open-source

By June Hovdenakk, 29 August, 2018
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This paper will outline the material process and theoretical underpinnings whereby I turned a critical practice of reading a philosophical text, in this case Plato’s Phaedrus, into an electronic, interactive, Twine game. The game, called “Plato’s Phaedrus: a Memory Pharmacy,” is a rhizomatic dialogical game whereby players engage in a procedure of enacting verbal dialectics upon an interactive text that is interspliced with both Platonic passages and transcriptions of contemporary interlocutor's dialectical analysis upon the Phaedrus. The game is played on Twine, an open-source tool for non-linear storytelling. Players choose a character, either Socrates or Phaedrus, and begin by reading aloud scripted lines of the Platonic text. As the dialogue continues, it becomes unclear if the text has departed from the original Platonic dialogue as the content mixes in anachronisms and the style vears upon the colloquial. Soon conversation choices are introduced as players can choose which line to speak aloud, and thereby steer the dialogue in different conversational directions. The game itself guides players down conversation pathways that discuss the philosophical foundations of writing and textuality, literature and electronic literature, and ends by forcing players to make a choice asked of Socrates in the text – to choose between writing on a soul (a virtual, non-inscribed, potentially eternal form of writing) vs writing on an inscriptive platform (a potentially decaying yet sensible material) The procedure I following to construct this game are as follows: 1) Find passages in the text where it implicitly asks a reader to act alongside or outside of the activity of reading. 2) Expand upon these passages via textual alteration or configuring certain external (spatial or behavior) factors around the reading of the text such that the text more radically directs a reader. 3) Repeat and mould these acts of expansion into a coherent set of rules or structures, thereby creating a game. Note: At any point in this process, find a suitable electronic medium for your textual expansion or game. I believe this procedure is important as it outlines a method of textual analysis that doesn’t only focus on semantic content but also on place, time, duration, voice, style, repetition, and modes of generating response. By sharing this procedure with others I am hopeful that others can create their own interactive platforms that attend to the demands of other text and multiply the variety of pedagogies of textual encounters and reading methodologies that a given text can proliferate. In addition this paper will share certain theoretical underpinnings of this process related to textual interactivity. The choice of textual passage for this project was quite deliberate as Plato’s Phaedrus is one of the foundational texts in the Western tradition which takes up the question of writing’s status as dead and inert. The questioning of aliveness within the written medium will be explored not only via the project itself, but through various key thinkers such as Derrida (the concept of Pharmakon as explored in text Plato’s Pharmacy), Walter Ong’s Orality and Literacy, and Anne Carson’s Eros.

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978-1-93-399663-9
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Public Domain
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Description (in English)

The Truelist is a book-length poem generated by a one-page, stand-alone computer program. Based around compound words, some more conventional, some quite unusual, the poem invites the reader to imagine moving through a strange landscape that seems to arise from the English language itself. The unusual compounds are open to being understood differently by each reader, given that person’s cultural and individual background.

The core text that Nick Montfort wrote is the generating computer program. It defines the sets of words that combine, the way some lines are extended with additional language, the stanza form, and the order of these words and the lines in which they appear. The program is included on the last page. Anyone who wishes is free to study it, modify it to see what happens, and make use of it in their own work.

The Truelist is part of the series Using Electricity. A complete studio recording of the book by Montfort is available for free (either for online listening or download) thanks to PennSound.

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The Truelist, Counterpath book cover.
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World Clock tells of 1440 incidents that take place around the world at each minute of a day. The novel was inspired by Stanislaw Lem’s “One Human Minute” and Harry Mathews’s “The Chronogram for 1998.” It celebrates the industrial concept of time and certain types of vigorous banality which are shared by all people throughout the world. This novel was generated with 165 lines of Python code, all of which were written by the author in about four hours on November 27, 2013. The only external data source that is used in the generation process is the computer’s time zone database. The source code is available under a free software license at http://nickm.com/code; anyone is welcome to use that code to generate their own novel or for any other purpose. World Clock was generated as part of the first "NaNoGenMo" or National Novel Generation Month, which was declared on Twitter this year as a response to, and alternative to, the better-known NaNoWriMo (National Novel Writing Month).

Technical notes

World Clock is a 239-page book generated by 165 lines of Python.

By Jill Walker Rettberg, 4 November, 2013
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Stephanie Strickland's and Nick Montfort's See and Spar Between is in many respects a translational challenge that in some languages might seem an impossible task. Polish, our target language, imposes some serious constraints: one- syllable words become disyllabic or multisyllabic; kennings have different morphological, lexical and grammatical arrangement, and most of the generative rhetoric of the original (like anaphors) must take into consideration the grammatical gender of Polish words. As a result, the javascript code, instructions that accompany the javascript file, and arrays of words that this poetry generator draws from, need to be expanded and rewritten. Moreover, in several crucial points of this rule-driven work, natural language forces us to modify the code. In translating Sea and Spar Between, the process of negotiation between the source language and the target language involves more factors than in the case of traditional translation. Strickland and Montfort read Dickinson and Melville and parse their readings into a computer program (in itself a translation, or port, from Python to javascript) which combines them in almost countless ways. This collision of cultures, languages and tools becomes amplified if one wants to transpose it into a different language. This transposition involves the original authors of Sea and Spar Between, the four original translators of Dickinson and Melville into Polish, and us, turning into a multilayered translational challenge, something we propose to call a distributed translation. While testing the language and the potential of poetry translation in the digital age, the experiment – we hope – has produced some fascinating and thought-provoking poetry.

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By Scott Rettberg, 15 February, 2013
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A video interview about the installation "How It Is in Common Tongues" at the Remediating the Social exhibition with John Cayley and Daniel Howe. Interview conducted by Scott Rettberg 3 Nov. 2012 at Inspace, Edinburgh. Photography by Richard Ashrowan.

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An anthology of downloadable texts meant to provide some foundational readings to approaching electronic literature.

"This is not a complete overview of the state of the field, or an attempt to create a “canon.” If the image here is skewed or flawed, it’s only because it’s meant to be a launching pad for an independent investigation of the genre, either as a scholar or artist. Inspired by the New Media Reader, edited by Noah Wardrip-Fruin and Nick Montfort, this selection is a mixture of theoretical texts, creative works, manifestos, critical readings, interviews, Wikipedia articles, encyclopedia entries, lists, blog posts, and other miscellany. It only includes work that can be included in a book (or a .pdf)."

(Source: Adapted from Stefan's description)