1970s

By Thor Baukhol Madsen, 6 February, 2015
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162-165
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Abstract (in English)

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)

Publisher Referenced
By Eric Dean Rasmussen, 22 June, 2012
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Abstract (in English)

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)

Creative Works referenced
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Description (in English)

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

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Description (in English)

The first work of interactive fiction was Colossal Cave Adventure. Its first iteration was developed in 1975-76 by Will Crowther, a Cambridge, Massachusetts-based programmer who was part of the team that developed ARPANET, the original network infrastructure on which the Internet is based (Montfort, 1997, p. 86), and subsequently expanded by Don Woods (1977). Crowther turned his programming skills towards a game about cave exploration after his divorce in order to entertain his children when they visited him (Nelson, 2001, p. 343). Crowther had been a spelunker in his past, helping to map a network of caverns in Kentucky (Jerz, 2007). He used that experience as the basis for the network of caves described in Adventure. The game itself provided a relatively simple experience of navigation and puzzle solving. Players attempted to retrieve objects from within the cave environments, and to win by completing their collection—a kind of textual geocaching.

Crowther originally developed the program for his own kids to play, but in 1977 he posted it on an ARPANET bulletin board, where others could download it and subsequently modify it. This is an important fact and compelling to consider in the light of the evolution of the field of electronic literature. Although commercial and institutional efforts were important for the development of both interactive fiction and hypertext as forms, the real expansion of the field took place after the widespread adoption of the World Wide Web, and the most important distribution channel for electronic literature has been the network, where authors often publish their own work and enable users to experience it online or download it for free.

Crowther himself described Adventure as fairly rudimentary, “just some rather simplistic logic and a small table of known words—of course backed up by some very clever thinking," (Jerz, 2007, p. 20) but he expressed delight that many of the people who played the game thought that there was some complex AI at work enabling players to interact conversationally with the program—an effect very similar to that described by Joseph Weizenbaum when users first interacted with the chatbot ELIZA (1966), seeking privacy for their interactions with a virtual psychologist who was after all only a simple program emulating the talk therapy technique of mirroring, responding to the interactor’s input with different linguistic formulations of the same text (Weizenbaum, 1976).

Crowther’s game set out many of the elements that would become standard components of interactive fiction. The original version of Adventure could recognize 193 words, and provided players with instructions to direct it with commands of 1 or 2 words (Jerz, 2007, p. 30). The essential activity of the game is moving through space and working out some basic puzzles. Crowther did not set out to simply replicate the experience of caving, but also introduced some magical and fantastic elements. The cave is populated with adversaries such as a dwarf, a dragon, and a snake.

The most popular version of Adventure is considered to be a co-authored work by Crowther and Don Woods. After Woods downloaded Adventure from APRANET and played it, he forked the code and expanded considerably upon the original work. While he kept Crowther’s “maze of twisty little passages all alike” he also included a “maze of twisty little passages, all different.” Woods added a number of significant elements to the game, such as a pirate who appears at random to steal the treasure the player has gathered, and objects with tracked states, and a water bottle that can not only be drunk from or emptied, as in the original game, but also refilled with water or oil, and inserted a number of new puzzles. Graham Nelson highlights Crowther and Woods’s distinctly different approaches, “one intent on recreating an experienced world, the other with a really neat puzzle which ought to fit somewhere” (Nelson, 2001, p. 345). As Jerz demonstrated by actually traversing the physical cave system that Crowther explored in Kentucky, the geography of the world originally conceived by Crowther was based fairly faithfully upon his caving experiences in the Bedquilt region of Colossal Cave, while Woods expanded upon the fantastical context of the game.

(Source: Electronic Literature by Scott Rettberg)

Screen shots
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Adventure screenshot