Exploring Everyday Creative Responses to Social Discrimination with the Mimesis System

D. Fox Harrell
Chong-U Lim
Sonny Sidhu
Jia Zhang
Ayse Gursoy
Christine Yu
demo abstract, Proceedings of the International Conference on Computational Creativity (ICCC 2012), Dublin, Ireland, May 30 – June 1, 2012, p. 223.
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Phantasmal Media/Subjective Computing

D. Fox Harrell
article sidebar, International Review of African American Art. Vol. 23, no. 3.

How An Artist-Scientist Conjurer Thinks, Works and Lives

Anne Khaminwa
featured article on Dr. Harrell's work, International Review of African American Art. Vol. 23, no. 3, 5 pp.

Coding Landscapes, Crossing Metaphors

Kenny K. N. Chow
D. Fox Harrell
Computational Thinking in Existing Art Forms, Writing Machine Collectives 4th Exhibition, Hong Kong, January 15- 30, 2011.

Exploring Social Discrimination through Interactive Narrative using Mimesis

D. Fox Harrell
Chong-U Lim
Sonny Sidhu
Jia Zhang
Ayse Gursoy
Christine Yu
New Media Consortium, Cambridge, Massachusetts, June 13-15, 2012.

Mimesis: An Integrated Social Networking Application and Computer Game for Exploring Social Discrimination

D. Fox Harrell
Chong-U Lim
Sonny Sidhu
Christine Yu
Jia Zhang
Ayse Gursoy
Electronic Literature Organization Conference, Morgantown, West Virginia, June 20-23, 2012.

The Girl With Skin of Haints and Seraphs

The Girl With Skin of Haints and Seraphs

The Girl with Skin of Haints and Seraphs is a polymorphic poem first implemented in a non-interactive form as the initial deployment of the Alloy algorithm for generative purposes within another system. It has been subsequently updated with each iteration of GRIOT and it provides a good example for tracing through the execution of an interactive polymorphic poem. As stated above, this polypoem is a commentary on racial politics, the limitations of simplistic binary views of social identity, and the need for more contingent, dynamic models of social identity. The dynamic nature of social identity is also reflected in the way the program produces different poems with different novel metaphors each time it is run. This LISP program draws on a set of theme domains such as skin, angels, demons, Europe, and Africa, given as sets of axioms.

The following example and discussion illustrate the interactive nature of this polypoem. It also recapitulates and extends the discussion of GRIOT architecture and formal description of text generation described above. After processing a user input keyword such as "Europe" entered at a ">" prompt, the first line could be:

her tale began when she was infected with white female-itis

or

she began her days looking in the mirror at her own pale-skinned death-figure face

Associated Project: 
The Girl With Skin of Haints and Seraphs
Tags: 
Interactive Narrative

The Griot Sings Haibun

The Griot Sings Haibun

A griot is a revered storyteller in many parts of the African Diaspora. "The Griot Sings Haibun,"is an improvised performance of music, poetry, image, and computation. Live musicians fuel collective improvisation with Harell's GRIOT, a cybernetic system on which a human "plays" an ever-changing polypoem, an interactive multimedia polymorphic narrative poem. The core of GRIOT is the novel Alloy algorithm to generate new concepts and metaphors by blending, based on recent research in cognitive linguistics, computer science, and semiotics. A polypoem is not the output of a single GRIOT execution, but the space of possible poems and/or the code that makes them. In this work, GRIOT generates (neo)haibun: combined narrative prose and haiku-like poetry of everyday experience, influenced by Basho, and the traditions of beat poetry and African call-and-response; tonight our collective griot sings qualia, the qualitative feel of this human life world.

Associated Project: 
The Griot Sings Haibun
Tags: 
Interactive Narrative

Memory, Reverie Machine

Memory, Reverie Machine

Memory, Reverie Machine (MRM) is a text-based computational narrative system that is informed by stream of consciousness literature, cognitive linguistic theory of blending and analogy, artificial intelligence research and conventions of Interactive Fiction (IF). The system generates stories in which the main character shifts dynamically along a scale between a user-controlled avatar with low intentionality and an autonomous non-player character with high intentionality. Built on Harrell's GRIOT system that algorithmically controls the semantic hooks for interpreting system through blending, MRM adds a new degree of dynamic discourse structuring in order to create the appearance of dynamic intentionality and system agency.

Associated Project: 
Memory, Reverie Machine
Tags: 
Interactive Narrative

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