new story at webyarns.com

July 21st, 2010 by eabigelow | 4 comments

Hi, everyone–

It has not been long since the last one, but there’s a new story at webyarns.com…

“This Is Not A Poem” is a toy, a game, a language engine, and a poem all at the same time….

The new plaything is at http://www.ThisIsNotAPoem.com

Also, in case you missed it, “My Nervous Breakdown,” released a few months ago, is available at
http://webyarns.com/MyNervousBreakdown.html

For other stories, both new and old, please visit http://www.webyarns.com

Many thanks for your interest!

yours,

alan

stories for the web
http://www.webyarns.com

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Barcoded e-poems + vispo

July 11th, 2010 by Christine Wilks | 1 comment

The first challenge is: viivakoodi, barcode, código de parras, codice a barre…

Time for a Vispo is a new blog run by Finnish visual poet, Satu Kaikkonen, where she gives a weekly challenge to create a vispo. The 1. challenge, issued by Satu on Monday 28 June, was barcode. It’s always good to have an opportunity to shake out some vispos/e-poems from the R3/\/\1X\/\/0RX archive and, since barcodes have featured in a number of remixes, this challenge was such an occasion. See the collection under the remixworx barcode tag. It includes two new Flash remixes: barcode (every citizen under the sun) by babel/Chris Joseph, and id card, which is my response, a random coded e-poem with voices.

Screenshot of id card, created in Flash by Christine Wilks (crissxross)

Others from the R3/\/\1X\/\/0RX archive include:

seepage by runran

artifact (bicycle – 2111) by runran

artifact (rusted sergio mix) by babel/Chris Joseph

barcode of life (detail), created in Flash by Chris Joseph

Worx by babel

sizing up by crissxross

And here’s another, barcode of life by babel/Chris Joseph, which is, strictly speaking, not part of remixworx but far too wonderful to avoid mentioning.

The current Time for a Vispo challenge is TRAFFIC, LIIKENNE, TRAFFICO but there will be a new one tomorrow!

R3/\/\1X\/\/0RX is a collaborative blog for digital art and e-poetry remixing, started by Randy Adams (runran) in November 2006.

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New Work

July 8th, 2010 by hsmith | 4 comments

Hi folks, I have two new works up. The first, Speaking Straight, is a collaboration with Roger Dean. A piece of computer interactive sound poetry, it was made as part of our Virtual Interactivity Project in which text is processed in Python.  It is up in the journal aslongasittakes at http://www.aslongasittakes.org/issue5.html.

The second piece, Clay Conversations is a video I made as part of a collaboration with ceramicist Joanna Still. It has text by me, ceramics and photographs by Joanna, and a soundtrack by Roger Dean made almost entirely of clay sounds. It is up at Scan Gallery http://scan.net.au/scan/gallery/works/smith_april10/smith.php

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E-Lit Postdoc at Blekinge Institute of Technology

July 6th, 2010 by heckman | 0

Postdoctoral researcher in the research project “Developing a Network-Based Creative Community: Electronic Literature as Model of Creativity and Innovation in Practice” (ELMCIP) to be placed at the School of Planning and Media Design, Blekinge Institute of Technology in Karlskrona, Sweden.

Reference number: 426-0587-2010

Description

The post is dedicated to working for 1 year in the 3-year research project “Developing a Network-Based Creative Community: Electronic Literature as Model of Creativity and Innovation in Practice” which is financed by the European initiative HERA (Humanities in the European Research Area: http://www.heranet.info/). BTH’s part of the project includes among others the mapping of existing pedagogical models for teaching electronic literature, explore future possible pedagogical models, to create an anthology of European electronic literature, and host a workshop dedicated to electronic literature and pedagogy. BTH therefore seeks a postdoctoral researcher to work with the following tasks:

  • Identify pedagogical models for work with and teaching of electronic literature:
  • Map existing anthologies, collections, and archives of electronic literature;
  • Contribute to the work of an anthology of European electronic literature (to be published online and on DVD), and
  • Participate in the research project and contribute to BTH’s work within the project.

For more information about ELMCIP, please consult: http://www.bth.se/tks/hum.nsf/sidor/elmcip or http://elmcip.net/

(more…)

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Dr Hairy in: Old Fashioned Medicine

July 5th, 2010 by picot | 1 comment

Dr Gladstone
The fourth in a series of 10-minute videos about the adventures and frustrations of an ordinary (but rather hirsute) General Practitioner. In this one, Dr Hairy tries to persuade one of his patients to lose weight – with hilarious results!

To view it on my site, go to http://www.edwardpicot.com/drhairy/oldfashionedmedicine.mov ; or you can see it on YouTube at http://www.youtube.com/watch?v=OUdBHsW83bg ; or it should be on DVblog (http://dvblog.org) in the next couple of weeks.

- Edward Picot
http://edwardpicot.com – personal website
http://hyperex.co.uk – The Hyperliterature Exchange

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#feralC _S1|E1 Session 2 Secondary Char Summary_

July 4th, 2010 by netwurker | 0

_S1|E1 Session 2 Secondary Char Summary_ is now live

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Nawlz.com: a computer graphic novel for the web

July 4th, 2010 by Jim Andrews | 2 comments

Various forms of art lend themselves to interesting adaptation and subsequent mutation via their practice on the web. The graphic novel is obviously an excellent candidate. A computer screen is great for presenting the sorts of images we see in graphic novels. Often the images are developed, at least in part, with programs such as Illustrator, Photoshop, and so on. And, via animation, interactivity, other programming, and audio, clearly there’s great room for interesting mutation.

Whereas some other art forms aren’t going to change much via being practiced to the net. They will be less significant as net art as simply distributed on the net, rather than adapted to the net in more artistically significant ways. They won’t mutate and grow much via their incarnation on the net, whereas art forms such as the ‘graphic novel’ for the computer screen and the net will eventually often be dramatically different from print or film versions of the graphic novel. As different as the horse and carriage from the “horseless carriage,” which is what cars were first called.

Nawlz.com is an interesting graphic novel for the web in its visuals, its occasional animations, and the way it unfolds via clicking on stuff. This site won the webby for net art in 2010. Experiencing it visually and interactively and even sonically is more rewarding than the text itself, I find; the text is somewhat generic or non-descript in voice and character; I find it hard to meditate on the text. But the visuals, on the other hand, and the way they look and move and are arranged on the screen, are very successful.

The granddaddy of this interactive, online approach to comics, as far as I know, is Argon Zark. You can see that Nawlz.com is similar to Argon Zark as a computer graphic novel–but also that Nawlz.com has taken it further.

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On the matter of language in digital works

June 30th, 2010 by Eliza Deac | 2 comments

I began my previous post by quoting the conclusion of a recent article which stated that ‘Electronic poetry in Romanian is still to be invented’. It seems to me that the careful formulation of this sentence implies a very subtle yet significant distinction between ‘E-poetry in Romanian’ and ‘Romanian e-poetry’, which can be easily applied to any other literary field since the adjective of nationality functions as a variable. The first phrase serves to emphasize a fact that is almost lost in the second one (which has become the standard formulation in ‘geographical’ classifications of [e–] literature), namely the major role of language in delimiting national artistic areas. It is, therefore, in accordance with the strict linguistic criterion that Romanian e-poetry is declared to be nonexistent. What exists, nevertheless, according to the same article, is a handful of artists of Romanian origin who have abandoned their native language as a means of artistic expression and who have affiliated themselves to various international groups.

In fact, this existential debate does nothing more than transfer in the field of e-literature the highly disputed and far from settled issue in literary history concerning the claims that different national literatures lay on the work of bilingual authors – of those who at a certain moment and for various reasons changed both country and language. In other words, assuming that ‘x’ stands for a particular adjective of nationality, the general question runs like this: Is literature written by an x-author in a different language still x-literature? As the quoted example shows, the usual answer is negative.

The question that immediately follows opens to debate the relevance of this view in the case of e-literature, especially since even its standard definition treats language as secondary. (According to the definition offered by the Electronic Literature Organization, an electronic literary production is a ‘work with an important literary aspect that takes advantage of the capabilities and contexts provided by the stand-alone or networked computer’; K. Hayles, Electronic Literature, U of Notre Dame, 2008, 3). (more…)

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Augmented e-poetry at ELO_AI

June 29th, 2010 by Christine Wilks | 1 comment

Strange things can happen to the reader when printed matter unlocks digital delights!

ELO_AI Arts Program installations

ELO_AI Arts Program installations

In early June an international collection of e-literature was installed in a gallery setting in downtown Providence (Rhode Island, USA) for the Arts Program of the Electronic Literature Organization 2010 Conference (ELO_AI), including my own piece, Underbelly. There were many wonderful works presented but I’d like to pick out a few that made me think about transliteracy in particular: Requiem, Ethereal Landscapes and Between Page And Screen.

The creators of these works augment their digital art and e-poetry with print, employing a delightful topsy-turvy kind of transliteracy, whereby the printed matter becomes a device for reading the digital, rather than the usual way remediation goes when texts originated for print are digitized. Reading these works, you wonder, where is the poem, where is the story? The poem, the art is powerfully and clearly present, but you’re aware that it doesn’t exist in the computer and it doesn’t exist on the page – it’s between these realms, slipping and sliding along the virtuality continuum – or perhaps it’s the reader who is transliterately sliding around in mixed reality?

Requiem at ELO_AI

Requiem and printed marker

It’s an experience that simultaneously displaces and enchants the human reader. It slides you into a magical zone where somehow your corporeal reading equipment – eyes (and reading glasses) – have been substituted by a black & white graphic and a webcam or barcode reader. It’s only when, and if, you allow yourself to be transformed like this that the poetry appears for you.

Have a look at the works, see where they take you…

Requiem at ELO_AI

Viewing Requiem - the image appears

Requiem by Charles Fisher and Caitlin Fisher

“Requiem is an augmented reality poem in which digital imagery and sound is superimposed on a physical object — in this case the card with the black and white marker. Simply hold the marker up to the webcam to begin experiencing the piece.”

Requiem, which incorporates a poem written by her father, is part of a larger, more fragmented work by Caitlin Fisher “about collections, hoarding and the things we save when people die” called Cardamom of the Dead. Download and print out a marker.

Ethereal Landscape book

Pages from the Ethereal Landscape printed book

Ethereal Landscapes by Alexander Mouton and Christian Faur

Ethereal Landscapes is an interactive electronic installation that immerses a viewer into a photographic artists’ book and generative video and audio data-base which a viewer can interact with in real-time through scanning the bar codes on the pages of an accompanying book….

“The concept comes from our love of the immersive quality of books (which can be held), of sound (which surrounds you), and of video (which engages your sense of temporality through its movement).”

Ethereal Landscape

Reading Ethereal Landscape with a barcode reader

Between Page And Screen written by Amaranth Borsuk and programmed by Brad Bouse

“…is an augmented-reality chapbook. Like a digital pop-up book, you hold the words in your hands…

“The poems—a series of cryptic letters between two lovers, P and S—do not exist on either page or screen, but in an augmented reality only accessible to the reader who has both the physical object and the device necessary to read it.”

YouTube Preview Image

Watch the video or print out the preview marker and try it for yourself (you’ll need a webcam).

This article is crossposted from Transliteracy.com

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Noise!2010 @ Ontological-Hysteric Theater: Poetics of Media Communication

June 28th, 2010 by Judd Morrissey | 1 comment

I had the privilege, with collaborator Mark Jeffery, of participating in the exceedingly rich and diverse marathon-style event Noise!2010 at the Ontological-Hysteric Theater in NYC on June 26. I am including here a link to Danny Snelson’s beautifully documented introduction to the poetry component that he curated. In his post on apasic-letters.com, Snelson conceptually situates poetry within media communication theory as STN ratio, rat/parasite in the house of noise.

http://aphasic-letters.com/noise/

Noise! 2010 is a one-day, marathon event, featuring a staggering array of artists and works including performance, sound, moving image, language, and culinary craft.

This year, curators Caspar Stracke, Danny Snelson, and Tianna Kennedy contribute an exciting and expansive approach to the event’s theme—mapping signal innovation, distortion, and destruction from the historical avant-garde to contemporary media art practitioners.

Noise! 2010 will mark the conclusion of free103point9′s organizational residence at the Ontological; join us on Saturday, June 26 to celebrate what has been an extraordinary partnership since 2006. Noise! 2010 is presented in association with the Ontological-Hysteric Incubator.

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Haunts: Place, Play, and Trauma

June 25th, 2010 by Mark Sample | 0

["Haunts: Place, Play, and Trauma" originally appeared at samplereality.com. Because it deals with new media and storytelling, it seems appropriate to share with the netpoetic community.]

Foursquare and its brethren (Gowalla, Brightkite, Loopt, and so on) are the latest social media darlings, but honestly, are they really all that useful? Sharing your location with your friends is not very compelling when you spend your life in the same four places (home, office, classroom, coffee shop). Are these apps really even fun? Does becoming the Mayor of a Shell filling station or earning the Crunked badge for checking into four different airport terminals on the same night* count as fun? I hope not. In truth, making fun of Foursquare is more fun than actually using Foursquare.

*The Crunked badge is for checking into four separate locations during a single evening. They don’t all have to be airport terminals. That’s just my own quirk.

Aside from the free chips I got for checking into a California Tortilla, the only redeeming value of these geolocation apps is that they offer the slightest glimmer—a glimmer!—of creative and pedagogical use. While some of the benefits of geolocation have been immediately seized upon by museums and historians—think of the partnership between Foursquare and the History Channel—very few people have considered using geolocation in a literary context. Even less attention has been paid to the ways geolocation can foster critical and creative thinking. So I’ve been pondering re-purposing Foursquare and its ilk in ways unintended and unforeseen by their creators.

Following Rob MacDougall’s call for playful historical thinking, I’ve been imagining what you could call playful geographic thinking. Let’s turn locative media from gimmicky Entertainment coupon books and glorified historical guidebooks into platforms for renegotiating space and telling stories.

Let’s turn them into something that truly resembles play. And here I’ll use  Eric Zimmerman and Katie Salen’s concept of play: free movement within a more rigid structure.

In this case, that rigid structure comes from the core mechanics of the different geolocation apps: checking in and tagging specific places with tips or comments. What’s supposed to happen is that users check in to bars or restaurants and then post tips on the best drinks or bargains. But what can happen, given the free movement within this structure, is that users can define their own places and add tips that range from lewd to absurd.

This is exactly what Dean Terry is doing. Along with his colleagues and students at the Emerging Media and Communication program at the University of Texas at Dallas, Dean has been renaming spaces and making his own places. Even better, Dean and his group at the MobileLab at UT Dallas are not only testing the limits of existing geolocation apps, they’re building one of their own.

I’m not designing my own app, but I am playing with the commercial apps. And again, by playing, I mean moving freely within a larger, more constrained structure. For instance, within my dully named campus office building, Robinson A, I’ve created my own space, The Office of Incandescent Light and Industrial Runoff. Which is pretty much how I think of my office. And I’m mayor there, thank you very much.

Likewise, when I’m home, I often check into the Treehouse of Sighs. I have an actual treehouse there, but the Treehouse of Sighs is not that one. The Treehouse of Sighs exists only in my mind. It’s a metaphysical Hotel California. You can check in any time you like, but you can never be there.

Just as evocative as creating your own space is tagging existing spaces with virtual graffiti, which you can use to create a counter-factual history of a place. Anyone who checks into the Starbucks on my campus can see my advice regarding the fireplace there. Also on GMU’s campus, I’ve uncovered Fenwick Library’s dirty little secret. And sometimes I leave surrealist tips in public places, like this epigram in yet another airport terminal:

All of this play has led me to think about using geolocative media with my students. Next spring I’m teaching an undergraduate class called “Textual Media,” a vague title that I’ve taken to describing as post-print fiction. My initial idea for using Foursquare was to have students add new venues to the app’s database, with the stipulation that these new venues be Foucauldian “Other Spaces”—parking decks, overpasses, bus depots, etc.—that stand in sharp contrast to the officially sanctioned places on Foursquare (coffee shops, restaurants, bars, etc.). One of the points I’d like to make is that much of our lives are actually spent in these nether-places that are neither here nor there. Tracking our movements in these unglamorous but not unimportant unplaces could be a revelation to my students. It might actually be one of the best uses of geolocation—to defamiliarize our daily surroundings.

I recently participated in a geolocation session at THATCamp that helped me refine some of these ideas. We had about fifteen historians, librarians, archivists, literary scholars, and other humanists at the session. We broke off into groups, with the mission of hacking existing geolocation apps for teaching or learning. I worked with  Christa Willaford and  Christina Jenkins, and as befits brainstorming about space, we left the windowless room, left the building entirely, and stood out near a small field (that’s not even on the  outdated satellite image of the place) and came up with the idea we called Haunts.

Haunts is about the secret stories of spaces.

Haunts is about locative trauma.

Haunts is about the production of what Foucault calls “heterotopias”—a single real place in which incompatible counter-sites are layered upon or juxtaposed against one another.

The general idea behind Haunts is this: students work in teams, visiting various public places and tagging them with fragments of either a real life-inspired or fictional trauma story. Each team will work from an overarching traumatic narrative that they’ve created, but because the place-based tips are limited to text-message-sized bits, the story will emerge only in glimpses and traces, across a series of spaces.

Emerge for whom? For the other teams in the class. But also for random strangers using the apps, who have no idea that they’ve stumbled upon a fictional world augmenting the real one. A fictional world haunting the real one.

There are several twists that make Haunts more than simple place-based creative writing. For starters, most fiction doesn’t require any kind of breadcrumb trail more complicated than sequential page numbers. In Haunts, however, students will need to create clues to act as what Marc Ruppel calls migratory cues—nudging participants from one locale to the next, from one medium to the next. These cues might be suggestive references left in a tip, or perhaps obliquely embedded in a photograph taken at the check-in point. (Most geolocation apps allow photographs to be associated with a place; Foursquare is a holdout in this regard, though third-party services like picplz offer a work-around.)

Another twist subverts the tendency of geolocation apps to reward repeat visits to a single locale. Check in enough times at your coffee shop with Foursquare and you become “mayor” of the place. Haunts disincentivizes multiple visits. Check in too many times at the same place and you become a “ghost.” No longer among the living, you are stuck in a single place, barred from leaving tips anywhere else. Like a ghost, you haunt that space for the rest of the game. It’s a fate players would probably want to avoid, yet players will nonetheless be compelled to revisit destinations, in order to fill in narrative gaps as either writers or readers.

The final twist is that Haunts does not rely only upon Foursquare. All of the geolocative apps have the same core functionality. This means that one team can use Foursquare, while another team uses Gowalla, and yet another Brightkite. Each team will weave parallel yet diverging stories across the same series of spaces. Each Haunt hosts a number of haunts. The narrative and geographic path of a single team’s story should alone be engaging enough to follow, but even more promising is a kind of cross-pollination between haunts, in which each team builds upon one or two shared narrative events, exquisite corpse style. Imagine the same traumatic kernel, being told again and again, from different points of views. Different narrative and geographic points of views. Eventually these multiple paths could be aggregated onto a master narrative—or more likely, a master database—so that Haunts could be seen (if not experienced) in its totality.

There is still much to figure out with Haunts. But I find the project compelling, and even necessary. The endeavor turns a consumer-based model of mobile computing into an authorship-based model. It is a uniquely collaborative activity, but also one that invites individual introspection. It imagines trauma as both private and public, deeply personal yet situated within shared semiotic domains. It operates at the intersection between game and story, between reading and writing, between the real and the virtual. And it might finally make geolocation worth paying attention to.

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London Churches, Part 3

June 18th, 2010 by picot | 2 comments

St Botolph

“Inside, it’s suddenly evening, suddenly quiet. Almost subterranean. Little glowing lights, opulent gloom. Big smooth pillars. Grey daylight gleaming weakly in the windows, seemingly a long way off, as if the outside world has gone faint and distant. The way it does when you’re lying in hospital, wondering if you’ll ever get back there. Like my Dad last year, that evening on the ward, my last visit.”

The third part of a hyperfiction based on visits to churches in the City of London. Part 3 takes in the following:

St Helen’s
St Andrew Undershaft
St Ethelberga
St Botolph without Bishopsgate

To view the London Churches project, go to www.londonchurches.org .

- Edward Picot

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Netartery

June 15th, 2010 by Jim Andrews | 0

Inspired by Netpoetic, I recently started up a group blog called Netartery. Which looks a bit like an earlier project of mine called Webartery.

There are only a few posts, so far, to Netartery. They’re by Gregory Whitehead, Andy Campbell, Jhave Johnston, and myself. Currently 13 people have agreed to post at least 6 times per year. That number will probably increase and decrease and, hopefully, balance out to something steady in terms of semi-regular posts.

Netartery is like netpoetic in that the reader and writership will consist probably primarily of writers. But the focus is not so much on ‘electronic writing’ as a more general ‘writers gone wrong’ approach. Gregory Whitehead, for instance, is an audio writer. I’ve been following his work since the 80′s and regard him as the best literary audio artist I’ve encountered.

Jhave Johnston and Andy Campbell are also involved. Jhave Johnston is a Montréal-based poet-programmer who is producing some of  the strongest contemporary poetic net art. And Andy Campbell has been producing digital fiction since the early nineties and continues with his truly outstanding project dreamingmethods.com . The other people involved (who haven’t posted yet) are Chris Joseph, Christina Ljungberg, Christine Wilks, Jason Quackenbush, Kedrick James, Leonardo Flores, Marcus Bastos, Michael Harold, and Regina Célia Pinto.

Netartery is primarily a place to post about one’s new work and new work of interest to the group and its readership, and about related issues. New work, interesting ideas, events, and so on. The people posting to Netartery are media writers and scholars of media writing. They are ‘writers gone wrong’ in this sense. They might write books, but they are also involved in other forms of artistic writing. These can be vispoetic or performative, programmerly, audio-oriented, and what not.

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Short Films from ELO_AI

June 13th, 2010 by Scott Rettberg | 1 comment

During the ELO-AI conference, David (jhave) Johnston shot a couple of wonderful little short films of people responding quickly to the question “What inspired you to get involved with electronic literature?” The results: 51 Keywords (33 seconds) and 51 Responses (18:25).

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RC_AI

June 10th, 2010 by Judd Morrissey | 0

http://www.faulttacticalnetwork.org/rcai

It was only after I began working with Robert Coover in the Brown Literary Arts program in 1998 that I remembered my father commenting years earlier on Coover’s book Pinocchio in Venice; as a foremost Scholar of the Pinocchio story and its appearances throughout history in literature and media, he was impressed with Coover’s handling of the archive.  My father went on to write about Coover’s treatment in a co-authored book, Pinocchio Goes Postmodern: Perils of a Puppet in the United States.

RC_AI consists of texts composed by myself and Dr. Thomas J. Morrissey, my father, along with several generative algorithms and loose grammars in collaboration with a substantial portion of Robert Coover’s Pinocchio in Venice. The panoramic text is a printed array (approximately 380,000 pixels long – or 422 feet) of variable content generated by parsing through approximately 1/2 of Coover’s novel using the author’s name as a search string.

RC_AI was created specifically for ELO_AI: Archive and Innovate the Electronic Literature Organization conference and arts program. The overall event was in part a celebration of Robert Coover who will soon retire from teaching. RC_AI was performed in the auditorium of List Art Center at Brown University with my father on June 4, 2010.

The piece was performed in a session with another performance-based piece using generative content by Scott Rettberg & Rob Wittig (see Scott’s recent Robert Coover Infinite Lit Crit) and further Coover-specific responses from Roxanne Carter and Joe Tabbi.

For RC_AI, I utilized tesseract, an open-source tool for optical character recognition, and then created a system for text processing using python’s natural language toolkit. As this is my first experiment with both tools, the implementation is basic: the former accounts for bad spelling, the latter for poor grammar (as though the puppet sold his schoolbooks for a tree of ass ears).

RC_AI is currently an occasional work, perhaps a work-in-progress for a later time.

Tested in firefox 3.5x & 3.6x, Safari 4x & Chrome 5.0x. Once panorama loads, click on spine title to begin & work will run automatically for 7-9 minutes.

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