Category Archives: New Media

Daugherty On Schools, Computers, and Papert

Dale Daugherty at O’Reilly writes,

On this same day, I heard from a physics teacher in California that he can’t access the Makezine.com site. He was trying to download a project plan for the Wooden Mini Yacht in Volume 20 of Make to use in his class. His school district uses software to block access to any sites that have a “blog.” The teacher said he calls up regularly to request access but even when he gets it, the change only lasts a few days and then the site is blocked again. It’s a second such comment made by a teacher in recent weeks so I don’t believe it’s unique to this school. This is a high school teacher seeking free resources on the Web to use with students in the classroom. It’s too bad that it’s so hard for him to do what he wants. It is just one example of how our educational system fails to grasp the fundamental uses of technology.

There are several complicated issues with technology in schools and Daugherty only scratches the surface. One of the issues at the college currently is the continual attack on our systems by malware, which makes our undernourished office computers nearly impossible to use for meaningful production.

The Moon in Poetry (and Code)

I was particularly taken by the poetry of Li Po and Du Fu after a recent discussion with the World Literature students. There’s something about “talking it out.” I’ve been involved in reading Chinese poetry over the last few years in an effort to see and hear better. The study of these poems is linked to the study of code, particularly with the new media students who are writing in the Inform 7 environment, and my independent study with Kristen, a student in fiction, who, at the moment, is examining Stanley Elkin’s technique of compression in A Poetics for Bullies.

Consider Li Po’s My Feelings

Facing my wine, unaware of darkness growing,
Falling flowers cover my robes.
Drunk I rise, step on the moon in the creek–
Birds are turning back now,
men too are growing fewer.

Li Po’s is a striking moon, as this moon is a reflection and, at the same time, written as the moon itself, the moon but not the moon, a perfect reflection or “not moon.” The poet steps on the moon and, of course, shatters the perfect reflection. In this vast but little poem, Li Po supplies a definition of poetry: poetry is “the moon in the creek.”

The moon returns in the poetry of Du Fu. Here’s Moonlit Night, the translations of which differ greatly and conflate interpretation (it’s always a little foolish to take translations too seriously):

The moon tonight in Fu-chou
She watches alone from her chamber,
While faraway I think lovingly on daughters and sons,
Who do not yet know how to remember Ch’ang-an.
In scented fog, her cloudlike hairdo moist,
In its clear beams, her jade-white arms are cold.
When shall we lean in the empty window,
Moonlit together, its light drying traces of tears.

The poet’s wife is drawn with memorial closeness or nearness, as if the poet and his wife are in he same room. The poet is, however, behind enemy lines, cut off from his family by An Lu-shan. In the poem, the poet isn’t thinking about his wife. He’s “with” her in the form of a poetic image. Rather, he’s thinking about “daughters and sons” who are too young to write poetry and thus “don’t know how to remember” him.

I can only imagine the chunks of marble and stone dust about their desks, even if Li Po could hammer them out quickly, as legend has it. But the process and the work reminds me of work the students are doing writing convincing worlds in Inform. These students, much like student poets, are trying to capture reality in their room work, creating objects in rooms that could be written in more compressed manner. Indeed, this is one of the links between poetry and code. The writer doesn’t try to recreate reality, but writes with an efficiency that they think best reflects the world. Consider John Timmons’ Arrest example in Inform 7

[Create a type of a person that can be applied to different persons.]
The guilty is a person that varies.

[Create a new verb for arresting persons.]
Arresting is an action applying to one visible thing. Understand “arrest [someone]” as arresting.

[As the game starts, we randomly select one of the persons in the game as being guilty – but not the player character.]

When play begins:
change the guilty to a random person who is not the player.

[This provides a clue to the guilty person simply by examining them.]
Instead of examining the guilty:
say “[The noun] certainly looks fiendish!”

The Foyer is a room.

The gun is in the Foyer.

Joe and Ed are men in the Foyer.

Sue and Mary are women in the Foyer.

[A new rule for arresting the guilty party and provide actions as appropriate.]

Instead of arresting a person who is guilty:
say “‘[The noun],’ you slowly begin, ‘you have the right to remain silent…'”

[A new rule for trying to arrest a person who is not the guilty person.]
Instead of arresting a person:
say “[The noun] is not who you are looking for.”

Timmons supplies four lines of code that create the world for the player: the foyer, the gun, Joe and Ed, and Sue and Mary. The gun, however, is the key image. The gun turns a potential evening out or return from a movie into a “problem.” It’s a clue that signifies something wrong in the world. But the gun doesn’t have to be held. The gun doesn’t have to do anything but provide a clue. We might add that Joe is tall and keeps touching his ear and that Ed has a monkey on his shoulder. But the monkey won’t have to be written into the code as an object, as the monkey merely gives Ed a little flavor, a little character. If we did want the monkey to do something we wouldn’t create a monkey in Inform, we would simply identify a monkey as an animal and give that animal a description as close to rhesus as possible or, as Timmons does with a dog in this snippet, write:

Ralphie is a male animal in the Kitchen. The description is “Ralphie, a black lab, sleeps quietly in the corner.” Understand “dog” as Ralphie.

In other words: follow the rules of Li Po and his moon.

eLit Camp

Come to eLit Camp. It’s going to be very cool.elitcamp.jpg

E-Lit Camp is an informal weekend gathering for writers, artists, and programmers currently involved or interested in electronic literature. Work on your projects, give a presentation, collaborate, and learn from others.

If you’re a writer, artist, journalist, coder, or some combination of the above, E-Lit camp is for you. Have a project? Bring it. Don’t have one? Bring your skills and creativity. Fiction is fab; documentary is cool. Bring your camera, laptop, projector, ideas, and anything else you need to be creative. Bring electronic works, Interactive Fictions, and videogames that you like, so we can try them out!

This is an Unconference, loosely based on BarCamp and RailsCamp. Think of it as a weekend-long writers colony for electronic literature. If you have something to share, bring it along; there’s no approval process.

One evening, some of us are hoping to see “Sleep No More”, a hyperdrama at the American Repertory Theatre.

Time: Friday afternoon, 11 December, to Sunday night, 13 December.

Location: Eastgate Systems, Watertown Mass.

Registration info

On Sleep No More

Mark Bernstein on Sleep No More:

This was extraordinary theater, an unforgettable penetration of the fourth wall. It is also extraordinarily difficult. It’s not improv: the story, it turns out, is scene 21 of Woyzeck. You’re acting across from a stranger. A different stranger every night. In a closed room. The rules are unclear, we’ve just started. It seems that anything can happen. And there’s no distance at all; the acting and the sets have to work from the back of the room and they have to work if you’re standing right there, reading the slip of paper someone left on the dresser, feeling the actress stroke the back of our neck.

This sounds really exciting.

Infamous and Ethics

Infamous was an interesting game. My son and I played through it over the last couple of weeks. A couple of quick ideas:

1. There’s no gore but the game does go for grit.
2. The game play is pretty tame though the combat can be psychologically relentless.

Gameplay in Infamous is driven by an interesting ethics or choice narrative. Cole, the protagonist, can move through his goals taking good or evil actions, thus calling attention to why Sucker Punch designers deemed one action good and one action bad. When I was first confronted with the decision fork, I chose good action, that is to attack a group of soldiers inhibiting escape off a quarantined island by avoiding harm to civilians. The evil and easier method of fighting would have been to start the battle shielded within the crowd, thus keeping the focus of fire off of Cole. The notion of the human shield is pretty thick throughout the game.

As the player moves through the game in the process uncovering information about several conflicts, some personal, some environmental, the player takes on a pattern of ethical behavior, hence establishing player “character.” It just doesn’t seem right to run down the roads healing people with your healing powers and then deciding next day to leach them of their life force. The later action is an “evil action.” The fictitious space, demolished after an explosion, is comprised of three plague infested islands. Nothing in the behavior of the survivors or the strange enemies compels good or evil choices from the player. In other words, to beat the game, the player can ignore ethical risk, but in my case I felt compelled to follow the ethical chain, so, at the end, I made what felt was the right choice given my behavioral habit

I could go back now and play the game in two additional ways and consider how outcomes might change: take on an evil persona or mix the personas.

In any event, character in Infamous is what I would describe as novelistic, as it takes time for Cole to emerge as a fictional being. There was one ethical scenario where Cole emerged as a character separate from the player, which is what’s interesting about play. We learn a lot about characters in story and novels by learning how others react to them or how they affect others, though we can’t affect any of these relationships. What’s different about the game is that what appears to develop is an observational third, the persona who watches the avatar and the player from a distance, the persona who says, “How will I play such and such a scenario; how will I direct Cole?”

Mind Mapping

Via Seed:

Picture this: the whole of human knowledge as a figurative mind that can selectively focus on certain areas. It’s a profound notion, and visualizing such a construct is an enormous undertaking. But with last week’s release of a new “map of science,” a team of researchers led by Johan Bollen is attempting to do just that — with a high-resolution visualization of how scientific literature is accessed based on users’ downloading and browsing behavior, known as clickstream data. This usage data was collected, aggregated, and normalized across a wide variety of journal publishers and institutions. The result is a network map with color-coded nodes (clusters of research articles from different fields) and interconnected lines (shaped by users’ clickstreams), demonstrating the connections among a comprehensive sample space of scholarly research.

I can’t find links to the actual work, which would be useful. But MESUR is available.

Digital Ecology

The notion of digital ecology seems a mess. It seems more simple than the complication of “virtual.” Digital tools and data pervade the environment and they’re works in progress, unfinished apparatus.

Digital ecology appears to suggest perpetual critical questions. How should we publish? How should we share? How should we interact? What are the important questions?

Creative Moments

My wife sent me this article (perhaps sensing story struggle). In any event, there are some interesting conclusions and contexts:

In today’s innovation economy, engineers, economists and policy makers are eager to foster creative thinking among knowledge workers. Until recently, these sorts of revelations were too elusive for serious scientific study. Scholars suspect the story of Archimedes isn’t even entirely true. Lately, though, researchers have been able to document the brain’s behavior during Eureka moments by recording brain-wave patterns and imaging the neural circuits that become active as volunteers struggle to solve anagrams, riddles and other brain teasers.

and

To be sure, we’ve all had our “Aha” moments. They materialize without warning, often through an unconscious shift in mental perspective that can abruptly alter how we perceive a problem. “An ‘aha’ moment is any sudden comprehension that allows you to see something in a different light,” says psychologist John Kounios at Drexel University in Philadelphia. “It could be the solution to a problem; it could be getting a joke; or suddenly recognizing a face. It could be realizing that a friend of yours is not really a friend.”

These sudden insights, they found, are the culmination of an intense and complex series of brain states that require more neural resources than methodical reasoning. People who solve problems through insight generate different patterns of brain waves than those who solve problems analytically. “Your brain is really working quite hard before this moment of insight,” says psychologist Mark Wheeler at the University of Pittsburgh. “There is a lot going on behind the scenes.”

Lyric Rat

Lyric Rat is an interesting application of Twitter that takes the service further into interface land, search, and info farming.

Lyric Rat could just as well be Poetry Rat.

Moral Agents

Wallach and Allen’s Moral Machines was an interesting read. There are a few principle conclusions: that ethics questions must be considered in tandem with systems, from the ground up; that some framework must be developed to guide the future of AI systems in technical, cultural, legal, and operational contexts, but that the nature of this work is somewhat ambiguous; and that what systems do and how they behave or might behave tells us a lot about the values of designers, although on this final point I do have questions when this applies to decision-making agents (because I’d hesitate to call them moral agents, as I have problems disentangling this metaphor). I still wonder if, without self-awareness, an entity can make an actual ethical step that isn’t just a function fire even when that fire comes in the form of a check, reference, or complex calculation.

I’m seeking more technical depth than what the authors provide: system examples, actual code, and application frameworks, but Wallach and Allen taught me a lot about the difficulty of synthesizing ideas into physical architecture and delivered on the complexity of even simple choices.

The issues are many: the extent to which ethics can be synthesized into processing; how to calculate decision-making; how to avoid being guided by the wrong metaphors; what do processing agents actually do and why should we call them “moral”; how much autonomy can a non-human system handle, technically speaking, without choking?

The author’s do a pretty good job striking a difference between conjecture and reality in the book, making distinctions between the fantastic, the theoretically possible, and actuality in the lab, and thus the book will be useful for ethical, legal, epistemological, ecological and scientific frames of reference.

This area of research and study is incredibly interesting.