technological dysfunction

By Diogo Marques, 26 July, 2017
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978-84-617-5132-7
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737-754
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Abstract (in English)

“And one should understand tact, not in the common sense of the tactile, but in the sense of knowing how to touch without touching, without touching too much, where touching is already too much.” Jacques Derrida

A “hasty conclusion”, perhaps, as stated by Derrida, yet, one that was (and still is) able to cause an intense discussion among philosophers. In his questioning of touch, Derrida draws on Jean Luc Nancy’s philosophy of touch, particularly on the latter’s paradox of intangible tangibility, as a way to explore a slightly different meaning of the verb haptein (to be able to touch, to grab, to attach, to fasten), but also meaning “to hold back, to stop” (Nancy [2003]: 2008, 15).

By contrast, the intensification of research media devices that summon tactile/haptic functions, along with efforts to increase tangibility in the Human-Machine Interface (Gallace & Spence: 2014, 162), are often attached to literalizations and instrumentalizations of touch and gesture that seem to obliviate a long tradition in philosophy dedicated to these aporias. First, by representing touch and gesture as a superficial contact; second, by making promises of presence, transparency and intimacy that often resemble a fetishised and ancestral need of direct access to knowledge by means of tactility.

Calling attention to the non-superficiality of touch and gesture, there is evidence of a branch of digital literary works particularly concerned with multisensory perception in digital multimodal environments. Making use of a contercultural and metamedial poetics largely influenced by early avantgarde artistic proposals, these works enable us to question the ways we read and write in digital interfaces by means of another paradox: an intended loss of grasp in order to raise awareness.

Concerning digital interfaces’ transparency and ubiquity, Lori Emerson states that “[a]ll of these interfaces share a common goal underlying their designs: to efface the interface altogether and so also efface our ability to read, let alone write, the interface, definitely turning us into consumers rather than producers of content.” (Emerson: 2014, 1) Still, for Emerson there is some light at the end of the tunnel, namely by means of this “growing body of digital literature” that courts “difficulty, defamiliarization, and glitch as antidotes (…) against what ubicomp has become” (id.: 2), the “nearly pervasive multi-touch interface” included. (id.: 4) Such “antidotes” can be resumed to the aforementioned loss of grasp (for instance, glitch as a visual loss of grasp), a necessary

condition in order to raise awareness. However, taking into account specific materialities of digital devices, in spite of a continuity of disruptive operations of estrangement, we may ask what are the differences between previous understandings of “loss of grasp” and the ones enabled by digitality.

Loss of Grasp is also the title of a digital literary work of art, created by Serge Bouchardon and Vincent Volckaert (2010). Briefly described by its authors as “an online digital creation about the notions of grasp and control”, Loss of Grasp is an interactive narrative featuring a character who paradoxically loses grasp as he tries to have a grip on his life. Serving as a metaphor for the ways we tend to see functionality and transparency (for instance in digital multimodal environments), the subject is led towards a gradual state of awareness that only becomes possible by a total loss of grasp.

I argue that close-readings of such works of digital literature may help us to better understand what are the consequences of touch and gesture in contact with digital interfaces.

Creative Works referenced
By Hannah Ackermans, 29 October, 2015
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Abstract (in English)

Learn a cutting-edge method of performative creative writing based on human-computer interaction.

You will learn to “write with your voices” (as opposed to typing on a keyboard) by using speech recognition software. We will take turns saying impromptu lines out loud into a microphone. The computer will recognize the lines with varying accuracy and turn the speech into text on the computer screen. We will develop a set of improvisational tools to enhance dramatic writing by utilizing the computer’s errors (misrecognitions) in collaboration with other participants. You will be confronted with situations requiring quick decision-making, because the computer does not reproduce your speech with hundred-percent accuracy – a fact that will challenge you to deal with technological dysfunction in the here-and-now of a performative writing situation. Also, you will be challenged to listen and respond to your human writing partners and their texts. Through guided practice, you will learn to take the writing process in unexpected directions, further into an improvisational realm.

While practicing this collaborative, performative live writing method with human and computer partners, we will work toward creating short fictional scenes. The scenes will be based on dramatic situations that we will come up with together through rehearsals and discussion. In addition to this practical work, we will spend time discussing readings of relevant texts (live writing, new technology, human-computer interfaces and drama).

At the end of the workshop, we will present a live, performative writing event, in which you will have the opportunity to perform those aspects of the writing method that you find most compelling. The showing will be planned and performed collaboratively. At the end of this workshop, you will have the tools to continue exploring the relationship between text, digital media, and performance in your own work.

(source: ELO 2015 catalog)