psychogeography

By J. R. Carpenter, 18 May, 2015
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Abstract (in English)

An article on the creation and critical context of J. R. Carpenter's web-based work "Walks from City Bus Routes", which uses JavaScript to randomly and endlessly recombine illustrations and portions of text from an Edinburgh City Transport booklet published in the 1950sand bus and tram route icons from a City of Edinburgh Transport Map published in the 1940s, resulting in a new guide ‘book’ which perpetually proposes an infinite number of plausible yet practically impossible walking routes through the city of Edinburgh, and and its book shops, confusing and confounding boundaries between physical and digital, reading and writing, fact and fiction.

Pull Quotes

Questions of place have long-pervaded my fiction writing and maps have figured prominently in many of my web-based works. An outline of a map of Nova Scotia served as the interface for one of my earliest web-based works, Mythologies of Landforms and Little Girls (1996). In The Cape (2005), I used an assortment of maps, charts, and diagrams borrowed from an Environmental Geologic Guide to Cape Cod National Seashore published in 1979 as stand-ins for family photographs. In In Absentia (2008) I used the Google Maps API to haunt the satellite view of the Mile End neighbourhood of Montreal with stories of former tenants forced out by gentrification. My first novel, Words the Dog Knows (2008) included an impossible map of ancient Rome. I’d never set out to map a place I’d never been before, but then sometimes maps seem to call places into being.

Though many of the paths, towpaths, grassy slopes, fields, and roundabouts referenced in the Edinburgh City Transport pamphlet no longer exist, as variables within JavaScript strings these past places are ascribed new locations in computer memory. Called as statements into this new narrative structure, these past places become potential (albeit imaginary) destinations once again (albeit for readers rather than walkers).

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By Alvaro Seica, 19 June, 2014
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In pervasive gaming, the city is transformed into a platform for public storytelling and play. In this paper I will address the potentialities and challenges inherent in devising a city-specific pervasive narrative. Play is the ultimate learning tool for humans, so much so that researchers see “play as essential not just to individual development, but to humanity’s unusual ability to inhabit, exploit and change the environment” (Dobbs). One of games’ most intoxicating aspects is their pervasive nature.

Pervasive games blend real world interaction with imaginative play. They may or may not be tied to a specific location, but they invade the player’s life. They have the ability through two-way interaction to change the nature of the world around us. A pervasive game might send you emails or ask you to take a photograph of an object or person in your environment and upload it to the game’s site. A pervasive game might make you feel paranoid as you begin to fear you cannot distinguish between game events and ‘real’ life. The game is real, but exists in a different semiotic domain from everyday life (Montola 10). Having much in common with dreams, science fiction, and film noir (where the world is familiar but the rules have changed), pervasive gaming is an ideal tool for engaging players in digital culture. Telephone City: A Mystery is an alternate reality game that I am designing for Wilfrid Laurier University in Brantford. Brantford used to be the number three manufacturing city in Canada and is the place where Alexander Graham Bell invented the telephone. Now ravaged by the tidal forces of globalization, Brantford is a city of obsolete technology, empty factories and haunted industrial sites.

The city functions as equal parts public space, stage, and “operating system” within the game as locals explore it and learn to transform themselves and their environment through social media narratives (de Waal). Starting from the assumption that game strategies are boundary objects, that is to say conceptual moments, acts or places that simultaneously inhabit and intersect social worlds, I will discuss my use of boundary objects as sites of transformation for the players. These social spaces are metaphorical places that function like the informational equivalent of pervasive gaming as they connect people simultaneously with the game through their smartphones and with other players through cooperative action. Phones are both the vehicle of delivery and the subject of the work as they meet in the middle in Telephone City: A Mystery. Phones act are a metaphor and a cardinal technology as they collaborate to transform players, local stories, andcity spaces.

Works Cited

- De Waal, Martijn. “Some notes on the design of pervasive games.” Mobile City: Mobile Media and Urban Design. Blog. (Accessed 13 Dec 2013). Web.
- Dobbs, David. “Playing for all kinds of possibilities.” New York Times Online. (22 April 2013). (Accessed 11 Dec 2013).
- Montola, Markus, Jaakko Stenros, and Annika Waern, Eds. Pervasive Games: Theory and Design. Burlington, MA: Morgan Kaufmann Publishers, 2009.

(Source: author's abstract)

By J. R. Carpenter, 8 July, 2013
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Abstract (in English)

Illya Szilak interviews J. R. Carpenter in her on-going series of posts on E-Lit for Huffington Post Books.

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In much of her work, writer/artist J. R. Carpenter fabricates hybrid places that are both "virtual" and attached to real world locales.... these online spaces contain objects whose appearance together makes sense only in the context of the artwork, in Carpenter's case, multimedia stories. Combining intimate details, both autobiographical and appropriated, of characters' lives with real-world maps and photo and video "documentation," Carpenter's works are narrative landscapes through which the reader meanders.

By Scott Rettberg, 8 January, 2013
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The "implied code" is a mental model of the operational logic of an interactive work. We might describe this as a kind of interior map in the mind of the interactive user, a private cartography created while wandering the territory of the code. In hypertext fiction, representations of the corpus of the text through "maps" (e.g. a garden, quilt, or body) have played with the disjunction between the map and the territory of node-link navigation. In interactive fiction (IF), map-making both an authoring and user engagement strategy is a tradition that stretches back to the foundation of the genre in 1970s speleunking. Later, paratextual maps of various kinds were often bundled with 1980s corporate works. The tensions between these authorial, descriptive maps and user-created, experiential maps (both mental and physical) are still explored in today's contemporary IF. Like the implied human in Turing's test, these implied psychogeographic landscapes are often not what they appear, however this artifice is one fundamental aspect of their art electronic literature.

Description (in English)

The Final Problem will be a city-specific multi-disciplinary project encompassing elementsof writing, text mining, data-visualization, and community psychogeography, woven together through algorithmic composition. The piece will loosely appropriate the conventions and mechanics of a crime novel as constraints for the filtering and framing of content and the development of narrative rules. There will be three in-gallery manifestations: augmented installation, real-time performance, and free lunch.

The work title is taken from a story by former Edinburgh resident Sir Arthur Conan Doyle in which he devises a plot to kill his famous character as a means (unsuccessful) to move on to more meaningful projects. The subtitle comes from the saying “there ain't no such thing as a free lunch” popularized in a novel by Robert Heinlein where Sherlock Holmes' older brother, the indolent human computer Mycroft, appears as a sentient machine. No free lunch is a phrase rooted in economics but with implications within machine learning (no free lunch theorem) and in relation to the question of whether software and data should be free.

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The Final Problem performance given during lunch at Remediating the Social on Nov 2, 2012
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By Eric Dean Rasmussen, 7 April, 2012
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Currently organizations such as Turbulence.org and the Electronic Literature Organization provide major funding for new net.art projects.33 Countering generally accepted assumptions that the WWW is a medium catering to business and entertainment industries, much of this visual art furthers the reach of Situationism and psychogeography into the virtual space of the World Wide Web, offering new ways that aesthetic defamiliarization and poetic détournement may spatialize and release the pleasure of federated moments of time.