hypertext

By Daniel Johanne…, 17 June, 2021
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23.2
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Abstract (in English)

Ever since their appearance in the early 1990s, hypertext novels were presented as the pinnacle of digital aesthetics and claimed to represent the revolutionary future of literature. However, as a literary phenomenon, hypertext novels have remained marginal. The article presents some scientifically derived explanations as to why hypertext novels do not have a mass audience and why they are likely to remain a marginal contribution in the history of literature. Three explanatory frameworks are provided: (1) how hypertext relates to our cognitive information processing in general; (2) the empirically derived psychological reasons for how we read and enjoy literature in particular; and (3) the likely evolutionary origins of such a predilection for storytelling and literature. It is shown how hypertext theory, by ignoring such knowledge, has yielded misguided statements and uncorroborated claims guided by ideology rather than by scientifically supported knowledge.

DOI
10.1177/1354856515586042
Short description

GOAL: The workshop is directed towards authors and translators of hypertext fiction and poetry created in Storyspace. We demonstrate the future direction of the in-house development environment used for translation and migration of Michael Joyce’s afternoon.a story (2011) and Twilight. A Symphony (2015) into browser/online ports. The framework has been recently updated to its third edition which – apart from its support for guard fields, roadmaps, link scripting – introduces form-based import layer and a mobile friendly visualizations of Storyspace Map Views based on D3.js JavaScript library. During the workshop a workflow of importing the work, processing its metadata, and preparing the linking system for the visualization module will be demonstrated and analysed. The hypertexts used during the workshop are: Izme Pass by C. Guyer, M. Joyce, and M. Petry; WOE by M. Joyce, and The Life of Geronimo Sandoval by S. Ersinghaus. Participants will prepare an html export from Storyspace and be able to then upload these files on a server for further processing in order to prepare an online, mobile friendly version of a Storyspace work. BACKGROUND: More than 20 years after their publication web-based hypertexts such as Hegirascope or The Unknown are available, read and viewed just as intended on their publication date. “Html and a bit of Javascript” or “Javascript and a bit of html”, in case of Web based text generators such as Taroko Gorge, seem to constitute the best formula for creating long-lasting e-literature. Any platform, old or new, which supports exporting to html improves not only the longevity of the work, but can also bring it new life on platforms of the future. Important platforms, most notably Flash, did not follow this path. Some platforms, including Storyspace, did. In spite of being a paid software and the popular perception of it as a platform for commercial circulation of e-literature, Storyspace managed to preserve its path to open formats in form of its html export functionality (although by default in limited form).

Multimedia
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NYU
New York,
United States

Short description

A collaborative reading at the NYU Media Research Laboratory featuring Noah Wardrip-Fruin, Stephanie Strickland, Jennifer Ley, Bill Bly, Adrienne Wurtzel, Nick Montfort and William Gillespie, Rob Wittig, and the Unknown

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Description (in English)

NTERTWINGLING is a work for the web and for live performance, which involves hypertext and improvised music. The hypertexts are very diverse and include aphorisms, parodies, poems, fragments of narratives, and quotations. These are connected by hyperlinks, which allow the screener to take many different pathways through the work, so each screening will be different (and not all will include every text). In a live performance, the improvising musicians must respond to the hypertexts sonically, but they can do so in any way they choose. The hypertexts were written and visually designed by Hazel Smith, with image backgrounds supplied by Roger Dean. The sound is taken from a live performance of the work, given in December 1998 at the Performance Space, Sydney, which involved extensive digital processing of electronic and acoustic sound, played by the austraLYSIS Electroband (Roger Dean, Sandy Evans, and Greg White). The recorded sound has been slightly edited, and is presented playing both forwards and backwards, in streaming audio. Intertwingling is a word used by T.H. Nelson (one of the pioneers of hypertext theory and practice) to describe the process in hypertext whereby everything interweaves and intermingles with everything else. It conveys the way the piece "intertwingles" different media, different types of text, and different kinds of subject matter (travel, place, desire, economics and ideas about narrative).

Description (in English)

The egg, the cart, the horse, the chicken was written by Hazel Smith (text) and Roger Dean (sound). The hypertext and animations, written in Flash by Hazel Smith, are designed for a split screen. The texts in both the upper and lower frame are grouped into short linear 'scenes' which form an overall 'movie'. But the sequence in the upper frame can be disrupted by clicking on hyperlinks (marked in capital letters), which allow the reader to jump to texts other than the ones which follow each other in sequence. Consequently the juxtaposition of the texts on the two different screens is also variable. The piece engages with the way in which linear systems are constantly disrupted by non-linearity. This is written into the piece at a formal level by the use of the hyperlinks, animation and split screen, which tend to disrupt normal reading processes. Thematically the piece also addresses the ways in which a simple cause and effect relationship rarely operates, even within scientific systems. At the same time the hypertextual network interconnects many different ideas including the cultural significance of illness, the process of writing, the commodification of women's bodies, and the atemporal nature of memory.

The soundtrack, is an algorithmic piece Ligating for computer controlled keyboard sounds (2000). This sound piece is one of minimalist rhythmic complexity. The mesmeric 11 note cycle of the outset gradually evolves in pitch content, speed, and density of accompaniment. At a certain point when the pattern has become very fast, its rhythmic content changes quite dramatically. At this point the piece climbs to its conclusion; which turns out to be reversible, as the piece then plays backwards. The work was entirely written in MAX, the algorithmic composition and performance MIDI/sound control platform, so that performances vary, but this is a quicktime recording of one realisation, now fixed, for use with this web piece.

See Hazel Smith and Roger Dean 'The egg the cart the horse the chicken: cyberwriting, sound, intermedia'Interactive Multimedia Electronic Journal of Computer-Enhanced Learning. Vol. 4. No. 1.  https://www.learntechlib.org/j/ISSN-1525-9102/v/4/n/1/ 

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Description (in English)

Hiperpopeia consists in a effort to transform in verses (with a epic intention, but in a free format) posts found in social media. Now almost with 10.000 verses, writting in a spand of a year, the acumulative, daily atualizations, aim to the same number of verses of the Iliad (15.693). With internal restrictions to the composicional method: names as the subjetc of the sentence; the verbs in the past perfect (the narrative and action-descretive conjugation); the vague, or overdescribed yet intencionally ambiguous, objects; and the intend to ignore the mediation of cellphones or cameras and even the social media as the medium - making the action be described as concret action. In that way, an effort to produce a machinal writing, to be reproduce in some form by algorithimic writing.

Description (in original language)

Hiperpopeia é uma obra literária que consiste em um esforço de transformar em versos (com intenção épica, mas em formato livre) postagens encontradas nas redes sociais. Com quase 10.000 versos, escritos no período de um ano, as atualizações acumulativas e diárias tencionam chegar ao mesmo número de versos da Ilíada (15.693). Com restrições internas ao método composicional: nomes como o sujeito da frase; os verbos no passado perfeito (a conjugação narrativa e da ação-descritiva); os objetos vagos, ou superdescritos mas intencionalmente ambíguos; e a intenção de ignorar a mediação de celulares ou câmeras e até mesmo as redes sociais como o meio - fazendo com que a ação seja descrita como uma ação necessariamente concreta. Desta forma, um esforço para produzir uma escrita maquinal, a ser reproduzida de alguma forma em uma escrita algorítmica.

Description in original language
Pull Quotes

Fabiano passeou com sua cachorra no primeiro dia do ano

Milena andou de patins

Juliana comparou a virada do ano com dois momentos de um filme

Short description

The appearance of new technologies and their exponential growth for several decades has changed our way of understanding knowledge. Although it is already a topic that is part of the contemporary background, it is worth remembering that digital culture and the possibilities of the internet have meant a radical change, only comparable, according to Alejandro Baricco, to the printing revolution.

The incorporation of the network and transmedia resources into the literary environment is fostering new poetics; new forms of textuality that, according to Joan-Elies Adell, go beyond the book and turn the computer or any mobile device into the natural space of the work. Hypertext, interaction, video game ... The very essence of literature is changing. Writers who think of the word in conjunction with HTML code, geolocation, processing or other programming tools. With their creations they come to expel us from our areas of literary comfort.

We are talking about jobs designed for the network, that new agora. We are talking about hypermedia works that, in contrast to orality or printed tradition, investigate within what Ernesto Zapata defines as electronality. We are talking simply about literature in the post-Gutenberg era.

Description (in original language)
La aparición de nuevas tecnologías y su crecimiento exponencial desde hace varias décadas ha cambiado nuestra manera de entender el conocimiento. Aunque ya es un tema que forma parte del background contemporáneo, no está de más recordar que la cultura digital y las posibilidades de internet han supuesto un cambio radical, solo comparable, según Alejandro Baricco, a la revolución de la imprenta.

La incorporación de la red y de los recursos transmedia al entorno literario está propiciando nuevas poéticas; nuevas formas de textualidad que, según Joan-Elies Adell, desbordan el libro y convierten el ordenador o cualquier dispositivo móvil en el espacio natural de la obra. Hipertexto, interacción, videojuego… La esencia misma de la literatura está mutando. Escritores que piensan la palabra de forma conjunta al código HTML, a la geolocalización, al processing u otras herramientas de programación. Con sus creaciones vienen a expulsarnos de nuestras áreas de confort literario.

Hablamos de trabajos pensados para la red, ese nuevo ágora. Hablamos de obras hipermedia que, frente a la oralidad o la tradición impresa, investigan dentro de lo que Ernesto Zapata define como electronalidad. Hablamos, sencillamente, de literatura en la era post-Gutenberg.
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Description (in English)

Work on We Descend began in 1984, when five words came unbidden into my mind: “If this document is authentic…” I had no idea what the phrase signified: Who’s saying this? What document? Why wouldn’t it be authentic? How would it be authenticated? By what authority? How would that authority be established? Where did the document come from in the first place? As I pondered these questions, a clutch of fragmentary writings began to appear under my hands — via the standard tech at the time: fountain pen, notebook paper, clipboard.

(Source: http://thenewriver.us/we-descend/)

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The fragments generated by that original five-word phrase were eventually transferred from paper to a desktop Macintosh using Storyspace, an early hypertext authoring environment. Eventually, Volume One of We Descend reached publication in 1997 as a standalone computer application, distributed on floppy disk by Eastgate Systems. Twenty years later (in the wake of at least three revolutions in digital tech), Volume Two appeared here in The New River, built in HTML & CSS for reading on any internet device.

By Martin Sunde E…, 22 September, 2020
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This thesis examines key examples of materially experimental writing (B.S. Johnson's The Unfortunates, Marc Saporta's Composition No. 1, and Julio Cortázar's Hopscotch), hypertext fiction (Geoff Ryman's 253, in both the online and print versions), and video games (Catherine, L.A. Noire, The Elder Scrolls IV: Oblivion, and Phantasmagoria), and asks what new critical understanding of these 'interactive' texts, and their broader significance, can be developed by considering the examples as part of a textual continuum. Chapter one focuses on materially experimental writing as part of the textual continuum that is discussed throughout this thesis. It examines the form, function, and reception of key texts, and unpicks emerging issues surrounding truth and realism, the idea of the ostensibly 'infinite' text in relation to multicursality and potentiality, and the significance of the presence of authorial instructions that explain to readers how to interact with the texts. The discussions of chapter two centre on hypertext fiction, and examine the significance of new technologies to the acts of reading and writing. This chapter addresses hypertext fiction as part of the continuum on which materially experimental writing and video games are placed, and explores reciprocal concerns of reader agency, multicursality, and the idea of the 'naturalness' of hypertext as a method of reading and writing. Chapter three examines video games as part of the continuum, exploring the relationship between print textuality and digital textuality. This chapter draws together the discussions of reciprocity that are ongoing throughout the thesis, examines the significance of open world gaming environments to player agency, and unpicks the idea of empowerment in players and readers. This chapter concludes with a discussion of possible cultural reasons behind what I argue is the reader's/player's desire for a high level of perceived agency.The significance of this thesis, then, lies in how it establishes the existence of several reciprocal concerns in these texts including multicursality/potentiality, realism and the accurate representation of truth and, in particular, player and reader agency, which allow the texts to be placed on a textual continuum. This enables cross-media discussions of the reciprocal concerns raised in the texts, which ultimately reveals the ways in which our experiences with these interactive texts are deeply connected to our anxieties about agency in a cultural context in which individualism is encouraged, but our actual individual agency is highly limited.