January 27, 2013

Chargoggagoggmanchauggagoggchaubunagungamaugg



Lately I have been considering methods of preserving digital literature post-apocalypse. Not in a grim, Afternow kind of way (okay, maybe a little), but in a more realistically inevitable way. That is to say, at some point in the future of Earth, I imagine electrical power will be gone, and as such, so will the entire history of digital literature and all gained from its corpus.

To anticipate the permanent unreadability of e-lit (electronic literature), I have been toying with what I'll call EMP-lit (literature born after the great theoretical electromagnetic pulse that takes down our servers permanently). EMP-lit takes contemporary methods of digital storytelling such as hypertext, random text generation, audio and video presentation in conjunction with text, and translates them into a context that holds more longevity: that of tried-and-true ink on paper. One early example which I've completed is the poem Chargoggagoggmanchauggagoggchaubunagungamaugg.

For those who are not aware, Lake Chargoggagoggmanchauggagoggchaubunagungamaugg, also known as Lake Webster, is a lake in Massachusetts that was once a gathering place for the Nipmuc Indians. At 45 letters long, Chargoggagoggmanchauggagoggchaubunagungamaugg is one of the world's longest words. According to the Olde Webster website, the word is most accurately translated as: "Englishmen at Manchaug at the Fishing Place at the Boundary." Chargoggagoggmanchauggagoggchaubunagungamaugg is not only the title of this particular poem, but also serves as a constraint, in that the letters found in the title are the only letters used within the body of the poem, which I will now discuss in more detail.

This poem, which exists on paper and can be reproduced without the aid of a computer, uses concepts such as random map generation as well as visual animation. More precisely, there are 45 maps cards, each representing a portion of a fictitious river system, and each using one letter from the title to represent the area around the river, through which the reader is navigating. Using rules I created for Cimmerian Cell, the deck is shuffled and each card is picked from a deck and placed around each other as the boundaries of each card dictates. For example, if the first card drawn has three sides open, a card may be drawn and lain adjacent to the first card as long as that new card has an open side facing that of the original. For more detailed instructions for this, look HERE.

Sample Map card - 4 open sides

Sample Map card - 3 open sides

Sample Map card - 3 open sides


In addition to the map cards, there are 5 "occur" cards. When one of these cards is drawn, the reader sees a scene unfold from within his/her boat. These scenes are found in one of 7 flipbooks, each unmarked and shuffled like the map cards. When an "occur" card is drawn, the reader randomly takes one of the flipbooks and views the scene. Each scene is represented by text, which as mentioned above, is constrained by the letters found within the title. Be aware, however, that one of the flipbooks will bring death to the reader. This poem is meant to be experienced and re-experienced, and much like a video game, will produce different endings in each play.


Sample occur card

Sample Scene animation


If you die, the poem is over. If you can no longer place a new map card, the poem is over. If you play all of your map cards successfully, then the poem is considered read in its entirety, though because the reader has only experienced 5 of the 7 flipbooks, still has not seen the entire poem. So, experience it again.

All of the cards necessary for this poem can be found HERE. Rudimentary instructions for experience and construction can be found HERE. You may print and cut these cards out on regular paper, or print them on business card stock. More importantly, however, these cards may be reproduced by hand or by typewriter, and you have my absolute permission to use whatever reproduction methods as you see fit. The scenes for the flipbooks are all numbered, so that scene 1 will have its first animation cell labeled "1a" and the final cell labeled "1t." There are 20 cells in each flipbook. I used a stapler to bind the ones I produced; use a better method if you can.

Enjoy!
SRT

December 27, 2012

Gap - A Navigable Poem

Gap - A Navigable Poem - A Screenshot
Gap is a navigable poem that explores American masculinity.

What defines a "man" in America? Clothes? Job description? Dominance, through physical force or weaponry? Culturally acceptable addictions (eg. beer, coffee, gambling, porn)? From where are we choosing to learn about masculinity? From our parents? From our churches? From TV? Who gets to tell us what makes an acceptable/ideal man?

Gap explores these issues via navigable text. Within the poem, the reader controls a letter "A," a supposed Alpha male, a boat that can navigate the waters filling the gap between what is and what is not a man. This water gap through which the reader navigates is represented by an intentional text river, white space that is typically re-aligned in text to aid in readability, that runs between two mountains of words that comprise the poem. By sailing through this text river, the reader's "A" completes words and phrases as the poem is read from bottom to the top.

When discovering what defines manhood, not everything is clear. The world of the poem is dark, unknown, and the reader's torch illuminates a limited view of the entire text. In fact, the reader will never be able to discover every word written. No one male knows everything it takes to be a "Man."

As gender gaps slowly close in America, it is hard for a man to know his place concretely. While socially men may be (at least at some point) equal to women, naturally and biologically we are markedly different, and that's okay. Women amaze me at their ability to celebrate their womanhood.

Men scare me.

To read this poem:
- download the entire .zip file from here: Gap.zip
- Open the file Gap.exe.
- Control the "A" boat with the arrow keys (up, left, right; there is no going back).

At this point, this poem is only for Windows. It was written in .python and therefore I'll technically be able to create linux and (ugh) Mac versions; I just haven't yet.

Enjoy!

SRT

December 16, 2012

BUILD UP - A Playable Poem

BUILD UP is a playable poem about work, family, and the walls we build between them in just 8 hours per weekday.

BUILD UP is based on the classic game Breakout; or rather, it is an anti- version of the game, wherein you build up rather than break out, and is based on JavaScript by Nick Young (those web-nostalgic will love his link!).

Unfortunately, this poem only works in Chrome and Safari (looks smashing in Safari, actually). It will not work in Firefox or IE (sorry).

Click the alarm clock to begin, and use your mouse to play.

You may play it here: BUILD UP

Enjoy!

-SRT

December 10, 2012

And Sensibility Sense - A Novel of Cut-Up-Dialogue

And Sensibility Sense is a randomly generated novel based on Jane Austen's Sense and Sensibility.

Actually, it's pretty much the same novel, though each time the page is loaded, the dialogue within the novel is randomly selected from an array of all the dialogue in the original novel.

Let me give you an example:

From the original text of Sense and Sensibility (Chapter 9):
Sir John called on them as soon as the next interval of fair weather that morning allowed him to get out of doors; and Marianne's accident being related to him, he was eagerly asked whether he knew any gentleman of the name of Willoughby at Allenham. 
"Willoughby!" cried Sir John; "what, is HE in the country? That is good news however; I will ride over tomorrow, and ask him to dinner on Thursday."
"You know him then," said Mrs. Dashwood.
"Know him! to be sure I do. Why, he is down here every year."
"And what sort of a young man is he?"
"As good a kind of fellow as ever lived, I assure you. A very decent shot, and there is not a bolder rider in England."

Now here is the same excerpt from one run of And Sensibility Sense (Chapter 9):

Sir John called on them as soon as the next interval of fair weather that morning allowed him to get out of doors; and Marianne's accident being related to him, he was eagerly asked whether he knew any gentleman of the name of Willoughby at Allenham.
‘I sent you up the young man. Did not I do right?‚-And I suppose you had no great difficulty‚-You did not find him very unwilling to accept your proposal?’ cried Sir John; ‘I think, Edward,’
‘Colonel Brandon!’ said Mrs. Dashwood.
‘A very simple one‚-to be of use to Mr. Ferrars.’
‘you know that all this is an invention of your own, and that there is no such person in existence.’
‘I could meet him no other way. Eliza had confessed to me, though most reluctantly, the name of her lover; and when he returned to town, which was within a fortnight after myself, we met by appointment, he to defend, I to punish his conduct. We returned unwounded, and the meeting, therefore, never got abroad.’
An exploration of unintentional narrative, each reading will be quite unique, as the rearrangement possibilities are, while not endless, certainly more than I'm willing to calculate.

As Burroughs would have recommended the scissors, I recommend the javascript. Steal this work, and create your own.

Once again, here is the link: thefwordsrt.appspot.com/andsensibilitysense.html

Enjoy!
-SRT

November 29, 2012

Conway's Game of Good and Evil

Conway's Game of Good and Evil

Taking John Conway's Game of Life and infusing the words "GOOD" and "EVIL" within the void, a page (world) of ever-evolving text appears.

If you're unfamiliar with cellular automata or Conway's Game of Life, it essentially places a certain set of rules on displayed objects that determine whether or not they'll live or die in the next "step" of the program depending on how many "neighbors" each object has.

The Game of Life program has me hypnotized and amazed every time I open it. It's available for a variety of platforms and languages, but if you haven't seen it before, check out this page: Emergent Universe - Game of Life.

Textual Automata
I've altered the code found here to grab letters from an array, in this case the letters from GOOD and EVIL, and display those letters instead of simple pixels. What results is a fascinating, living, breathing, dying, evolving text that explores many ideas inherent in life.

As the text evolves, you get typical Game of Life patterns (blinkers, boats, gliders, spaceships, &c). In addition, you get a story that begins with a VOID, and fills this VOID with GOD, LOVE, and even EVE. Allow the story to self-evolve, and you may come across the VILE, the DEVIL, maybe an IDOL or two.


Moving beyond a story of creation, the text becomes populated with DOVEs, DOGs, even an occassional EEL. As the story progresses further, these concepts may be replaced by an attraction to GOLD or OIL.

These words LIVE, EVOLVE, and DIE like any other life as we know it. By adding equal parts GOOD and EVIL to the system, I find it fascinating to see the products of the blend of the two.

Stable Configuration

This program is available for Windows and can be downloaded here: Game_of_Good_and_Evil.exe

If you'd like to build the program yourself, the C++ code is here: Game_of_Good_and_Evil.rtf
Run the program and watch it evolve into a stable pattern. Run it again, and the void will be filled with a different pattern (they're created at random). Run it to read it or run it to stare. If nothing else, run it to create worlds.

-SRT

November 11, 2012

UNWELCOME - a Screenshot Poem

Original Screenshot - Metroid, NES

Experimenting with sprite poems, I decided to see what an entire screenshot would look like. For this piece, I chose a screenshot from the initial scene of Metroid for the NES.

Replacing each pixel in the screenshot with a color-corresponding letter infuses the word "unwelcome" throughout the scene where Samus first arrives in the game-world.

Unwelcome is the hostile world to her. Unwelcome is she to a world into which she was not invited. Unwelcome is she in a 1986 8-bit sci-fi video game where she hides her identity until after the game is over, so not to offend or excite the target market.

The resultant poem seems less like ASCII art and more like a cross stitch pattern. Each pixel is carefully mapped and its color referenced as one letter in the word "unwelcome."

This project was done entirely in a text editor, with a monospaced Courier to maintain an even character width. As such, it is copy-able and paste-able into any other text editor. It is not an image. It is a string of letters, one pervasive word.

Here is the poem as plain text: UNWELCOME_bw.pdf

Here is the poem in color: UNWELCOME_color.pdf

(Downloading and opening looks much better than previewing on Google docs.)

Zoom in. Zoom out. Forests and trees and such.

SRT

October 2, 2012

A Picture Worth 11,739 Words

A picture worth 11,739 words


This afternoon, I was playing around with some images, glitching them up through a hex editor, because sometimes that's what I do during my downtime at work. Those who recognize the screenshot as Spiceworks will probably guess what I should have been doing while I was creating this image. While modifying the code, I began drifting into thought. I began wondering what, deep into this image's code within which I was working, was this image trying to say, beyond that of the product of a typical image viewer?

So I removed myself from the hex editor, and tried a text editor. Well, we all know that the text editor will display a bunch of gibberish, since looking at the code of such a file is not really the text editor's job. Okay, I understand that.

So here's what I did next:

1) Changed the character encoding of what the text editor (in this case: Word) presented into Chinese.
2) Copied the Chinese characters into Google translator, and translated into English.
3) Copied the now-English text back into the text editor.
4) Ran a spell check, making every suggested change along the way.

The result is here in .pdf format: CAPTURE.PDF

What began as gibberish is now 11,739 words, most of which are readable to some degree. Here are a few of my favorite quotes from this text:

"and obesity have been implicated with premature failure of the implant by loosening, fracture"
"throwing the world the sobbing tender"
"Beam roars me? Radiance of fire, the petal"
"Song s? Naked? The Run violence?"
"the defecate + ingot official pay the Hour Ling F * N, few paid"
"Complain? 0 species of bamboo"
"executive irresolute Shang trafficking curse? earn?"

are among many others.

Try this on your own, with a variety of images. Look for stories unfolding within.

Find out exactly, and in how many words, the worth of your picture.

-SRT