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  1. Kissing the Steak: The Poetry of Text Generators

    Syntext, developed by Pedro Barbosa and Abílio Cavalheiro in the early 90s (later partially re-versioned on the World Wide Web), is a collection of fifteen computer programs from the 70s, 80s, and 90s that automatically generate various styles of poetry in DOS. Though the texts made by each of the programs are thematically unrelated, through these pioneering works by Barbosa, Nanni Balestrini, Marcel Bénabou, and others, each of the predominant fundamental attributes of text-generators is clearly divulged. Syntext, despite being primitive on the surface, powerfully brings to light the expressive possibilities, versatility, and variation within permutation texts, and provides sufficient evidence upon which a typology of computer poems can be established.

    (Source: abstract of conference presentation)

    Eric Dean Rasmussen - 31.01.2011 - 15:28

  2. The Programming Era: Building Literary Networks Through Peer-to-Peer Review

    A noted literary scholar, Mark McGurl, has dubbed the postwar period in American literary history “The Program Era.” This phrase alludes to the fact that after World-War II most American literary production occurred in and around creative writing programs. Today, electronic literature continues the trend of literature’s institutionalization within higher education systems. E-lit literalizes the concept of “program” fiction inasmuch as its authors must also be adept at coding and programming. Taking the systematic coupling of literary art and higher-educational institutions as a necessary given, what can we—i.e. the authors, artists, critics, coders, scholars, students, writers and readers thinking at the interface of these social systems—do to create environments in which e-lit can flourish?

    Eric Dean Rasmussen - 25.02.2011 - 08:16

  3. Between Place and Interface: Designing Situated Sound for the iPhone

    Between Place and Interface: Designing Situated Sound for the iPhone

    Eric Dean Rasmussen - 25.02.2011 - 09:45

  4. Personal Narratives, Corporate Templates

    Personal Narratives, Corporate Templates

    Eric Dean Rasmussen - 25.02.2011 - 10:50

  5. What's on your mind? Status Updates, Friend Suggestions And Data Mining

    As I'm staging my private life, confessing my current state of being through status updates and learning the peculiarities of online friendships, my very existence is being stalked and mapped by invisible algorithms. Facebook, one of the most popular and efficient pieces of social software, is tracking my posts, profiling my likes and dislikes and learning from my idle quizzes. In essence there are two profiles building, the public one I present to my “friends” and the commercial one gathering mass through data mining. Telling fictional and non-fictional anecdotes, my presentation will explore Facebook as an idiosyncratic and disciplining environment. I'll be attempting to illustrate how I train the machine and the machine trains me.

    Eric Dean Rasmussen - 26.02.2011 - 11:11

  6. E-Poetry Triangulated

    E-Poetry Triangulated

    Patricia Tomaszek - 04.03.2011 - 23:01

  7. Against Digital Poetics

    Against Digital Poetics

    Patricia Tomaszek - 04.03.2011 - 23:07

  8. The ppg256 Series of Minimal Poetry Generators

    I discuss the four Perl poetry generators I have developed in the ppg256 series. My discussion of each program begins with the entire 256 characters of code and continues with an explication of this code, a description of aspects of my development process, and a discussion of how my thinking about computation and poetry developed during that process. In writing these programs, I came to understand more about the importance of framing to the reception of texts as poems, about how computational poetic concepts of part of speech might differ from established linguistic ones, about morphological and syntactical variability, and about how to usefully think about possible texts as being drawn from a probability distribution.

    (Source: Author's abstract)

    Scott Rettberg - 26.03.2011 - 17:39

  9. Looking Behind the Façade: Playing and Performing an Interactive Drama

    Looking Behind the Façade: Playing and Performing an Interactive Drama

    Jörgen Schäfer - 28.06.2011 - 14:33

  10. Curveship: An Interactive Fiction System for Interactive Narrating

    From the publication: Interactive fiction (often called “IF”) is a venerable thread of creative computing that includes Adventure, Zork, and the computer game The Hitchhiker’s Guide to the Galaxy as well as innovative recent work. These programs are usually known as “games,” appropriately, but they can also be rich forms of text-based computer simulation, dialog systems, and examples of computational literary art. Theorists of narrative have long distinguished between the level of underlying content or story (which can usefully be seen as corresponding to the simulated world in interactive fiction) and that of expression or discourse (corresponding to the textual exchange between computer and user). While IF development systems have offered a great deal of power and flexibility to author/programmers by providing a computational model of the fictional world, previous systems have not systematically distinguished between the telling and what is told.

    Patricia Tomaszek - 22.07.2011 - 18:44

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