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Brenda Laurel on “Crossing Boundaries” (Media Systems)

When asking how the humanities, the arts, and computer science can come together to create new possibilities for media making and understanding, we might choose to be purely theoretical. But why would we do this, when we have decades of experience to draw upon?

In this talk, “Crossing Boundaries,” from the Media Systems gathering at UC Santa Cruz, Brenda Laurel gives us the particulars of the interdisciplinary elements that combined in some of her major contributions to computational media. She maps the journeys through parallel territories that led to work such as Computers as Theatre and Placeholder. She gives a tour of “Rutland” (when games were in a rut) and talks about her efforts at Interval and Purple Moon to create something different, with a particular focus on girls and games. She concludes with a powerful set of questions about community sensing, new ways of making visible, and the possibilities for seriously engaging issues of climate change.

There are many important lessons here. Read More »

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Noah Wardrip-Fruin on “Computation as Part of Culture” (Media Systems)

The Media Systems gathering last summer brought together a remarkable group of participants from digital arts, digital humanities, and media-focused computer science. It was convened by a historic group of partners — the National Science Foundation, National Endowment for the Humanities, and National Endowment for the Arts (in their first-ever collaboration) together with both Microsoft Studios and Microsoft Research. I was amazed and pleased to spend three days with the group we assembled, discussing important topics for the future of computational media.

But from the outset an obvious question presented itself: What does this diverse group have to say together? What unites it? I used my introductory remarks to provide a provisional answer: All of us are approaching computation as part of culture. Read More »

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Now Hiring: Program Director for new UC Santa Cruz MS

At UC Santa Cruz we’re launching a new professional MS in Games and Playable Media, which will be offered through our Silicon Valley campus and will include working both with our current game faculty and with new personnel hired specifically for the program. We are currently in the selection process for the first position to be hired, the Creative Director. Simultaneously, the job ad is now live for the Program Director. For this newly-opened position we’re seeking someone with demonstrated leadership in the games and playable media field. Application review begins May 29, 2013. The job includes program and curriculum vision, planning, management, and evaluation; teaching and advising students in the program; and ongoing professional work and/or research in the games field. Those who have already applied to the Creative Director position are encouraged to also apply for the Program Director position, if appropriate.

Also, don’t forget that UC Santa Cruz’s 2013 “Inventing the Future of Games” symposium is focused on interactive storytelling. It will take place at the Computer History Museum (Mountain View, CA) on May 10th, featuring speakers ranging from groundbreaking game designer Warren Spector to interactive fiction author and system designer Emily Short.

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May 10th – The Future of Interactive Storytelling

On May 10th, at the Computer History Museum, UC Santa Cruz will host some of the world’s most exciting thinkers on interactive storytelling for Inventing the Future of Games 2013. Rather than focus on yesterday’s tips and tricks, our focus is on how the future of interactive storytelling is being invented now. There will be talks, panels, discussion, and live demonstrations — including, I am excited to share, the first-ever public demonstration of a major, not-yet-announced interactive storytelling technology being developed by UC Santa Cruz and multiple partner organizations.

The day will include a keynote from Warren Spector (Deus Ex, Epic Mickey) and closing remarks from Brenda Romero (Wizardry, Train). The first panel will discuss where current practice is going, featuring Clint Hocking (Valve), Kevin Bruner (Telltale), and Richard Rouse (Microsoft). The next panel engages next-generation tools and authorship, featuring Emily Short (Linden Lab), Asa Kalama (Disney), and Stéphane Bura (Storybricks). The last panel dives into immersive and transmedia storytelling, featuring Matt MacLaurin (eBay), Susan Bonds (42 Entertainment), and Tawny Schlieski (Intel) — with interactive storytelling field founder Brenda Laurel as moderator/interlocutor.

Finally, as with our last symposium, I expect the audience will contain a greater number of exciting thinkers and creators than the speakers list. For that reason we’ve built in lots of time for eating, drinking, and talking — including a long lunch and a closing cocktail party. I hope you can join us.

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EIS Members Awarded NEH Grant to Help Preserve Game Development with Prom Week

We are pleased to announce that EIS co-director Noah Wardrip-Fruin, and myself, Eric Kaltman, along with Christy Caldwell at UCSC Library and Henry Lowood of Stanford University Library, have been awarded an NEH Digital Start Up Grant aimed at investigating archival and preservation methods for digital software and games! The grant covers the development of an initial archival methodology focused on the preservation of computer games created for academic research. We have chosen UCSC’s Prom Week as the case object for our investigation, and are extremely honored to be helping further archival research with an EIS created game. The project will focus not only on the game object itself, but also on its development process. Our hope is to enumerate, categorize and potentially archive all relevant secondary documentation along with Prom Week to gain a greater understanding of the requirements for preserving the process and creation of digital games.

Official Announcement!

http://www.neh.gov/divisions/odh/grant-news/announcing-23-digital-humanities-start-grant-awards-march-2013

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18 Cadence and Processes of Expression

18 Cadence is a new piece of electronic literature that’s almost definitely not a game, something less than a book, and explores a rarely tackled corner of interactivity in interactive narrative: the choices and decisions of how to tell a story, what bits to include, what to leave out, how to arrange them. It’s available for free on the web or as an iPad app.

I’ve already written elsewhere about the piece generally, but I’d like to speak here to why I created a project like this as a computer science PhD student in a lab focused on something called “Expressive Intelligence.” The easiest answer is that I started the project when I was still a freewheeling hippie digital arts student, and am only just getting around to finishing it now (perhaps not coincidentally, I’ve just finished my core classes, too). But as a graduate student I’m used to delving deeper, so let’s delve.

During my MFA I was interested in moving away from the relative safety of parser-based interactive fiction, where I’d done some reasonably successful projects, and exploring new ways of making narrative text interactive. Now that I’m in a computer science program, I’m tightening that focus to be more explicitly the ways that generative methods and interesting processes can inform an authored narrative, but looking at things from the perspective of an artist (wanting to create an aesthetically pleasing artifact) rather than just a system-builder (wanting to create an aesthetically pleasing machine). If I make interesting machines along the way, I’ll be pleased (and so, I imagine, will my eventual dissertation committee) but it’s not really my primary goal. This puts me in a different space than many people working in interactive narrative, and also helps keep me sane as an artsy person in an algorithmsy environment.

Last year I made a short story called Almost Goodbye that minimally explored being both an interesting story and an interesting machine, but at first glance 18 Cadence seems to be neither of these things. It gives you a hundred years of a house’s history: thousands of fragments of events, objects, locations, and ages, but the job of assembling them into a narrative is left to you. (The granularity is smaller than in an avant-garde novel where you might assemble the pages in any order you like, but there’s less structure than a hypertext fiction with a fixed number of links and possible connections.) Not only is it a DIY story, there isn’t any fancy narrative AI system under the hood: no simulated environment a user can become embodied within, no algorithms that attempt to understand story structure or reason over character motivation. There’s a certain amount of lexical logic involved in making the fragments fluidly combinable while retaining their grammatical correctness, able to adjust their pronouns based on proximity to each other and so forth, but that’s more or less it.

Are there expressive processes, though? In a sense: there are at least processes for enabling expression. The piece allows you to remix, share, and browse stories made from its reasonably large (about 35,000 word) content library, and a lot of the affordances offered within are tools for more easily expressing yourself. Like cut-up fiction or magnetic fridge poetry, it’s a curiously restricted form of expression, but capable of surprising results. As with the editor in the 2004 film The Final Cut, you’re given a life and asked to make a story out of it: the possibility space is larger than it might seem at first. Your tools are an ability to explore how a certain place changes through time (an idea found in, among many other places, the fascinating 1989 comic Here), virtual scissors and glue, and (crucially) the ability to easily share your creations with others and browse what others have made. My goal in part is for people to not just explore 18 Cadence but also express something with it: a moment they particularly liked, an interesting juxtaposition they noticed, the story of a secret or a downfall or a quiet hero, even stories or poems that cleverly repurpose the existing text to make new things.

I’m fascinated by open-world games like Minecraft or Skyrim that let users create their own narratives out of emergent behaviors, but I feel like isolating and experimenting with that process of narrative-building is an interesting step towards building something more computationally sophisticated around it. How do we make narratives that are meaningful to ourselves, and how could intelligent digital storytellers help us in that process? 18 Cadence won’t win any AI awards but I think it points in an interesting direction for future exploration, and that, I hope, is cool too.

 

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