interface

By Søren Pold, 31 October, 2017
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Year
Publisher
ISBN
9780262037945
Pages
240
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All Rights reserved
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Approved by librarian
Abstract (in English)

Metainterface is about interface aesthetics and culture, and as an analytical strategy, it focuses on the tendency in art that reflects the contemporary interface; that is, on readings of artworks. In this sense, it presents contemporary art works, but it also reflects on the current challenges of contemporary interface culture in a situation where the computer’s interface seemingly both becomes omnipresent and invisible; where it at once is embedded in everyday objects and characterised by hidden exchanges of information between objects; or, what it conceptualizes as a metainterface. By bringing the tendency in artworks forward, the book aims to demonstrate how certain critical interfaces have an ability to reflect the deeper fissures within new technologies and the production of the work of art itself; an ability to show us an interface, after the interface has seemingly disappeared into ‘smart’ futures and new promises of anticipation, participation, and emancipation.

Description (in English)

Common Spaces is an experimental performance that translates spatial poetry into a multidisciplinary collaborative environment that gathers the physical and the virtual spaces. This performance mixes in realtime distinct types of media in a sort of multi-modal orchestrate. A multi-sensorial performance based on our hand gestures (Leap Motion), vision (camera) and voice (microphone).The common-space derives from the notion of common ground as the medium and the process of communication. It can be understood as a mutual understanding among interactors – as the iterative process of conversation for exchanging evidences between communicators – as an interface.

(source: http://www.grifu.com/vm/?cat=74

Description in original language
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Event type
Date
-
Individual Organizers
Address

Mosteiro de São Bento da Vitória
Porto
Portugal

Short description

Electronic literature is a translation process. It is rooted in a movement between the expressiveness of converging and diverging languages. A key word in the context of digital processes and practices, translation is an interface between thought and language, self and other, subject and tool, art and technology, humans and machines, or between different cognitive, symbolic, performative and linguistic regimes. Electronic literature may live precisely in this in-between space: the place where the pulse of translation, as a process, lies, celebrating inter-semiosis, transference and transformation.

This exhibit proposes three main nuclei representing three sufficiently comprehensive perspectives of the word “translation”: (1) translating, (2) transducing, and (3) transcoding. naturally, due to their multimodal, intermedial and meta-poetic nature, all of the selected works could be included in any of these three threads. While translating focuses mainly on what is translatable and on conti-nuity, transducing and transcoding focus on what isn’t translatable and on dis-ruption, shedding light on the material specificities of different media, different expressive modalities and different poetics.

(Source: Book of Abstract and Catalogs)

 

Record Status
By Scott Rettberg, 8 December, 2016
Publication Type
Language
Year
Pages
15-51
Journal volume and issue
14
License
All Rights reserved
Record Status
Abstract (in English)

The article considers "first generation digital objects" from the standpoint of textual studies, considering "digital media themselves from the specific vantage points of bibliography and textual criticism." Kirschenbaum discusses in detail different editions of Michael Joyce's afternoon and Deena Larsen's work in editing an edition of William Dickey's electronic poetry in HyperCard.

Platform referenced
Description (in English)

It is overly simplistic to state that my digital poems come entirely from building/discovering interfaces. Any artist’s creative practice is a merging/melding mix of fluid events and inspirations. But with all my digital poems there is one commonality, the emphasis on interface. Rarely do I even reuse interfaces, and when I do it is only as one section of a larger work. This continual drive to create new ways to rethink the structure, organization and interactive functionality of my digital poems comes from a variety of internal influences. Most importantly is how these interfaces are not just vessels for content, they are poems in themselves. In the same way digital poetry might be best defined by the experience, rather than a description. Or similar to a digital poet and their works being described by the events and stories surrounding the creation and building process, an interface is the life, the body, and a poetic construction in itself. And through the artist performance I will explore/perform numerous of my interfaces, discussing/reading from them, eluding to how they were made, their inspirations and my thoughts on how they could be reused by other poets. But how is this a performance? This will not just be your typical reading and/or artist talks. While nearly all my digital poetry/fiction performances are highly theatric and, dare I say, engaging, I want to involve the audience more than I have in the past. Therefore, I will be shifting from interface to interface based on the audience’s commands. On the screen will be a series of titled links, around 20 total. The audience will choose which the title I read from. They can change those numbers at any time, and as often as they want. Choosing the links will happen via an ipad, being passed around the audience. The camera from the tablet will also be projected on the large screen in a small corner box. Then as the audience member changes the work, I will start reading it. And much like many of my works, the performance will be highly interactive, engaging, strange and a bit chaotic, driven, in part, by the audience’s commands. (Source: ELO 2015 Conference Catalog)

By Hannah Ackermans, 10 November, 2015
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Abstract (in English)

TOC's promotional tease – “You’ve never experienced a novel like this” – became awkwardly literalized when, after a Mac OS update, I could no longer open the novel. The tease inadvertently highlights the obsolescence that locks away so many works of electronic literature from present day readers. Even an exceptional work like TOC – exhibited internationally, prize-winning, the subject of many scholarly articles, underwritten by a university press – is no less subject to the cycles of novelty and obsolescence that render many works of electronic literature only slightly more enduring than a hummingbird. “The accelerating pace of technological change,” N. Katherine Hayles observes, “may indicate that traditional criteria of literary excellence are very much tied to the print medium as a mature technology that produces objects with a large degree of concretization”.

TOC’s adaptation to Apple’s mobile operating system (iOS) in 2014 is an end-run around a “generation” that lasts “only two or three years.” It’s a preservation strategy that achieves its absolute goal of restoring this brilliant, canonical work to readers. But this novel that was once available to anyone running one of the two dominant operating systems (PC and Mac) is now accessible only to people who own or can borrow an iPad, an expensive device that commands less and less of the tablet market share. TOC is too large a file set to load on the more commonly purchased iPhone; Apple doesn’t offer that option. The glutted Apple App Store surpassed 1 million apps for sale in October 2013, which means TOC must vie for smaller slice of the already-niche iOS population alongside productivity apps and unironic variations on Cow Clicker. TOC on desktop possesses an ISBN, which aligns it with books and makes it eligible for sale on sites like Amazon. But only e-book apps are eligible for ISBNs in the App Store, and Apple has a lock on all iOS app distribution.

What does TOC gain and lose in adapting to the iPad? This is rare opportunity to examine a canonical work of electronic literature where the identical content has been ported from desktop to iPad. In doing so, TOC programmer and co-author Christian Jara transformed its reader interface from click to touch, which in the iOS environment is stylized into a lexicon of eight gestures. The reader’s touch is a performance not an “end-point,” as performance theorist Jerome Fletcher puts it; touch is an act of writing that “performs throughout the entire apparatus/device”: story, machine, code, human body and the physical setting in which the performance transpires. TOC on desktop (2009), iPad (2014), and printed short stories (1994, 1996) is a medial evolution that prompts me to propose a device-specific reception history examining what's at stake in porting desktop-born works into the touch-intensive mobile environment.

(soucr: ELO 2015 conference catalog)

By Hannah Ackermans, 10 November, 2015
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Abstract (in English)

E-books, e-book readers, touchscreens and other types of displays do not belong to the realm of fantasy any more, but are an indelible part of our reality. Interactivity is becoming a key ingredient of electronic publications. There are several projects dedicated to children that allow the practicing of important literacy skills, such as language development, story comprehension, sense of the structure, and collaboration in storytelling by playing and experimenting. These activities are crucial to a child’s development.

During middle childhood the most important seems to be a process of development involving increasingly creative use of playing to develop plots and episodes, the transition from individual to group play, the growing importance of language in plot development and the strengthening of links between play and social life. It is important that a child interacts with a book, not just by passively following a story but by participating in its creation upon every encounter. Graphic design should aim at facilitating the linguistic and social development of a child, at the same time stimulating his or her creativity and abstract thinking, as well as supporting the development of fine motor skills, which are all necessary to self-sufficiency.

Therefore this project’s key requirements involve the following aspects – educational, emotional, ergonomic as well as more detailed objectives:

Using gestures to facilitate a child’s development (the development of brain hemispheres, eye-hand coordination, developing abstract thinking).
The opportunity of constructing a variety of stories – a child builds a story by himself or herself, deciding on the plot development.
The use of randomization and surprise elements, where the book becomes a new story, explored by a child at every encounter, but within the preprogrammed framework (beginning-development-ending).

Body mechanisms, which are necessary for the development of handwriting, are autonomy in dressing etc., a proper grip by hand and three fingers (tripod fingers grip), as well as the use of the non-dominant hand to hold paper. Proper positioning of the thumb and two other fingers is crucial for the correct holding of a pencil. This type of grip plays a key role in the mechanisms using fine manipulation.

Autonomy is based on the development of movements made in specific directions: up and down, inside and out, as well as circular. These are the same directions a child must master in order to write letters and digits. In dyspraxia therapy it is advised that “finger games” are used, such as the manipulation of puppets put on fingers, paper clips and clothes pegs (by manipulating these objects a child practices the opposition of a thumb and strengthens the three fingers participating in the pencil grip).

This paper presents the results of a qualitative user study conducted on a group of early readers (aged 6-9) in a primary school in Krakow, Poland, on a sample of 20 children. The presented solution is a new type of plot construction in a publication – an open structure that is not chronological but has some key points (like the beginning and end) predefined. It is also an attempt at using gestures, which are native to software in a way that is beneficial from the point of view of developmental psychology.

The prototypes of a paper and a digital tablet-based book made it possible to check children’s reaction to non-chronological storytelling application and aimed to verify the design principles along with fine motor skills needed to manipulate the objects on touch screens.

The aim of the study was to evaluate whether the paper book might help children learn the use of a more complex, tablet-based book, built using the same principles, but considering the usage of touchscreen and touch gestures. The test also aimed to verify the speed of mastering a user interface when little or no visual hints were provided.

The paper also explains how open structure designs, based on randomized elements, allow the expansion of the genre with educational books, aiming to help develop the young reader’s eye-to-hand coordination and make more engaging stories based on new content.

(Source: ELO 2015 conference catalog)

By Patricia Tomaszek, 3 October, 2015
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Abstract (in English)

The transformation of interface from a merely indicative tool of navigation to a suggestive element infused with metaphorical power in text-based hypertext literature, and the incorporation of hypermedia and modes of play and games into the hypertext scenario--both strains are gradually winning attention in electronic writing. Topics such as the clarification of paidia (play) and ludus (game) constituents, their formal impact on literature, and the comprehension of the aesthetic matrices projected by the symbiotic infusion of literature, play and games, have been posited, creating a new node in the network of literary studies. In order to explore these fertile new fields, this paper first assigns itself to a survey of interface design and a formal observation of play and games in samples of electronic literature. Furthermore, the paper is focused on the interlaced poetics of representation (narrative) and simulation (paidia / ludus) in literary hypertext, play and games (together to be occasionally called, cybertext or ergodic literature, both terms taken from Espen P. Aarseth). It is hoped that the paper can bring more poetical recognition to digital textualities.

Source: Author's abstract

Description (in English)

The installation plays with the boundaries of form and consciousness through play with the material and the immaterial. From Beyond invites the reader to interact with a digitally augmented Ouija Board. The Ouija Board (also known as the “talking board”) is well-explored in popular culture as a device that is traditionally employed in an attempt to communicate with the dead, who are themselves voiceless and thus can be “heard” only through the indication of written letters. The board is thus itself an interface that plays at the boundaries of the real and the presumed supernatural, as it operates through superstition: readers place their fingers on the planchette and it moves to answer questions, with a “Yes” or “No” placed on the board. Likewise, our digitally enhanced Ouija Board invites the user to guide a planchette (a pointer) as a tactile interface for making binary decisions while traversing a hypertextual work on a screen that serves as a lens between the reader’s world and the world of the story. Our Ouija board and planchette is the physical interface to a modified Twine application, hiding its mechanisms from the reader’s awareness. Twine is an HTML-based interactive fiction storytelling platform that already has a growing number of pieces demonstrating its power and range. Twine is best characterized by its accessibility and the versatility of discrete choices presented to users. Each segment of the scenes in the story are projected in an ethereal fashion through the use of templated text and choice-links whose backgrounds, images and fonts can be customized through stylesheets and which keep in the theme of a view into the real world from the spirit realm. Each choice a visitor or group of visitors to the installation makes by moving the planchette will be incorporated into an ongoing story. The web page will use web sockets to receive input from the Arduino microcontroller connected to the sensors embedded inside the board. These sensors are triggered by a magnet in the planchette itself, and thus the seam between digital and physical is hidden beneath the surface, appearing as any board of this type. This invites the reader to contemplate the ghost in the machine, and, indeed, to embody that ghost through their own physical movement to produce digital input. The reader in the work may first approach the Ouija board assuming they are entering a story in which they communicate with ghosts, but in fact the reader will embody (or disembody) a ghost as they interact with the installation. As the ghost story unfolds, our transformation of the Ouija board will draw upon both the history of supernatural belief in the board’s role as a communication device and the potential of digital modalities to produce new ghosts. As this year’s conference is focused on the “ends” of electronic literature, we believe this metaphorical exploration of endings and unseen yet tangible interfaces is particularly fitting. (source: ELO 2015 catalog)

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Short description

“Language and the Interface” features a selection of 27 works, and results from research work carried out for the FCT PhD Programme in Materialities of Literature. The exhibition is curated by Daniela Côrtes Maduro, Ana Marques da Silva and Diogo Marques. It has been designed as an exploratory sample of writing strategies from different moments (1990-2015), in various languages (English, Portuguese, French), using diverse technologies (stand-alone and networked computer, tablets and mobile devices, augmented reality applications). The show is part of the international conference “Digital Literary Studies” hosted by the School of Arts and Humanities at the University of Coimbra, May 14-15, 2015. The works will be on display at the Faculdade de Letras (Room 6, 4th floor). For further information see: Exhibition “Language and the Interface”. (Source: Digital Literary Studies Conference 2015)

 

Curatorial Statement:

When considered as a simulating machine, the computer blurs the distinction among media or forms of representation. Sounds, images, films, animations and verbal language can now share the same inscriptional surface. Literary experience is impacted by this shift in media ecology. The concept of language itself can refer to spoken and written language, but also to other semiotic systems. Within the computer environment, the linguistic, visual, aural and kinetic forms are themselves made up of layered executable languages of computer codes. The computer can be described as a semiotic machine and processor of languages. It is through the conventions and structures of the graphical user interface that our interaction with digital objects is mediated. What is displayed on the screen is the result of multiple-order representations (or translations) that allow the inscription, processing, and presentation of data.

William S. Burroughs once wrote that “Language is a virus from outer space”. In electronic literature, the computer brings the concept of estrangement to a whole new level by rooting literary experience in an intersection between human and machine languages, and by using processing speed, data storage and programming to suggest further ways to validate or delay the production of meaning. The works presented here take creative, ludic, critical and experimental approaches to the interplay between language and interface. Choosing paths, touching words, generating new threads of meaning or jumping off a cliff are activities that the reader might be asked to perform.

The aim of the ‘Language and the Interface’ exhibit is twofold: on the one hand, to show different modes of processing and displaying language in networked programmable media; on the other hand, to call attention to the interface as both a constraining and enabling reading device. What happens when an understanding of literature as patterned verbal and written language is explored in conjunction with the metamedial affordances of the computer environment? What is the role of the interface in situating and constituting readers as subjects of digital literary works? How are the processing of language and the language of processing interfaced by the display?

This exhibit is part of the international conference “Digital Literary Studies” hosted by the School of Arts and Humanities at the University of Coimbra, May 14-15, 2015. Please feel free to join us and give it a try.

Daniela Côrtes MaduroAna Marques da SilvaDiogo Marques

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