CAVE

By Scott Rettberg, 23 May, 2011
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199-226
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Abstract (in English)

John Cayley reports on writing and the practice of literary art in the immersive 3D audio-visual environment of the Cave at Brown University, addressing the use of text-as-surface in a three-dimensional space. He develops a conception of new media as “complex surfaces” based on Cave writing courses to confront the relationship between language and embodiment, language and materiality—always attempting to develop a specific literary aesthetics.

(Source: Beyond the Screen, introduction by Jörgen Schäfer and Peter Gendolla)

Creative Works referenced
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Description (in English)

 lens began as a study piece relating to work-in-progress for the four-wall VR Cave at Brown University. It demonstrates how literal materiality - the surfaces of letters composing the texts of 'lens' itself - can, in a simple illusory 3D space, subvert our familiar experiences and assumptions concerning surfaces of inscription. For example, by making a letter large enough within the programmatic structures of lens, the region of colour defining the letter-shape becomes an entirely different type of surface - it becomes a surface of inscription for other texts that had been perceived 'underlying' it. In doing so, literal surfaces subvert our experience of space and relative distance. Surfaces that were 'in front' now form surfaces for other texts. They may even become other 'spaces' within which writing drifts. Letters both delineate and redefine spatial relationships.

No great claims are made for the aesthetic or literary value of lens in its present form. It is technically simple and has technical constraints. In the QuickTime version, there is no attempt to render a genuine illusion of 3D space (no 3D graphics are employed). 'Distance' is rendered by scale alone, and scaling of fonts (via sprites) in QuickTime still leaves much to be desired.

(Source: Author's description on the project site)

Technical notes

lens requires a recent version of QuickTime (6.5.x or better) to be installed on your system. It has been tested on Mac OS X systems and on a Windows XP machine. Despite QuickTime being cross-platform, it looks different on different platforms. Please Note that, for reasons that are unclear to me (I have submitted this as a possible QuickTime bug) this movie does not behave as expected when using the Universal (default) version of the QuickTime Player on new Macs with Intel processors. You can (if you are willing) make it work properly on such machines: quit the QuickTime player (if it is running); go to the Applications folder; highlight QuickTime Player; press Command-I to 'get information'; check the box labelled 'Open using Rosetta'. (This makes the player run as a PowerPC version and (at the time of writing) it causes 'lens' to function as I expect it to on Intel Macs.)

Tags
Description (in English)

This video provides limited documentation of the
“Torus” project. Unfortunately, however, it does not give a good
impression of the reader’s experience of Torus as an instance of
immersive VR. Constrained by the requirements of Cave technicians, the
video is shot from a single point of view and without the stereo imaging
that would usually be in operation. Moreover, the camera’s point of
view is different and significantly distant from the reader’s point of
view and this compromises the immersive illusion. For example, and most
obviously, planes of text which should appear to extend behind the
reader and out through the screen appear to be folded back away from
both the camera’s and the reader’s point of view. Please bear this in
mind when reviewing this material.

Description (in English)

The poem is an abstract rendition of the rotten silk that fetters us people to these our awful screens. The graphics were generated in the CAVE writing text editor, by taking an ill-performing video screen capture of a spectral tube of "O"s in the editor's desktop preview mode. The audio was separately generated by improvisations into a Max/MSP patch. The title is after the late 60s anarchist affinity group, Up Against the Wall Mother Fuckers. I was inspired by their dramatic final exploit: cutting open the fences at Woodstock. The phrase Up Against the Screen Mother Fuckers started as the title for a CAVE piece, in which one thousand units of the people would enter the CAVE and break through its 4 screens to the vestibule holding the mirrors behind it.

The poem was composed between Paris and Cork, 1-5 July 2007. The media was generated at Brown University, October 2007 to June 2008. First screened in Providence at Couscous, organized by Mairéad Byrne

(Source: Electronic Literature Collection, Volume Two)

I ♥ E-Poetry entry
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Quicktime

Description (in English)

Screen is an alternative literary game created in the "Cave," a room-sized virtual reality display. It begins with reading and listening. Texts, presenting moments of memory as a virtual experience, appear on the Cave's walls, surrounding the reader. Then words begin to come loose. The reader finds she can knock them back with her hand, and the experience becomes a kind of play - as well-known game mechanics are given new form through bodily interaction with text. At the same time, the language of the text, together with the uncanny experience of touching words, creates an experience that does not settle easily into the usual ways of thinking about gameplay or VR. Words peel faster and faster; struck words don't always return to where they came from; and words with nowhere to go can break apart. Eventually, when too many are off the wall, the rest peel loose, swirl around the reader, and collapse. Playing "better" and faster keeps this at bay, but longer play sessions also work the memory text into greater disorder through misplacements and neologisms. (Source: authors' description.)

I ♥ E-Poetry entry
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By Patricia Tomaszek, 14 September, 2010
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35
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1617-6901
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Abstract (in English)

Writing in programmable media is theorized in relation to the surface of writing.[1] Within the framework of currently dominant cultural and technological formations, the surface of writing is conceptually simple, and this overdetermines practices of writing. As it is typically conceived, the surface of writing is a flatland plane, a 3rd-dimensionless scroll (however segmented or, indeed, fragmented) on which linguistic symbols, similarly dimensionless, are arrayed. Once language has come to rest on this simple surface, any qualities it may possess of temporality or material depth are bracketed. Programmable media problematize this dominant but simple model, and yet, arguably, its depthless, timeless surface misdirects the composition and publication of writing, even writing that is instantiated in programmable media. In the field of poetics, there are traditions for which the surface of writing is complex. Although rarely made explicit, such approaches to the writing surface have enriched the practices of important writers, particularly poetic writers. This essay sets out from one important statement on the complexity of writing surfaces and then pursues three examples of writing on/within/amongst such surfaces, connecting engaged poetic practices with literal art work in cinematic and programmable media. The film titling of Saul Bass is discussed; followed by the author’s series of pieces overboard and translation. Finally, there are remarks on the author’s work-in-progress for Brown University’s four-wall VR Cave, within which the surface of writing is literally, graphically complex. The surface of writing is and always has been complex. It is a liminal symbolically interpenetrated membrane, a fractal coast- or borderline, a chaotic and complex structure with depth and history.