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	<title>Grand Text Auto</title>
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	<link>http://grandtextauto.org</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
	<pubDate>Tue, 12 May 2009 22:49:25 +0000</pubDate>
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	<language>en</language>
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			<item>
		<title>Blog-Based Peer Review: Four Surprises</title>
		<link>http://grandtextauto.org/2009/05/12/blog-based-peer-review-four-surprises/</link>
		<comments>http://grandtextauto.org/2009/05/12/blog-based-peer-review-four-surprises/#comments</comments>
		<pubDate>Tue, 12 May 2009 22:20:02 +0000</pubDate>
		<dc:creator>Noah Wardrip-Fruin</dc:creator>
		
		<category><![CDATA[expressive-processing]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2796</guid>
		<description><![CDATA[Last year we undertook an experiment here: simultaneously sending the manuscript for Expressive Processing out for traditional, press-solicited peer review and posting the same manuscript, in sections, as part of the daily flow of posts on Grand Text Auto. As far as I know, it became the first experiment in what I call "blog-based peer [...]]]></description>
			<content:encoded><![CDATA[<p>Last year we undertook <a href="http://grandtextauto.org/2008/01/22/expressive-processing-an-experiment-in-blog-based-peer-review/">an experiment</a> here: simultaneously sending the manuscript for <a href="http://mitpress.mit.edu/0262013436"><i>Expressive Processing</i></a> out for traditional, press-solicited peer review and posting the same manuscript, in sections, as part of the daily flow of posts on Grand Text Auto. As far as I know, it became the first experiment in what I call "blog-based peer review."</p>
<p>Over the last year I've been finishing up <i>Expressive Processing</i>: using comments from the blog-based and press-solicited reviews to revise the manuscript, completing a few additional chapters, participating in the layout and proof processes, and so on. I'm happy to say the book has now entered the final stages of production and will be out this summer (let me know if you'd be interested in writing an online or paper-based review).</p>
<p>One of my last pieces of writing for the book was an afterword, bringing together my conclusions about the blog-based peer review process. I'm publishing it here, on GTxA, both to acknowledge the community here and as a final opportunity to close the loop. I expect this to be the last GTxA post to use <a href="http://www.commentpress.cc/">CommentPress</a> &mdash; so take the opportunity to comment paragraph-by-paragraph if it strikes your fancy.  (<a href='http://grandtextauto.org/2009/05/12/blog-based-peer-review-four-surprises/'>more...</a>)]]></content:encoded>
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		<item>
		<title>My New Blog</title>
		<link>http://grandtextauto.org/2009/05/10/my-new-blog/</link>
		<comments>http://grandtextauto.org/2009/05/10/my-new-blog/#comments</comments>
		<pubDate>Mon, 11 May 2009 04:05:23 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/05/10/my-new-blog/</guid>
		<description><![CDATA[I have a new blog: Post Position. Here's my welcome post.
]]></description>
			<content:encoded><![CDATA[<p>I have a new blog: <a href="http://nickm.com/post/"><i>Post Position.</i></a> Here's my <a href="http://nickm.com/post/2009/05/parade-lap/">welcome post.</a></p>
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		<item>
		<title>1st International Conference on Computational Creativity</title>
		<link>http://grandtextauto.org/2009/05/07/1st-international-conference-on-computational-creativity/</link>
		<comments>http://grandtextauto.org/2009/05/07/1st-international-conference-on-computational-creativity/#comments</comments>
		<pubDate>Fri, 08 May 2009 04:34:50 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2790</guid>
		<description><![CDATA[ICCC X, the First International Conference on Computational Creativity, will be taking place January 7-9 in Lisbon. The X, I believe, indicates the decade of workshops and symposia leading up to this conference. Here's the scoop:
Although it seems clear that creativity plays an important role in developing intelligent computational systems, it is less clear how [...]]]></description>
			<content:encoded><![CDATA[<p>ICCC X, the <a href="http://plone.dei.uc.pt:8888/icccx/">First International Conference on Computational Creativity,</a> will be taking place January 7-9 in Lisbon. The X, I believe, indicates the decade of workshops and symposia leading up to this conference. Here's the scoop:</p>
<blockquote><p>Although it seems clear that creativity plays an important role in developing intelligent computational systems, it is less clear how to model, simulate, or evaluate creativity in such systems. In other words, it is often easier to recognize the presence and effect of creativity than to describe or prescribe it.</p>
<p>The purpose of this conference is to facilitate the exchange of ideas on the topic of computational creativity in a cross-disciplinary setting. <span id="more-2790"></span> It will bring together people from AI, Cognitive Science and related areas such as Psychology, Philosophy and the Arts who research questions related to the notion of creativity as it relates to computational systems. This focus on creativity in the context of computational systems has the potential for increasing innovation in existing fields of research as well as for defining new fields of study, including:</p>
<ol>
<li>Artificially Creative Systems: development of computational systems that produce or simulate creativity. These systems may be inspired by human creativity or by the possibilities of artificial systems beyond human capabilities.</li>
<li>Computational Models of Human Creativity: construction of cognitive models of human creativity that can be the basis for computational creativity.</li>
<li>Computational Systems for Supporting Creativity: production of user interfaces, interaction design, decision support, and data modeling techniques that lead to the development of intelligent assistants that support the user in being more creative.</li>
</ol>
</blockquote>
<p>While the submission deadline is not imminent (it's September 21), you should check out <a href="http://plone.dei.uc.pt:8888/icccx/call-for-papers">the CFP</a> and see if you'd like to share your work in this context, which is open to work on creativity across many different media.</p>
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		<item>
		<title>Third Person: Authoring and Exploring Vast Narratives</title>
		<link>http://grandtextauto.org/2009/05/07/third-person-authoring-and-exploring-vast-narratives/</link>
		<comments>http://grandtextauto.org/2009/05/07/third-person-authoring-and-exploring-vast-narratives/#comments</comments>
		<pubDate>Thu, 07 May 2009 14:31:37 +0000</pubDate>
		<dc:creator>Noah Wardrip-Fruin</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2784</guid>
		<description><![CDATA[
 Pat Harrigan and I are pleased to announce the publication of the final volume in our POV series: Third Person: Authoring and Exploring Vast Narratives. Following the first two volumes (First Person and Second Person) this project broadens our scope yet again. While the first volume was mostly (though not exclusively) focused on computer [...]]]></description>
			<content:encoded><![CDATA[<div style="padding:0 0 5px 10px; float:right"><img src='http://grandtextauto.org/archives/thirdperson.jpg' alt='Third Person Cover' width='213' height='237' /></div>
<p> Pat Harrigan and I are pleased to announce the publication of the final volume in our POV series: <a href="http://mitpress.mit.edu/9780262232630">Third Person: Authoring and Exploring Vast Narratives.</a> Following the first two volumes (<a href="http://grandtextauto.org/2004/03/16/first-person/">First Person</a> and <a href="http://grandtextauto.org/2007/01/18/second-person-for-sale/">Second Person</a>) this project broadens our scope yet again. While the first volume was mostly (though not exclusively) focused on computer games and electronic literature, and the second injected tabletop gaming, performance-oriented play, and other kinds of systems that create meaning through play, this new volume greatly increases the range of narrative forms considered, while continuing to keep our previous concerns in play.</p>
<p>Given this, it's probably no surprise that this is the biggest volume yet (more than 400 pages, though not, as the catalog currently states, more than 600). We continue to include the voices of practitioners and critics -- for example, both Rafael Alvarez, who wrote for <i>The Wire,</i> and critic Jason Mittell reading <i>The Wire</i>'s structure in game-like terms. We also continue to bring together popular arts (e.g., <i>The Elder Scrolls: Oblivion,</i> <i>Watchmen,</i> and <i>Doctor Who</i>) with experiments that will only be directly experienced by a select audience (e.g., Tamiko Thiel's culture-crossing VR installations and Richard Grossman's three-million-word, four-thousand-volume novel). And we also continue to connect the present and past, bringing in writing on vast narratives ranging from the early female superhero Miss Fury to Thomas Mann's masterwork <i>Joseph and His Brothers.</i> </p>
<p>But shifting the focus to vast narrative also, of course, introduces discontinuities with the previous volumes. <span id="more-2784"></span> As the above paragraph already indicates, these essays draw in examples from television, comics, film, and novels more fully. But rather than a random selection of examples and approaches, Pat and I have sought out the projects and the authors we think can help make the connections with topics established in the previous volumes. And this also lays the groundwork for considering cross-media phenomena, such as the various ways that universe building and continuity function (or break down) in examples "managed" as differently as <i>Doctor Who,</i> Lovecraft's Cthulhu mythos, and <i>Star Wars.</i> Finally, within computational media, Grand Text Auto readers may be particularly interested in this volume's more extensive treatment of MMOs and virtual worlds. Richard Bartle provides a new typology of such worlds (complementing his influential player typology), Matthew P. Miller discusses his work on <i>City of Heroes,</i> Tanya Krzywinska compares the narrative strategies of <i>World of Warcraft</i> and <i>Buffy the Vampire Slayer,</i> Ren Reynolds looks at the narratives through which we understand such worlds, and Henry Lowood talks about player-produced replays and machinima in <i>WoW.</i></p>
<p>Of course, as with prior volumes, things won't end with the paper publication. With <a href="http://www.electronicbookreview.com/thread/firstperson">electronic book review</a> we'll be publishing "ripostes" to the essays, drawing in a wider variety of perspectives. And the time is also coming to reflect on the project overall, something I'm excited to see happening in <a href="http://www.crispygamer.com/columns/2009-04-09/print-screen-narrative-ludology-in-three-somewhat-easy-steps.aspx">Troy S. Goodfellow's review on <i>Crispy Gamer</i></a> -- the first I know of to take in the whole project. For more info now, you can check out the <a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11757&mode=toc">online table of contents.</a> Thanks to those who have followed us for the journey.</p>
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		<item>
		<title>Games and Social Change Podcast</title>
		<link>http://grandtextauto.org/2009/05/06/games-and-social-change-podcast/</link>
		<comments>http://grandtextauto.org/2009/05/06/games-and-social-change-podcast/#comments</comments>
		<pubDate>Wed, 06 May 2009 20:19:31 +0000</pubDate>
		<dc:creator>Mary Flanagan</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2782</guid>
		<description><![CDATA[There is a new podcast interview featuring yours truly, Mary Flanagan, along with Suzanne Seggerman about games for change at the Brainy Gamer. Everyone's preparing for the Games for Change festival in NYC -- just a few weeks away! Read more at http://www.tiltfactor.org.
]]></description>
			<content:encoded><![CDATA[<p>There is a <a href="http://www.brainygamer.com/the_brainy_gamer/2009/05/brainy-gamer-podcast-episode-23.html">new podcast interview</a> featuring yours truly, Mary Flanagan, along with Suzanne Seggerman about games for change at the Brainy Gamer. Everyone's preparing for the <a href="http://www.gamesforchange.org/">Games for Change</a> festival in NYC -- just a few weeks away! Read more at <a href="http://www.tiltfactor.org">http://www.tiltfactor.org.</a></p>
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		<item>
		<title>Today I Die</title>
		<link>http://grandtextauto.org/2009/05/06/today-i-die/</link>
		<comments>http://grandtextauto.org/2009/05/06/today-i-die/#comments</comments>
		<pubDate>Wed, 06 May 2009 15:18:37 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/05/06/today-i-die/</guid>
		<description><![CDATA[Daniel Benmergui of "Storyteller" and "I wish I were the Moon" fame has a beautiful new piece out, one that is a poem as well as a game: "Today I Die." Announcement of release here.
]]></description>
			<content:encoded><![CDATA[<p>Daniel Benmergui of "Storyteller" and "I wish I were the Moon" fame has a beautiful new piece out, one that is a poem as well as a game: <a href="http://ludomancy.com/games/today.html">"Today I Die."</a> <a href="http://www.ludomancy.com/blog/2009/05/06/today-i-die-released/">Announcement of release here.</a></p>
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		</item>
		<item>
		<title>But Our Princess is in Another Cloud</title>
		<link>http://grandtextauto.org/2009/05/06/but-our-princess-is-in-another-cloud/</link>
		<comments>http://grandtextauto.org/2009/05/06/but-our-princess-is-in-another-cloud/#comments</comments>
		<pubDate>Wed, 06 May 2009 14:52:06 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/05/06/but-our-princess-is-in-another-cloud/</guid>
		<description><![CDATA[MAYA Design's whitepaper "The Wrong Could" by Peter Lucas, Joseph Ballay, and Ralph Lombreglia contains the best cloud-computing metaphors yet, ones that are incisive as well as amusing:
Today’s so-called cloud isn’t really a cloud at all. It’s a bunch of corporate dirigibles painted to look like clouds. You can tell they’re fake because they all [...]]]></description>
			<content:encoded><![CDATA[<p>MAYA Design's whitepaper <a href="http://www.maya.com/the-feed/the-wrong-cloud">"The Wrong Could"</a> by Peter Lucas, Joseph Ballay, and Ralph Lombreglia contains the best cloud-computing metaphors yet, ones that are incisive as well as amusing:</p>
<blockquote><p>Today’s so-called cloud isn’t really a cloud at all. It’s a bunch of corporate dirigibles painted to look like clouds. You can tell they’re fake because they all have logos on them. Real clouds don’t have logos.</p></blockquote>
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		<item>
		<title>Video Game Exhibit at the Boston Cyberarts Festival</title>
		<link>http://grandtextauto.org/2009/05/05/video-game-exhibit-at-the-boston-cyberarts-festival/</link>
		<comments>http://grandtextauto.org/2009/05/05/video-game-exhibit-at-the-boston-cyberarts-festival/#comments</comments>
		<pubDate>Tue, 05 May 2009 21:04:41 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2776</guid>
		<description><![CDATA[Here's what the Boston Cyberarts Festival exhibit at 1305 Boylston Street, which offered visitors the opportunity to play several Atari VCS games along with Tempest 2000 (Jaguar), Rez (Dreamcast), and Bit.Trip Beat (Wii), looked like:
 
The last photo shows George Fifield (director of the Boston Cyberarts Festival), Andrew Y Ames, and Nick Montfort (caught by [...]]]></description>
			<content:encoded><![CDATA[<p>Here's what the <a href="http://bostoncyberarts.org">Boston Cyberarts Festival</a> exhibit at 1305 Boylston Street, which offered visitors the opportunity to play several Atari VCS games along with <i>Tempest 2000</i> (Jaguar), <i>Rez</i> (Dreamcast), and <i>Bit.Trip Beat</i> (Wii), looked like:</p>
<p><img src="http://grandtextauto.org/archives/vg_exhibit.jpg" alt="vg_exhibit" title="The exhibit" width="300" height="258" /> <img src="http://grandtextauto.org/archives/vg_people.jpg" alt="George Fifield, Andrew Y Ames, Nick Montfort" title="George Fifield, Andrew Y Ames, Nick Montfort" width="300" height="225" /></p>
<p>The last photo shows George Fifield (director of the Boston Cyberarts Festival), Andrew Y Ames, and Nick Montfort (caught by the camera in his weekend attire).</p>
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		<item>
		<title>The Death of General Purpose Computing</title>
		<link>http://grandtextauto.org/2009/05/04/the-death-of-general-purpose-computing/</link>
		<comments>http://grandtextauto.org/2009/05/04/the-death-of-general-purpose-computing/#comments</comments>
		<pubDate>Tue, 05 May 2009 00:06:44 +0000</pubDate>
		<dc:creator>Mary Flanagan</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2751</guid>
		<description><![CDATA[Today Jonathan Zittrain, Harvard Law School and Co-Founder of the Berkman Center for Internet &#038; Society, spoke at Dartmouth on "Civic Technologies and the Future of the Internet." Zittrain first defined the term "civic technologies" to mean those technologies that rise and fall and depend on participation. 
Zittrain spoke first on Internet history: the development [...]]]></description>
			<content:encoded><![CDATA[<p>Today <a href="http://en.wikipedia.org/wiki/Jonathan_Zittrain">Jonathan Zittrain</a>, Harvard Law School and Co-Founder of the <a href="http://cyber.law.harvard.edu/">Berkman Center for Internet & Society</a>, spoke at Dartmouth on "Civic Technologies and the Future of the Internet." Zittrain first defined the term "civic technologies" to mean those technologies that rise and fall and depend on participation. </p>
<p>Zittrain spoke first on Internet history: the development of the Arpanet --> Internet, he noted, was inherently playful and had an exhilarating sense of freedom and respect among users. The financial constraints for the development of the Internet significantly influenced -- helpfully so --  its design. Courtesy in networks, from access to attitude, as well  as the the lack of business plans made this endeavor revolve around free information in the first place. Costs were low in production, and fees were not expected to be recouped through the use of the system (no sales, for example, were planned to support the infrastructure). </p>
<p><img src="http://www.computerhistory.org/internet_history/full_size_images/1969_4-node_map.gif" alt="arpanet" /><br />
Who would have known that the infrastructure would form the basis of international banking, entertainment, and health care? The structure we have built, to Zittrain, is just not tenable in terms of scale and vulnerability. Yet most of the solutions that leap out would cause problems far worse than they might be now. (Zittrain is not the only scholar who notes that the core of the problem of computing in the future is the increasingly "sealed box" approach to computing systems and the restrictions on what is passed, sold, and given on the Internet).</p>
<p>The class of technologies known as civic technologies currently runs into this systemic vulnerability. Wikipedia is another example technology that follows this trajectory - a system that started in a backwater and found the attention of Slashdot and others to become a target site for collaboration. Wikipedians maintain their pages in multiple languages, and at any given time, Zittrain notes, the entire system of Wikipedia is 45 seconds away from chaos without people -- volunteers--  doing this constant maintenance. Using the Jeffersonian meme "The price of freedom is eternal vigilance," the lack of single people or authorities maintaining so much of the infrastructure of valuable civic technologies is interesting -- they utterly depend instead on the participation of maker/users. </p>
<p>Zittrain concluded by speaking of <a href="http://en.wikipedia.org/wiki/Communications_in_North_Korea">North Korea's radios </a>and how they are modified so that citizens may only listen to one of three stations. But activists in <a href="http://www.rsf.org/print.php3?id_article=7847">Radio Free Korea</a> are attempting to <a href="http://www.villagevoice.com/2003-08-12/news/puncturing-a-regime-with-balloons/1">send open radios</a> over the border. The implications for Internet "appliances" of today with pre-imposed technological limitations are extraordinarily telling given this history.</p>
<p>The talk ended with the hope for new technologies that would no longer be engineered to shape and control experience, and that could be used for a variety of things. The audience was sparked into discussion, and did suggest a variety of institutional mechanisms (law, policy) that could help protect individual rights. Zittrain maintained that the technical as well as cultural components make systems which are not only emerging from policy issues but are matters of public choice. </p>
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		<item>
		<title>Let&#8217;s Hand It to Processing Time</title>
		<link>http://grandtextauto.org/2009/05/02/lets-hand-it-to-processing-time/</link>
		<comments>http://grandtextauto.org/2009/05/02/lets-hand-it-to-processing-time/#comments</comments>
		<pubDate>Sun, 03 May 2009 03:41:38 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2741</guid>
		<description><![CDATA[No, people weren't ticked off - we had a great event full of Processing programming today at MIT, at Processing Time, part of the Boston Cyberarts Festival. Update: Screenshot of the winning program from the MIT News Office.


Here are the titles of the pieces presented, and the team names in ALL CAPS, as we saw [...]]]></description>
			<content:encoded><![CDATA[<p>No, people weren't ticked off - we had a great event full of <a href="http://processing.org">Processing</a> programming today at MIT, at <a href="http://burgess.mit.edu/pt/">Processing Time,</a> part of the <a href="http://bostoncyberarts.org/">Boston Cyberarts Festival.</a> <b>Update:</b> <a href="http://web.mit.edu/newsoffice/2009/time-0505.html">Screenshot of the winning program</a> from the MIT News Office.</p>
<p><img src="http://grandtextauto.org/archives/pt_1.jpg" alt="Processing Time teams" title="Processing Time teams" width="800" height="261"/></p>
<p><img src="http://grandtextauto.org/archives/pt_2.jpg" alt="Processing Time work" title="Processing Time work" width="800" height="544" /></p>
<p><span id="more-2741"></span>Here are the titles of the pieces presented, and the team names in ALL CAPS, as we saw these pieces presented after an afternoon of coding:</p>
<p>Turquoise Hexagon Processing<br />
CHRIS ROBY</p>
<p>Omega Mix<br />
COMMON SENSE COMPUTING</p>
<p>Recycled Broken Clocks<br />
THE GOSUB GARAGE</p>
<p>Untitled<br />
OPTIMUS COPRIME</p>
<p>Untitled<br />
PEANUT BUTTER CODING TIME</p>
<p>Clock Drawing (After Sol LeWitt)<br />
ROOSTA</p>
<p>Tide Clock<br />
SANDBAR</p>
<p>Not Enough Time<br />
TARI K</p>
<p>Spiky Time<br />
TEAM ROCKET</p>
<p>Motion Clock, Stillness Clock<br />
UIMPROVERS</p>
<p>Evolutionary Time<br />
ZOYBLE</p>
<p>It was a great day for participants, audience members, I hope for the many volunteers (thank you!) and definitely for me, the organizer. We programmed clocks or other Processing programs that are displays of time. We saw some amazing stuff that was done during this Saturday afternoon: A display of broken (and stopped) clocks that swelled and diminished to show what the current time is; an extremely elaborate program that sent MIDI signals through a long chain to present an interactive, performing clock; a digital tune transformed into time; a program to catch and release the numbers on an analog clock; a program inspired by the instructions of Sol LeWitt; and much more.</p>
<p>Here are the winners, with the Fame and Wealth prizes picked by the creators of Processing, Casey Reas (appearing via video) and Ben Fry (present in person):</p>
<ul>
<li><span>Fame (display at the MIT Museum for the remainder of the 2009 Cyberarts Festival): Motion Clock, Stillness Clock - by UIMprovers (Eric Rosenbaum &amp; Seth Hunter)</span></li>
<li><span>Wealth ($50 gift certificate to the MIT Press Bookstore): Evolutionary Time - by Zoyble (Chris &amp; Madeleine Ball)</span></li>
<li><span>Audience Award: Motion Clock, Stillness Clock - by UIMprovers (Eric Rosenbaum &amp; Seth Hunter)</span></li>
<li><span>Programmer Prize (voted by participants): Motion Clock, Stillness Clock - by UIMprovers (Eric Rosenbaum &amp; Seth Hunter)</span></li>
</ul>
<p>"Motion Clock, Stillness Clock" uses <a href="http://www.flong.com/texts/lists/slit_scan/">slit scanning</a> to cause one of two clocks to progress: the motion clock, if the image is moving, and the stillness clock, if the image is still.</p>
<p>"Evolutionary Time" gives a view of time on an evolutionary scale, offering the user the ability to browse a tree of organisms.</p>
<p>Congratulations to those who were lauded, but also to everyone who participated, learning more about computation and art while also showing others (including me) the incredible potential of this system.</p>
<p>Thanks to the Festival and George Fifield, to the Center for Advanced Visual Arts and the Program to Writing and Humanistic Studies at MIT, and to Leila Kinney and Pardis Parsa and all the others who helped out, including, of course, Ben and Casey, the creators of Processing and the judges of this competition.</p>
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		<title>Under the Big Black Sun</title>
		<link>http://grandtextauto.org/2009/04/29/under-the-big-black-sun/</link>
		<comments>http://grandtextauto.org/2009/04/29/under-the-big-black-sun/#comments</comments>
		<pubDate>Thu, 30 Apr 2009 03:30:34 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2735</guid>
		<description><![CDATA[In case you were wondering where the hypertext novel has gone - it's right here, and still being updated by the enigmatic Daniel W. from a secret location on the Lower East Texas. Paperback also available.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://underthebigblacksun.com/chapters/motelagain.htm"><img src="http://grandtextauto.org/archives/under.png" alt="Under the Big Black Sun" title="Under the Big Black Sun" width="343" height="75" style="float:right; margin:0 0 6px 8px" /></a>In case you were wondering where the hypertext novel has gone - it's <a href="http://underthebigblacksun.com/">right here,</a> and still being updated by the enigmatic Daniel W. from a secret location on the Lower East Texas. <a href="http://www.amazon.com/under-big-black-sun-Daniel/dp/1434821455/ref=sr_1_1?ie=UTF8&s=books&qid=1205429579&sr=1-1">Paperback</a> also available.</p>
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		<title>Six Days in Fallujah: Over</title>
		<link>http://grandtextauto.org/2009/04/29/six-days-in-fallujah-over/</link>
		<comments>http://grandtextauto.org/2009/04/29/six-days-in-fallujah-over/#comments</comments>
		<pubDate>Thu, 30 Apr 2009 00:05:46 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/04/29/six-days-in-fallujah-over/</guid>
		<description><![CDATA[Konami just canceled their game Six Days in Fallujah due to public outcry. (Critical outcry couldn't have helped.) There's also been some outcry in favor of the game, along with a declaration that video games should be acknowledged as having the power of art and as being able to take on difficult contemporary subject matter. [...]]]></description>
			<content:encoded><![CDATA[<p>Konami just canceled their game <i>Six Days in Fallujah</i> due to public outcry. (<a href="http://www.shacknews.com/featuredarticle.x?id=1110">Critical outcry</a> couldn't have helped.) There's also been some outcry in favor of the game, along with a declaration that video games should be acknowledged as having the power of art and as being able to take on difficult contemporary subject matter. For instance, in <a href="http://uk.xbox360.ign.com/articles/977/977518p1.html">this IGN editorial</a> by Michael Thomsen.</p>
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		<title>Pong Resonant</title>
		<link>http://grandtextauto.org/2009/04/29/pong-resonant/</link>
		<comments>http://grandtextauto.org/2009/04/29/pong-resonant/#comments</comments>
		<pubDate>Wed, 29 Apr 2009 14:29:10 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2712</guid>
		<description><![CDATA[Discussed in this post:

Pong, Al Alcorn, Atari, Arcade coin-op, 1972.
Pong, Harold Lee, Alan Alcorn and Bob Brown, Atari, dedicated home TV game, 1975.
Video Olympics, Joe Decuir, Atari, Atari VCS, 1977.
Pong: The Next Level, Supersonic Software Ltd., Sony PlayStation, 1999.
Boundish, Nintendo, Nintendo Game Boy Advance, 2006.


It wasn't the first video game, or even the first arcade [...]]]></description>
			<content:encoded><![CDATA[<div style="width:40%; float:right"><i>Discussed in this post:</i>
<ul>
<li><i>Pong,</i> Al Alcorn, Atari, Arcade coin-op, 1972.</li>
<li><i>Pong,</i> Harold Lee, Alan Alcorn and Bob Brown, Atari, dedicated home TV game, 1975.</li>
<li><i>Video Olympics,</i> Joe Decuir, Atari, Atari VCS, 1977.</li>
<li><i>Pong: The Next Level,</i> Supersonic Software Ltd., Sony PlayStation, 1999.</li>
<li><i>Boundish,</i> Nintendo, Nintendo Game Boy Advance, 2006.</li>
</ul>
</div>
<p>It wasn't the first video game, or even the first arcade game, but that's like sort of like saying the Model T wasn't the first car. <i>Pong</i> looms large in both arcade and home video game history. The cabinet and the home unit helped pave the way for economically successful video games, the basic game form was changed and reinvented in numerous ways, and <i>Pong</i> became part of the zeitgeist. Recently, the movie rights to <i>Pong</i> have even been <a href="http://us.imdb.com/title/tt0213351/">optioned by Uwe Boll.</a></p>
<p><img src="/archives/pongplay.png" style="margin:0 8px 6px 0; float:left" /><i>Pong</i>'s design and engineering, its relationship to earlier games, and its launch can be discussed in very great detail, and they have been in many books and various digital forms, from <a href="http://www.digitpress.com/faq/pong.txt">FAQ</a> to <a href="http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=3&game=12">page</a> to <a href="http://www.pong-story.com/intro.htm">site.</a> In our book <i>Racing the Beam: The Atari Video Computer System,</i> Ian Bogost and I briefly describe how <i>Pong</i> blasted into the arcade video game space that Bushnell's <i>Computer Space</i> had attempted to open up:</p>
<blockquote><p>The ﬁrst Pong unit was installed in Andy Capp’s Tavern, a bar in Sunnyvale, California. Increasingly apocryphal stories of the game’s installation report lines out the door but almost never mention the precedent for coin-operated video games in Andy Capp’s. When Alcorn installed <i>Pong</i> in the summer of 1972, <i>Computer Space</i> was sitting there in the bar already.</p>
<p><i>Pong</i> solved the problem that plagued <i>Computer Space</i>—ease of use—partly by being based on the familiar game table tennis and partly thanks to the simplicity of its gameplay instructions. “Avoid missing ball for high score” was a single sentence clear enough to encourage pick-up play, but vague enough to create the partial reinforcement of the slot machine and the midway; after failing, players wanted to try again. One other important sentence appeared on the machine: “Insert coin.”</p></blockquote>
<p>In this post, I'll mention a few things that I think made <i>Pong</i> appealing to tavern game players in the early 1970s. Then, I'll look to how a handful of the many <i>Pong</i> remakes over the years have tried to refashion the game for new settings. <span id="more-2712"></span></p>
<p><i>Pong</i>'s graphics were straightforward, and must have seemed so even at the time. While video games were novelties in many contexts, <i>Pong</i> could not have seemed surprisingly high-tech that first day in Andy Capp's. <i>Computer Space</i> offered more elaborate graphics, a snazzier-looking console, and more complicated and impressive controls.  <i>Pong</i> did deploy the basic elements of image, sound, and even text (or at least numbers, to keep score), though, without being a dazzling multimedia experience. "Pong" is an onomatopoetic word, highlighting the arcade cabinet's sound capabilities. The knob controls may not have looked fancy, even when <i>Pong</i> was launched, but they are responsive and would have been immediately intuitive to anyone who had used a radio dial.</p>
<p>The form of the game and the way that it is played was familiar, too. <i>Pong</i> implemented a table-tennis or tennis-like game. As in previous tennis-like video games, the traditional game was not represented with great fidelity, but abstracted. A line appears where the net would be, but it is a simple decoration, playing no functional role in the game as an obstacle. This is in keeping with the flattened representation of tennis that <i>Pong,</i> an inherently 2D game, provides. Also, to keep the quarters dropping, "ball serves automatically" so that there is no opportunity to pause between points. Finally, it's important to the original reception of <i>Pong</i> that it was a competitive game that fit in well alongside other social, multi-player activities such as darts and pool. In this regard, it was not unlike to the two-player version of <i>Computer Space,</i> a game that also was produced in a single-player cabinet.</p>
<p>The tennis game in the first home video game system, the Magnavox <i>Odyssey,</i> was not known to engineer Al Alcorn but apparently (based on the ensuing course case) was to <i>Pong</i> designer Nolan Bushnell. The product that Atari developed and finally released in 1975, a version of <i>Pong</i> that people could purchase and connect to a living room television, bounced the game back into home court from the arcade. It was sold by Sears in the sporting goods section, a sign that even Atari's exclusive, successful retailer couldn't figure out exactly how to categorize video games.</p>
<p>The original device mimicked the arcade game in many respects: an automatically serving ball, for instance, although this was not necessary in the home, and knobs that were fixed alongside one another as they were on the cabinet. The units innovated a bit over the <i>Odyssey</i> game, though, providing sound and a score display, as the arcade game did, and a higher-resolution display. The home game even offered a color display. Picking up on these important arcade game elements - which Atari managed by designing a special chip - made the home version of <i>Pong</i> the first successful, faithful video game port. Atari released more versions to support additional players and different games, and to imitate new arcade variants, and a wave of knock-offs arrived. Some of the home units were made more suitable for their living-room contexts be means of detachable controllers (a feature of the original <i>Odyssey</i>) and some allowed the players to control the release of the ball.</p>
<p>With the 1977 launch of the Atari Video Computer System (VCS, which of course became better known later as the Atari 2600), <i>Pong</i> possibilities expanded. The system came with a cartridge that was basically a version of the arcade game <i>Tank</i> with some additional options and some new plane games - the familiar <i>Combat.</i> The Atari VCS was in large part designed around the requirements of <i>Tank</i> and one other important hit arcade game. That one, of course, was <i>Pong,</i> and the launch title that implemented it for the system was <i>Video Olympics</i> by Joe Decuir, who also did the core of <i>Combat</i> and worked on the Atari VCS chipset. <i>Video Olympics</i> is a paddle game and has fallen by the wayside among recent VCS players, who rely on the trusty joystick that was the only controller included with the final manufactured version of the Atari 2600 and with the Atari Flashback systems. It's an interesting game, though. For one thing, there's the primitive "AI" that it offers in its first two "Robot Pong" variations, which offer challenge for a single player - a challenge that <i>Combat</i> didn't provide on the system. It also provided an explosion of <i>Pong</i> variants that vaguely referred to numerous sports, deepening a trend that could aready be discerned in dedicated home units.</p>
<p><img src="/archives/pongtnl.png" style="margin:0 8px 6px 0; float:left" />Games reimplementing, referencing, and playing with <i>Pong</i> have shown up in many contexts since then. They're not hard to find on the Web and can even be spotted on seat-back entertainment systems in airplanes. One of the more elaborate attempts to reboot the <i>Pong</i> franchise was the Playstation game <i>Pong: The Next Level,</i> for Playstation and PC, which moves the game into crude but 3D spaces populated by, for instance, penguins on ice or sheep on an island. Various power-ups and complexities are added to the mix. It's a great example of dropping the things that make a classic game great - effective controllers, simplicity and directness - and adding things that are completely irrelevant.</p>
<p><img src="/archives/boundish.png" style="margin:0 0 8px 6px; float:right" />The more recent GBA game <i>Boundish</i> doesn't make the same mistake. It's much more abstract and compelling visually, as with the other titles in the bit Generations series. While the game adds radial play and other interesting variations, it keeps the complexity of play at a good level. The problem is that, while <i>Boundish</i> supports a two-player mode with one cartridge, two GBAs can be made into a two-player system only after a great struggle involving cables that are different for each model (original, SP, and Micro - forget using a DS). And, the cartridge provides further evidence that even a good one-player <i>Pong,</i> incorporating what we've learned since the days of <i>Video Olympics,</i> is lame compared to the two-player experience.</p>
<p><i>Pong</i> continues to resonate, though. <a href="http://en.wikipedia.org/wiki/Plasma_Pong"><i>Plasma Pong</i></a> by Steve Taylor is an intriguing recent project that added fluid dynamics - one that was apparently halted at the behest of the current Atari. It just goes to show that even if the company can't take off from <i>Pong</i> and innovate, it can still prevent others from doing so. My guess is that successful future <i>Pong</i> games will probably be made. I suppose it's possible that something spectacular might happen on the more highly representational, 3D front, using licensed properties - say, a collaboration between <a href="http://bookchin.net/projects/intruder.html">Natalie Bookchin,</a> <a href="http://en.wikipedia.org/wiki/Stranglehold_(video_game)">John Woo, and Chow Yun-Fat</a> - but I'm not holding my breath. To keep <i>Pong</i>'s power, new twists on the game will probably need to keep the abstraction, the directness, the good control scheme, and certainly the two-player nature of Al Alcorn's first arcade cabinet.</p>
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		<title>ppg256-3</title>
		<link>http://grandtextauto.org/2009/04/28/ppg256-3/</link>
		<comments>http://grandtextauto.org/2009/04/28/ppg256-3/#comments</comments>
		<pubDate>Wed, 29 Apr 2009 04:10:04 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2706</guid>
		<description><![CDATA[perl -le &#39;sub p{(unpack&#34;(A3)*&#34;,pop)[rand 18]}sub w{p(&#34;apebotboyelfgodmannunorcgunhateel&#34;x2)}sub n{p(&#34;theone&#34;x8)._.p(&#34;bigdimdunfathiplitredwanwax&#34;)._.w.w.&#34;\n&#34;}{print&#34;\n&#34;.n.&#34;and\n&#34;.n.p(&#34;cutgothitjammetputransettop&#34;x2)._.p(&#34;herhimin it offon outup us &#34;x2);sleep 4;redo}&#39;
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			<content:encoded><![CDATA[<p><code>perl -le &#39;sub p{(unpack&#34;(A3)*&#34;,pop)[rand 18]}sub w{p(&#34;apebotboyelfgodmannunorcgunhateel&#34;x2)}sub n{p(&#34;theone&#34;x8)._.p(&#34;bigdimdunfathiplitredwanwax&#34;)._.w.w.&#34;\n&#34;}{print&#34;\n&#34;.n.&#34;and\n&#34;.n.p(&#34;cutgothitjammetputransettop&#34;x2)._.p(&#34;herhimin it offon outup us &#34;x2);sleep 4;redo}&#39;</code></p>
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		<title>Sierra Truly Online</title>
		<link>http://grandtextauto.org/2009/04/23/sierra-truly-online/</link>
		<comments>http://grandtextauto.org/2009/04/23/sierra-truly-online/#comments</comments>
		<pubDate>Fri, 24 Apr 2009 05:00:43 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/04/23/sierra-truly-online/</guid>
		<description><![CDATA[A new site, Sarien.net, provides something both convenient and uncanny: The ability to play several of Sierra's graphical adventures as you watch other players' avatars move through the world and act - without affecting the space you're in. Thanks to GameSetWatch for this one.
]]></description>
			<content:encoded><![CDATA[<p>A new site, <a href="http://sarien.net/">Sarien.net,</a> provides something both convenient and uncanny: The ability to play several of Sierra's graphical adventures as you watch other players' avatars move through the world and act - without affecting the space you're in. Thanks to <a href="http://www.gamesetwatch.com/2009/04/play_sierras_adventure_games_i.php">GameSetWatch</a> for this one.</p>
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		<title>Inform 7 Unleashed</title>
		<link>http://grandtextauto.org/2009/04/23/inform-7-unleashed/</link>
		<comments>http://grandtextauto.org/2009/04/23/inform-7-unleashed/#comments</comments>
		<pubDate>Fri, 24 Apr 2009 04:26:51 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/04/23/inform-7-unleashed/</guid>
		<description><![CDATA[Inform 7 has a new website with explanatory screencasts, a new version of the development system (build 5Z71), many parts of the toolchain now being offered as free/open-source software, and physics!
]]></description>
			<content:encoded><![CDATA[<p><a href="http://inform7.com/">Inform 7 has a new website</a> with explanatory screencasts, a new version of the development system (build 5Z71), many parts of the toolchain now being offered as free/open-source software, and <i>physics!</i></p>
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		<title>We used to get the colored lights going</title>
		<link>http://grandtextauto.org/2009/04/22/we-used-to-get-the-colored-lights-going/</link>
		<comments>http://grandtextauto.org/2009/04/22/we-used-to-get-the-colored-lights-going/#comments</comments>
		<pubDate>Thu, 23 Apr 2009 04:03:59 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/04/22/we-used-to-get-the-colored-lights-going/</guid>
		<description><![CDATA[
 Ian Bogost, co-author with me of Racing the Beam, has just announced a CRT television emulator - a project to make an emulator's display look more like that of a circa 1980 television. The code is to be integrated into the full-featured Atari 2600 emulator Stella.

]]></description>
			<content:encoded><![CDATA[<div style="float:left; margin-right:8px"><a href="http://www.bogost.com/games/a_television_simulator.shtml"><img src="http://grandtextauto.org/archives/crt_emulator.png" alt="A CRT Emulator for the Atari VCS/Atari 2600" title="A CRT Emulator for the Atari VCS/Atari 2600" width="305" height="320" /></a></div>
<p> Ian Bogost, co-author with me of <i>Racing the Beam,</i> has just announced a <a href="http://www.bogost.com/games/a_television_simulator.shtml">CRT television emulator</a> - a project to make an emulator's display look more like that of a circa 1980 television. The code is to be integrated into the full-featured Atari 2600 emulator <a href="http://stella.sourceforge.net/">Stella.</a></p>
<div style="clear:left"></div>
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		<title>Krannert Art Museum Grand Text Auto Exhibit</title>
		<link>http://grandtextauto.org/2009/04/21/krannert-art-museum-grand-text-auto-exhibit/</link>
		<comments>http://grandtextauto.org/2009/04/21/krannert-art-museum-grand-text-auto-exhibit/#comments</comments>
		<pubDate>Tue, 21 Apr 2009 16:48:15 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/04/21/krannert-art-museum-grand-text-auto-exhibit/</guid>
		<description><![CDATA[Yesterday a group of us from the HASTAC III conference toured the Grand Text Auto exhibit here at UIUC's Krannert Art Museum, which was curated by Damon Baker. The exhibit is great! Although many of the same pieces appear from the UCI Grand Text Auto exhibit, it's different in several ways and has several new [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday a group of us from the HASTAC III conference toured the Grand Text Auto exhibit here at UIUC's Krannert Art Museum, which was curated by Damon Baker. The exhibit is great! Although many of the same pieces appear from the UCI Grand Text Auto exhibit, it's different in several ways and has several new pieces. <b>Update:</b> Thanks to HASTAC scholar Veronica Paredes, there's now a <a href="http://www.hastac.org/node/2117">video and text about the exhibit</a> up on the HASTAC blog. Check it out!</p>
<p>The presentation of pieces is very nice; Damon has put up helpful curatorial texts and presented both interactive and non-interactive pieces very thoughtfully. Mary's <i>[giantJoystick]</i> hasn't made it to campus yet, although there's a 16' tall space here right at the center of the NSCA building waiting for it. The elaborate augmented reality incarnation of <i>Fa&ccedil;ade</i> couldn't be mounted again. However, the desktop <i>Fa&ccedil;ade</i> is exhibited very nicely; it shares center stage with Noah et al.'s <i>Screen</i> on the CANVAS in the Krannert Art Museum's Intermedia Gallery. Scott et al.'s <i>The Unknown</i> is presented as a browsable hypertext, an open book, photos and texts, audio that plays continually, and a hotel bell. Scott's <i>Frequency</i> appears on a computer and his and my collaboration, <i>Implementation,</i> is on display in manuscript and photographs. And, I have many small pieces throughout the exhibit: <i>ppg256-1</i> and <i>ppg256-2,</i> <i>Winchester's Nightmare,</i> and <i>Taroko Gorge.</i></p>
<p>A nice thing about the exhibit is that the underlying works are almost all available for free online; in every case, there's documentation of them. Here are the links: <span id="more-2690"></span></p>
<ul>
<li><a href="http://www.noahwf.com/screen/"><i>Screen</i></a> (Noah Wardrip-Fruin, Sascha Becker, Josh Carroll, Robert Coover, Shawn Greenlee, and Andrew McClain)</li>
<li><a href="http://www.interactivestory.net/"><i>Fa&ccedil;ade</i></a> (Michael Mateas and Andrew Stern)</li>
<li><a href="http://nickm.com/poems/taroko_gorge.html"><i>Taroko Gorge</i></a> (Nick Montfort)</li>
<li><a href="http://retts.net/frequency_poetry"><i>Frequency</i></a> (Scott Rettberg)</li>
<li><a href="http://nickm.com/implementation/"><i>Implementation</i></a> (Nick Montfort and Scott Rettberg)</li>
<li><a href="http://nickm.com/poems/ppg256.html "><i>ppg256-1</i> and <i>ppg256-2</i></a> (Nick Montfort)</li>
<li><a href="http://nickm.com/if/winchester.html"><i>Winchester's Nightmare</i></a> (Nick Montfort)</li>
<li><a href="http://unknownhypertext.com"><i>The Unknown</i></a> (William Gillespie, Scott Rettberg, and Dirk Stratton)</li>
</ul>
<p>I will add photos here when I have them. I hope some readers will happen to be at UIUC and will be able to visit!</p>
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		<title>Tiltfactor&#8217;s in the art world too</title>
		<link>http://grandtextauto.org/2009/04/21/tiltfactors-in-the-art-world-too/</link>
		<comments>http://grandtextauto.org/2009/04/21/tiltfactors-in-the-art-world-too/#comments</comments>
		<pubDate>Tue, 21 Apr 2009 13:12:46 +0000</pubDate>
		<dc:creator>Mary Flanagan</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2671</guid>
		<description><![CDATA[While many GTxA works are exhibited in Illinois, USA right now, if you happen to be in Germany,Tiltfactor's LAYOFF game has been included in an interesting new exhibition, "Let's restart!!!" at D21 Leipzig, Germany. Other artists include Jim Andrews, Parangari Cutiri, monochrom, and Joan Leandre.
lets restart signage 2009

The exhibition is organized by Michael Arzt and [...]]]></description>
			<content:encoded><![CDATA[<p>While many GTxA works are exhibited in Illinois, USA right now, if you happen to be in Germany,<a href="http://www.tiltfactor.org">Tiltfactor</a>'s <a href="http://www.tiltfactor.org/layoff/">LAYOFF game</a> has been included in an interesting new exhibition, "Let's restart!!!" at D21 Leipzig, Germany. Other artists include Jim Andrews, Parangari Cutiri, monochrom, and Joan Leandre.<br />
<div id="attachment_2672" class="wp-caption alignnone" style="width: 310px"><a href="http://grandtextauto.org/2009/04/21/tiltfactors-in-the-art-world-too/2009_d21_lets_restartsm/" rel="attachment wp-att-2672"><img src="http://grandtextauto.org/archives/2009_d21_lets_restartsm.jpg" alt="lets restart signage 2009" title="2009_d21_lets_restartsm" width="300" height="201" class="size-full wp-image-2672" /></a><p class="wp-caption-text">lets restart signage 2009</p></div><br />
<span id="more-2671"></span><br />
The exhibition is organized by Michael Arzt and is located in the Lindenau quarter.<br />
Let's restart!!! Art Computer Game Show<br />
mit Jim Andrews, Parangari Cutiri, monochrom, tiltfactor<br />
18. April bis 3. Mai<br />
Eröffnung: 17. April 2009, 15 Uhr<br />
Öffnungszeiten: Do-So, 13-19 Uhr<br />
*D21 Kunstraum Leipzig*<br />
Demmeringstraße 21<br />
04177 Leipzig<br />
<a href="http://www.d21-leipzig.de">www.d21-leipzig.de</a><br />
<div id="attachment_2680" class="wp-caption alignnone" style="width: 310px"><a href="http://grandtextauto.org/2009/04/21/tiltfactors-in-the-art-world-too/attachment/1/" rel="attachment wp-att-2680"><img src="http://grandtextauto.org/archives/1-300x225.jpg" alt="LAYOFF game in the Let&#039;s Restart exhibition, Leipzig" title="LAYOFF in Leipzig" width="300" height="225" class="size-medium wp-image-2680" /></a><p class="wp-caption-text">LAYOFF game in the Let's Restart exhibition, Leipzig</p></div></p>
<p><a href='http://grandtextauto.org/2009/04/21/tiltfactors-in-the-art-world-too/lets_restart/' rel='attachment wp-att-2681'>lets_restart catalog</a></p>
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		<title>Jessica to offer a youth view</title>
		<link>http://grandtextauto.org/2009/04/20/jessica-to-offer-a-youth-view/</link>
		<comments>http://grandtextauto.org/2009/04/20/jessica-to-offer-a-youth-view/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 22:55:36 +0000</pubDate>
		<dc:creator>Scott Rettberg</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/04/20/jessica-to-offer-a-youth-view/</guid>
		<description><![CDATA[
I've been too busy parenting to blog, but have no fear. After months of debating whether or not prelinguistic children should have their own avenues of online expression, Jill and I gave in and let Jessica get her own laptop. Here she is writing her first blog post, as mother and grandmother look on expectantly. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://grandtextauto.org/archives/jessica_blogging-300x200.jpg" alt="jessica_blogging" title="jessica_blogging" width="300" height="200" style="float:left; margin:0 10px 8px 0" /><br />
I've been too busy parenting to blog, but have no fear. After months of debating whether or not prelinguistic children should have their own avenues of online expression, Jill and I gave in and let Jessica get her own laptop. Here she is writing her first blog post, as mother and grandmother look on expectantly. Coming soon, posts on the importance of board books in the new media landscape. Also, musing on the nature of remote controls (colored buttons more fun than grey). And. . . why adult food is always better than baby food unless too spicy. Plus. . . liquids are fun to blow bubbles in and dump.</p>
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		<title>HASTAC III Kicks Off</title>
		<link>http://grandtextauto.org/2009/04/20/hastac-iii-kicks-off/</link>
		<comments>http://grandtextauto.org/2009/04/20/hastac-iii-kicks-off/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 17:54:26 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/04/20/hastac-iii-kicks-off/</guid>
		<description><![CDATA[I'm here in Urbana, Illinois at the third and biggest annual HASTAC (Humanities, Arts, Science, and Technology Advanced Collaboratory) conference. We're being hosted by the Institute for Computing in Humanities, Arts, and Social Science (I-CHASS) at UIUC.
There are actually official, HASTAC-appointed bloggers for each of the events, so I'm not planning to step on their [...]]]></description>
			<content:encoded><![CDATA[<p>I'm here in Urbana, Illinois at the third and biggest annual <a href="http://www.hastac.org/">HASTAC (Humanities, Arts, Science, and Technology Advanced Collaboratory)</a> conference. We're being hosted by the Institute for Computing in Humanities, Arts, and Social Science (I-CHASS) at UIUC.</p>
<p>There are actually official, HASTAC-appointed bloggers for each of the events, so I'm not planning to step on their virtual toes by doing summary blogging of every panel. But I'll mention some things about the first panel, to try to get off to a good start and give a sense of the conference. Later, I'll hope to reflect on the Grand Text Auto exhibit a bit, too. <span id="more-2656"></span></p>
<p>First up was the Innovations in Participatory Learning Panel. Craig Wacker, a program officer at the John D. and Catherine T. MacArthur Foundation, described the foundation's initiative in participatory learning and related a particular positive experience with Black Cloud, and environmental game that led to unexpected types of engagement and discussion among students.</p>
<p>Then Tim Lenoir presented his project, <a href="http://www.virtualpeace.org/">Virtual Peace,</a> which simulates providing humanitarian assistance. It was developed with Virtual Heroes, the company that developed much of the back end of America's Army and had a platform for assessment. Virtual Peace simulates Hurricane Mitch hitting Honduras and Nicaragua in 1998, and it lets people practice negotiating skills in virtual conference rooms.</p>
<p>Suzanne Seggerman, president of <a href="http://www.gamesforchange.org/">Games 4 Change,</a> spoke about how her organization supports and promotes socially responsible games. They provided a toolkit and workshop for nonprofits, providing help on making such games at every step. (In the toolkit, <a href="http://www.gamesforchange.org/toolkit">Let the Games Begin,</a> Mary Flanagan's talking head is featured, speaking under the word CONCEPT.)</p>
<p>Jan Reiff discussed <a href="http://www.hypercities.com/">HyperCities,</a> implemented using the Google Maps API. She showed images from a project about Los Angeles's Hi Fi, Historic Filipinotown that was implemented in the system, with research done by a UCLA history class.</p>
<p>The panel ended with Ed Bender, of <a href="http://followthemoney.org">Follow the Money.</a> The site analyzes and makes available data on political donations at the state level, something the project originally did, many years ago, by mailing out floppies. </p>
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		<item>
		<title>Meretzky on Infocom</title>
		<link>http://grandtextauto.org/2009/04/19/meretzky-on-infocom/</link>
		<comments>http://grandtextauto.org/2009/04/19/meretzky-on-infocom/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 06:04:55 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/04/19/meretzky-on-infocom/</guid>
		<description><![CDATA[In Steve Meretzky's interview with Technology Review, he talks about how he got started at the company, the z-machine, how technologically advanced Infocom's software was, and how important it was that games there were individual efforts.
]]></description>
			<content:encoded><![CDATA[<p>In <a href="http://www.technologyreview.com/printer_friendly_article.aspx?id=22214">Steve Meretzky's interview</a> with <i>Technology Review,</i> he talks about how he got started at the company, the z-machine, how technologically advanced Infocom's software was, and how important it was that games there were individual efforts.</p>
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		<title>Eight pounds, four ounces</title>
		<link>http://grandtextauto.org/2009/04/19/eight-pounds-four-ounces/</link>
		<comments>http://grandtextauto.org/2009/04/19/eight-pounds-four-ounces/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 01:03:53 +0000</pubDate>
		<dc:creator>Noah Wardrip-Fruin</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2651</guid>
		<description><![CDATA[
 Following Grand Text Auto tradition (Eva and Nataly and Jessica) Jen and are happy to welcome a daughter into our lives. 
Zoe's a couple months old now, and already stunning us with the pace at which she's growing and changing. Meanwhile, I'm hoping for a slow return from my total blogging hiatus. I wish [...]]]></description>
			<content:encoded><![CDATA[<div style="padding:0 0 15px 10px; float:right"><img src='http://grandtextauto.org/archives/zoe1.jpeg' alt='Zoe smiles' width='154' height='261' /></div>
<p> Following Grand Text Auto tradition (<a href="http://grandtextauto.org/2006/01/08/its-a-girl/">Eva</a> and <a href="http://grandtextauto.org/2006/03/25/another-gtxa-girl/">Nataly</a> and <a href="http://retts.net/index.php/2008/04/jessica-ann-rettberg/">Jessica</a>) Jen and are happy to welcome a daughter into our lives. </p>
<p>Zoe's a couple months old now, and already stunning us with the pace at which she's growing and changing. Meanwhile, I'm hoping for a slow return from my total blogging hiatus. I wish I could blog from the new <a href="http://grandtextauto.org/2009/04/18/grand-text-auto-exhibit-at-the-krannert/">GTxA show at the Krannert Art Museum,</a> but I'm going to have to leave that role to Nick. (Thanks Nick!)</p>
<p><br clear=right/></p>
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		<title>Grand Text Auto Exhibit at the Krannert</title>
		<link>http://grandtextauto.org/2009/04/18/grand-text-auto-exhibit-at-the-krannert/</link>
		<comments>http://grandtextauto.org/2009/04/18/grand-text-auto-exhibit-at-the-krannert/#comments</comments>
		<pubDate>Sun, 19 Apr 2009 04:23:23 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/04/18/grand-text-auto-exhibit-at-the-krannert/</guid>
		<description><![CDATA[There's a new Grand Text Auto exhibit, following up on the one we had at UCI. This one has just opened at the Krannert Art Museum at the University of Illinois Urbana-Champaign, and will be up through July 26. Come and check it out, if that's at all feasible. I'll be there on Monday at [...]]]></description>
			<content:encoded><![CDATA[<p>There's a new <i>Grand Text Auto</i> exhibit, following up on the <a href="http://grandtextauto.org/2007/08/15/were-in-ur-museum/">one we had at UCI.</a> This one has just opened at the Krannert Art Museum at the University of Illinois Urbana-Champaign, and will be up through July 26. Come and check it out, if that's at all feasible. I'll be there on Monday at or around 4pm for a tour of the exhibit given by curator Damon Loren Baker, part of the HASTAC III conference program.</p>
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		<title>UpRightNow</title>
		<link>http://grandtextauto.org/2009/04/16/uprightnow/</link>
		<comments>http://grandtextauto.org/2009/04/16/uprightnow/#comments</comments>
		<pubDate>Fri, 17 Apr 2009 05:20:10 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/04/16/uprightnow/</guid>
		<description><![CDATA[The second issue of UpRightDown has just begun. What exactly has begun is a year-long storytelling exercise. "Every two weeks we will post a new episode of the plot (left column), which can then be performed (right column) in words, image, video, sound, et cetera."
The magazine is also giving away prizes: $1000 to the best [...]]]></description>
			<content:encoded><![CDATA[<p>The second issue of <a href="http://www.uprightdown.com/">UpRightDown</a> has just begun. What exactly has begun is a year-long storytelling exercise. "Every two weeks we will post a new episode of the plot (left column), which can then be performed (right column) in words, image, video, sound, et cetera."</p>
<p>The magazine is also giving away prizes: $1000 to the best performance, $300 to the best plot.</p>
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		<title>Game Controllers Tabled</title>
		<link>http://grandtextauto.org/2009/04/16/game-controllers-tabled/</link>
		<comments>http://grandtextauto.org/2009/04/16/game-controllers-tabled/#comments</comments>
		<pubDate>Fri, 17 Apr 2009 05:06:57 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/04/16/game-controllers-tabled/</guid>
		<description><![CDATA[The periodic table of game controllers is clever - and collapses the history of controllers in an interesting and probably typical way. For each system, only one controller is represented. Although both paddle controllers and joysticks shipped with the Atari VCS, only the joysticks (with their buttons in the wrong place) are represented. Certainly there [...]]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://i.gizmodo.com/5180720/and-now-the-periodic-table-of-game-controllers">periodic table of game controllers</a> is clever - and collapses the history of controllers in an interesting and probably typical way. For each system, only one controller is represented. Although both paddle controllers and joysticks shipped with the Atari VCS, only the joysticks (with their buttons in the wrong place) are represented. Certainly there is no hint that odd things like the Joyboard (ancestor of Wii Fit) or <i>Kirby Tilt n' Tumble</i> (ancestor of the Wiimote) existed. On the other hand, the table does represent the way that many people think about game controllers, and it's not uninteresting as a piece of graphic design.</p>
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		<title>The Philosophy of Computer Games</title>
		<link>http://grandtextauto.org/2009/04/16/the-philosophy-of-computer-games/</link>
		<comments>http://grandtextauto.org/2009/04/16/the-philosophy-of-computer-games/#comments</comments>
		<pubDate>Fri, 17 Apr 2009 04:57:17 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/2009/04/16/the-philosophy-of-computer-games/</guid>
		<description><![CDATA[If you are into computer games - and particularly if you are also into philosophy and/or already live in Norway (Scott? Scott?) - you should check out this third international conference in a series, "The Philosophy of Computer Games 2009." It's being held in Oslo August 12-15 2009. 
Call for Papers
We hereby invite scholars in [...]]]></description>
			<content:encoded><![CDATA[<p>If you are into computer games - and <i>particularly</i> if you are also into philosophy and/or already live in Norway (Scott? Scott?) - you should check out this third international conference in a series, <a href="http://www.gamephilosophy.org/">"The Philosophy of Computer Games 2009."</a> It's being held in Oslo August 12-15 2009. <span id="more-2645"></span></p>
<h4>Call for Papers</h4>
<p>We hereby invite scholars in any field who take a professional interest in the phenomenon of<br />
computer games to submit papers to the international conference "The Philosophy of Computer<br />
Games 2009", to be held in Oslo, Norway, on August 13-15, 2009.</p>
<p>Accepted papers will have a clear focus on philosophy and philosophical issues in relation to<br />
computer games. They will also attempt to use specific examples rather than merely invoke<br />
"computer games" in general terms. We invite submissions focusing on, but not limited to, the<br />
following three headings:</p>
<p>Fictionality and Interaction<br />
Computer games are often conceived as a setting for fictional narratives, facts, objects and events,<br />
although the interactive setting is thought to give fictionality a special character and to be<br />
intertwined with non-fictional aspects in various ways. We invite papers on relevant discussions of<br />
fictionality, narrative, fictional objects, simulation, virtuality, and kindred cognitive notions like<br />
make-believe, pretense, and imagination.</p>
<p>Defining Computer Games<br />
Is it possible to point to some defining characteristic(s) of computer games? We are especially<br />
interested in discussions of formal definitions of computer games in terms of characteristics such as<br />
rules, play, representation, computation, affordances, interaction, negotiable consequences, and so on.<br />
We welcome both constructive and critical discussions, as long as they are directed at clearly<br />
articulated proposals.</p>
<p>Ethical and Political Issues<br />
What are the ethical responsibilities of game-makers in relation to individual gamers and society in<br />
general? What role, if any, can games serve as a critical cultural corrective in relation to traditional<br />
forms of media and communicative practices, for example in economy and politics? Also, what is<br />
the nature of the ethical norms that apply within the gaming context, and what are the factors that<br />
allow or delimit philosophical justifications of their application there or elsewhere?</p>
<p>Your abstract should not exceed 1000 words. If your submission falls under one of the three<br />
headings, please indicate which one. Send your abstract to submissions@gamephilosophy.org. All<br />
submitted abstracts will be subject to double blind peer review, and the program committee will<br />
make a final selection of papers for the conference on the basis of this. Full manuscripts must be<br />
submitted by August 8, and will be made available on the conference website.</p>
<p>Deadline for submissions is June 1, 2009. Notification of accepted submissions will be sent out by<br />
June 10, 2009.</p>
<p>Olav Asheim<br />
Miguel Sicart<br />
Frans Mäyrä<br />
Patrick Coppock<br />
Sten Ludvigsen<br />
Ole Ertløv Hansen<br />
Stephan Günzel<br />
Runje Klevjer<br />
John Richard Sageng<br />
Ragnhild Tronstad</p>
<p>The conference is a collaboration between the following institutions:</p>
<p>• Department of Philosophy, Classics, History of Art and Ideas at the<br />
University of Oslo, Norway<br />
• Department of Media and Communication, University of Oslo, Norway<br />
• Digital Games Research Center, University of Potsdam, Germany<br />
• Department of Social, Cognitive and Quantitative Science at the University<br />
of Modena & Reggio Emilia, Italy<br />
• Nordic Game Research Network<br />
• Intermedia, University of Oslo, Norway<br />
• Games Research Lab, University of Tampere, Finland<br />
• Center for Computer Games Research at the IT-University of Copenhagen,<br />
Denmark<br />
• Philosophical Project Centre (FPS), Oslo, Norway<br />
• Department of Information Science and Media Studies, University of Bergen, Norway</p>
<p>For more information, visit www.gamephilosophy.org</p>
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		<title>New from Jon Ingold: Make It Good</title>
		<link>http://grandtextauto.org/2009/04/16/new-from-jon-ingold-make-it-good/</link>
		<comments>http://grandtextauto.org/2009/04/16/new-from-jon-ingold-make-it-good/#comments</comments>
		<pubDate>Fri, 17 Apr 2009 04:47:41 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2638</guid>
		<description><![CDATA[In the tradition of The Witness (Stu Galley, Infocom, 1983) comes the hard-boiled interactive fiction Make It Good, by Jon Ingold. It was more than seven years in the making and features non-player characters directed by AI. Check out the description on IFDB and then download the (z-machine) game.

]]></description>
			<content:encoded><![CDATA[<p><a href="http://ifdb.tads.org/viewgame?id=jdrbw1htq4ah8q57"><img src="http://grandtextauto.org/archives/make_it_good.jpg" alt="Make It Good" title="Make It Good" width="175" height="175" style="float:left; margin:0 10px 8px 0" /></a>In the tradition of <i>The Witness</i> (Stu Galley, Infocom, 1983) comes the hard-boiled interactive fiction <i>Make It Good,</i> by <a href="http://www.archimedes.plus.com/">Jon Ingold.</a> It was more than seven years in the making and features non-player characters directed by AI. Check out the <a href="http://ifdb.tads.org/viewgame?id=jdrbw1htq4ah8q57">description on IFDB</a> and then <a href="http://www.archimedes.plus.com/makegood.z8">download the (z-machine) game.</a></p>
<div style="clear:left"></div>
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		<title>Flame War in 1k</title>
		<link>http://grandtextauto.org/2009/04/15/flame-war-in-1k/</link>
		<comments>http://grandtextauto.org/2009/04/15/flame-war-in-1k/#comments</comments>
		<pubDate>Thu, 16 Apr 2009 05:50:59 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2633</guid>
		<description><![CDATA[Flame War: A Cyberthriller
By Joshua Quittner and Michelle Slatalla
William Morrow &#038; Company
1997
291 pp.
"Are you running a CD-ROM?" I asked. ... "Each one of these is a different Web site, a different multimedia document stored on a computer somewhere that's programmed to let the public in," she said. "Don't you have a home page?" ... Actually, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://grandtextauto.org/archives/flame_war.png" alt="Flame War" width="100" height="152" style="float: right; margin: 0 0 6px 8px;" /><i>Flame War: A Cyberthriller</i><br />
By Joshua Quittner and Michelle Slatalla<br />
William Morrow & Company<br />
1997<br />
291 pp.</p>
<p><i>"Are you running a CD-ROM?" I asked. ... "Each one of these is a different Web site, a different multimedia document stored on a computer somewhere that's programmed to let the public in," she said. "Don't you have a home page?" ... Actually, I no longer thought of her as Annie but as ala5@columbia.edu. ... "Ah, a Macintosh. An anachronism, but supposedly so easy to use," I said, sinking into the chair. ... "Ha, PPP controls your modem, my dear. I have discovered its secret." ...  "It's a MOO," Annie said. "I didn't know my dad was into them." ... "Man or a woman?" I asked. "Man." "What was he wearing?" "Pants." ... So I turned to BOMB-3 (THE HACKER). ... "It's called The Zoo." ... But after the Data Encryption Standard was adopted as a federal standard to scramble data, everything changed. ... Yuri put together a "VRML walkthrough" of Lionel's house and put it on the Web, where people could visit. ... She tried to cancel her latest command and start over. But still we were locked in place. NO CARRIER.</i></p>
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		<title>New Version of ppg256-1</title>
		<link>http://grandtextauto.org/2009/04/14/new-version-of-ppg256-1/</link>
		<comments>http://grandtextauto.org/2009/04/14/new-version-of-ppg256-1/#comments</comments>
		<pubDate>Tue, 14 Apr 2009 14:52:12 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
		
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://grandtextauto.org/?p=2625</guid>
		<description><![CDATA[I had long wanted to incorporate an extra revision step in ppg256-1, my first 256-character poetry generator, to make strings such as "maar" and "bued" into words (specifically, "mar" and "bad"). Also, it annoyed me that in ppg256-1, the code to delay the output is in a separate perl program; the generator must be piped [...]]]></description>
			<content:encoded><![CDATA[<p>I had long wanted to incorporate an extra revision step in ppg256-1, my first 256-character poetry generator, to make strings such as "maar" and "bued" into words (specifically, "mar" and "bad"). Also, it annoyed me that in ppg256-1, the code to delay the output is in a separate perl program; the generator must be piped to it. In ppg256-2 this delay is integrated into the generator. So, I revisited the first program and rewrote it so that it does the additional revision and now produces output at a human pace:</p>
<p><code>perl -le &#39;sub b{@_=unpack&#34;(A2)*&#34;,pop;$_[rand@_]}sub w{&#34; &#34;.b(&#34;cococacamamadebapabohamolaburatamihopodito&#34;).b(&#34;estsnslldsckregspsstedbsnelengkemsattewsntarshnknd&#34;)}{$_=&#34;\n\nthe&#34;.w.&#34;\n&#34;;$_=w.&#34; &#34;.b(&#34;attoonnoof&#34;).w if$l;s/[au][ae]/a/;print;$l=0if$l++&gt;rand 9;sleep 1;redo}&#39;</code></p>
<p>Here's <a href="http://nickm.com/poems/ppg256.html">the page for the series of generators.</a></p>
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