psychoanalysis

By Alvaro Seica, 6 May, 2015
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ISBN
9780226143675
Pages
113
License
All Rights reserved
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Librarian status
Approved by librarian
Abstract (in English)

In Archive Fever, Jacques Derrida deftly guides us through an extended meditation on remembrance, religion, time, and technology—fruitfully occasioned by a deconstructive analysis of the notion of archiving. Intrigued by the evocative relationship between technologies of inscription and psychic processes, Derrida offers for the first time a major statement on the pervasive impact of electronic media, particularly e-mail, which threaten to transform the entire public and private space of humanity. Plying this rich material with characteristic virtuosity, Derrida constructs a synergistic reading of archives and archiving, both provocative and compelling. (Source: University of Chicago Press)

By Alvaro Seica, 14 November, 2014
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Abstract (in English)

A roundtable organized by Lucile Haute at the Galerie Rhinocéros et Cie in Paris on November 13, 2014, posing three questions to each author.

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Remote video URL
By Maya Zalbidea, 3 June, 2014
Publication Type
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Year
Pages
201-216
Journal volume and issue
3.1 (May 2014)
ISSN
2254-4496
Record Status
Abstract (in English)

Blueberries (2009) by Susan Gibb, published in the ELO (Electronic Literature Organization), invites the reader to travel inside the protagonist’s mind to discover real and imaginary experiences examining notions of gender, sex, body and identity of a traumatised woman. This article explores the verbal and visual modes in this digital short fiction following semiotic patterns as well as interpreting the psychological states that are expressed through poetical and technological components. A comparative study of the consequences of trauma in the protagonist will be developed including psychoanalytic theories by Sigmund Freud, Jacques Lacan and the feminist psychoanalysts: Melanie Klein and Bracha Ettinger. The reactions of the protagonist will be studied: loss of reality, hallucinations and Electra Complex, as well as the rise of defence mechanisms and her use of the artistic creativity as a healing therapy. The interactivity of the hypermedia, multiple paths and endings will be analyzed as a literary strategy that increases the reader’s capacity of empathizing with the speaker.

Abstract (in original language)

La obra de ficción digital titulada Blueberries (2009) de Susan Gibb, publicada en la ELO (Organización de literatura electrónica) invita al lector/a a viajar dentro de la mente de la protagonista para descubrir sus experiencias reales e imaginarias en las que se examinan las nociones de género, sexo, cuerpo e identidad de una mujer traumatizada. En este artículo se exploran los modos verbales y visuales en esta ficción digital breve siguiendo patrones semióticos así como se interpretan los estados psicológicos por medio de componentes poéticos y tecnológicos. Se llevará a cabo un estudio comparativo de las consecuencias del trauma en la protagonista de la historia con teorías psicoanalíticas de Sigmund Freud, Jacques Lacan, así como las de las psicoanalistas feministas: Melanie Klein y Bracha Ettinger. Se estudiarán las reacciones de la protagonista ante la pérdida de la realidad, las alucinaciones y el complejo de Electra, así como el surgimiento de mecanismos de defensa y su uso de la creatividad artística como terapia curativa. La interactividad del hipermedia, sus múltiples recorridos y finales se analizarán considerándolos una estrategia literaria que aumenta la capacidad del lector de empatizar con la voz narrativa.

By Scott Rettberg, 9 January, 2013
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Abstract (in English)

The "Codework Project" is an NSF (National Science Foundation) funded exploration of codework, language, performance, and embodiment, in relation to philosophies of the analog and digital. The exploration has resulted in exciting work at a leading edge of digital media practice. The project is based at West Virginia University, and continues several years of collaboration between the art/writer Alan Sondheim, WVU's Center for Literary Computing (CLC), and the Virtual Environments Laboratory (computer sciences). The work employs a range of technologies to map and remap the 'obdurate real' of bodies into the dispersions and virtualities of the digital (and back again, into real/physical spaces). We're working with both analysis and experience of coding and codework in order to understand the natures of the real and virtual. How is the real read? How is the virtual? Is reading even appropriate here? These questions play out in a series of artworks (videos, films, performance, installation) and theoretical texts. The latest stages of the collaboration explore the 3d environments of the Cave and Second Life, as well as avatar construction, virtual and real choreograpies, and the psychoanalytics of embodiment. This panel presents work from the project over the last year. It consists of an extended discussion between Sondheim and CLC director Sandy Baldwin, focusing on the art and theory produced. Sondheim and Baldwin will speak individually and then in dialogue about the Codework project. The panel will also present an initial version of the Codework white paper, with recommendations for research, education, collaboration, funding, and other areas.

(Source: Authors' abstract, 2008 ELO Conference)

By Scott Rettberg, 7 January, 2013
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Abstract (in English)

Sandy Baldwin's presentation theorizes the rhythms and flows of the logging field as cognitive activities of the virtual subject. He describes a psychoanalytics and poetics of login, first in the protocols of unix .cshrc and .login files, as well as machine logs. These primary site of net inscription intensify and wane. They must be fed: you must login. The iterative inscription of the subject deepens the signifiers of login into buccal organs of incorporation. The second part of his paper focuses on Captcha software, which combines repeated Turing tests with enormous amounts of text production, all put to work in the background as the largest distributed OCR project in the world. Finally, he examines artists using login to produce work, with examples from Alan Sondheim, Noemata, and Mouchette.

(Author's abstract from the 2008 ELO Conference)

Description (in English)

“The Office Diva” is an audio-visual installation; a large scale projection of a computer-controlled character living in a claustrophobic virtual space and compulsively talking. Conceptually, the project is a reproduction and examination of a consciousness ruled by manic-depression. But she is also a machine, and the work plays with the ways in which mad and machinic behavior can manifest in similar ways. Phoebe Sengers argues that the modular design of some intelligent agents makes them hard to understand, they appear to be a schizoid assemblage of random, unmotivated behaviors. Contariwise the computational limitations of other agents have been masked by their insane personalities. Repetitions, lack of affect, inappropriate responses, and non-sequiturs are signs of disturbed people as well as machines. In this project, we deliberately chose a bland machine voice, that speaks the stream-of-consciousness text which is generated, re-ordered and reassembled by a machinic algorithm. But, just as deliberately, we massage the relationship between text and code so that our ”mad” consciousness is not so badly fragmented and fractured as to be indecipherable to a human audience. Over time the bland voice reveals a mad, sad story: a pedestrian story of a receptionist; a perfectionist who works too hard in her small therapy center; a critical observer who sees too much going wrong and strives to fix it; an office Don Quixote tilting at the windmalls of petty inefficiency and corruption; a woman slowing exploding. The voice comes from the psychic emanation of the Office Diva: a larger than life projection of her ego. The graphics represent another synthesis between machine and human; procedural animation creates the flaming or dripping archetype that forms into a dimly human form, that is then reanimated with motion capture. The Diva’s anima swirls chaotically in response to the internal narratives she retells so intently. She drifts in the dimly seen and utterly mundane office environment that has taken on so much overdetermined significance.

(The ELO 2102 Media Art Show.)

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Technical notes

Python, c++, trackd, Macintosh speech to text tool

Description (in English)

Talking Cure is an installation that includes live video processing, speech recognition, and a dynamically composed sound environment. It is about seeing, writing, and speaking — about word pictures, the gaze, and cure. It works with the story of Anna O, the patient of Joseph Breuer's who gave to him and Freud the concept of the "talking cure" as well as the word pictures to substantiate it. The reader enters a space with a projection surface at one end and a high-backed chair, facing it, at another. In front of the chair are a video camera and microphone. The video camera's image of the person in the chair is displayed, as text, on the screen. This "word picture" display is formed by reducing the live image to three colors, and then using these colors to determine the mixture between three color-coded layers of text. One of these layers is from Joseph Breuer's case study of Anna O. Another layer of text consists of the words "to torment" repeated — one of the few direct quotations attributed to Anna in the case study. The third layer of text, which becomes visible only when a person is in the chair, reworks Anna's snake hallucinations through the story of the Gorgon Medusa, reconfiguring the analytic gaze. Speaking into the microphone triggers a speech-to-text engine that replaces Anna's words with what it (mis)understands the participant to have said. What is said into the microphone is also recorded, and becomes part of a sound environment that includes recordings of Breuer's words, Anna's words, our words, and all that has been spoken over the length of the installation. Others in the space observe the person in the chair through word pictures on the screen. Readers move their bodies at first to create visual effects, and then to achieve textual ones, creating new reading experiences for themselves and others in the room. Movements range from slowly moving an extended arm in order to recreate left-to-right reading, to head or hand rotation seeking evocative neologisms at the mobile textual borders within the image. The video processing technique was created by Utterback, and has been exhibited separately as Written Forms. The sound environment was designed and implemented by Castiglia, and Nathan Wardrip-Fruin implemented the speech-to-text. Talking Cure was first presented at the 2002 Electronic Literature Organization symposium at UCLA. I have also presented it as a performance/reading, cycling verbally between the layers of text while my image is projected as a different textual mixture on a screen.

(Source: Author's website.)

I ♥ E-Poetry entry
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Contributors note

with: Camille Utterback, Clilly Castiglia, and Nathan Wardrip-Fruin. The video processing technique was created by Utterback, and has been exhibited separately as Written Forms. The sound environment was designed and implemented by Castiglia, and Nathan Wardrip-Fruin implemented the speech-to-text.