Operatus is a live performance of a generative narrative-poetic system distributed between screens, interactive objects and augmented reality overlays. The work engages a range of historical and contemporary contexts of observation and forensic analysis including early modern surgical theaters, the deductive logic of Sir Arthur Conan Doyle, and The Stud File, a methodical archive of personal evidence documenting the sexual exploits of Samuel Steward, a 20th century tattoo artist, pornographer, and friend of Gertrude Stein. (source: http://chercherletexte.org/en/performance/opera-tus/)
generative narrative
"The Broadside of a Yarn: A Situationist Strategy for Spinning Sea Stories Ashore", by J. R. Carpenter, reflects upon The Broadside of a Yarn, a multi-modal performative pervasive networked narrative attempt to chart fictional fragments of new and long-ago stories of near and far-away seas with nought but a QR code reader and a hand-made print map of dubious accuracy. The Broadside of a Yarn was commissioned by ELMCIP for Remediating the Social, an exhibition which took place at Inspace, Edinburgh, 1-17 November 2012. The Broadside of a Yarn remediates the broadside, a form of networked narrative popular from 16th century onward. Like the broadside ballads of old, the public posting of The Broadside of a Yarn signified that it was intended to be performed. Embedded within the cartographic space of this printed map are QR codes which link to web pages containing computer-generated narrative dialogues, performance scripts replete with stage instructions suggesting how and where these texts are intended to be read aloud. As such, these points on the physical map point to potential events, to utterances, to speech acts. The stated intention in creating this work was to use the oral story-telling tradition of the sailor’s yarn, the printed broadside and map, the digital network, and the walk-able city in concert to construct a temporary digital community connected through a performative pervasive networked narrative. Through the process of composition the focus shifted away from the temptation to lure people on walks through a city tagged with links to stories of the sea, toward a desire to compel people to collectively speak shifting sea stories ashore. This paper reflects critically upon this shift, toward an articulation of The Broadside of a Yarn as an collective assemblage of enunciation.
The purpose of this map is not to guide but rather to propose imprecise and quite possibly impossible routes of navigation through the city of Edinburgh, along the Firth of Forth, into the North Sea, into the North Atlantic and beyond into purely imaginary territories. This map was created through an engagement with the Situationist practice of dérive. [...] During a series of walks undertaken in Edinburgh in May 2012, regardless of the number of times that I set out towards the sea, dérive led me instead into museums, libraries and used and antiquarian print, map and book shops. The breadth and variety of this bookish drifting is borne out in the imprecision of the resulting map of influence. My own photographs and line drawings mingle with scans of obscure details of old maps, city plans, pamphlets,
navigational charts, coastal guides, guidebooks and other printed ephemera gleaned from intermingled map–chart, reading–walking, drifting–wandering.
Like the printed broadsides of old, the public posting of The Broadside of a Yarn signifies that it is intended to be performed. Embedded within the cartographic space of the printed map are QR codes that link to smartphone-optimized web pages containing computer-generated narrative dialogues. [...] Most, although not all of these, are intended to serve as scripts for poly-vocal performances, replete with stage instructions suggesting how and where they may be read. Thus, these QR codes constitute points on the physical map that point to potential events, to utterances, to speech acts.
Ambient video art is designed in the spirit of Brian Eno's ambient music - it must never require our attention, but must reward our attention whenever it is bestowed. It comes in many forms, ranging from the kitsch of the Christmas yule log broadcast to more mature moving image art created by a number of contemporary video artists and producers. The author has created a series of award-winning ambient video works. These works are designed to meet Eno's difficult requirements for ambient media - to never require but to always reward viewer attention in any moment. They are also intended to support viewer pleasure over a reasonable amount of repeated play. These works are all "linear" videos - relying on the careful sequencing and meticulous transitioning of images to reach their aesthetic goals. Re:Cycle uses a different approach. It relies on a computationally generative system to select and present shots in an ongoing flow - but with constant variations in both shot sequencing and transition choice. The Re:Cycle system runs indefinitely and avoids any significant repetition of shots and transitions. The system selects shots at random from a database of video clips, and joins them with transitions drawn at random from a separate transitions database. The transitions are based on abstract graphic values, so each specific visual transformation is unpredictable and complex. Compared with the linear videos, the computational system has sacrificed a measure of authorial control in order to maximize sequencing variability and therefore long term re-playability. The presentation describes in detail a series of specific artistic decisions made by the author and his production team. Each of these aesthetic design decisions is explicated as a balance between two fundamental variables: aesthetic control and system variability. The advantages and trade-offs of each decision point are identified and discussed. These artistic directions are analyzed in the broader context of generative art. This context situates the project within the discourse of generative art, and in the specifics of generative works in a variety of media, including visual art, sound art, moving image and literary works. The presentation also describes how metadata encoded within the shots and the transitions will be used to modulate the essentially random operation of the basic system in order to increase visual impact and flow. Future work on the system will incorporate this use of metadata - tagged as form and content variables for each shot, and as form variables for each transition. These metadata tags will provide increased coherence and continuity to the visual flow of the work. They will nuance and modify - but not completely supplant - the random processes at the heart of the generative system. The presentation concludes by describing how the system will be further revised to present emergent forms of generative narrative. It details how these storyworks could run indefinitely while mediating a dynamic balance between two seeming oppositions: random algorithmic selection and the coherence of sequencing necessary for narrative pleasure. (Source: Author's abstract, 2012 ELO Conference site)
TRANS.MISSION [A.DIALOGUE] is a computer-generated dialogue, a literary narrative of generations of transatlantic migration, a performance in the form of a conversation, an encoded discourse propagating across, beyond, and through long-distance communications networks. One JavaScript file sits in one directory on one server attached to a vast network of hubs, routers, switches, and submarine cables through which this one file may be accessed many times from many places by many devices. The mission of this JavaScript is to generate another sort of script. The call “function produce_stories()” produces a response in the browser, a dialogue to be read aloud in three voices: Call, Response, and Interference; or: Strophe, Antistrophe, and Chorus; or Here, There, and Somewhere in Between.
Begin Transmission.
How?
With a challenge.
What develops from a problem?
Autumn rain on the Atlantic. Fabled cliffs, to tempt them.
Have the necessary plans been tested yet?
The post master general transfers her instructions.
Why couldn't the strangers need supporting tickets?
The families endured eight hours.
Energy levels ran low, or so the reports seem to articulate.
...
Excerpts from the Chronicles of Pookie & JR is a short fiction by J. R. Carpenter about her adventures with Montreal-based artist Ingrid Bachmann's hermit crab Pookie during the month June of 2009. Pookie's website is: http://digitalhermit.ca/ Pookie is also known as Pookie 14.Excerpts from the Chronicles of Pookie & JR is generated by a Python script adapted (with permission) from a 1k story generator written by Nick Montfort. In July 2009, in a blog post, Nick Montfort wrote: "J. R. Carpenter, author of Words the Dog Knows, Entre Ville, The Cape, and other fine works of e-lit, print, and xerography, has delightfully re-purposed one of my 1k story generators to have it tell stories involving her and a hermit crab named Pookie. The program has grown to about 2k, but it uses the same simple (and surprisingly effective) method as my first generator does: It simply removes all but 5-9 sentences from a sequence, eliding some of what's been written. Sometimes the reader is left to wonder who the hermit is."In July 2009, NYC-based artist/programmer Ravi Rajakumar ported the Python script into Javascript to create a web browser friendly version of the Chronicles of Pookie & JR. http://luckysoap.com/pookieandjr/In December 2010, Excerpts from the Chronicles of Pookie & JR and three other generators adapted from scripts by Nick Montfort appeared in a print book called GENERATION[S] published by Vienna-based TRAUMAWIEN.In November 2011, Laura Borràs Castanyer translated Excerpts from the Chronicles of Pookie & JR into Spanish and Catalan.
Excerpts from the Chronicles of Pookie & JR: JR has a friend over for drinks and forgets to introduce Pookie. Pookie watches, but what does he see?. The next morning, JR goes for a long walk; Pookie does not. The contents of JR's suitcase spill across the polished floor. Live and let live, Pookie's nonchalant attitude seems to suggest. JR cooks slowly, foraging in this strange kitchen. Pookie keeps his thoughts to himself. Pookie's full name is Pookie 14. To be continued...
Excerpts from the Chronicles of Pookie & JR: Previously, Pookie and JR had only ever met at parties. Pookie and JR exchange knowing glances. JR has been wearing the same shirt for days now. JR changes Pookie's water. Pookie makes a mess of his feeding dish. JR crumbles Pookie's hermit crab food pellets into bite-sized bits. Pookie will eat miniscule amounts of anything except meat and dairy. The cafe across the street is only noisy until eleven or so. Late one night, Pookie and JR listen to a chained dog's howls. Pookie's full name is Pookie 14. JR is in hiding. To be continued...
To view the Python version, Download the file http://luckysoap.com/stories/PookieAndJR.zip to your desktop and unzip. On a Mac or Linux system, you can run the story generator by opening a Terminal Window, typing "cd Desktop", and typing "python filename.py". Hint: look for Terminal in your Utilities folder. On Windows, you will probably need to install Python first: version 2.6.5. Once Python is installed you can double click on the file and it will automatically launch and run in the terminal window. Every time you press ENTER a new version of the story will appear.
Excerpts from the Chronicles of Pookie & JR is a short fiction by J. R. Carpenter about her adventures with Montreal-based artist Ingrid Bachmann's hermit crab Pookie during the month June of 2009. Pookie's website is: http://digitalhermit.ca/ Pookie is also known as Pookie 14. Excerpts from the Chronicles of Pookie & JR is generated by a Python script adapted (with permission) from a 1k story generator written by Nick Montfort. In December 2010, Excerpts from the Chronicles of Pookie & JR and three other generators adapted from scripts by Nick Montfort appeared in a print book called GENERATION[S] published by Vienna-based TRAUMAWIEN.In November 2011, Laura Borràs Castanyer translated Excerpts from the Chronicles of Pookie & JR into Spanish and Catalan.
GENERATION[S] expands upon a series of short fictions generated by Python scripts adapted (with permission) from two 1k story generators written by Nick Montfort, and incorporates GORGE, a never-ending tract spewing verse approximations, poetic paroxysms on food, consumption, decadence and desire, a hack of Montfort’s elegant poetry generator Taroko Gorge. There was only one rule in creating GENERATION[S]: No new texts. All the texts in this book were previously published in some way. The texts the generators produce are intertwined with the generators’ source code, and these two types of texts are in turn interrupted by excerpts from the meta narrative that went into their creation. Most of the sentences in the fiction generators started off as Tweets, which were then pulled into Facebook. Some led to comments that led to responses that led to new texts. All these stages of intermediation are represented in the print book iteration of GENERATION[S].
(Source: Author's website)
The generative hyperfiction its name was Penelope is a collection of memories in which a woman photographer recollects the details of her life.Like a photos in a photo album, each lexia represents a picture from the narrator's memory, so that the work is the equivalent of a pack of small paintings or photographs that the computer continuously shuffles. The reader sees things as she sees them and observes her memories come and go in a natural, yet nonsequential manner that creates a constantly changing order -- like the weaving and reweaving of Penelopeia's web.Begun in 1988, the work was exhibited in a computer-mediated artists book version at the Richmond Art Center in Richmond, California in 1989. It has been re-created through the years. Four versions have been identified by Dene Grigar, in Rebooting Electronic Literature: Documenting Pre-Web Born Digital Media: Version 1.0: "The exhibition version." Created in 1989 with Malloy's own generative hypertext authoring system, Narrabase II, in BASIC on a 3.5-inch floppy diskVersion 2.0: "The Narrabase Press version." Published in 1990, this version is an extensive revision of the 1989 version and features a new cover and the edited text; it was released on a 5.25-inch floppy disk, self-published via Narrabase Press, and distributed by Art Com Software. She reports that she may have produced copies on 3.5-inch floppy disks for later requestsVersion 3.0: "The Eastgate version." This version is a retooling of Version 2.0 by Mark Bernstein from the original BASIC program into the Storyspace aestheticVersion 3.1: Published on 3.5-inch floppy disk for both Mac and PC formats by Eastgate Systems, Inc. in 1993 but copyrighted in 1992Version 3.2: Published on CD-ROM in 1998 with no changes from the original. This version does not appear on the Eastgate Systems, Inc. websiteVersion 4.0: "The Scholar's version." Created under the auspices of the Critical Code Studies Working Group 2016 from Jan 18 to Feb 14, 2016 as a DOSBox emulation of Version 3.0 and includes uses the new text and translations of the Odyssey by the authorA special note: An iPad version has been in development since 2012 by Eastgate Systems, Inc. It was designed with the same aesthetic as Version 3.0 but used the affordance of mobile touch technology for its functionality. To date, it has not been completed. its name was Penelope was reviewed in The New York Times Book Review, Washington Post Book World, The Bay Guardian, Postmodern Culture, the Chicago Tribune, Poets & Writers, MFS Modern Fiction Studies, American Book Review, San Francisco Chronicle, among others. It was exhibited at the 2012 MLA Convention, The Electronic Literature Organization Conference, the University of Nevada, Reno, The Space, Boston, MA, and the Richmond Art Center, and, among many other collections, is included in the Poetry Center and American Poetry Archive (video of reading) and the NYC Museum of Modern Art's special collections. (1990 Narrabase Press edition)