repetition

By Daniel Johanne…, 25 May, 2021
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Abstract (in English)

Recent advances in machine learning provide new opportunities for the exploration of creative, interactive works based around generative text. This paper compares two such works, AI Dungeon (Walton 2019) and Project December (Rohrer 2020), both of which are built on the same artificial intelligence (AI) platform, OpenAI’s GPT-2 and GPT-3. In AI Dungeon, the player can choose from several predetermined worlds, each of which provide a starting point for the story generation. However, while interacting with the system within this world, the player can stop, edit, modify and retry each utterance, allowing the player to “sculpt” the AI’s responses, and choose what goes into the AI’s memory, helping to shape the overall direction of the story. At a broader level, the player can edit world descriptions, insert scripts between the AI and the player (themselves or others), and share these worlds/scenarios with other players. Similarly, in Project December, the player interacts with several AI “matrices”, either directly through conversations, or more indirectly by creating new matrices by defining a starting paragraph and sample responses, which can then be “spun up”, tested, and tweaked much like the worlds in AI Dungeon. These matrices can also be shared with other players.When interacting with both works, there is a need for the player to repeatedly engage with the work to learn how to entice a satisfying experience from the system (Mitchell 2012; 2020). However, the key difference is the framing of the experience. In AI Dungeon the person experiencing the work is either taking on the role of the player, entering text and seeing how the AI responds, or that of an author or perhaps a co-author, tweaking the input to the AI or its responses or adjusting the underlying scenario to get a desired response. In contrast, Project December is presented as part of a fictional website for a “Project December” run by “Rhinehold Data Systems”, promising the opportunity to talk to “the world’s most super computer”. Upon accessing the “customer terminal”, which looks and feels like an old dialup terminal, the player takes on the loosely defined role of “Professor Pedersen” whose “.plan file”, dated November 13, 1982, contains several tasks related to the various “matrices”, suggesting a mystery to be solved and a larger narrative to be explored. I will argue that whereas AI Dungeon attempts to provide players with access to and an uncritical understanding of how the underlying AI system works, Project December’s narrative framing instead defamiliarizes the play experience (Mitchell et al. 2020), potentially creating a more emotional connection between the player and the “matrices”, and thereby encouraging the player to critically reflect on the implications of the underlying technological platform.

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Description (in English)

Let’s Play is part of an ongoing series of games based on ancient Greek figuresand their punishments. Sisyphus, Prometheus, Tantalus, Danaids and Zeno, thephilosopher known for his paradoxes, are represented by the CPU player, thecomputer’s Central Processing Unit. In this CPU edition, the computer does it allby itself, both simulating and playing the game, cutting out the player entirely.Every time the reload button is activated, the game starts afresh. It may seemlike watching an animated GIF or a video file, but it’s the computer playing,pushing a rock or having its liver eaten. Again and again. Let’s Play presents aworld closed in on itself, behaving according to its own logic, its own code. Aworld stuck in a frustrating loop.

(source: Description from the schedule)

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Let’s Play presents aworld closed in on itself, behaving according to its own logic, its own code. A world stuck in a frustrating loop.

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Description (in English)

For me, it was the repetitions of the few words of which this poem consists, that stood out to me and I wanted to do something with that. Because the poem I chose consists of merely 13 words, chosen from a pre-existing text, I chose to give the user the possibility to generate these words in a random order, resulting in a new, each time unique poem.

(Source: Translation of the description in Literatuur Op Het Scherm)

Description (in original language)

Voor mij waren het in dit gedicht de herhaling van de weinige, steeds weer dezelfde woorden waaruit het gedicht bestaat, die mij opvielen, en waar ik iets mee wilde doen. Omdat het gedicht waar ik voor gekozen heb uit slechts 13 woorden bestaat, gekozen uit een bestaande tekst, heb ik ervoor gekozen de gebruiker de mogelijkheid te geven deze woorden in een willekeurige volgorde te genereren, zodat er op deze manier een nieuw, steeds weer uniek gedicht ontstaat.

(Source: Description in Literatuur Op Het Scherm)

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Description (in English)

Talk with Your Hands Like an Ellis Island Mutt is a recombinatory cinema project that utilizes video material from my digital lyric memoir DADDYLABYRINTH, which appeared in the ELO 2014 exhibition and later premiered at the ArtScience Museum of Singapore, to create an interactive, polylinear narrative cinema experience. From the video “selfies” of DADDYLABYRINTH I have culled individual hand gestures and, through image manipulation and repetition, created sixty-four separate videos eight to twelve seconds long that can be recombined using a variety of strategies, from the performative to the algorithmic. A three-minute video describing the project is at https://vimeo.com/113867362. The sixty-four building blocks that make up Hand/Mutt are compiled at https://vimeo.com/113860613 and the original source videos can be found at www.daddylabyrinth.com. This interactive cinema project uses associational thinking to reach beneath common storytelling tropes and into the proto-narrative subconscious, where story is born in the collision between one image and another. My approach is indebted to the contrapuntal editing of Sergei Eisenstein’s theories, and informed by two more contemporary theoretical approaches. Walter Fischer’s Narrative Paradigm posits that the human mind will create narrative from any stimuli that are offered to it; Eugene Dorfman’s concept of the narreme sees narrative as consisting of discrete, recombinable building blocks – just as linguistics sees language as a combination of morphemes. My approach to recombinatory cinema rests on the faith that what we call “film” can be a polylinear narrative environment in which narremes, brought together into a variety of lines by the interactive viewer, can generate story experiences unique to each individual and thus be bound, by the co-creative process of interactivity, to each viewer’s psyche. In time for the Bergen conference I will develop, from the visual elements of DADDYLABYRINTH, interactive recombinatory cinema experiences using (1) the touch-screen based interactive narrative platform Opertoon (http://opertoon.com) and (2) the database-driven VJ software program Isadora (http://troikatronix.com). Hand/Mutt is the prototype project for a database-driven interactive and performative cinema system, and I will use it to explore how databases and interactivity let us conceptualize new ways in which the fundamental building blocks of cinema are capable of colliding – and what stories our minds create when they do. THE PROJECT IN THE CONTEXT OF ELO 2015 As evidenced by the 2014 ELO exhibition, which featured several projects that were cinematic in nature, it is clear that a branch of electronic literature has been heading toward film – and thus that film is indeed one of its “ends.” A forthcoming panel I organized for the 2015 Society for Cinema and Media Studies, “The Experimental Cinema/Electronic Literature Frontier,” directly addresses this relationship. Gene Youngblood’s Expanded Cinema (1970) suggests a coming art in which “the computer becomes an indispensable component in the production of an art that would be impossible without it” and in which “the machine makes autonomous decisions on alternative possibilities that ultimately govern the outcome of the artwork.” What Youngblood presaged has been fulfilled in electronic literature, and it is this cusp that I would like to explore. (source: ELO 2015 conference catalog)

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Description (in English)

This is a remediation of a popular paper book about two friends whose names reflect their personalities. Jakob always says yes (ja) to everything, and Neikob always says no (nei). The interactivity that has been added to the app version works perfectly. Of course children love touching Jakob to make him say ja, and Neikob to make him say nei. The repetition of this interaction perfectly mirrors the repetition in the characters’ responses, which is the whole point of the narrative. Other features, like being able to turn lights on and off, also enhance the experience, which culminates in Jakob’s cunningly finding a way to make Neikob go along with his plans, allowing them to escape great danger involving a thief and a crocodile. (source: ELO conference catalog)

Description (in original language)

Ein rålekker, kvit Ipad 2 låg inne i bursdagspapiret på 38-årsdagen min for litt sidan. Først fleire dagar seinare fekk eg prøve han sjølv, då hadde ungane lasta ned alt frå Fifa 12 til Angry Birds. No er det derimot ein annan applikasjon dei opnar aller oftast: Den nye barnebok-appen Jakob og Nekob er ikkje berre den mest brukte heime hjå oss, han låg òg på toppen av salslistene i haust Jakob seier JA! til alt og Neikob seier NEI! til alt. Slikt vert det trøbbel og krokodillemat av. På lesebrettet kan borna aktivere mange artige effektar. Jakob og Neikob seier orda sine, krokodiller brøler, lampene skrur seg på og av og bilen brummar bortover vegen. Innlesinga skrur du på og av som du vil. Eit lite spel er også med. Samlaget har lykkast særs godt i ta med seg Kari Stai sin genistrek over til dette nye mediet. (source: http://www.nynorskbok.no/2011/12/28/kari-stai-jakob-og-neikob-app/)

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CC Attribution Non-Commercial No Derivatives
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Description (in English)

The Triolets is an Alamien combinatory program created by Paul Braffort. The program was presented at the Centre Pompidou in the “Les Immatériaux” exposition in 1985 before being presented on the Alamo website in the 1990s by Eric Joncquel. The program is based on the triolet; a poem with a fixed form of two stanzas in an a b a a a b a b rhyme structure that dates back to the Medieval ages. The fixed structure of the poem lies in the repetition of verses 1 and 2 in verses 4 and 7, and 8 respectively. In his program, Paul Braffort substitutes the verses of 6 original compatible triolets at random with the stylistic constraint that characterizes the poem to create 7,776 different poems. The random combination of the 6 original poems is exponential in nature (6^5). As a result, this program is similar to “Cent Mille Milliard de Poèmes” by Raymond Queneau, but with a smaller number of possible outcomes.
In the Triolets program, the user plays both an interpretative and an exploratory role. It is up to the user to interpret the poem that he or she comes across during the “exploration” of the scripton. Due to the fixed structure of repeating verses that limits the amount of poems that can be produced, it is not difficult for users to determine the theme of the work. In the possible poems, one can find themes such love and death, two rather traditional themes that complement the traditional structure of the poems themselves. This characteristic allows for a feeling of control in the program. Despite the high number of possibilities, the recycling of themes predisposes the user on what might be read, hence providing a feeling of control. Nonetheless, the poems succeed in stimulating the users emotionally due to the themes that are used. Thus, these poems can be characterized as baroque in literary nature due to the formality and the lyrical aspects, but also the variation.

(Source: Sergio Encinas)

Description (in original language)

Les Triolets est un programme combinatoire alamien publié en 1985 par Paul Braffort qui est basé sur le triolet ; un poème avec une forme fixe depuis le Moyen Age en deux strophes avec le rime a b a a a b a b. La forme fixe se trouve dans la répétition des vers 1 et 2 aux vers 4, 7, et 8 respectivement. L’Alamo utilise la substitution des vers de 6 triolets « compatibles » originaux par Braffort qui sont combinés aléatoirement avec une contrainte stylistique pour créer 7. 776 triolets différents. La fonction de ce programme est exponentiel avec les 6 triolets originaux (6^5) et les tirages possibles selon la contrainte stylistique. Cette caractéristique rend ce programme alamien similaire à Cent Mille Milliard de Poemes par Raymond Queneau, mais avec moins de poèmes à cause de la structure à suivre.
Le lecteur joue un rôle interprétatif. Le programme produit un nombre plus limité de poèmes. Il n’est pas difficile de trouver de sens dans les poèmes à cause de la répétition qui caractérise le triolet. On trouve les thèmes de l’amour et de la mort dans la majorité des poèmes possibles. Sans doute, ces thèmes là sont assez typiques quant à la poésie traditionnelle. Selon moi, ceci marche bien car le triolet est un poème avec une structure formelle et traditionnelle. A cause de cette caractéristique, le triolet crée un effet de prise. Bien qu’il s’agisse d’un programme avec un nombre de possibilités si haut, la répétition donne le sens de la prise car le lecteur sait quels types de thèmes on peut trouver et donc on sait ce qu’on lit. Néanmoins, les poèmes stimulent les lecteurs émotionnellement simplement à cause des thèmes comme l’amour et la mort. Les exemples que j’ai trouvés ont eu cet effet en moi. Pour continuer la tradition qui caractérise ce programme, on voit que les triolets représentent le genre littéraire du baroque parce que dans les poèmes on voit le lyrique, le formel mais aussi de la variation.

(Source: Sergio Encinas)

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By Audun Andreassen, 14 March, 2013
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I start from CAPTCHA, those distorted strings of letters set against colors and designs, which we all recognize and rewrite to gain access to web sites. CAPTCHA operate in a complex intersection between commercial and scientific institutions, on the one hand, and concepts of mind and being, on the other. The Turing test is the background supposition of CAPTCHA's claim that recognition and rewriting is the iterative presentation and production of a singular human self. It is iterative and weak, in that it must be repeated and rewritten, and in that it is open to failure and misrecognition. It is singular and productive in that each test ties to an event that can be leveraged commercially - as in the reCAPTCHA project or (I argue) in related "distributed work" programs such as the Amazon Mechanical Turk - and in that the "weak performativity" couples the test to a range of net activities on the part of a speaking subject. (I contrast this to the traditional linguistic "shifters," and instead approach the subject in terms of a Kleinian "psychoanalytic graphology.")

(Source: Author's abstract for ELO_AI)

By Scott Rettberg, 13 December, 2012
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Abstract (in English)

Repetition and Recombination: Reading Network Fiction is the first full-length study devoted to network fiction. Network fictions are narrative texts in digitallynetworked environments that make use of hypertext technology in order to create emergent and recombinatory narratives (unlike interactive, or "arborescent," fictions that employ mutually exclusive plotlines). They represent a coalescence of works that predate and postdate the World Wide Web but share an aesthetic drive that exploits the networking potential of digital composition and foregrounds a distinctive quality of narrative recurrence and return. The thesis consists of (1) a critical and theoretical component that returns to printbased narratology in light of digital literature; (2) analyses of network fictions from the first-wave of digital literature published as stand-alone software applications; and (3) analyses of second-wave network fictions published on the World Wide Web. The analyses each focus on the interplay of the material, formal, and semantic elements of network narrative, an jnterplay that is framed by the dynamics of repetition. Furthermore, the thesis illustrates how concepts of orientation, immersion, constraint, and mobility, which have long informed the experience of reading narrative fiction, take on new meaning in digital environments. The primary contribution of the thesis is to an aesthetic and narratological understanding of this nascent form of digital literature. However, cybertext theory, systems theory, postfeminist theory, and post-structuralist and deconstructionist theory (when dissociated from early hypertext theory that claimed to literalize, embody, or fulfill it) all inform its critical understanding. The movement in the arts away from representation and toward simulation, away from the dynamics of reading and interpretation and toward the dynamics of interaction and play has led to exaggerated or alarmist claims for the endangerment of the literary arts. At the same time, some have simply doubted that the conceptual and discursive intricacy of print fiction can migrate to the screen, where performativity and immediacy are privileged. Against these claims, the thesis attests to the verbal complexity and conceptual depth of a body of writing created for the surface of the screen.

(Source: Author's abstract)

Description (in original language)

'Trujillo' spreekt voor zich en is pas geslaagd wanneer het spontaan tot meerdere lezingen/ herhaaldelijk bekijken aanzet! Het stelt tevens de romantische kunstenaarsopvatting aan de orde (met de roos als leidmotief): een beetje kunstenaar moet groots kunnen afzien. Anders gezegd een beetje schrikbewind legt de kunst geen windeieren: doe er vooral uw maal mee!

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Description (in English)

Very little information about this work is available online. P. Sugarman writes that "Ambulance is about some Gen-Xers who run into a string of spectacularly bad luck involving a car accident and a serial killer disguised as an ambulance driver. One of the most effective elements here is the music sampling. The droning repetition of the musical phrases, over & over while you absorb slices of the story, gives the whole experience an obsessive, claustrophobic feeling." (http://www.streettech.com/bcp/BCPgraf/CyberCulture/ambulance.htm)

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Screenshot from Jaime Levy and Monica Moran's "Ambulance" (1993)
Technical notes

As of 1993, the technical requirements were "a Macintosh with a HD drive and 2 megs of RAM." Created in Director.

Contributors note

Artwork by Jaime Hernandez, sampled music by Mike Watt, and story by Monica Moran. Jaime Levy was, apparently, the creator/producer.