mediality

By tye042, 3 November, 2017
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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).

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........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 Stig Andreassen, 25 September, 2013
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The line between electronic literature and digital games has started to blur more than ever. For example, Christine Love’s 2012 Analogue: A Hate Story can be read as a literary “story” that builds on the visual novel form. However, critic Leif Johnson (of IGN) reviewed Analogue as a “game-like experience” and even a “game” that “neatly sidesteps the label of mere ‘interactive fiction’ like Love’s other games thanks to some smart design choices.” Phill Cameron (of Eurogamer) describes Analogue repeatedly as a “game” and also reflects on its deviation from the “interactive fiction” category. The slippage between the language of fiction and games, in such mainstream reviews, reveals a fascinating taxonomic undecidability. Though Analogue’s “textual” focus makes it a natural boundary object between electronic literature and digital games, this tension extends to games that incorporate minimal text or even no text at all. In this presentation, I focus on Thatgamecompany’s third and most critically-acclaimed game, Journey, which was also released in 2012. In Journey, the player guides a mysterious robed avatar through a desert and up a mountain. At different moments, the player can discover other players but cannot communicate with them via either speech or text. The journey on which the player embarks is suggestive of many things but ultimately unsolvable at either a ludic or narrative level. As Ian Bogost observes, “It could be a coming of age, or a metaphor for life, or an allegory of love or friendship or work or overcoming sickness or sloughing off madness. It could mean anything at all.” Rather than determining the “literariness” of Journey, I explore how it uses the affordances of both electronic literature and digital games to produce complex narrative networks. As such, my analysis focuses both on the shared gameplay experience of Journey itself and on the fan-created “Journey Stories” Tumblr space that collects emergent narratives of interactive play. This experience, I contend, helps us think through and across the boundary between electronic literature and videogames, and their once-discrete cultural orientations.

(Source: Author's abstract at ELO 2013 site: http://conference.eliterature.org/critical-writing/digital-games-and-el… )

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By Jill Walker Rettberg, 23 August, 2013
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La présente contribution, dans le cadre de la thématique proposée par l’E.L.O., souhaiterait « chercher le texte » en interrogeant des œuvres présentant ce que nous appelons une double ouverture, ou encore une double démesure — double, eu égard à deux aspects que peuvent revêtir cette ouverture ou cette démesure : le premier aspect est de nature profondément technique et médiatique, le second pourrait se dire plus volontiers ontologique et téléologique.

Cette double ouverture concerne d’une part ce qui est perçu comme une dispersion de l’œuvre textuelle, le fait que la production singulière d’un auteur se trouve disloquée, étendue sous des formes et des supports relativement différenciés. Nous pensons ici aux productions de François Bon, ou encore de Philippe De Jonckheere, telles qu’elles ont été analysés, sous l’angle d’une « diffraction » de l’œuvre, par René Audet et Simon Brousseau ; ou encore à l’œuvre Fidget de K. Goldsmith, commentée par Yan Rucar . Il s’agira de prolonger en quelque sorte ce concept de diffraction en en repérant les effets, les actualisations, non seulement dans une dispersion configurationnelle et graphique que peut adopter la matière textuelle, mais également au niveau des supports et médias mêmes. Sous cet angle, se jouerait ici la projection spatiale, technique, d’une matière textuelle sur différents supports et en différentes configurations — sans que cette multiprojection soit le (seul) fait d’une programmation, ou d’une procédure contraignante. C’est bien plutôt le phénomène d’une instabilité ou d’une métastabilité de l’œuvre textuelle que nous recherchons, sorte d’économie générale de sa variabilité : le fait que la matière textuelle peine ou refuse à se stabiliser et se fixer, même en se proposant sous une forme générative ou interactive.
L’autre versant de l’ouverture ou de la démesure considérées concerne la tendance — bien loin d’être si fréquente, ni même généralisée — de l’œuvre à demeurer sur son propre seuil protocolaire, dans une projection cette fois temporelle, fictionnelle, vers elle-même Par cette expression, nous désignons le fait que l’unique et ultime processus de fictionnalisation que l’œuvre admette de présentifier, de développer dans ses formes, n’est plus que celui de sa propre élaboration — dans le parfait sillage et héritage mallarméens. Il y a bien sûr là une autoréflexion et autoréférentialité de l’œuvre bien connues, et dont l’intransitivité pourrait paraître aujourd’hui encore anachronique. Mais c’est là une autre sorte de diffraction, ou de dilution de l’œuvre dans les seuls rêts de sa possibilité, qu’il nous paraît nécessaire de penser en relation avec le premier versant de notre propos.

L’hypothèse demeure en effet que ce double aspect, cette conjonction d’une ouverture technique et d’une ouverture téléologique de l’œuvre textuelle font peut-être signe faire une autre variabilité, à la fois plus intime et plus vaste que celle d’une littérature qui, dans le milieu numérique, semble n’avoir pas tenu ses promesses.

By Patricia Tomaszek, 28 June, 2013
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ENGLISH SUMMARY Digital Poetry: Aesthetic analysis and the role ofmediality in the communication of artwork Digital poetry (language-based digital art) is a global, interdisciplinary movement consisting of poets, artists and programmers who study and develop opportunities for programmed writing. Digital poetry combines writing with animation, images and sound. There are moving letters, interaction and autogenerative programming. Some digital poems also consist of actual programming code. Digital poetry can be colourful, expressive, technologically advanced, organic, delicate and minimalistic. The thesis consists of analyses of selected examples of digital poetry and investigates, discusses and demonstrates how digital poetry can be analysed. This results in a wide range of theoretical issues concerning genre and intermediality, media philosophical questions regarding technologies of writing and issues related to programming, materiality, temporality and agency. The thesis is a methodological reflection on which concepts should be applied and what new set of questions should be asked in the analysis of digital poetry and contemporary digital art in a broader sense. The methodological approach is based on the theory of enunciation. This means that rather than focusing on the artwork as object or on the experience of the artwork, the analysis focuses on the relation between object and recipient and investigates the specific conditions for experience provided by the artwork. Throughout the thesis, this analytical approach is supplied with investigations that examine issues related to medial issues and their effect on the communication of artwork. The thesis contributes to the research field of digital literature with aesthetic analyses of digital poems. It argues that the analysis of operational logics (i.e. formal studies of code) and hermeneutic traditions fail to provide adequate tools to analyse the potential experiences and effects of digital poetry. Digital poetry is in the thesis characterised as a diaspora in continuation of historical literary avant-gardes, but it is also considered important to include comparative perspectives on other art forms and genres than the literary and in general to move away from literary entrenched logics by, among other things, using the more inclusive terms ‘work’ and ‘recipient’ instead of ‘text’ and ‘reader’. The thesis consists of an introduction to digital poetry, as well as to the methodology, questions and concerns of the research project. This is followed by six chapters and a conclusion. The first chapter is called ‘MO [VE.MEN] TION – Code, Materiality and Concretism in Digital Poetry’. The Australian poet mez and her work practice in which programming languages are combined with phonetic English are analysed. This raises questions of programming language versus natural language, and drawing on the theories of N. Katherine Hayles and Nelson Goodman, among others, questions concerning materiality are explored. How is materiality complex in the digital field where works should be regarded as processes and events rather than as objects? This procedural nature is made explicit in the digital poem ‘La série des U’ where the letters move, and it is investigated how that affects the meaning. The chapter finally investigates issues of concretism through a short outline of historical concrete movements in various art forms, and it discusses why digital poetry is not concretistic in the same way; historical concrete works usually experiment with the limits of the work's own art form, while digital poetry is too complex a mixture of art forms to be determined at all. Digital poetry is distinctly multimodal, which among other things means that you cannot operate with notions such as ‘writing’ or ‘text’ as the smallest medial units. This fact is important for the development of a multimodal approach to the analysis of digital poetry. Chapter two is named ‘Mediality and Historical Language Technologies’. Drawing on Walter J. Ong and Friedrich A. Kittler's analysis of historical language technologies the chapter argues for the use of a broad concept of media. As W. J. T. Mitchell and Mark B. N. Hansen have argued, the collective singular media could be used as a third term capable of bridging, or ‘mediating’, the binaries (empirical versus interpretive, form versus content, etc.) that have structured media studies until now. This bridging is exemplified by how analyses of ‘moveable writing’ are interested in the meaning as well as the effects hereof. However, analyses should not exclude empirical interest in the digital computer as a ‘language technology’ that determines the moving letters. Based on the broad media concept, chapter three, ‘Art Form, Mixture, Hybrid – The Role of Multimodality in The Communication of the Artwork’, develops an analytical approach that helps to avoid notions such as ‘writing’ and ‘text’, as the smallest medial units, by instead operating with Lars Elleström’s model of the modalities of media, in which all media consist of material, spatiotemporal, sensory and semiotic modalities. This terminology is applied in an analysis of the Swedish poem ‘Väljarna’ [The Electorates] by Johannes Helden. It is argued that traditional art forms can be defined by their specific combination of the four modalities, but that digital poetry as a genre is so composite that each new work will constitute a new combination of the four modalities. This is used as an argument to move the model from a descriptive level to an analytic one to be used on types of works where the combination of modalities is precisely ‘new’ and therefore can be said to be explored at the level of signification. The mode of investigating how the medial (in this case the multimodal) affects the communication of the works is an important part of the methodology of the thesis, and it is repeated in the last three chapters which focus on other medial elements: issues concerning programming, temporality and distributions of agency, respectively. Chapter four is called ‘Limits of Sensing, Incestuous Interaction and Breathing Letters – On Secrets of Programming and its Role in the Communication of the Work’. The chapter analyses David Jhave Johnston's digital poem ‘Human-Mind-Machine’ and discusses how knowledge of programming can be incorporated in the analysis if relevant characteristics are incomprehensible on the phenomenological level. In continuation hereof the differences between human and machine ‘senses’ and issues of interpretation and agency are investigated, followed by a discussion of whether a concept such as ‘liveness’, which is otherwise attributed to human bodies, can be used to denote the performance of digital programmes. The issue of secret programming is also discussed as a cultural issue relating to secret surveillance of data. Chapter five bears the title ‘WHEN NOW IS MORE NOW THAN NOW - On the Role of Temporality in the Communication of the Work’. By focusing on specific temporal organisations and their significance, the chapter analyses ‘Mémoire Involuntaire no. 1’ by Braxton Soderman, ‘Dada Newfeed’ by Eugenio Tisseli and ‘Last Life: Your life. Your time’ by Gregory Chatonsky as well as other types of works and digital artefacts. The analyses explore how the works thematise issues of presence, memory and trace, and focuses on how the temporal organisation determines different senders and subjects. How does it, for instance, affect the significance of pronouns in a digital poem where the words move about? The chapter makes use of Paul Ricoeur’s differentiations between cosmic, phenomenological and historical times, Bernard Stiegler’s theory concerning the relation between time, technology and memory and his concept of tertiary memory, and Mark B. N. Hansen's concept of ‘diachrone things’. The analyses, among other things, determine how moving letters (also in artefacts that are not poetry or art) can ‘outsource’ the communication in the sense that a statement, even though it has a specific sender, has never been formulated by a subject. This interest in the relation between medial forms and the determination of a subject is continued in the thesis’s sixth and final chapter titled ‘Cyber- identities and Economies of Communication - on the Role of Distributions of Agency in the Communication of the Work’. The chapter's analysis is, among other things, motivated and inspired by Bernard Stiegler’s criticism of contemporary communication technologies that the user is unable to understand, influence and develop. Through analysis of ‘_cross.ova.ing ][4rm.blog.2.log 07/08 XXtracts_.’ by mez, it is studied how agency is distributed in works where the medium or the technology appears to control the communication or where it is obvious that a sender has been ‘communicating’ with the technology before communicating with us. This analysis provides an opportunity to discuss issues related to the interpellation of communication technologies and further discuss possibilities for various Internet identities and their correlations with medial conditions. The thesis is a contribution to the research field of digital literature, but it is also a contribution to intermediality studies, using Elleström’s model of the modalities of media to describe modalities and their composition in addition to talking about arts (e.g., literature and visual arts) or ‘basic media’ (e.g., text and image) and their combinations. Furthermore, it is argued that intermedial and multimodal dimensions should be treated not only on a descriptive level when they are essential to the creation of meaning and therefore should be analysed. Hence, the thesis also contributes to the development of methods of aesthetic analysis by supplementing them with a medial sensibility. The mindset behind the broad mediality concept and the model of the modalities of media can contribute with analyses that avoid dichotomous differences between human and machine performances, between analogue and digital media, between ‘reality’ and ‘Internet’. At the same time, the broad mediality concept and the model of the modalities of media provide opportunities for an analytically accurate identification of these phenomena and their distinct differences. It is an approach that has far-reaching potential for further developments, e.g. in connection with studies of relations between communication and identity in different media.

By Audun Andreassen, 20 March, 2013
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Since the demise of the 'Golden Age' of literary hypertext (Coover 1999) and the theoretical debates surrounding online and offline electronic literature that followed in its wake, the study of digital fiction in particular has undergone a significant paradigm shift. Recent research has moved from a 'first-wave' of pure theoretical debate to a 'second-wave' of close stylistic and semiotic analysis. While the theoretical intricacies of second-wave digital fiction theory have been well debated (e.g. Ciccoricco 2007, Ensslin 2007, Ensslin and Bell 2007, Bell 2010 forthcoming), the discipline and practice of close-reading digital fiction require a more systematic engagement and understanding than offered by previous scholarship. With this in mind, the Digital Fiction International Network ('DFIN', funded by The Leverhulme Trust since January 2009) has been exploring new avenues of defining and implementing approaches to close-reading, with the tripartite trajectory of developing a range of tools and associated terminology for digital fiction analysis; of providing a body of analyses based on the close-reading of texts, which are substantiated by robust theoretical and terminological conclusions; and of fostering a collaborative network of academics working on inter-related projects.

In following this agenda, this paper offers a comparative approach to second person narration in two exemplary digital fictions: geniwate and Deena Larsen’s satirical flash fiction, The Princess Murderer (2003), and Jon Ingold's interactive fiction mystery, All Roads (2006 [2001]). We aim to explore the extent to which print-oriented narratological approaches to the textual 'You' (e.g. Herman 1994) apply to the texts under investigation and suggest theoretical tenets arising from their distinct (inter-)medial and ludic qualities (cf. Ryan 1999). Of particular interest will be the ways in which the reader and his/her role in the cybernetic feedback loop are constructed textually and interactionally.

(Source: Authors' abstract for ELO_AI)

Creative Works referenced
Description (in English)

The piece is a short poem written using a nested series of file folders on a computer desktop. The process of composition is animated, with a total run time of two and a half minutes followed by a pause before repeating. A scripting agent running on the command line controls a Finder window view of the desktop as folders are created, renamed, reshuffled, and nested within one another, forming the poem. What is presented is not a video recording - it runs live on the desktop file system in the gallery. The viewer watches as the poem is written in folders, expands, is dated and sorted into its final form, and finally disappears to start again.

The work "Eight was where it ended" explores one story from the community of "Angel Baby" mothers - online communities dedicated to grieving for their unborn children in ways not afforded by society at large. It explores this identity position through the medium of digital file systems, in particular their embedded modes of representing temporality, the visible, and the hidden.

The piece is an electronic literature work that is small, simple, novel in form, and conceptually experimental. Versions of it have appeared in various digital interfaces, print editions, and live performances (see below). This edition was specifically designed for casual viewing by an electronic literature gallery audience.

This edition is written in a mixture of delimited text, shell script, and AppleScript.

(Source: The ELO 2012 Media Art Show.) 

I ♥ E-Poetry entry
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By Eric Dean Rasmussen, 27 January, 2011
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According to the French author and theoretician Jean-Pierre Balpe, “all digital art works are first conceived outside the framework of a pragmatic relation to materiality. Any manifestation of digital art is but a simulated moment of an absent matter.”

However, I wish to show that there is at least as much materiality in the digital media as in other media. Of course, as a formal description, digital and material can be distinguished. Digital media correspond to formalization, insofar as formalization is understood as the modelling of a given reality through the use of a formal code. But because digital media refers to the effectiveness of digital calculation, it can be considered as “material”, at least on two levels:

on the level of what occurs in the machine, calculation being a material process,
on the level of what occurs in the interaction with the user, a symbolic and behavioral interaction, in which the system acts on the user and is acted by the user.
The question of materiality is indeed related to that of the media. Yves Jeanneret insists upon this materiality, when he says that “the power of writing is primarily related to the materiality of its media.” Unlike those who present digital writing as deprived of any materiality, Yves Jeanneret points out the materiality of this form of writing : “In addition to its own materiality (network, memory, screen, keyboard, etc), computerized writing is a repeat, a quotation, a mise en abyme of all the materialities of the documentary culture. Digital writing does not amount to a loss of materiality. In fact, materiality is not absent from digital writing. On the contrary it is doubly there, it is materiality squared : the materiality of the media, and that quoted by the media.”

In electronic literature, this materiality is often used for aesthetic purposes. The Trésor de la Langue Française gives a definition of literature as « the aesthetic use of the written language ». This definition may seem very narrow, especially because it doesn’t take into account the oral literature. However, what we can observe in many digital literary works is a displacement of the “aesthetic use of the written language” to the aesthetics of materiality : materiality of the text, of the interface and of the media. That is what I shall show on the basis of a corpus of digital literary works.

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This conference will focus on the increasing use of the network as a space and medium for collaborative interdisciplinary art practices including electronic literature and other network based art forms. Researchers will present papers exploring new network-based creative practices that involve the cooperation of small to large-scale groups of writers, artists, performers, and programmers to create online projects that defy simple generic definitions and disciplinary boundaries. Topics might include online collective narratives, durational performances, evolving networked publication models, creative commons and open source art, remixes, and mashups. The seminar will be organized by the LLE Digital Culture group and will invite contributions from about 20 international researchers and artists. In addition to the scholarly seminar Nov. 9th and 10th at the University of Bergen, two evening programs will take place Nov. 8th and 9th at Landmark Café at Bergen Kunsthall, to showcase innovative work and will be open to the public.

(Source: Conference website.)

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