It’s also in Polish, and should serve to inspire Anglophones! As my colleagues in Ubu’s homeland explain:
February 27, 2015
The demoscene is a mainly European subculture of computer
programmers, whose programs generate computer art in real time. The
aim of this report is to attempt a description of the textual
dimension of the demoscene. The report is the effect of efforts to
perform an ethnographic exploration of the Polish computer scene; it
quotes interviews with participants of demo parties, where text
plays a significant role: in demos, real-time texts, IF, mags or
digital adaptations. Media archeology focusing on the textual aspect
of the demoscene is important to understanding the beginnings of
digital literature and genres of digital-born texts.
February 25, 2015
MONARCH is a game by Tiltfactor director Mary Flanagan, illustrated by Kate Adams. The game is currently seeking funding on Kickstarter. Max Seidman worked on the design of MONARCH’s mechanics and Mary calls him “the balance expert.” Max also runs a game design theory blog, Most Dangerous Game Design. Here, Max shares thoughts on our intentional design that balances complexity with an unfolding, or “elastic,” design to suit a range of players’ interests and playstyles.
February 23, 2015
The Tiltfactor game design and research laboratory at Dartmouth College (http://www.tiltfactor.org) is seeking applications for a full-time postdoctoral research position in social psychology for the 2015-2016 academic year. Tiltfactor Lab at Dartmouth College designs, creates, and studies games for social impact. The lab’s projects include games that address (and change) biases and stereotypes; games for health, which seek to educate players about issues in public health and health care delivery; and crowdsourcing games, which aim to harness the power of crowds to gather new information. The postdoctoral researcher will design and conduct formal empirical studies on games. The lab’s previous games include board games, card games, sports, and digital games. A suite of games addressed gender bias in science, technology, engineering, and math (STEM), such as the lab’s party games Awkward Moment, Awkward Moment at Work, and Buffalo The Name Dropping Game. Currently, we are working on a National Science Foundation-funded project that uses “interactive text adventures” to improve the classroom climate for underrepresented students in STEM classrooms. Other current projects focus on topics ranging from counteracting climate change to modeling effective bystander interventions in cases of potential sexual assault.
February 20, 2015
Words I Have Used Only Once on Facebook
I recently downloaded my Facebook data. The following is a list of words that I used only one time in my Facebook postings. Some of the words are misspellings or parts of URLs but most are are intended words. I’m not sure what use I could put this information to, but it is interesting to me, for instance, that I have used the word “asshole” only once on Facebook, just as I have only written “pseudo-philosopher” in the status line one time.
February 19, 2015
Open Call for Applications: “Engaging the Public: Best Practices for Crowdsourcing Across the Disciplines”
We are pleased to issue an open call for applications to “Engaging the Public: Best Practices for Crowdsourcing Across the Disciplines.” This workshop, to be held at the University of Maryland in College Park, MD, on May 6-8, 2015, is being led by Dartmouth College and the University of Maryland, with the support of the National Endowment of the Humanities, the Institute for Museum and Library Services, and the Sloan Foundation.
February 13, 2015
For Immediate Release
Contact: info @ maryflanagan.com
February 14, 2015 (Hanover, NH) – From the game lab that brought you Awkward Moment® comes a hilarious new party game, designed this time to let the adults in on the awkwardness! Today, Tiltfactor Laboratory is excited to announce the release of our newest card game, Awkward Moment at Work.
February 10, 2015
New Publication: “A Unified Approach to Preserving Cultural Software Objects and their Development Histories”
We are pleased to announce the publication of our recent National Endowment for the Humanities supported white paper on archiving and appraising academically produced computer games. “A Unified Approach to Preserving Cultural Software Objects and their Development Histories,” is aimed at providing a first step towards an archival methodology for computer games and their development documentation. The report provides an in-depth look at the development of Prom Week, EIS’s social simulation game, with a focus on its development process, context, and documentation. We highlight key moments in its development timeline, and elaborate on the different types of documents produced, and the challenges encountered in gathering everything together for deposition into the University of California’s Merritt Repository.
February 9, 2015
World-Renowned Expert in Game Design Creates a Revolutionary Experience For All Players
SHORT Title: Mary Flanagan releases first pro-girl board game
BROOKLYN NEW YORK 9th February 2015 – Mary Flanagan, the contemporary artist and Dartmouth professor known also for her game research lab Tiltfactor.org, brings her extraordinary creative insight to create the first “Pro-Girl Board Game.” Known for her thinking on why the ‘Pinkification’ of toys hurts women, Flanagan brings forth a new generation in board gaming for all.
February 1, 2015
To continue the trend of three-letter publications presenting reviews of #!, ebr (Electronic Book Review) has just published a review by John Cayley – an expert in electronic literature, an accomplished cybertext poet, a teacher of e-lit practices, and someone who has created digital work engaging with the writings of Samuel Beckett, among other things.
January 13, 2015
Steven Wingate’s review of my book #! (pronouonced “Shebang,” Counterpath Press, 2014) appears in the current American Book Review and seems to be the first review in print.
I was very pleased to read it. Wingate discusses how the presentation of code provided a hook for understanding what programs do, much as bilingual editions allow a reader to learn more (at least a bit more) about a different language by skipping back and forth between recto and verso. An important goal of mine was to offer more access to computing and to show that code can be concise and open. I aimed to do this even as I wrore rather obscure and difficult programs, such as the ones in Perl, but certainly when writing Ruby and Python, the languages Wingate finds most pleasing.
January 7, 2015
This Spring, Andrew Plotkin (a.k.a. Zarf) is the Trope Tank’s writer in residence. Andy will be at the Trope Tank weekly to work on one or more of his inestimable projects — as a game-maker, programmer, and platform developer, he has been working furiously for many years. (His home page is modest in this respect; See also his latest game, Hadean Lands.)
January 5, 2015
Happy New Year! My New Year’s poem for 2015 is a one-line BASIC program for the Commodore 64: “The Era Canto.”
December 29, 2014
The first review of Megawatt has appeared, and it’s quite a detailed analysis of the book, its relationship to Watt, and how the code and output text, in their presentation here, relate. The review is by Hannes Bajohr at 0x0a.
It’s in German. Here is the automagical Googly translation.
December 19, 2014
There were so many excellent novel generators, and generated novels, last month for NaNaGenMo (National Novel Generation Month).
I thought a lot of them related to and carried on the work of wonderful existing literary projects — usually in the form of existing books. And this is in no way a backhanded complement. My own NaNoGenMo entry was the most rooted in an existing novel; I simply computationally re-implemented Samuel Beckett’s novel Watt (or at least the parts of it that were most illegible and computational), in my novel generator Megawatt (its PDF output is also available). For good measure, Megawatt is completely deterministic; although someone might choose to modify it and generate different things, as it stands it generates exactly one novel. So, for me to say that I was reminded of a great book when I saw a particular generator is pure praise.
December 16, 2014
Not literally on stickers, no. This technical report from the Trope Tank is “Stickers as a Literature-Distribution Platform,” and is by Piotr Marecki. It’s just been released as TROPE-14-02 and is very likely to be the last report of 2014. Here’s the abstract:
December 15, 2014
Dartmouth College, in collaboration with the University of Maryland, has received an award for a cooperative agreement from the NEH’s Office of Digital Humanities to fund a workshop, “Engaging the Public: Best Practices for Crowdsourcing Across the Disciplines.”
This project will explore how “crowdsourcing” can encourage wide audiences to engage in humanities projects by participating in and contributing to research. The workshop is tentatively scheduled for May 2015; check the Crowdsourcing Consortium for Libraries and Archives’s website, crowdconsortium.org, for updates.
NEH Press Release
December 11, 2014
Video of my #! reading, which I did at Google Boston on December 2, is now online.
Video of my #! reading, which I did at Google Boston on December 2, is now online.
December 10, 2014
For the past six months I’ve been working with six collaborators,
- Patsy Baudoin
- Andrew Campana
- Qianxun (Sally) Chen
- Aleksanda Małecka
- Piotr Marecki
- Erik Stayton
To translate e-lit, and for the most part computational literature works such as poetry generators, into English from other languages.
After a great deal of work that extends from searching for other-langauge pieces, through technical and computing development that includes porting, and also extends into the more usual issues assocaited with literary translation, the first phase of the Renderings project (13 works translated from 6 languages) has just been published in Fordham University’s literary journal, Cura.
December 9, 2014
… from the Harvard Book Store.
Two pieces on my book #! have just come out in Galatea Resurrects (A Poetry Engagement), number 23.
December 8, 2014
Tiltfactor and the University of Edinburgh, Library and University Collections are excited to announce the addition of over 3,300 images from the University of Edinburgh to Metadata Games. This collection, a miscellaneous “gallimaufry” (a confused jumble or medley) of digitized items from Special Collections, displays the sheer variety and breadth of material held by the Centre for Research Collections.
Metadata Games is a free and open source (FOSS) crowdsourcing gaming platform that entices players to visit archives and explore humanities content while contributing to vital records. The suite enables archivists to gather and analyze information for digital media archives in novel and exciting ways. Metadata Games contains tens of thousands of media items from over 40 collections represented by 10 institutions.
December 5, 2014
On December 11, 2014 at 12pm EST, the Crowdsourcing Consortium for Libraries and Archives (CCLA) will hold its second 1-hour webinar titled, “Scoping and Funding Crowdsourcing Projects.” This webinar, hosted in conjunction with the OCLC, will explore how researchers, as well as libraries, museums and archives, interested in studying or using crowdsourcing techniques can seek funding for their ideas.
Crowdsourcing in the humanities is an emerging new area for museums, libraries, and archives. The CCLA was formed with the goal to unite leading-edge technology groups in libraries and archives as well as humanities scholars and scholars from the sciences in a conversation about best practices, shared toolsets, and strategies for using crowdsourcing.
December 2, 2014
Robert Pinsky writes the first installment, noting the recent death of poet Mark Strand.
I didn’t ever properly meet Strand, but I know many of his poems well and I went to one his art openings and saw him there. His work is mostly surrealist and nostalgic, not my usual cup of joe – and yet I found much of it quite appealing and memorable.