cognition

By tye042, 3 November, 2017
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Abstract (in English)

Joseph Tabbi reviews the essay collection Simulacrum America.

About a year ago in a TLS review, the English novelist Lawrence Norfolk praised the emerging generation of U.S. writers for resisting the allure of the mediated culture and providing readers with “news of a rare and real America” (“Closing time in the fun-house”). Norfolk is thinking of William T. Vollmann’s red light districts (mostly cleaned up now and Hilton-ed over), Jonathan Franzen’s inner city (newly gentrified), Richard Powers’s intelligentsia (last seen working online), and David Foster Wallace’s mid-priced cruise ships, halfway houses, and rural state fairs (now mostly funded by corporations). Norfolk would probably oppose this America to the more globally familiar prospect of “total operationality, hyperreality, total control” and total interchangeability of sign and referent that Jean Baudrillard finds here, along with technology’s “mortal deconstruction of the body” (“Simulacra,” cited in Simulacrum America).

By tye042, 18 October, 2017
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Abstract (in English)

Joseph Tabbi reviews the essay collection Simulacrum America.

About a year ago in a TLS review, the English novelist Lawrence Norfolk praised the emerging generation of U.S. writers for resisting the allure of the mediated culture and providing readers with “news of a rare and real America” (“Closing time in the fun-house”). Norfolk is thinking of William T. Vollmann’s red light districts (mostly cleaned up now and Hilton-ed over), Jonathan Franzen’s inner city (newly gentrified), Richard Powers’s intelligentsia (last seen working online), and David Foster Wallace’s mid-priced cruise ships, halfway houses, and rural state fairs (now mostly funded by corporations). Norfolk would probably oppose this America to the more globally familiar prospect of “total operationality, hyperreality, total control” and total interchangeability of sign and referent that Jean Baudrillard finds here, along with technology’s “mortal deconstruction of the body” (“Simulacra,” cited in Simulacrum America).

Pull Quotes

........A beautiful, “excessively feminine” woman walks into an elevator; she is watched by her mobster boyfriend but she herself initiates eye contact with a stranger, a butch woman whom the boyfriend barely notices. Reading this scene as an audience member, the viewer for whom the entire incident has been staged, Cortiel notes the tension between hetero “scenarios of voyeurism” normalized by Hollywood and “the lesbian look” that we, as knowing observers, are (at least momentarily) encouraged to adopt.

By Daniela Côrtes…, 20 September, 2016
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Abstract (in English)

This doctoral thesis is dedicated to a form of storytelling which was added to the literary horizon
almost three decades ago. Digital fiction began by defining itself against the printed book. The
transgression of linearity, a feature which is often related to print or, more precisely, to the novel, and the attempts to reduce authorial presence in the text, were soon turned into defining
characteristics of this literary form. These works were first described as fragmented objects
comprised of “text chunks” interconnected by hyperlinks, which offered the reader freedom of
choice and a participative role in the construction of the text. This text was read by selecting several links and by assembling its lexias. However, the expansion of the World Wide Web and the emergence of new software and new devices, suggested new reading and writing experiences. Technology offered new ways to tell a story, and with it, additional paradigms. Hyperlinks were replaced with new navigation tools and lexias gave way to new kinds of textual organization. The computer became a multimedia environment where several forms of representation could thrive and prosper. As digital fiction became multimodal, words began to share the screen with image, video, music or icons. Sound was also included as part of digital fiction.
In electronic literature, the emergence of new software is often followed by the creation of new
types of texts. Virtual reality or augmented reality are presently being used to produce new textual responses. These demand an analysis of the relation between interactivity and immersion. While interactivity is often described as a set of physical activities that can interfere with attention, immersion is frequently seen as an uncritical and passive response to the text. Interactivity was used to offer freedom of choice to the reader and to give the
reader the opportunity of co-authoring the text. Immersion was, by contrast, considered as the
result of a reading experience constrained by authorial intention. In so doing, interactivity was
mostly viewed as an antidote of reader’s immersion in the text. However, in this thesis, I will focus on a cooperation rather than a conflict between both. By describing electronic literature as part of a long self-generating process known as literature, I will demonstrate that immersion and interactivity cannot survive separately. In fact, they represent intrinsic characteristics which can be identified in any kind of literary text. In order to better understand the relation between immersion and interactivity, the alleged transparency of the medium and its apparent immateriality will be discussed in this thesis. The hybridity and interactivity of digital fiction will be considered as aesthetic features that must be covered by literary analysis. This thesis aims to address the relationship between immersion and interactivity by taking into account the text’s multimodality and transiency, as well as the ergodic and cognitive work done by the reader.

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Abstract (in original language)

A presente tese de doutoramento é dedicada a uma forma de contar histórias com cerca de três décadas de existência. Recém-chegada ao horizonte literário, a ficção digital começou por definir-se através de uma contraposição face ao livro impresso. A transgressão da linearidade e a tentativa de reduzir a presença autoral no texto, foram tornadas em características fundamentais desta forma literária. As primeiras obras de ficção digital eram descritas como objectos fragmentados que continham lexias interligadas através de hiperligações. Esta estrutura tinha como objectivo oferecer liberdade de escolha ao leitor e uma maior participação na construção do texto. No entanto, a expansão da World Wide Web e a emergência de novo software e de novos dispositivos permitiram a criação de experiências adicionais de leitura e de escrita. A tecnologia possibilitava a introdução de novas formas de contar histórias, mas também novos paradigmas. A hiperligação acabaria por ser substituída por novas ferramentas de navegação e a divisão em lexias acabaria por dar lugar a novos tipos de organização textual. Por seu turno, o computador apresentava-se como um instrumento multimédia e como um território onde diferentes formas de representação poderiam prosperar. A ficção digital acabaria por adquirir uma componente multimodal, pelo que a palavra viria a dividir o ecrã com a imagem, vídeo ou ícones. O som acabaria por fazer igualmente parte da ficção digital. A ficção digital é aqui tratada como parte de um processo de auto-geração e introspecção catalisado pela literatura. Os textos ergódicos são considerados como parte desse processo. Sendo assim, eles surgem em resposta às expectativas criadas pela literatura. Na literatura electrónica, a emergência de novo software e novos dispositivos é normalmente acompanhada pela criação de novos tipos de texto. A realidade virtual, a realidade aumentada e dispositivos de localização permite proporcionam hoje novas respostas textuais. O movimento corporal é usado como o catalisador dessas respostas textuais, pelo que o leitor é visto como o criador de uma narrativa escrita em tempo-real. Isto significa que a tentativa de oferecer ao leitor um papel participativo continua a ser acalentada pela literatura electrónica. Enquanto a interactividade é frequentemente descrita como um conjunto de actividades físicas que comprometem a atenção do leitor, a imersão está ligada a uma resposta acrítica e passiva por parte deste. Ao passo que a interactividade era usada para proporcionar ao leitor uma maior liberdade de escolha e para oferecer a este a possibilidade de co-criar o texto, a imersão era vista como o resultado de uma experiência de leitura constrangida pela intenção autoral. Assim descrita, a interactividade seria o antídoto da imersão do leitor no texto. Porém, a interactividade será aqui associada a um conjunto de acções físicas e cognitivas levadas a cabo pelo leitor. Já a imersão será vista como resultado e origem dessas acções. Nesta tese, o conflito entre imersão e interactividade dará lugar a uma cooperação. A análise da relação entre ambas terá em conta a multimodalidade e transiência do texto, bem como o trabalho ergódico e cognitivo levado a cabo pelo leitor.

By Daniela Ørvik, 19 February, 2015
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Electronic literature exists in a perpetual state of flux, due to its reliance on digital technology; with the rapid progression of processing power and graphical abilities, electronic literature swiftly moved from a reliance on the written word into a more diverse, multi-modal form of digital arts practice. The literariness of early electronic literature is manifest: the work was primarily textual, the centrality of reading paramount. The current crop of electronic literature--with its audio-visual, multimodal nature--calls into question the literariness of this work, however, as is evidenced by this year's call for papers. I propose that this ambiguity as regards literariness and written textuality in electronic literature disadvantages the field, in both academic circles and in the search for a wider reading audience. If electronic literature as field is to assert and validate its position within the greater literary tradition, links between electronic literature and past literary achievements need to be uncovered and illuminated. In this paper, I will explore the connections between works of postmodernism (in particular, experimental authors such as William Gaddis and Thomas Pynchon, and authors explicitly critiquing their own craft, such as Paul Auster), and electronic literature. In doing so, I hope to uncover a richer, more nuanced background for the literary in the traditions/practices of print and oral cultures, rather than in arts where the literary may or may not be present. Literature qua literature is currently present only as a minority element in works claiming the status of electronic literature, and it is therefore unlikely that literary studies will set itself up for reading just this sub-genre within an as yet minority arts practice. Turning to the works of Tom LeClair and Joseph Tabbi, postmodern novels are seen as coming into existence at a time when the world was on the brink of the globalized, world system. LeClair writes of the art of excess, in which the "recognition of radically new and massive information in the world and the impulse to represent this information are. . . the ultimate motives for the art of excess" (48) in postmodern novels. Tabbi, building off of LeClair, understands Gaddis and Pynchon as not only accurately representing a globalized world of excessive information, but also as representing the cognition developing out of this world system. My paper will explore how we can understand our own contemporary world system through works of electronic literature. If postmodern authors turned to their own material supports--the written language marked on a page through the course of a particular writer's thinking--then how are we to understand electronic literature as representing a certain mode of consciousness, especially considering electronic literature's distinct marginalization of the written word? My paper will offer close readings of earlier works of hypertext fiction and new works of electronic literature (published in 2012), in an effort to uncover the uniquely literary accomplishments of chosen texts/authors writing in a medium in which the literary is not always evidently manifest.

(Source: Author's Abstract)

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By Daniela Côrtes…, 5 February, 2015
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Abstract (in English)

Digital fiction began by defining itself against the printed book. In so doing, transgression of linearity and the attempt to reduce the authorial presence in the text, were soon turned into defining characteristics of this literary form. Works of digital fiction were first described as fragmented objects comprised of “text chunks” interconnected by hyperlinks, which offered the reader freedom of choice and a participatory role in the construction of the text. These texts were read by selecting several links and by assembling lexias. However, the expansion of the World Wide Web and the emergence of new software and new devices, suggested new reading and writing experiences. Technology offered new ways to tell a story, and with it, additional paradigms. Hyperlinks were replaced with new navigation tools and lexias gave way to new types of textual organization. The computer became a multimedia environment where several media could thrive and prosper. As digital fiction became multimodal, words began to share the screen with image, video, music or icons.
In electronic literature, the emergence of new software and new devices is often followed by the creation of new texts. Head-mounted displays and tracking devices are being used to produce new textual responses. Bodily movement is often treated as the catalyser of these textual responses and the reader is often considered as the creator of a narrative written in real-time. This means that the attempt to offer the reader a participatory role continues to be fostered by electronic literature. In this thesis, digital fiction is described as part of an introspection and self-generating process catalysed by literature. Consequently, these new kind of texts will be defined as part of the ever-evolving field of literature.
While interactivity was often described as a set of physical activities that can interfere with attention, immersion was frequently seen as an uncritical and passive response to the text. Interactivity was used to offer freedom of choice to the reader and to give the reader the opportunity of co-authoring the text. Immersion was, by contrast, considered as the result of a reading experience constrained by authorial intention. In so doing, interactivity was mostly regarded as an antidote of reader’s immersion in the text. However, in this thesis, I will focus on a cooperation rather than a conflict between both. By describing interactivity as a set of cognitive and physical actions on the part of the reader and by defining immersion as a result and origin of these actions, I will demonstrate that immersion and interactivity cannot survive separately. This thesis aims at addressing the relation between immersion and interactivity by taking into account the text’s multimodality and transiency, as well as the ergodic and cognitive work done by the reader.

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By Scott Rettberg, 6 September, 2013
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Material representations and simulations of reading motions can be embodied and enacted through expressive uses of formal devices in programmable works. These interactions between reading self and embodied codes are reflexively choreographed in ways that illuminate the performativity of cognition and interpretation. Meaning production through acts of reading that become scripted in the textual field will be analyzed in 'The Readers Project' by John Cayley and Daniel Howe.

Creative Works referenced
By Patricia Tomaszek, 28 June, 2013
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The aim of this doctoral thesis is to analyse how the contents and the structures of the Anglo-American novel have been influenced by the emergence of digital and telematic media during the last two decades. One of the primary targets is to identify the common strategies adopted by electronic and printed novels to analyze the complexity and to try, at the same time, to escape from the “trap” of language. In my introduction I argue about the increasing relevance of the pattern/randomness dialectic into the narrative field. In the first chapter, while analysing the two novels Galatea 2.2 (1995) by Richard Powers and Exegesis (1997) by Astro Teller, I try to show how computational practices are affecting the literary fruition and authorship along with the role that the novel might play as an instrument of knowledge and cultural interaction. In the subsequent chapters I bring together literary analysis and network culture, focusing on different notions such as the database as a symbolic form, the properties of connectionist networks, the idea of transliteracy and the concepts of autopoiesis and exopoiesis. For this very reason, I examined five different works: David Foster Wallace's Infinite Jest (1996), William Gibson's Pattern Recognition (2003), Mark Z. Danielewski's Only Revolutions (2006), Kate Pullinger and Chris Joseph's Flight Paths (2007) and The Unknown (1998), developed by Scott Rettberg, William Gillespie, Dirk Stratton and Frank Marquardt. These literary texts propose different strategies to assimilate the structures and the dynamics proper to the networks in order to create new cognitive paradigms. It would seem that, through specific narrative structures and topics, some of the novelists of the last fifteen years are abandoning the self-reflexivity typical of the previous postmodern tradition in order to suggest an idea of fiction as an instrument to connect individual and contingency, reader and text, text and media ecology.

Source: author's abstract

By Scott Rettberg, 25 June, 2013
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This article discusses issues arising from the relationship between practitioners in Electronic Literature and researchers in the field of Human Experimental Psychology, including the possible emergence of new communities that cross over this boundary. The introduction (1) considers the possible drivers of this process, including technology, interdisciplinarity and research funding policy, after first explaining the source of the article in an interdisciplinary project, Poetry Beyond Text: Vision, Text and Cognition (2009-11). This project involved literary critics, psychologists and creative artists and studied works that combine (poetic) text with images, including digital poetry, concrete poetry, artists’ books, visual poetry and poetry-photographic works. In section 2 we discuss the concept of the “experimental” in aesthetic and scientific contexts, identifying the relatively universal model of the subject constructed through experimental procedure in Psychology and contrasting it with the radical idea of the subject implied by avant-garde aesthetic practice. We then discuss several examples of parallels between the methods of Electronic Literature and Experimental Psychology. Section 3 compares the flash works of Young-Hae Chang Heavy Industries and the psychological experimental technique of Rapid Serial Visual Presentation. Section 4 compares the visual poetics of digital poetry in the tradition of concrete / visual poetry (including John Cayley’s Translation and Jim Andrews’s Stir Fry Texts) with the manipulations of font and layout in psycholinguistic method. Section 5 compares John Cayley’s Lens, created in the virtual reality CAVE at Brown University, with the Mental Rotation test used in Experimental Psychology, referring to Cayley’s concept of the “phenomenology of the object”. Section 6 discusses in more detail a digital literary-visual artwork created for a single-screen 3D simulator, and commissioned as part of Poetry Beyond Text. Tower, by Simon Biggs and Mark Shovman, explores perceptual and cognitive processes in reading and is described as an “immersive 3D textual environment combining visualisation, speech recognition and predictive text algorithms”. It is here used as a case study for the interaction of digital poets / artists with psychologists and psychological findings, drawing on material from interviews and discussions with the artist and programmer involved, in particular Biggs’s interest in third-order cybernetics. The discussion deals with the construction of value around the concept of “interactivity” and the construction of the reader / viewer / subject. The conclusion (7) considers possible models for the relationship between creative practice in digital media and Human Experimental Psychology, addressing the conflict or convergence of ideological and epistemological values and assumptions. 

(Source: Authors' abstract)

By Scott Rettberg, 15 February, 2013
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A video interview about the installation "How It Is in Common Tongues" at the Remediating the Social exhibition with John Cayley and Daniel Howe. Interview conducted by Scott Rettberg 3 Nov. 2012 at Inspace, Edinburgh. Photography by Richard Ashrowan.

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