THE BRITISH LIBRARY

Digital scholarship blog

50 posts categorized "Literature"

03 October 2019

BL Labs Symposium (2019): Book your place for Mon 11-Nov-2019

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Posted by Mahendra Mahey, Manager of BL Labs

The BL Labs team are pleased to announce that the seventh annual British Library Labs Symposium will be held on Monday 11 November 2019, from 9:30 - 17:00* (see note below) in the British Library Knowledge Centre, St Pancras. The event is FREE, and you must book a ticket in advance to reserve your place. Last year's event was the largest we have ever held, so please don't miss out and book early!

*Please note, that directly after the Symposium, we have teamed up with an interactive/immersive theatre company called 'Uninvited Guests' for a specially organised early evening event for Symposium attendees (the full cost is £13 with some concessions available). Read more at the bottom of this posting!

The Symposium showcases innovative and inspiring projects which have used the British Library’s digital content. Last year's Award winner's drew attention to artistic, research, teaching & learning, and commercial activities that used our digital collections.

The annual event provides a platform for the development of ideas and projects, facilitating collaboration, networking and debate in the Digital Scholarship field as well as being a focus on the creative reuse of the British Library's and other organisations' digital collections and data in many other sectors. Read what groups of Master's Library and Information Science students from City University London (#CityLIS) said about the Symposium last year.

We are very proud to announce that this year's keynote will be delivered by scientist Armand Leroi, Professor of Evolutionary Biology at Imperial College, London.

Armand Leroi
Professor Armand Leroi from Imperial College
will be giving the keynote at this year's BL Labs Symposium (2019)

Professor Armand Leroi is an author, broadcaster and evolutionary biologist.

He has written and presented several documentary series on Channel 4 and BBC Four. His latest documentary was The Secret Science of Pop for BBC Four (2017) presenting the results of the analysis of over 17,000 western pop music from 1960 to 2010 from the US Bill Board top 100 charts together with colleagues from Queen Mary University, with further work published by through the Royal Society. Armand has a special interest in how we can apply techniques from evolutionary biology to ask important questions about culture, humanities and what is unique about us as humans.

Previously, Armand presented Human Mutants, a three-part documentary series about human deformity for Channel 4 and as an award winning book, Mutants: On Genetic Variety and Human Body. He also wrote and presented a two part series What Makes Us Human also for Channel 4. On BBC Four Armand presented the documentaries What Darwin Didn't Know and Aristotle's Lagoon also releasing the book, The Lagoon: How Aristotle Invented Science looking at Aristotle's impact on Science as we know it today.

Armands' keynote will reflect on his interest and experience in applying techniques he has used over many years from evolutionary biology such as bioinformatics, data-mining and machine learning to ask meaningful 'big' questions about culture, humanities and what makes us human.

The title of his talk will be 'The New Science of Culture'. Armand will follow in the footsteps of previous prestigious BL Labs keynote speakers: Dan Pett (2018); Josie Fraser (2017); Melissa Terras (2016); David De Roure and George Oates (2015); Tim Hitchcock (2014); Bill Thompson and Andrew Prescott in 2013.

The symposium will be introduced by the British Library's new Chief Librarian Liz Jolly. The day will include an update and exciting news from Mahendra Mahey (BL Labs Manager at the British Library) about the work of BL Labs highlighting innovative collaborations BL Labs has been working on including how it is working with Labs around the world to share experiences and knowledge, lessons learned . There will be news from the Digital Scholarship team about the exciting projects they have been working on such as Living with Machines and other initiatives together with a special insight from the British Library’s Digital Preservation team into how they attempt to preserve our digital collections and data for future generations.

Throughout the day, there will be several announcements and presentations showcasing work from nominated projects for the BL Labs Awards 2019, which were recognised last year for work that used the British Library’s digital content in Artistic, Research, Educational and commercial activities.

There will also be a chance to find out who has been nominated and recognised for the British Library Staff Award 2019 which highlights the work of an outstanding individual (or team) at the British Library who has worked creatively and originally with the British Library's digital collections and data (nominations close midday 5 November 2019).

As is our tradition, the Symposium will have plenty of opportunities for networking throughout the day, culminating in a reception for delegates and British Library staff to mingle and chat over a drink and nibbles.

Finally, we have teamed up with the interactive/immersive theatre company 'Uninvited Guests' who will give a specially organised performance for BL Labs Symposium attendees, directly after the symposium. This participatory performance will take the audience on a journey through a world that is on the cusp of a technological disaster. Our period of history could vanish forever from human memory because digital information will be wiped out for good. How can we leave a trace of our existence to those born later? Don't miss out on a chance to book on this unique event at 5pm specially organised to coincide with the end of the BL Labs Symposium. For more information, and for booking (spaces are limited), please visit here (the full cost is £13 with some concessions available). Please note, if you are unfortunate in not being able to join the 5pm show, there will be another performance at 1945 the same evening (book here for that one).

So don't forget to book your place for the Symposium today as we predict it will be another full house again and we don't want you to miss out.

We look forward to seeing new faces and meeting old friends again!

For any further information, please contact labs@bl.uk

28 June 2019

Digital Conversations: Celebrating Ten Years of the New Media Writing Prize

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As part of our Digital Conversations series and the season of events accompanying the Library's Writing: Making Your Mark exhibition; we invite you to join us for an evening discussing the future of the ‘written’ word.  In partnership with Bournemouth University, if:book uk, and sponsored by the Eccles Centre for American Studies at the British Library; we are celebrating ten years of the New Media Writing Prize, by hosting a panel event on Thursday 18 July, 18:30 - 20:30, in the British Library Knowledge Centre. To book a ticket go here.

The New Media Writing Prize (NMWP) is an international award, which showcases exciting and inventive, interactive stories and poetry that integrate a variety of formats, platforms, and digital media. 

NMWP logo

On the 18th July, we will have an fascinating discussion featuring previous prize winners and innovative writers from around the world. This event will be chaired by NMWP co-founder and organiser Jim Pope from Bournemouth University, and speaking on the panel will be:

  • Andy Campbell, Digital Director at the One to One Development Trust and the founder/lead author of Dreaming Methods, One to One’s award-winning in-house Virtual Reality, digital storytelling and games development studio. Andy has been a NMWP judge since the prize was launched in 2010, has witnessed innovations and developments in digital publishing and has predictions for what may come next.
Digital Fiction Curios Exterior
Digital Fiction Curios is a unique digital archive of early electronic literature designed in the style of a ‘curiosity shop’, by Andy Campbell and Judi Alston
  • Amira Hanafi is a writer and artist based in Cairo. Her work ‘A Dictionary of the Revolution’, an experiment in polyvocal storytelling, won the New Media Writing Prize in 2018. In 2014, she initiated conversations around keywords used to talk about the 2011 Egyptian uprising and its aftermath with nearly 200 people. The project was published as a website using data visualization to allow readers to navigate through 125 texts that are woven from transcription of this speech.
A Dictionary of the Revolution
A Dictionary of the Revolution, by Amira Hanafi
  • Kayt Lackie, winner of the 2018 NMWP Dot Award for The VESSEL Project in Northern Ontario, Canada. This is an alternate reality game set in a fictionalised version of Elliot Lake. A weekend-long festival where the town of Elliot Lake becomes the setting of a real-world ‘video game’ – where players, as themselves, solve puzzles/gather clues/overcome challenges while experiencing a story created and performed by community participants.
Photo of ephemra box
The Ephemera Box Storytelling Installation from the The Vessel Project
  • Christine Wilks, a digital writer, artist and developer of interactive narratives and playable media. Her digital fiction, 'Underbelly', won the very first New Media Writing Prize in 2010.  She is currently building her own platform for authoring and playing text-driven interactive digital narratives, which she is using to develop a psychological thriller for her practice-based PhD in Digital Writing at Bath Spa University.
Underbelly-Spin the Wheel
Underbelly, by Christine Wilks

We would be delighted to see you there to join our conversation, Thursday 18 July, 18:30 - 20:30, in the British Library Knowledge Centre, please book a ticket from: https://www.bl.uk/events/digital-conversations-celebrating-ten-years-of-the-new-media-writing-prize.

This post is by Digital Curator Stella Wisdom (@miss_wisdom

19 June 2019

The Shape of Contemporary British Interactive Fiction

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When I started this Innovation Placement, I had no idea what I was doing. Six months on, and the main thing I’ve learned is that I know even less than I thought I did. Which is not to say that I haven’t learned a lot, just that archiving interactive narrative is an even more complex and varied task than I had imagined, as are the works of interactive fiction themselves.

One of my key goals was to explore how to preserve interactive works for future researchers. My first task was finding suitable works – they had to be web-based (no downloadable files), be recognisable as interactive narratives in some way and be identifiably created in the UK. Sites such as IFDB (the Interactive Fiction Database) and Sub-Q (the only commercial IF-focussed magazine) and competitions such as Spring Thing and IFComp were invaluable sources, but determining whether the authors were UK-based was more difficult. Some remained entirely anonymous, or gave no indication as to their location on their website or social media, which meant it was not possible to include them in this particular project.

Once found, capturing the works initially didn’t appear to be too much of a challenge. The UK Web Archive’s crawlers were able to get most hypertexts while Webrecorder made it possible to collect most other works. However, playback was where the difficulties crept in. Some works captured well, but wouldn’t play back. Or played back, but with errors. Or showed that actually, the works had still been pulling information from the live web, and when placed in the archive and severed from this outside contact, no longer worked. You can see the Webrecorder collection here, and the UKWA Collection here, although the latter is a work-in-progress. A full list of all works reviewed (some of which were not collectable for various reasons) can be found here.

If you’re a maker of interactive works, I strongly suggest that you submit your work to UKWA or make a copy on Webrecorder and download the WARC (Web ARChive) files it creates (or both), because it will likely be some time before libraries develop systematic collecting policies for these works due to the many challenges associated with collecting and sharing them. Having your work backed up in WARC format may help you stay ahead of the curve!

My other key goal was to get a sense of the ‘shape’ of contemporary British web-based interactive fiction. If I had to draw it, I’d probably do something like this:

An angular spiky shape

Or maybe even like this:

A squiggly spiraly shape

It’s messy and disruptive and gloriously so. But that’s not to say there aren’t some common threads running through the work. Some themes and motifs cropped up many times in many different guises.  Trains, cats, mental health and interactive fiction itself were all addressed by multiple creators, some taking on several of these topics at once in one work. Librarians and archivists were surprisingly well-represented as creators of interactive works, with a piece by the British Library’s own Andy Jackson included in the collection, and creators based at various other UK libraries also contributing works.

Naturally, I wrote some more formal reports on the types of works being created, the tools being used, and the methods used to collect them. However, I felt that the only way to truly summarise the experience of reading and playing and attempting to collect all these amazing works was to create a piece of interactive fiction that mimics the experience of reading and playing and attempting to capture all these amazing works. The result was The Memory Archivist which hopefully goes some way towards conveying the challenges faced by archivists of complex digital works, but also why tackling those challenges is important. I hope you enjoy it.

This post is by the Library's Innovation Fellow for Interactive Fiction Lynda Clark, on twitter as @Notagoth. You can find out more about the Library's Emerging Formats project here.

16 May 2019

Exploring with Sound Walks

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Interested in literature, sound recordings, place, technology and walking? Then you may wish to attend our upcoming Exploring with Sound Walks event at the British Library on the afternoon of Friday 7th June. Places are free, but please book here; https://soundwalks.eventbrite.co.uk.

Following on from our recent ‘Season of Place’, which was about all things digital mapping; at this Sound Walks event Mahendra Mahey from BL Labs will talk about the Library’s current Imaginary Cities exhibition, which showcases fantastical cityscapes created by the Library’s artist in residence Michael Takeo Magruder. Michael used cutting–edge digital technologies to remix images and live data from the Library’s digital collection of historic urban maps to create fictional and beautiful cityscapes, including an explorable algorithmically generated virtual reality work.

Imaginary Cities exhibition trailer

Bringing us back to exploring real world physical cities; Andrew Stuck, Founder of the Museum of Walking and podcaster at Talking Walking will talk about sound walks, explaining what they are and giving an overview of Sound Walk Sunday, which is scheduled for Sunday 1st September 2019 and the week following.

Sound walk sunday 2019 logo

A sound walk is any walk that focuses on listening to the environment, or adds to the experience for example through the use of sound recordings; a scripted narrator, or choreographed score etc.

Sound Walk Sunday has a map and directory of sound walks on their website, and they facilitate a worldwide network of creatives, institutions and museums to share practices and knowledge around sound walks and walking pieces. Furthermore, this initiative curates a collaborative resource of educative materials, which is available to the public, empowering people to create their own sound walks.

To give examples of the types of works and digital technologies that can be used to create sound walks, there will be a series of short talks and videos by:

Trailer for Alastair Horne's creative audio project set in Brompton Cemetery

We are hoping the Exploring with Sound Walks event will encourage people to make entries for the current Sound Walk Sunday open call, which is inviting people to create outdoor audio, geo-located, immersive performances, listening walks and sound walks.

Furthermore, we would be delighted if any new sound walk works use our Wildlife Sounds. To explain more about these recordings, Cheryl Tipp, Curator of Wildlife & Environmental Sounds at the British Library will talk about this fabulous collection, giving examples of how they have been used creatively by sound artists and game designers, to sow some seeds of inspiration.

Hope to see you there! - Friday 7th June, British Library, book here; https://soundwalks.eventbrite.co.uk.

This post is by Digital Curator Stella Wisdom (@miss_wisdom

18 April 2019

Collecting Emerging Formats

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The Emerging Formats project, started in 2017 by the British Library and the other five UK Legal Deposit Libraries, has been investigating the rise of new complex digital publications that could pose new challenges for libraries and other cultural institutions in terms of collection and preservation. In particular, this project has chosen to prioritise three formats: eBook mobile apps, web-based interactive narratives, and structured data.

These formats reflect the changes and developments in both technology and storytelling in contemporary digital culture. This project meets the Legal Deposit Libraries’ purpose to respond to innovation and to represent the changing nature and diversity of the UK publishing industry. It also fulfills the libraries’ role of long term preservation, as these formats are by their technical nature ephemeral and at risk of loss.

After holding a workshop last November to better define the challenges related to complex digital objects preservation, the British Library organised a series of user experience testing sessions, with the help of an external consultant, Bunnyfoot Ltd. A first round of interviews was carried out at the British Library and at the library of Trinity College Dublin and it identified a strong user interest in collecting and preserving emerging formats, which was later confirmed by two service design group workshops at Bunnyfoot Lab.

Female interacting with the 80 Days app for iPad
Interacting with the 80 Days app for iPad

We are now in the process of testing different collection management methods, using a number of publications selected during the scoping phase as case studies. For example, we are collecting Inkle’s eBook mobile app 80 Days in different file formats (Android app; PC version) and through different acquisition methods (file transfer; download via access code) to test their viability and the different implications they might have in terms of access and preservation. 80 Days is a narrative-based interactive adventure, which offers a unique take on Jules Verne’s Around the World in Eighty Days – set in an alternative steampunk universe, the story requires the reader’s active participation in order to progress, with thousands of different routes and possible outcomes.

In the case of capturing web-based interactive fiction, two different web archiving tools have been tested – The British Library’s own Annotation and Curation Tool (ACT) and Rhizome’s WebRecorder. While each tool has distinct characteristics which might make it more suitable to a specific type of interactive fiction, both tools proved effective in capturing web-based narrative to a degree. A collection around the topic of e-publishing trends and emerging formats is currently being developed on the UK Web Archive website, with the possibility of nominating yours or someone else's work for inclusion.

As well as investigating collecting methods for complex objects, we are also exploring the requirements for access. At present, only the websites that we have collected using our ACT tool are available in the Library. We are also exploring the possibility of collecting contextual information around these publications. Collecting descriptive material around an object has been tried for time based digital media and digital games. Capturing and preserving sources of information such as websites, trailers, and press kits might prove invaluable in clarifying authorial intent and object use once a format is obsolete or cannot be accessed anymore.

To find out further information about the Emerging Formats project, please see our project page.

This post is by Giulia Carla Rossi, Curator of Digital Publications on twitter as @giugimonogatari.

18 February 2019

Updated Eighteenth-Century Collections Online

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The traditional, somewhat stereotypical image of the researcher of things past has not changed much in recent times. There is nothing easier than to imagine a scholar sitting at a scarcely illuminated wooden desk, surrounded by piles of old hardbound volumes, spending hours on end rummaging through the sheets in search of a clue.

In the field of eighteenth-century studies, this is certainly still the case. Scholars often go on a pilgrimage to prestigious repositories such as the British Library. However, in the last fifteen years or so, technology has started to offer attractive alternatives to the pleasure of travelling to London. Powered by Gale-Cengage, the Eighteenth-Century Collections Online (commonly referred to as ECCO) is a well-known resource that provides access to English-language and foreign-language publications printed in Britain, Ireland and the American colonies during the eighteenth century. This extensive collection contains over 180,000 titles (200,000 volumes) and allows full-text searching of some 32 million pages. These are digital editions based on the Eighteenth Century microfilming that started in 1981 and the English Short Title Catalogue.

New ECCO main screen
New ECCO home page

Moving away from its classic web-1.0 design, the Gale-Cengage team recently decided to revamp the layout of ECCO – indeed, of their entire portfolio of archive products, which include among others the Seventeenth- and Eighteenth-Century Burney Newspapers Collection. The aim is to make the Gale Primary Sources experience more consistent and intuitive for the user. At the head of this delicate operation are product managers Doran Steele and Megan Sullivan, who lead a nine-person team of software developers, content engineers, researchers and designers. Not quite the IT-only type of personnel, Doran and Megan are scholars themselves, respectively holding degrees in History and Information Science and a remarkable passion for all things past. They are responsible for the maintenance of the existing ECCO interface, as well as the development of the upcoming design refresh.

During a recent interview they gave to the authors of this post, Doran and Megan declared their objective of evolving ECCO in line ‘with user expectations of modern online research experiences’. Their driving force was stated very clearly as a bottom-up process. ‘This redesign’, they explained, ‘is informed by user feedback and market research’. A beta version of the new site has been available since the second half of 2018 to enable the Gale-Cengage team to gather feedback about the new design. The product managers specified that the final transition to the ‘new’ ECCO will only be completed once they feel confident that the new experience ‘successfully meets the needs of our users’. The final goal is a better user experience, ‘one that is faster and more intuitive’. To achieve this, a range of new features have been included, such as more filters on search results; results more relevant to the search queries; data visualization tools; improved subject indexing; more options for adjusting the image; and the ability to download in a text format the OCR (optical character recognition) version of a volume. The latter feature will be a particularly welcome innovation for scholars that often need to look up the occurrence of a single word or cut and paste long chunks of text.

ECCO search results
New ECCO search results screen

The options for adjusting the page view are another significant novelty. The beta version boasts new settings to quickly select the preferred zoom level, as well as sliders to increase or decrease the brightness and contrast of the page. These improvements are particularly welcome considering that the quality of the scans remains unchanged. The page quality is not directly related to ECCO. The portal simply allows the consultation of the digitised microfilms included in the first collection (also known as ECCO 1, comprising over 154.000 texts) and the digitisation of a second, smaller collection of books (ECCO 2, over 52.000 titles). This raises an important issue. A plethora of relatively unknown, yet precious eighteenth-century material remains difficult to consult because, on top of the uneven quality in the texts that came out of eighteenth-century printing presses, the original microfilming technology that was employed for the first collection yielded relatively low-resolution results. This causes some hiccups with OCR recognition, thus discouraging the use of quantitative methodologies. But the issue is all the more salient when the category of eighteenth-century visuals is taken into account. At a time when British engravers multiplied in numbers to illustrate the newly-discovered wonders of the natural world or the archaeological remains of Roman cities in England, illustrations became an essential aspect of the eighteenth-century book market and reading experience. While for essential texts such as William Stukeley’s Itinerarium curiosum (1724) or Eleazar Albin and William Derham’s A Natural History of Birds (1734) more refined scans can be found elsewhere, a large number of texts is digitally available only through ECCO 1. Scholars interested in images are either to focus on well-known texts that have been digitised by other providers – with serious consequences in terms of canonicity – or eventually need to plan a visit to major libraries to consult the relevant volumes in person, somehow defeating the very idea of digital reading. Either way, the study of visual culture is somewhat inhibited. Nevertheless, the ‘new’ ECCO promises to enhance the user experience and to offer even more opportunities to engage with outstanding repositories of primary material. If you already had a chance to use the new version, we encourage you to get in touch with Doran and Megan: as your feedback and suggestions can improve ECCO even further.

New ECCO text screen
New ECCO image viewer screen

This post is by Alessio Mattana, Teaching Assistant in Eighteenth-Century Literature at the University of Leeds (on Twitter as @mattanaless), and Dr Giacomo Savani, Teaching Assistant in Ancient History at the University of Leeds (on Twitter as @GiacomoSavani).

06 February 2019

Interactive Fiction in the UK

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Nick Montfort suggests interactive fiction stories are ‘computer programs that display text, accept textual responses and then display additional text in reaction [to those responses]’.[1] Since there’s no agreed definition of interactive fiction (IF), Montfort’s is as good a starting point as any. ‘Textual responses’ might include typing, clicking on a link or selecting a choice from a menu, and it’s these differing textual responses which assist in further identifying and categorising interactive fiction. However, it’s also worth remembering that interactive fiction is constantly evolving, with new types emerging all the time, and Montfort’s definition is almost fifteen years old. Therefore, any work which makes significant use of text that the reader might adjust or affect in some way may be considered interactive fiction.

As one strand of the Emerging Formats project, the British Library is currently investigating UK Interactive Fiction (who is creating it, what kinds of work they’re creating, and what tools are being used) – in order to determine what the collecting priorities might be. The focus is on UK works specifically because this aligns with the Library’s collecting priorities with regard to born-digital works, arising out of legal deposit regulations.

The Interactive Fiction Competition identifies three broad types of IF: parser-based, Choose Your Own Adventure and hypertext. Parser-based works are sometimes referred to as ‘text adventures’. These involve typing commands in order to interact with the textual world and usually include puzzle solving. Choose Your Own Adventure (or CYOA) stories are more like the Fighting Fantasy game book series, or the recent Black Mirror episode ‘Bandersnatch’, providing readers with a series of choices which create a branching narrative. Hypertexts are linked passages of text much like a website, but the clickable links may provide choices or ways of exploring the world of the text. In these latter two types the reader’s role is less likely to involve solving puzzles and more likely to centre on exploration, interacting with characters or simply choosing how the story turns out. (Although, of course, these elements may be present in parser games too).

An image of a screen from the Detectiveland game showing instructions and clickable links
Detectiveland by Robin Johnson, 2016 Winner of IFComp

As part of my Innovation Placement, I’ve explored 97 works by 62 creators so far. Of these, 39 are parser-based, 27 are hypertexts, and 8 are choice-based, with the remainder being other formats such as multimedia (for example, Lucy English’s collection of video poems, The Book of Hours), websites (such as Krishan Coupland’s Hotel), or bespoke or hybrid systems developed by the creator (a particularly good example of this is Robin Johnson’s Zeppelin Adventure, made with his homegrown Versificator engine which creates IF that is somewhere between parser-based and choice-based). I also came across a few formats not neatly described by the types outlined above, such as collaborative wiki-based interactive fiction. However these works (like many interactive fiction works) often contain no identifying information regarding the creator and therefore it’s very difficult to determine if they are UK created. In these instances I have tended to assume that if the creator prefers to remain entirely anonymous, the likelihood is they would also prefer not to have their work archived, and so these particular texts won’t form part of the collection.

There are plenty of works which do have an identifiable UK-based author, though. These cover a wide range of genres including comedy, horror, crime, romance, historical fiction, drama, ‘slice of life’ and mystery, although science fiction and fantasy are particularly well represented (around 26 of the works might be considered fantasy, while around 17 could be categorised as science fiction).

Of the parser-based games, so far Inform stands out as the most popular tool. This is perhaps unsurprising since Inform was created by British IF author and programmer, Graham Nelson in the mid-nineties, making it one of the longest running tools for interactive fiction creation. This means it has a robust community around it, a good collection of existing works to draw inspiration from and a large number of tutorials and discussion forums to aid new creators. Popular IF writer Emily Short uses Inform to produce many of her works, including the critically acclaimed Galatea, a retelling of the Pygmallion myth in which the reader-player attempts to converse with a living statue which is able to respond in myriad ways. However, there are also works made with Quest, such as Luke A. Jones’ Drumsticks a puzzle story about reuniting a band for one last gig.    

The majority of the hypertext games are created with Twine, although usage of the tool’s full range of features varies wildly. For example, Ed Sibley’s ghost story Dead Man’s Fiesta incorporates a host of images, coloured backgrounds and dynamic text, while Bethany Nolan’s crime caper Let’s Rob a Bank adopts Twine’s default layout, relying only on branching choices and variables to tell her story. A further Twine highlight is Raik by Harry Giles, a poetic fantasy story written in English with a Scots translation. (Sort of. To say more would be to spoil it!)

While the CYOA category is somewhat smaller, there are still several tools and approaches in use. Most popular is Inkle Studio’s Ink, used to create a variety of stories including Eleanor Hingley’s Unreal Estate, in which the reader-player roleplays as an estate agent attempting to sell properties to a variety of supernatural clients. The house-buying creatures are randomised and so several replays are required in order to meet them all.

The oldest work so far is paradoxically also one of the newest. The Beast of Torrack Moor by Linda Doughty (née Wright), originally written in 1988 for the ZX Spectrum was lovingly recreated for the web in 2018 by Chris Ainsley (with the original author’s permission) using his Adventuron engine. Despite what its name might suggest, this is more of a quintessentially English mystery than a blood-curdling horror.

As this brief overview indicates, UK IF creators employ a wide array of tools, styles, genres and topics, and even within the same tools and genres, there’s a huge amount of experimentation and variation. I hope to uncover yet more in the coming weeks and months, as well as finding ways to preserve them for future reader-players. If you are a UK-based creator of web-based interactive fiction, please do not hesitate to get in touch, or alternatively, feel free to nominate your work for inclusion via the UK Web Archive.

This post is by the Library's Innovation Fellow for Interactive Fiction Lynda Clark, on twitter as @Notagoth. You can find out more about the Library's Emerging Formats project here.

[1] Nick Montfort, Twisty Little Passages: An Approach to Interactive Fiction, 6th edn (Massachusetts, USA: MIT Press, 2005), p.vii.

30 January 2019

Reading 35,000 Books: The UCD Contagion Project and the British Library Digital Corpus - Workshop & Roundtable

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A guest post by Geradine Meany, Professor of Cultural Theory in the School of English, Drama and Film and Derek Greene, Assistant Professor at the School of Computer Science, both at the University College Dublin who are organising a FREE workshop and roundtable together with the BL Labs team on Thursday 20 February 2019 at the British Library in London.

How do you set about finding specific references and thematic associations in the massive digital resource represented by the British Library Nineteenth Century Book Corpus, originally digitised through a collaboration with Microsoft?

The Contagion, Biopolitics and Cultural Memory project at UCD Dublin set out to illuminate culturally and historically specific understandings of disease and contagion that appear within the fiction in the corpus. In order to do so, the project team extracted over 35,000 unique volumes out of a total of 65,000 in English and built a searchable interface of 12.3 million individual pages of text, which can be filtered and sorted using the corpus metadata (e.g. author, title, year, etc). The interface incorporates an index of the topical catalogue of volumes used by the British Library from 1823-1985 (within Alston index). Using a combination of OCR text recognition and manual annotation, we have extracted data the two top levels of the index, covering over 98% of the English language texts in the corpus. So for the first time it is possible to reliably identify and extract fiction, drama, history, topography, etc, from the corpus.

35000books
Extracting data from 35,000 digitised books

To allow researchers to further filter the corpus to identify texts from niche topic areas, the interface supports the semi-automatic creation of word lexicons, built upon modern “word embedding” natural language processing methods. By combining the resulting lexicons with existing corpus metadata and the data extracted from digitised version of the Alston Index, researchers can efficiently create and export small topical sub-corpora for subsequent close reading.

The Contagion project team is currently using information retrieval and word embeddings to identify texts for close reading. This combination allows us to track key trends pertaining to illness and contagion in the corpus, and interpret these findings with particular reference to current and historical debates surrounding biopolitics, medical culture and migration. Clusters of associations between contagion, poverty and morality are identifiable within the corpus. However, to date our research indicates that Victorians were more worried about religious contamination from migrants and minorities than they were about contagious diseases.

A key feature of the project is the intersection of methodologies and concepts from English literature, automated text mining, and medical humanities. This involves using data analytics as a mode of interpretation not a substitute for it, a way of engaging with the extent and complexity of cultural production in the nineteenth century. Cultural data resists giving definitive yes or no answers to the questions put to it by researchers, but the more cultural data we analyse the better we can map the processes of cultural change and continuity, in all their complexity. The process of tracking themes, topics, and associations enabled by the new interface offers an opportunity to work with and far beyond the existing canon of nineteenth century fiction, itself radically expanded by the last 20 years of scholarship. The identification within the corpus of a very large collection of 3 volume novels indicates that the popular novel is very well represented, for example, while the ability to identify and extract ‘Collected Works’ indicates which writers their contemporaries expected to remain central to the tradition of fiction.

On February 20th 2019, the FREE ‘Reading 35,000 Books’ workshop and roundtable will present the project’s work to date, and will also include discussion by scholars of nineteenth century literature and the British Library Labs of the future development and use of the new searchable interface, including exporting topical sub-corpora for further research.

The event is supported by the Irish Research Council.