1980s

By Thor Baukhol Madsen, 6 February, 2015
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Decades before digital art and writing became widely transmitted and accessed online, pioneers in these expressive fields relied predominantly on sponsored exhibitions of their work. Prior to the emergence of the World Wide Web (WWW), computer-based practitioners desiring to share their compositions - and audiences interested in these contemporary developments - depended on a small number of sympathetic museums and galleries that promoted such innovations. In the 1960s and early 1970s, these exhibits tended to unite experiments produced by both digital writers and artists. Gradually, as electronic arts expanded in a way that digital writing would not until the proliferation of personal computing and global networks in the 1990s, subsequent exhibitions in the 1970s and 1980s predominantly featured graphical rather than language-oriented works. The arts, historically familiar with formal shifts in media in ways that literature was not, quickly responded to the calling of computerized machinery; writers more gradually adapted to digital possibilities.

(Source: Author's introduction)

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PataLiterator was a HyperCard system authored by mIEKAL aND, that manufactures a neologistic vocabulary, hence literature, by generating either single words or texts up to forty pages using an amenable database of phonemes and syllables. PataLiterator attempts to apply "the art of hyperpataphysics" to Alfred Jarry's late-nineteenth-century proclamations. The work opens with a screen that shows Jarry's "Ubu" and presents four buttons "About", "Help", "Start" and "More". The interface allow the viewers to produce text and alter the databases that feed the output.

(Source: Prehistoric Digital Poetry: An Archaeology of Forms by C.T Funkhouser)

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Based on television footage from Jason Nelson’s childhood in the 1980s, such as Frankenstein reruns, news coverage of President Reagan, ads for Pacman pasta, bubble gum, and dinoriders, this series of narratives and poems are structured on graphs that are as absurd as the footage itself. The graphs and their accompanying narrative and poetic texts chronicle the rise and fall of characters, a President, secret organizations, and the physical and mental health of gum chewers. Characteristically witty and incisive, Nelson’s writing thrives as a Postmodern critique of culture and politics. At the same time, there is a personal touch to his work, as we can reconstruct aspects of his childhood through the video clips, all evidence of the electronic and physical toys (and their power sources), film and food, and a link to politics and the Cold War— with the terrifying specter of nuclear war hovering over it all. With that in mind, read carefully Nelson’s word choices throughout this work to discover a subtext more poignant than snarky commentary. (Source: Leonardo Flores, I ♥ E-Poetry)

Description in original language
I ♥ E-Poetry entry
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By Eric Dean Rasmussen, 22 June, 2012
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We consider how authors have added comments to electronic literature and how the facility for commenting code has been, and could be, used in unconventional yet productive ways by those working in the literary arts. Our central example is a gloss that we wrote, using JavaScript comments, to discuss the code for our poetry generator, “Sea and Spar Between”: http://blogs.saic.edu/dearnavigator/winter2010/nick-montfort-stephanies… between/ As this generator is offered for anyone to use in future projects, it was originally written with some JavaScript comments to facilitate reuse. These were extensively expanded in an edition of the poem we call “cut to fit the toolspun course,” now under consideration for a special issue of Digital Humanities Quarterly on “The Literary.” The issues we encountered in writing this extensive, poetic gloss using comments will be central to our discussion.

In our presentation, we will contextualize our gloss within the history of creative programming and consider how others have written different sorts of comments. We consider, for instance, how comments are used in hobbyist BASIC programming of the 1970s and early 1980s, how comments are generally absent from obfuscated programs, how comments have been used in HyperCard and other languages that have particularly supported creative programming, and how comments have been creatively used in markup as well as programming languages.

The uses of comments in creative programming include straightforward ones that are intended to help people, including the original programmer, understand the technical aspects of a program during and after development.
Comments can be avoided, or used to confuse code with comments, in order to obfuscate a program further and to make it more enjoyable to figure out. They can also be used to hide messages, to make in-jokes, or to provide a new layer of discussion for those who look beneath the interface.

Programming languages that were originally created for scientific, research, and industrial purposes have been turned to literary purposes by programmers working poetically and aesthetically. Similarly, the ability to place comments within programs – a feature not originally intended for poetic glossing or critical discussion has been used in new ways by creative programmers. Electronic literature authors and others have shown some surprising capabilities of the comment, revealing new possibilities for our relationship with code and computing.

(Source: Author's abstract, 2012 ELO Conference site)

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By Eric Dean Rasmussen, 14 June, 2012
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As chronicled on the “Beard of Bees” website, authors involved with Gnoetry, “an on-going experiment in human/computer collaborative poetry composition”, have collectively engaged with digital textual processing for more than a decade (see http://beardofbees.com/gnoetry.html and also http://gnoetrydaily.wordpress.com/). In 2011, the group published their first anthology, Gnoetry Daily, Vol. 1, a 52 page collection of verse spun with programs named Gnoetry, charNG, Infinite Monkeys, ePoGeeS, welatanschauung, and JanusNode, with accompanying commentary by Eric Elshtain, eRoGK7, Matthew, edde addad, nathanielksmith, and DaveTolkacz.

The software program engineered by the group, Gnoetry, synthesizes language based on its analysis of existing texts, thus mimicking the “statistical properties” of its input texts; users filter language by applying constraints in each of the programs they favor. Concluding the “Methodological Notes” included in Gnoetry Daily, Vol. 1, addad writes, after highlighting capabilities of their preferred programs, “Generally, we just want to write good poetry”. Emphasizing the
contents of Gnoetry Daily, Vol. 1, we analyze successes and failures in this pursuit and discuss how the group’s practice interestingly falls in line with what could be called a “post-TRAVESTY” continuum. TRAVESTY is a text processor constructed in the 1980s by Hugh Kenner and Joseph O’Rourke that had great influence on digital poetry’s development in the United States, by inspiring subsequent important works by Jackson Mac Low, Charles O. Hartman, and others, and initiating dialog between practitioners.

Efforts of those involved with Gnoetry group not only recall the communal rapport initiated by artists who appreciated and worked with TRAVESTY, but also some of the program’s aesthetic and computational agenda as well. In addition to pursuing such topics, we will, using the conference paper as an input, create spontaneous poems that offers us, and the audience, an opportunity to evaluate the program’s qualities in real time—as a way of suggesting the key to interpreting the significance of these alliances and aesthetic directions is to imagine the authorial process as a mode of interactivity.

(Source: Author's abstract, 2012 ELO Conference site)

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The Card Catalogs (1976-1981; first exhibited in 1978) are collections of text and images on 3x5 cards.  Each catalog is a tray of cards containing 50-200 cards structured  by dividers that key the cards using small pictures or word phrases.  Although they can be read sequentially, they were meant to be non-sequential works that combine words and pictures so that neither are the words descriptions of the pictures nor are the pictures illustrations of the words. For example, the Woodpile  consists of 165  nodes of photos drawings or text, keyed by small photos and drawings.  Each node stands by itself but also functions as a molecular unit that, when combined with  other cards, builds up a story. As opposed to a linear book where the reader focuses on the front cover and normally proceeds linearly from there, the reader approaching a card catalog like The Woodpile sees the top of the entire work and is encouraged to begin at any place.

The electromechanical books (begun in 1982) house narrative information in battery-operated "address books." They are read by pushing buttons on the front which causes a series of images and text mounted inside to revolve and to be displayed on a small screen. The buttons can be pushed either sequentially or at random. Some electronic books were created as scrolls where pushing a button advances the narrative.

The Card Catalogs and Electronic Books were exhibited Internationally including at  Artworks, Venice, CA; the Berkeley Art Center;  Franklin Furnace, NY;  the Houston Center for Photography;  the Cleveland Institute of Art;  U.C. Irvine Fine Arts Center;  Texas Women's University;  CameraWork, San Francisco; Selby Gallery, Ringling School of Art and Design;  San Antonio Art Institute;  National Library of Madrid, Madrid, Spain; Eaton/Shoen Gallery, San Francisco;  University of Arizona Museum of Art; University of New Mexico Museum of Art; and the Walker Art Center,  among others.

The Card Catalogs and Electronic Books are documented in:Judy Malloy, "Uncle Roger, an Online Narrabase" in Connectivity: Art and Interactive Telecommunications, edited by Roy Ascott and Carl E. Loeffler. Leonardo 24:2, 1991.  pp. 195-202

Description (in English)

In the spring of 1986, Judy Malloy was invited by video and performance art curator Carl Loeffler to go online and write on the seminal Art Com Electronic Network (ACEN) on The WELL where ACEN Datanet, an early online publication, would soon feature actual works of art, including works by John Cage, Jim Rosenberg, and Malloy's Uncle Roger. In August 1986, Malloy began writing and designing the interface for the hyperfictional narrative database, Uncle Roger. Originally this work was published as a series of three files on the Well. It has been described as a "database narrative", though it could equally be described as a hypertext fiction. Each node consists of a paragraph or two of text. Below the text is a list of links, each leading to a new node. Malloy describes the story thus: "Uncle Roger is a work of narrative poetry written in the tradition of Greek and Shakespearean comedy. The work is mainly set at a series of parties that are observed by a narrator, who in telling the story intertwines elements of magic realism with Silicon Valley culture and semiconductor industry lore." The author adapted the text and interface  for the web in 1995, and again in 2003 and 2011. The 2011 version is the only version that is still accessible. The writing of the three files that comprise Uncle Roger was influenced by Malloy's experimental artists books, by her experience with database programming, by the slide-based narratives she performed at alternative art spaces in the early 80's, and by scene-based early comedy.  Uncle Roger was released on ACEN in 1986 as a narrative intervention and published online as an interactive hypertext on ACEN Datanet in 1987. (programmed with UNIX shell scripts,  partially funded by the California Arts Council and Art Matters) In 1987, Malloy created an Apple II disk version. (using BASIC)  which was distributed by Art Com and traveled internationally in a series of exhibitions that included Ultimatum II, Images du Futur '87; (Montreal) Art Com Software: Tisch School of the Arts, New York University, San Jose State University, the University of Colorado, Ars Electronica, Carnegie Melon University; and A Space in Toronto. In 1989, Uncle Roger was included in the Centennial issue of The Wall Street Journal.  To experience the work, the reader follows link-based searches through a database of several hundreds of lexias, and like a guest at a real party, hears parts of conversations, observes strangers, and meets old friends. 

I ♥ E-Poetry entry
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Technical notes

Created on/with BBS Conferencing System (1986-1987) UNIX Shell Scripts (1987-1988) BASIC for Apple II (1987-1988) BASIC for IBM PC (1988) HTML (1995-2011)

A recreation of the original BASIC version of Uncle Roger is available at http://www.well.com/user/jmalloy/uncleroger/uncle_readme.html It runs in DOSBox, an emulator that simulates early command line/DOS operating system computers.

By Jill Walker Rettberg, 14 February, 2011
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Archivist Gabriela Redwine interviewed author Michael Joyce during his visit to the Ransom Center in April 2009. Excerpts from the interview are available as audio files and transcripts. Joyce talks about the reader community around early hypertexts, before they were even published and were just being passed from person to person on floppy disks, about connections between his work and Modernist authors (Stein, Joyce), about lowercase letters not being an obvious requirement to early computer programmers, about e-lit authors having to be their own critics and about the sensation of writing the first line of afternoon and knowing that this was different from conventional literature.

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Andy Campbell and Judi Alston’s The Nightingale’s Playground is a digital fiction work that was created with Flash in 2010. The main character is Carl Robertson, who tries to figure out what has happened to his lost high-school friend Alex Nightingale. The piece leads the reader/player through a world experienced from Carl’s perspective. It consists of four individual parts, the first section “Consensus”, an interactive point- and click game that can be played online, downloadable “Consensus II” which transports the reader into a dark 3D flat with text snippets , the “Fieldwork book” is a browser based grungy sketchbook with puzzling notes and the last part is a PDF version of the story.

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Chapters 1 and 3 require Flash Player 9 or higher. Chapter 2 is a download for Mac or PC requiring a strong graphics card. Chapter 3 is available as PDF, ePub or Mobi and compatible with any eReader device.