Exploratory Programming for the Arts and Humanities
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XS, S, M, L: Creative Text Generators of Different Scales
XS, S, M, L Creative Text Generators of Different Scales Nick Montfort January 2012 TROPE–12–02 Abstract Creative text generation projects of different sizes (in terms of lines of code and length of development time) are described. “Extra-small,” “small,” “medium,” and “large” projects are discussed as participating in the practice of creative computing differently. Different ways in which these projects have circulated and are being used in the community of practice are identified. While large-scale projects have clearly been important in advancing creative text generation, the argument presented here is that the other types of projects are also valuable and that they are undervalued (particularly in computer science and strongly related fields) by current structures of higher education and academic communication – structures which could be changed. A technical report from © 2012 Nick Montfort The Trope Tank This work is licensed under the Creative Commons Massachusetts Institute of Technology Attribution-ShareAlike 3.0 Unported License. 77 Massachusetts Ave, 14N-233 To view a copy of this license, visit: http://creativecommons.org/licenses/by-sa/3.0/ Cambridge, MA 02139 USA or send a letter to Creative Commons, 444 Castro Street, http://trope-tank.mit.edu Suite 900, Mountain View, California, 94041, USA. 2 Introduction In S, M, L, XL, Rem Koolhaus discusses his realized and unrealized architectural projects, organizing them by scale. At 1376 pages, this book, designed by Bruce Mau, is itself certainly extra-large. S, M, L, XL is widely used for interior decorating purposes; its formidable thickness can be shown off on a shelf to good effect. -
Thesis Final8
REFRAMING INTERACTIVE DIGITAL NARRATIVE: TOWARD AN INCLUSIVE OPEN-ENDED ITERATIVE PROCESS FOR RESEARCH AND PRACTICE A Dissertation Presented to The Academic Faculty By Hartmut Koenitz In Partial Fulfillment Of the Requirements for the Degree Doctor of Philosophy in Digital Media Georgia Institute of Technology August, 2010 Copyright © Hartmut Andreas Koenitz 2010 Reframing Interactive Digital Narrative: Toward An Inclusive Open-Ended Iterative Process For Research And Practice Approved by: Dr. Janet Murray, Advisor Dr. Kenneth Knoespel School of Literature, Communication Ivan Allen College and Culture Georgia Institute of Technology Georgia Institute of Technology Dr. Mads Haahr Dr. Jay Bolter Department of Computer Science School of Literature, Communication Trinity College Dublin and Culture Georgia Institute of Technology Date Approved: June 30, 2010 Dr. Celia Pearce School of Literature, Communication and Culture Georgia Institute of Technology It is a waste of energy and resources to make applications that merely imitate media that exist in other forms, such as print, television, and film. Pamela Jennings, 1996 To my Parents ACKNOWLEDGEMENTS First and foremost I want to acknowledge the help, dedication and commitment of my advisor Janet Murray. Her relentless criticism and simultaneous encouragement sharpened both my wit and the focus of my arguments. Jay Bolter gave me the courage to start this project and provided not only lucid intellectual advice, but also a shoulder to lean on and a voice of sanity in the darkest hours of this thesis. Celia Pearce gave me a new appreciation of games and encouraged me to include installation pieces I would have otherwise overlooked. Kenneth Knoespel always took my mind to exciting and unforeseen places and made me think outside the box. -
The Open Source Way 2.0
THE OPEN SOURCE WAY 2.0 Contributors Version 2.0, 2020-12-16: This release contains opinions Table of Contents Presenting the Open Source Way . 2 The Shape of Things (I.e., Assumptions We Are Making) . 2 Structure of This Guide. 4 A Community of Practice Always Rebuilding Itself . 5 Getting Started. 6 Community 101: Understanding, Joining, or Forming a New Community . 6 New Project Checklist . 14 Creating an Open Source Product Strategy . 16 Attracting Users . 19 Communication Norms in Open Source Software Projects . 20 To Build Diverse Open Source Communities, Make Them Inclusive First . 36 Guiding Participants . 48 Why Do People Participate in Open Source Communities?. 48 Growing Contributors . 52 From Users to Contributors. 52 What Is a Contribution? . 58 Essentials of Building a Community . 59 Onboarding . 66 Creating a Culture of Mentorship . 71 Project and Community Governance . 78 Community Roles . 97 Community Manager Self-Care . 103 Measuring Success . 122 Defining Healthy Communities . 123 Understanding Community Metrics . 136 Announcing Software Releases . 144 Contributors . 148 Chapters writers. 148 Project teams. 149 This guidebook is available in HTML single page and PDF. Bugs (mistakes, comments, etc.) with this release may be filed as an issue in our repo on GitHub. You are also welcome to bring it as a discussion to our forum/mailing list. 1 Presenting the Open Source Way An English idiom says, "There is a method to my madness."[1] Most of the time, the things we do make absolutely no sense to outside observers. Out of context, they look like sheer madness. But for those inside that messiness—inside that whirlwind of activity—there’s a certain regularity, a certain predictability, and a certain motive. -
Part I: Julia for Matlab Users
Julia Part I Julia for Matlab Users Prof. Matthew Roughan [email protected] http://www.maths.adelaide.edu.au/matthew.roughan/ UoA Oct 31, 2017 M.Roughan (UoA) Julia Part I Oct 31, 2017 1 / 33 I write to find out what I think about something. Neil Gaiman, The View From the Cheap Seats M.Roughan (UoA) Julia Part I Oct 31, 2017 2 / 33 Section 1 Get Started M.Roughan (UoA) Julia Part I Oct 31, 2017 3 / 33 The reason I feel like we can do this is because (I hope) you all know some Matlab, and Julia is syntactically and operationally very much like Matlab I syntax is very similar 1 I REPL is similar F tab completion, and up arrows work F ? = help F ; = shell escape to OS I JIT compiler I Use cases are similar 1REPL = Read-Evaluate-Print Loop; old-school name is the shell, or CLI. M.Roughan (UoA) Julia Part I Oct 31, 2017 4 / 33 So have a go You should have installed Julia before the workshop Start it up I start up varies depending on IDE, and OS I I am using simplest case (for me): the CLI, on a Mac I it’s all very Unix-y Type some calculations a = 3 b = a + 2 c = a + bˆ2 Create a script, e.g., “test.jl”, and “include” it include("test.jl") I its a little more cumbersome than Matlab M.Roughan (UoA) Julia Part I Oct 31, 2017 5 / 33 Section 2 Julia Isn’t Matlab (or Octave) M.Roughan (UoA) Julia Part I Oct 31, 2017 6 / 33 Julia may look a lot like Matlab but under the hood its very different and there are a lot of changes that affect you otherwise why would we bother? M.Roughan (UoA) Julia Part I Oct 31, 2017 7 / 33 Why Julia? Big -
Exploratory Data Science Using a Literate Programming Tool Mary Beth Kery1 Marissa Radensky2 Mahima Arya1 Bonnie E
The Story in the Notebook: Exploratory Data Science using a Literate Programming Tool Mary Beth Kery1 Marissa Radensky2 Mahima Arya1 Bonnie E. John3 Brad A. Myers1 1Human-Computer Interaction Institute 2Amherst College 3Bloomberg L. P. Carnegie Mellon University Amherst, MA New York City, NY Pittsburgh, PA [email protected] [email protected] mkery, mahimaa, bam @cs.cmu.edu ABSTRACT engineers, many of whom never receive formal training in Literate programming tools are used by millions of software engineering [30]. programmers today, and are intended to facilitate presenting data analyses in the form of a narrative. We interviewed 21 As even more technical novices engage with code and data data scientists to study coding behaviors in a literate manipulations, it is key to have end-user programming programming environment and how data scientists kept track tools that address barriers to doing effective data science. For of variants they explored. For participants who tried to keep instance, programming with data often requires heavy a detailed history of their experimentation, both informal and exploration with different ways to manipulate the data formal versioning attempts led to problems, such as reduced [14,23]. Currently even experts struggle to keep track of the notebook readability. During iteration, participants actively experimentation they do, leading to lost work, confusion curated their notebooks into narratives, although primarily over how a result was achieved, and difficulties effectively through cell structure rather than markdown explanations. ideating [11]. Literate programming has recently arisen as a Next, we surveyed 45 data scientists and asked them to promising direction to address some of these problems [17]. -
Java Makes Scripting Languages Irrelevant?
tools of the trade Editor: Diomidis Spinellis ■ Athens University of Economics and Business ■ [email protected] Java Makes Scripting Languages Irrelevant? Diomidis Spinellis Simplicity does not precede complexity, but follows it. — Alan J. Perlis n computing, we often solve a complex came up with Application Basic as its general- problem by adding another level of indi- purpose scripting language for all its office pro- rection. For example, in Unix file systems, ductivity applications. an index node, or inode, data structure lets Those early developments acquainted pro- I the operating system allocate files concur- grammers with the notion of customizing ap- rently and sparsely while still providing an plications through scripting and opened the efficient random-access capability. When we road for powerful, general-purpose scripting want to customize large, complex systems or languages such as Perl, Python, and Ruby (see express fluid, rapidly changing John Ousterhout’s article, “Scripting: Higher- requirements, we frequently Level Programming for the 21st Century,” in add a scripting layer on top of Computer’s March 1998 issue). Scripting lan- the corresponding system. Back guages glued to applications serve an impor- in 1962 to 1963, Dan Murphy tant purpose: they greatly ease the application’s did this when he developed his configuration and customization and support TECO (text editor and correc- end-user programming by offering a safe and tor) editor on the Digital Equip- friendly development environment. Gone are ment Corp.’s PDP-1; its com- the intricacies of C’s memory management, the mand language also doubled as convoluted string manipulation, and the com- an arcane (to put it politely) plexity of the application’s internal data struc- macro language. -
Data-Driven Tool Construction in Exploratory Programming Environments
Data-driven Tool Construction in Exploratory Programming Environments by Marcel Taeumel A thesis submitted to the Digital Engineering Faculty University of Potsdam in partial fulfllment of the requirements for the degree of Doctor Rerum Naturalium (Dr. rer. nat.) Advisor Prof. Dr. Robert Hirschfeld Software Architecture Group Hasso Plattner Institute University of Potsdam, Germany February 2, 2020 This work is licensed under a Creative Commons License: Attribution – NonCommercial – NoDerivatives 4.0 International. This does not apply to quoted content from other authors. To view a copy of this license visit https://creativecommons.org/licenses/by-nc-nd/4.0/ Published online at the Institutional Repository of the University of Potsdam: https://doi.org/10.25932/publishup-44428 https://nbn-resolving.org/urn:nbn:de:kobv:517-opus4-444289 Abstract This work presents a new design for programming environments that promote the exploration of domain-specifc software artifacts and the construction of graphical tools for such program comprehension tasks. In complex software projects, tool building is essential because domain- or task-specifc tools can support decision making by representing concerns concisely with low cognitive efort. In contrast, generic tools can only support anticipated scenarios, which usually align with programming language concepts or well-known project domains. However, the creation and modifcation of interactive tools is expensive because the glue that connects data to graphics is hard to fnd, change, and test. Even if valuable data is available in a common format and even if promising visualizations could be populated, programmers have to invest many resources to make changes in the programming environment. -
The Theory and Craft of Digital Preservation Manuscript Submitted to Johns Hopkins University Press By: Trevor Owens June, 2017 2
1 The Theory and Craft of Digital Preservation Manuscript Submitted to Johns Hopkins University Press By: Trevor Owens June, 2017 2 Table of Contents Acknowledgements 3 1. Beyond Digital Hype and Digital Anxiety 5 2. Artifact, Information, or Folklore: Preservation’s Divergent Lineages 11 3. Understanding Digital Objects 26 4. Challenges & Opportunities of Digital Preservation 39 5. The Craft of Digital Preservation 50 6. Preservation Intent & Collection Development 56 7. Managing Copies and Formats 70 8. Arranging and Describing Digital Objects 85 9. Enabling Multimodal Access and Use 104 10. Conclusions: Tools for Looking Forward 122 Bibliography 131 3 Acknowledgements I spent a year working on this book, but it represents the culmination of about a decade of trying to make my own sense of digital preservation. As such, I have a lot of people to acknowledge. The strengths of this book come from the international digital preservation community I’ve been welcomed into. Its’ weaknesses are my own. I first learned about digital preservation in my time at the Roy Rosenzweig Center for History and New Media. Before he passed away, Roy made an extensive and lasting impression those of us lucky enough to work for him. My constant hope is that the compassion, dedication, and pragmatism Roy brought into every day of his work at the Center comes through in my own. My understanding and appreciation for issues in digital history and digital preservation were sparked by four years of discussion and collaboration with colleges there; Dan Cohen, Josh Greenberg, Sean Takats, Tom Scheinfeldt, Sharon Leon, Sheila Brennan, Dave Lester, Jeremy Boggs, Jim Safley, Kari Kraus, Connie Moon Sehat, Miles Kelly, Mindy Lawrence, Jon Lesser, Kris Kelly, Ken Albers, Faolan Cheslack-Postava, John Flatness, Dan Stillman, and Christopher Hamner. -
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title The Stabilization, Exploration, and Expression of Computer Game History Permalink https://escholarship.org/uc/item/4rn402db Author Kaltman, Eric Publication Date 2017 License https://creativecommons.org/licenses/by-nd/4.0/ 4.0 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ THE STABILIZATION, EXPLORATION, AND EXPRESSION OF COMPUTER GAME HISTORY A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Eric Kaltman September 2017 The Dissertation of Eric Kaltman is approved: Noah Wardrip-Fruin, Chair Michael Mateas Henry Lowood Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Eric Kaltman 2017 Table of Contents List of Figures vi List of Tables viii Abstract ix Dedication xi Acknowledgments xii 1 Introduction 1 1.1 On the history of technology . .4 1.2 On the history of software . 10 1.3 On the history of computer games in the history of software in the history of technology . 12 1.4 On preservation . 13 1.5 On knowledge accumulation, exploration and expression in the his- tory of technology . 15 1.6 On an intermediary perspective for the history of games as software 20 1.7 Stabilization . 25 1.8 Exploration . 27 1.9 Expression . 29 2 Appraisal 31 2.1 Compiling the Record . 31 2.2 Appraisal . 33 2.2.1 Related Work . 38 2.3 Prom Week .............................. 41 2.3.1 Choice of Prom Week ..................... 42 2.3.2 Process . -
Exploration and Explanation in Computational Notebooks Adam Rule, Aurélien Tabard, James Hollan
Exploration and Explanation in Computational Notebooks Adam Rule, Aurélien Tabard, James Hollan To cite this version: Adam Rule, Aurélien Tabard, James Hollan. Exploration and Explanation in Computational Note- books. ACM CHI Conference on Human Factors in Computing Systems, Apr 2018, Montréal, Canada. pp.1-12, 10.1145/3173574.3173606. hal-01676633 HAL Id: hal-01676633 https://hal.archives-ouvertes.fr/hal-01676633 Submitted on 5 Jan 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Exploration and Explanation in Computational Notebooks Adam Rule Aurélien Tabard James D. Hollan Design Lab, UC San Diego Univ Lyon, CNRS, Design Lab, UC San Diego La Jolla, CA Université Lyon 1, LIRIS, UMR5205, La Jolla, CA [email protected] F-69622, Villeurbanne, France [email protected] [email protected] tion. Analysts struggle to track which of the many versions ABSTRACT Computational notebooks combine code, visualizations, and of their code produced a particular result [11, 17]. Explora- text in a single document. Researchers, data analysts, and tion often leads to dead-ends, prompting analysts to view even journalists are rapidly adopting this new medium. We code as being “throw-away” and see little point in annotat- present three studies of how they are using notebooks to ing it [17]. -
Exploratory Programming of Distributed Augmented Environments
Exploratory Programming of Distributed Augmented Environments Blair MacIntyre Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Graduate School of Arts and Sciences COLUMBIA UNIVERSITY 1999 © 1999 Blair MacIntyre All Rights Reserved Abstract Exploratory Programming of Distributed Augmented Environments Blair MacIntyre Augmented reality is a form of virtual reality that uses see-through displays to enhance the world with computer-generated material. When combined with more traditional displays, a powerful augmented environment emerges in which two and three dimensional informa- tion can be presented to a user simultaneously on a combination of displays. Prototyping these environments is challenging both because they are highly distributed, interactive sys- tems, and because of the exploratory nature of building systems for new interaction para- digms. We have developed a testbed for exploratory programming of distributed augmented envi- ronments, called Coterie. A single programming model is used for both single and multi- process programs by building applications as groups of threads communicating via shared objects. The distributed programming model is distributed object memory (DOM), an object-based approach to distributed shared memory. Coterie’s DOM presents the pro- grammer with both client-server and replicated distributed objects. Both interpreted (Repo) and compiled (Modula-3) languages present the application pro- grammer with similar DOM programming models. Modula-3’s replicated objects are implemented using Shared Objects, an object replication package that is tightly integrated with the Modula-3 object system and designed to be flexible and easy-to-use. Repo is implemented using the Shared Object package, and presents the programmer with an interpreted language that supports both client-server and replicated objects uniformly across its entire type system. -
Grab My Resumé and Hire Me Already
JESSE PROULX [email protected] San Francisco CA, 94132 +1 (510) 400‐7928 OBJECTIVE Fuse new web technologies with existing web standards & practices to create compelling online and mobile experiences. QUALIFICATIONS I have 15 years of experience working with new websites and online services, including: Programming: Node.js, PHP, Perl, Python, Ruby, Bash Web Scripting: Javascript, ActionScript, Ecmascript, JScript Javascript Frameworks: jQuery, Backbone.js, Underscore.js, Ember, Express, Connect, Prototype Web Technologies: HTML, CSS, AJAX, WebSockets, JSON Server Administration: nginx, HAProxy, Apache, Tomcat, Squid, LightHTTPd Operating systems: Mac OS X, Linux (Debian/Ubuntu/CentOS/RHEL), Microsoft Windows Software: Photoshop, Illustrator, Flash, Office, Excel EXPERIENCE Amazon Music Software Developer Contractor 2014 Upgraded Music Store Application behavior and visuals for 7th generation of Kindle hardware Created interstitial upsell experience for Amazon Prime membership on all Android devices Designed and implemented full screen advertising campaigns for various mobile devices (Kindle, Android, iOS) Updated Music Store Application for Amazon Prime eligible members in foreign markets Performed ongoing technical maintenance of Music Store Application for Amazon Fire Phones Fox Sports Digital Software Engineer 2013 – 2014 Architected and engineered Fox Sport's Super Bowl Fan Vote standalone web application Created a custom log analysis and metrics generation web service Created custom widgets for existing CQ5 CMS in Java Engineered