room 447

August 5th, 2009, 7pm-8:30pm

Over the course of the Summer semester, seven NYU students have composed, mangled, generated and remixed text with their new programming language of choice: Python. Student projects under development include programs to generate Fibonacci creation myths, stochastic Walt Whitman madlibs, e.e. cummings/Twitter mashups, and new poetic forms based on Gone With The Wind.

After an intense semester, these students gather for one night only to perform their textual creations. All are welcome to this evening of experimental performances of digital writing!

Digital Writing with Python is a course offered at NYU’s Interactive Telecommunication Program. (http://itp.nyu.edu/itp/). The course is an introduction to both the Python programming language and contemporary techniques in electronic literature. Students use Python to acquire and analyze digital text, while devising new techniques for composing texts by algorithmic means. The goal of the course is to experiment with language and literature while exploring the aesthetic, technical and expressive possibilities of computer-generated (and -mangled) text.

Find out more here:

http://dwwp.decontextualize.com/

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webber typographic map

Behold Mark Andrew Webber’s typographic linocut map of Paris. It must be at least 6 feet square. Incredible.

Mark’s portfolio is overflowing with awesome stuff, including his collection of “linomations” (I especially like this one) and typography experiments, like ice typography.

(via)

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Nick Montfort starts posting about Curveship, his new interactive fiction development system. I’m very eager to see what he’s come up with.

New information to me: Curveship takes the form of a Python framework. Even if this were Curveship’s only innovation, it would still be a huge step forward. Imagine how much easier it’ll be to prototype and author interactive fiction in a well-known, extensible and powerful language like Python, rather than learning a domain-specific language (Inform 6/7, TADS, etc.).

It looks like the framework’s main innovation, though, is that it inserts a layer of indirection between things that happen in the world—”actions”?—and the way those actions are rendered as text.

I’m excited to get my hands on it!

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The second summer session at ITP begins today! I’m teaching a new course called Digital Writing with Python. The course is very much akin to Programming from A to Z, but with a heavier focus on creative text composition. Oh, and it’s in Python (rather than Java).

Find the syllabus here, and check back here for notes as they’re posted.

Edit: session01_materials

These are the materials we’ll be using for the writing exercise in the first session. (The menus are there to be cut up. We’re not ordering lunch.)

This has been making the rounds lately, and it’s skillfully done: a small hypertext(-ish) fiction that expands as you click on words in the text. What I found interesting is the shift in the narrator’s voice as the text becomes more elaborate: at first almost off-putting in its terseness, then friendly in a boring way (try expanding everything except “made” from a fresh page load). By the time you’ve expanded everything, though, the narrator seems obsessive and neurotic—maybe mimicking the reader’s own obsessive action of clicking to fully expand the story.

Andrew Plotkin’s The Space Under the Window (1997) is another experimental narrative that uses a similar form, although you must type in words that occur in the text to expand it, instead of just clicking on them. Plotkin’s program has a temporal element as well—”expanding” the text can add new events, not just elaborate on what’s already been related. There are multiple endings in Space, as well: depending on how you choose to elaborate the text, different final texts emerge.

(more analysis and comparison after the cut)

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Segue Reading Series

Announced recently, a series of readings at the Bowery Poetry Club. Just so you know, this is where I’ll be sending my Saturday afternoons for the next few months. Highlights: Kenneth Goldsmith (Feb 7), Brian Kim Stefans (Feb 28), Charles Bernstein (Mar 14), Ron Silliman (Apr 4). The April 25th date (“Poetry and Architecture”) originally had Vito Acconci’s name attached to it… it’s sure to be interesting, Acconci or no.

ITP has brought me on as an adjunct instructor this semester in order to teach a version of Daniel Shiffman‘s venerable course entitled Programming from A to Z. The course is designed to follow the introductory programming course at ITP, with the goal of familiarizing students with advanced data structures and string manipulation. The theoretical underpinning of the course concerns generative, procedural and appropriative poetics. My syllabus is here, and you can follow the tutorials and course notes as they’re published here.

Betraying the Protagonist, the latest Homer in Silicon column from Emily Short, discusses how fostering “the desire to precipitate a dramatic crisis” in a game is an effective way to get the player to take actions that go against the protagonist’s best interests. “Several things,” she says, “have to happen to create a context for such dramatic choices,” among them a “player/protagonist separation”:

The connection between protagonist and player has to be attenuated a little: I have to sympathize with my protagonist while at the same time not feeling that my fate is bound into his. My primary commitment has to be to the story, rather than to my avatar.

Short goes on to discuss one method for bringing about this kind of separation, specifically drawing examples from Treasures of a Slave Kingdom, which does so by “draw[ing] the protagonist as significantly less intelligent than the player”: “The text of the game frequently describes things in such terms that the player understands them better than the protagonist.”

I came away with two questions. First, this particular method—descriptions that the player gets, but the protagonist doesn’t—obviously works better with text, as Short points out. What other kinds of work can text do better than graphics in video games? The methods used in Treasures seems inescapably textual, and not easy to translate into graphical representation. Are there other game mechanics or dramatic tricks that absolutely require text?

Second, it strikes me that in most games, there is little or no coincidence between the player’s perception and the protagonist’s perception. (The exception would be first-person shooters, where an explicit attempt is made to conflate the two.) Take a typical 2D platformer, like Super Mario Bros. 2. What you see on the screen isn’t a representation (or even an approximation) of what Mario sees. Yet players still closely identify with the on-screen pixels they control: they say, “Whoops, I died!” not “Mario died, too bad.” Is it possible for “dramatic” actions to take place in this context?

One example I can think of, in Super Mario Bros. 2 (USA) specifically, is the level where the on-screen character under the player’s control (Mario, Luigi, Toad, or Peach), must take a flying leap down a chasm in order to access a secret area. (Another level offers a similar dilemma: a secret room is accessible only if the player lets their avatar sink deep into quicksand.) This action would normally lead to the character’s death, so it seems like this is an instance of the player “betraying” the protagonist—taking an action that would normally be against the protagonist’s interest. Yet the player takes this action in the context of trying to win the game. Is this an example of a “dramatic crisis”?

shadows never sleep screenshot

Shadows Never Sleep is a set of new pieces from Aya Karpinska, created as part of her master’s thesis at Brown. The culmination and centerpiece of the project is the (eponymous) Shadows Never Sleep which, along with From the Balcony, comprises a solid exploration of narrative forms afforded by the iPhone’s interface.

A bit more analysis behind the cut.

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For our final 5-in-5 project, Anderson and I collaborated on an experiment concerning ESP. Inspired by Ganzfeld experiments and this recent interview with Matmos, we designed an experiment to answer the following questions: Can binary data be transmitted telepathically? If so, how accurately can it be transmitted? At what speed?

Here’s how the experiment works. The researcher (me) attempts to telepathically transmit eight bits of binary data (one byte) to the experiment subject. To help control for bias, the bits to be transmitted are generated at random at the beginning of each experiment, and the researcher and the subject are located in different rooms while the experiment takes place. The bits are communicated sequentially; a series of timed tones, under the control of the researcher, regulates data transmission (letting the subject know when to move on to the next byte).

Our experiment today incorporated eight subjects, each of which attempted to receive eight bits of information. The total amount of attempted information transmission was eight bytes.

_0010909
Here I am, trying to visualize and communicate zeroes and ones

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Our colleague Vikram tries his hardest to read my mind.

Check after the jump for the results. Also make sure to check out 5-in-5 Guest Star Andrew Schneider’s first-person documentation of being an experimental subject.

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