Portuguese

Description (in English)

Simanowski considers that Barbosa “deconstruct[s] its form by running it through his text generator. (…) The outcome is predictably absurd and humorous, and portrays wild deviations from the mundane occurrences found in the original. Applying the chance procedures of a text generator to this poem inevitably subverts the status quo of his subject. It spices up the boring life of the city man by turning the depressing poem into seasoned surrealist lines. The form of the computer-generated text responds to the chosen content of the database. The result seems to declare that there is no other chance than accepting the chance. (…) Although the content of the outcome is owned by the machine, the meaning belongs to the human behind it (…)” (2011: 102-103).

Technical notes

Programmed with FORTRAN and TEXAL (ALeatory TEXt generated program created by Azevedo Machado and Barbosa).

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Description (in English)

In this second volume of Cybernetic Literature, which is devoted to fiction, Barbosa publishes a narrative synthesizer, addressing the concept of “matrix-text” as a transformable grid by the computer program. Being aware that in the fictional field there is a concern for semantic and narrative coherence, the author publishes the most interesting outputs of the variants of the series “Era Uma Vez...” [Once Upon a Time...], “Fábulas” [Fables], “Histórias dum Baralho de Cartas” [Stories of a Deck of Cards] and, finally, “História dum Homem Citadino” [Cityman Story], whose literary reception has been more explored, e.g. Christopher Funkhouser (2007) and Roberto Simanowski (2011), who curiously read it as a poem.

[Source: Álvaro Seiça, "A Luminous Beam: Reading the Portuguese Electronic Literature Collection" (2015)]

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A Literatura Cibernética 2 (cover). Source: Pedro Barbosa/po-ex.net
Technical notes

Programmed with FORTRAN and TEXAL (ALeatory TEXt generated program created by Azevedo Machado and Barbosa).

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Description (in English)

Pedro Barbosa’s pioneering work introduced computer-generated literature (CGL) in Portugal in 1975. Having worked with Abraham A. Moles at the University of Strasbourg, Barbosa published three theoretical-practical volumes of his programming experiences with the FORTRAN and BASIC languages. These volumes deal with combinatorics and randomness, developing algorithms able to ally computing and literary production, bearing in mind a perspective of computational text theory.
According to the author, A Literatura Cibernética 1: Autopoemas Gerados por Computador [Cybernetic Literature 1: Computer-Generated Autopoems] is an “esboço de uma teoria, toda uma prática, dois métodos e dois programas, que irão facultar a qualquer leitor, interessado e imaginoso, a confecção de poemas automáticos à razão de 5200 versos por hora: no espaço intraorgânico de qualquer computador!” [outline of a theory, an entire practice, two methods and two programs, which will provide any interested and imaginative reader with the possibility of making automatic poems at the rate of 5200 verses per hour: in the intraorganic space of any computer!] (1977: 8) These “auto-texts,” or “computer-generated autopoems,” hitherto open up a new field of literary theory in the Portuguese context – the direct junction of literature and computation, of writer and programmer. Barbosa’s autopoems were programmed in FORTRAN, ALGOL and NEAT during 1975-76 (Permuta program, Iserve subprogram, and Texal program, Aletor subprogram), using an Elliot/NCR 4130 (a machine introduced in the 1960s in the UK), in collaboration with Azevedo Machado, engineer at the Laboratório de Cálculo Automático [Laboratory of Automatic Calculus] (LACA), at the Faculty of Sciences from the University of Porto.

[Source: Álvaro Seiça, "A Luminous Beam: Reading the Portuguese Electronic Literature Collection" (2015)]

I ♥ E-Poetry entry
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A Literatura Cibernética 1 (cover). Source: Pedro Barbosa/po-ex.net
Description (in English)

An urban intervention project involving electronic billboards and user-selected graffiti.

"Conceived in the context of a broad urban intervention, Did You Read the East? dialogued with the guerilla teactics of graffiti. Participants were invited to choose e-graffiti that I had created--a series of six video-poems, composed in stylized fonts--and "invade" the programming of the electronic pantel. The graffiti appeared among advertising, mixing and remixing themes that included violence, social hypocrisy, love, and lyricism." 

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Leste o Leste? screenshot
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Leste o Leste? screenshot
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Description (in original language)

Versão do poema do mesmo título de Augusto de Campos (1963) utilizando cartões perfurados de computador.

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Description (in English)

With these probabilities, we randomly selected series of numbers, using a pseudo-random number routine, that were used to select the triads for cv and vc sets. The most common sets in Portuguese, such as CA, BO, AL, ES, etc., appeared more often than the rare sets such as ZU, UX, etc. Thus, some possible words include, for example, CACETE, BOLADA, ACABAC, etc. (all swear words, for which there was no censure!). The generated words clearly sounded similar to real words in Portuguese. A fraction of the “words” actually exist. Next, a number was assigned to indicate if the word was formed by sets of high or low probability of existing in Portuguese. If the number was high (high probability), it was in fact more likely that the “word” actually existed. Lists of words were created and, during the 1986 exposition at the MAC/USP, a computer was programmed to reproduce “BEABÁ”, and visitors could take their own printouts with words generated by the computer, which were always unique.

(Source: Author. English Translation: Luciana Gattass)

In Brazil, the first artistic experience with computer that we know was "Abecê" (Abecedary), idealized by Waldemar Cordeiro with Giorgio Muscati's collaboration, professor of Physics in the University of Sao Paulo, in 1968. It was a generating program of words composed of six letters, which worked in a computer IBM, type 360/44, with entrance for perforated cards, memory of 32 Kbytes and an exit for lines printer.

(Source: Jorge Luiz Antonio, "Trajectory of Electronic Poetry in Brazil: A Short History", 2007: 5)

Description (in original language)

Este programa foi concebido como um primeiro passo para gerar "palavras" ao acaso. A forma mais simples de gerar "palavras" ao acaso, seria sortear conjuntos de letras de vários comprimentos (por ex., conjuntos de cinco letras). Os conjuntos gerados teriam pouca semelhança com palavras de uma língua, se bem que, por acaso algumas das "palavras" geradas poderiam existir. Para gerar "palavras" com sonoridade semelhante à de uma determinada língua, devemos descobrir algumas de suas regras características . No caso do português, definimos as seguintes regras para nossas primeiras tentativas: a) As "palavras" teriam seis (6) letras . b) As "palavras" alternariam vogais (v) e consoantes (c). c) As probabilidades da escolha dos conjuntos vc e cv deveriam refletir as probabilidades com que estes conjuntos aparecem na língua portuguesa. Assim as palavras seriam do tipo cvcvcv ou vcvcvc. Para atribuir as probabilidades, deveriamos fazer um estudo detalhado das probabilidades com que, por ex., os vários pares cv e vc (ou tríades cvc e vcv) aparecem na língua purtuguesa, particularmente nas palavras com seis letras. Por simplicidade, verificamos num dicionário quantas linhas eram usadas para palavras que se iniciavam com os pares ab, ac, ad ....az,....eb,ec,.....ub, uc,.....uz,ba,be,.....zu. De posse dessas probabilidades, sorteamos, usando uma rotina de números ao pseudo-acaso, séries de números que foram usados para escolher tríades de pares cv e vc. Os conjuntos mais comuns na língua portuguesa, como CA, BO, AL, ES etc., apareciam mais freqüentemente do que os conjuntos raros como ZU, UX etc. Assim, algumas possíveis palavras seriam por ex. CACETE, BOLADA, ACABAC etc. (não havia censura para possíveis "palavrões"!). As palavras geradas tinham uma sonoridade claramente semelhante à sonoridade das palavras realmente existentes na língua portuguesa. Uma fração das "palavras" geradas existia realmente. Posterirmente foi atribuido um número que indicava se a palavra era formada por conjuntos de alta ou baixa probabilidade de existir na língua portuguesa. Se verificou que se o número era grande (alta probabilidade), era de fato mais provável que a "palavra" realmente existia. Foram realizadas algumas listagens de palavras e, por ocasião da Exposição de 1986 no MAC/USP, foi programado um micocomputador para reproduzir o "BEABÁ" e os visitantes podiam levar uma folha pessoal, com palavras geradas pelo micro, que era diferente de qualquer outra. (Fonte: autor)

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Description (in English)

An engineer by training, Erthos Albino de Souza applied conceptual or physical mathematical models to the construction or deconstruction of texts. The graphic poem Le Tombeau de Mallarmé is a good demonstration of this process. He created a program for distributing temperatures and applied them to a heated fluid that runs through the interior of a tube. This program allowed a different design to be obtained based on the different temperatures of the fluids in the various sections of the tube. But since the engineer-poet coded his graphic system in such a way that each temperature scale corresponds to one of the letters of Mallarmé’s name, the result is that the letters are spatially arranged and form configurations that are vaguely reminiscent of Mallarmé’s “tomb.” By heating the fluid at different temperatures, he achieved different graphic schemes and thus different configurations of Mallarmé’s name, where the graphic sequence composes the poem.

(Source: Itaú Cultural. English translation: Luciana Gattass)

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