digital text

By Lene Tøftestuen, 24 May, 2021
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Abstract (in English)

In the United States, a student in the 20th percentile reads books for 0.7 minutes per day, while a student in the 98th percentile reads 65 minutes per day (Cunningham & Stanovich, 1998). For the last four years, with 300 children from Title 1 schools and the Boys & Girls Club, we researched how to create digital texts that better cognitively engage struggling readers using psychophysiological sensors, eye tracking, and co-creation. This research led to the creation of Wonder Stories. Wonder Stories’ texts motivate students to critically think by immersing students in frequent, story-based questions. As a response to children’s low motivations during COVID19, we added a social competition to Wonder Stories – answering questions correctly gave points in a trivia-like game. When struggling readers were given Wonder Stories, students mentally showed up: their participation increased, readers were more cognitively engaged with the material, and students were critically thinking about the text more often. This study suggests that interactive, question-based reading shows great promise to increasing children’s participation and engagement in middle-grade reading.

(Source: The work's own abstract)

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As N. Katherine Hayles has argued, the proliferation of digital media has radically transformed the ways in which we pay attention, privileging a kind of frantic and promiscuous “hyper attention” over the sustained “deep attention” traditionally solicited by long-form print media. “Fragile Pulse: A Meditation App” invites the reader to consider the ways that computational media may indeed cause what has been called “digital distraction” but may also be used in the context of regimes of self-care and self-quantification to increase our capacity to pay attention deeply. While tools for measuring, testing, and training for one's body and mind are widely popular (from the Fitbit to meditation apps like Headspace), the theme of self-care is generally peripheral to the electronic literature community. “Fragile Pulse” takes the form of a digital text/web application that encourages the viewer to pay attention to attention. Using data from the webcam and microphone, it quantifies the reader's bodily stillness and quietness. When the reader is still and quiet, a calmly pulsating text unfolds on the screen, guiding the reader through a meditation. However, when the program detects movement or noise above a certain threshold, signaling distraction, the screen becomes filled with “stray thoughts” generated on-the-fly via a natural language processing. Visually, these stray thoughts (shards of hyper attention) cover up the meditative text, blinking and wiggling to further emphasize their status as distractions. Echoing the way that digital/social media can foster anxiety and depression, this text generation system models the way a mind can slip from harmless distractions to anxious obsessions. Only the viewer's silence and stillness dispel these computer-generated distractions and re-launch the human-authored meditative text. This piece thus raises questions not only about attention but also about the ways that digital technologies of self-care enforce regimes of (sometimes extreme) cognitive and physical discipline.

Hayles, N. K. (2007). Hyper and deep attention: The generational divide in cognitive modes. Profession, 2007(1), 187-199.

http://www.computationalcreativity.net/iccc2019/assets/creative-submissions/iccc19-booten-fragile-pulse.pdf

By Jane Lausten, 3 October, 2018
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Abstract (in English)

So irretrievably connected is the act of reading to works of print that any comparable digital engagement with a text often seems best considered as a unique activity of its own. Whatever we are doing with words viewed via electronic screens, doggedly poking at them with our fingers, moving them about from document to document with a simple double-click, or jumping erratically from one link to another in an ever-growing, highly fluid hypertext, we are not “reading” them. In her book, Paper Knowledge: Toward a Media History of Documents (Duke UP, 2014), Lisa Gitelman similarly adds, “[w]ritten genres in general are familiarly treated as if they were equal to or coextensive with the sorts of textual artifacts that habitually embody them. . . . Say the word ‘novel,’ for instance, and your auditors will likely imagine a printed book, even if novels also exist serialized in nineteenth century periodicals, published in triple-decker (multivolume) formats and loaded onto—and reimagined by the designee and users of—Kindles, Nook, and iPads” (3). The three latter devices she lists constitute together the most common tools currently available to distribute digital texts. At the same time, they remain strangely distant, perhaps even divided from traditional acts of reading, not to mention, as Gitelman notes, the very foundational genres of writing as a practice.

This paper looks theoretically at the digital text in relation to computational reason, reviewing its recent development as both a new technical object and disciplinary form, distinct from all prior modes of print. To engage with writing in any digital format, as I will argue, is to partake in a highly complex, multifaceted set of new media relationships derived in part from very specific coding protocols. In addition, key to a more substantial interpretation and assessment of all digital written works is the subsequent revision of many long serving, traditional reading competencies previously associated with academic writing and the literary arts. The printed word continues to offer modern culture an effective tool for developing a reflexive, dialectical approach to knowledge, using media to interpret and document how we observe the world around us. Digital, computational modes of writing by contrast emphasize a much more immanent technicity and structure in this very same world, relying on coding to assemble, synchronize, and ultimately predict real-time epistemological models for just about any phenomena. My own ongoing research into human-screen interactivity, much of it based on quantitative field studies conducted in the classroom, seeks to provide a more theoretically in- depth understanding of our current social, cultural and epistemological relationship to digital, screen-based writing. Driving this core analytical aim is the central premise that to work with language as a computational device is to see and use text as a means for directly executing semantic relationships rather than interpreting them self-reflectively, critically, and, to some extent, canon-based. In this way, digital texts in both theory and practice invite us to consider a revisionary mode of knowledge construction, where language combined with programming no longer serves to mediate our reality as we observe it, but instead generates it anew through the ongoing implementation of machine-readable commands. When the act of reading, however, literally originates within the machine itself, it seems useful to describe any texts generated in process as “self-reading,” or even “reader-less,” comparable perhaps to various parallel initiatives within the auto industry today to produce the first fully functional “self-driving” cars. As with this matching revolutionary moment in modern transportation, today’s “text users,”

along for the ride, so to speak, seem quite ready to assume a fundamentally less personal, less critically interactive relationship to the text as its own object and mode of production. Here, and again, distinct from print, the electronic text emerges as part of a much more complex, more intricately defined symbolic network of near-constant knowledge construction. To consume language in the digital era, whether by screen, goggles, or some other wearable device is to participate in an increasingly vast, yet dynamic computational system, while at the same transforming past analogue reading practices into more aesthetically poignant, often politically radical activities.

By Amirah Mahomed, 5 September, 2018
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Abstract (in English)

When he created Twine, Kris Klimas apparently did not think he was building a hypertext platform, rather an intervention into the broader, perhaps distinct tradition of interactive fiction. By 2009 the hypertext moment may have completely passed, leaving Twine within a different dispensation. Reinforcing this impression, some prominent Twine users have disclaimed any links between their work and that of earlier digital writers, notably the Storyspace contingent, decrying their elders’ commercial publishing model and noting that pay barriers have made turn-of-the-century work inaccessible to them. In thinking about how Twine fits into software culture, we thus face a continuity gap. In technical and (perhaps more arguably) aesthetic dimensions, Twine inherits from and extends the hypertextual experiment; yet there are no formal or institutional connections. Twine works may be in some respects a second coming of hypertext fiction (and many other things as well), but without awareness of prior art.

To some extent, this apparent gap is an illusion, and the paper will consider some of the hidden or implicit continuities between pre- and post-millennial work. Even if it is largely invented or figural, however, the continuity gap demands attention as a signature of disruptive culture. I will consider several factors in this phenomenon: the constrained historicity of platform culture and knowledge work; the ludic turn that seems implicit in the ergodic; and the fundamental disjunctiveness of link-based discourse itself.

I am ultimately interested in what the orthodoxy of disruption means for the human enterprise of literature. Is “the literary” post-literary, in a sense of being beyond or at odds with systems of preservation and memory? Or can we imagine instead an anti-disruptionist heresy in which histories must be extended across gaps, not to appropriate work properly understood as distinct, but to value these efforts in their difference? The larger question here is something like,what is the future of literary history? -- a much more complicated subject than a short paper can address, but one that seems particularly important to ask from the perspective of electronic literature.

 

(Source: ELO 2018 Conference; Pinpointing Twine's Others Panel; Unheard Music: Twine and Its Priority Speech)

Pull Quotes

Twine works may be in some respects a second coming of hypertext fiction (and many other things as well), but without awareness of prior art.

By Scott Rettberg, 15 October, 2013
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18:5
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1352-8165
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Abstract (in English)

This issue of Performance Research will enfold an understanding of digital text within the context of performance studies, ordinary language philosophy and speech act theory, integrational linguistics, the performance of self and gender, and performance writing. In other words, we will be looking at the different modes of performance as they are manifest across the whole digital apparatus (dispositif). This includes machinic performance, the performance of codes and scripting, the performativity of language itself on the screen, the semiotics of the click, interactivity between digital language and the body, and how digital texts ‘perform’ us as social beings.

(Source: Description from Performance Research website)

Description (in English)

The Fetch is a double-reading. Projected digital texts are read by one performer while the second performer searches the net for double texts which use the same combination of four word groups to be found in the projected text. ‘Fetch’ has a double meaning here. In Gaelic folklore, it is the wraith or doppelganger which is seen as a premonition of someone’s death. Secondly, The fetch cycle is the basic operation by which a computer retrieves and executes a program instruction from its memory. Thus the reading performs the theme, « Chercher le texte ».

(Source: http://chercherletexte.org/fr/performance/the_fetch/)

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By Eric Dean Rasmussen, 21 June, 2012
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Abstract (in English)

For any regular Internet user, the hyperlink has become ubiquitous, almost rendered invisible
through the frequency of its use. Trails in hypertext are meticulously laid out through the
seemingly endless streams of data, connected by links imagined as points of intersection in the
web. Links are used for reference, for navigation but also extensively in creative production, to
fashion hypertextual narratives and images. It is in this realm of electronic literature, both visual
and textual, that the function of the link shifts from the commonplace to a carrier of aesthetic
potential.

This presentation examines the aesthetic activation of the hyperlink as both an indicator of
transition and site of transformation. It is a brief exploration of the hyperlink as a signifier, a
mark both on and in the 'surface' of the digital text, through a close case study of two works by
hypercomic creator Neal von Flue.

While masked by regular use and innovative design, the hyperlink is by nature not transparent
– for it to function is has to be a self-revealing construct. The hyperlink is imagined to connect
data seamlessly, yet that is exactly what it cannot do; for it to be usable and useful, the
hyperlink needs to highlight transition as well as enable it. The link inhabits the imaginary space
between two points of data, it is positioned to be neither an object nor an action, it signifies
without being fully indexical or fully symbolic.

The discussion is located in a close analysis of von Flue hypercomics Directions – “Left”
and Halcyon Redux – Last Ditch both of which are housed on the artist’s website (http://apelaw.com/hypercomics), in a section titled “hypercomics”. Von Flue therefore specifically sets them up to work within the realm of hypertext as a means of cultural production. Von Flue distinguishes pedantically between ‘webcomic’ and hypercomic’: holding one as a means of distribution, the other as an intrinsically hypertextual experience that can only exist on the internet.

Von Flue uses flash to create the interactive elements in his comics. These are activated by
the reader through a link and the subsequent effect is to bring about a change in panel, view or
text, altering the comic in a way not possible without hypertext. But his use of the link extends
beyond this as well and is closely incorporated into the larger meaning of the piece. Von Flue
also uses several different types of symbols to indicate ‘hyperlink’ - highlighted text, scroll overs,
zone changes, and mouse changes, implying a considered choice of icon. As the comic is an
image and text based narrative the visual representation of the link is crucial to the final reading.

This presentation hopes to offer a point of entry into the complexities of hyperlinks in a textual/
visual art form by considering the circumstances in which they are aestheticized, and to explore
some of the characteristics of this strange liminal little creature that inhabits our screens.

(Source: Author's abstract, 2012 ELO Conference site)

Description (in English)

Author Statement: For a number of years I have been experimenting with a form of digital textual display which is posited on the idea that writing, rather than being a generative process of accruing new and original texts, might be largely a practice of revealing the already-written in a variety of new ways.

These experimental works are based on layers of pre-existing text which are uncovered by various performative methods. Up until now the principal method has been to use the mouse or trackpad to control a cursor which, by moving across the computer screen, gives the impression of ‘erasing’ or  ‘scratching away’ layers of text. This places writing within the context of what might be described as ‘performative archaeology’ (not to be confused with an archaeology of performance as proposed by Mike Pearson, Michael Shanks, et al.).The first versions of this form of textual display were developed in Java and located within an applet. The mode of performance (mouse- or trackpad-driven) has been the one constant in the various versions I have developed. However, in collaboration with programmers Steven Booth and Al Parker, we have developed new versions using Processing instead of Java, and it has now become possible to extend the performativity of the piece to include a multi-touch screen or ‘reactable’ such that there can be a more immediate link between the gesture of the hand or fingers and the erasure of layers of text.In addition, whereas previous versions of the display could only be manipulated by one ‘performer’, the newer versions will permit multiple performers writing/reading (or ‘wreading’) simultaneously. This necessarily involves a negotiation between the performers as to how the ‘wreading’ might function – as collaboration or conflict? A group performance or a struggle for control of the text?The text that has been developed for this piece is a reflection on the aphoristic quotation above from Meister Eckhart, the 14th century theologian and mystic. The text is a mix of found text and composed text.

(Source: author's abstract for Officina di Letteratura Elettronica/Workshop of Electronic Literature)