textual instrument

By Jörgen Schäfer, 5 July, 2011
Language
Year
Pages
211-253
Record Status
Abstract (in English)

The statement that "this is not a game" has been employed in many ways — for example, to distinguish between high and low culture electronic texts, to market an immersive game meant to break the "magic circle" that separates games from the rest of life, to demarcate play experiences (digital or otherwise) that fall outside formal game definitions, and to distinguish between computer games and other forms of digital entertainment. This essay does not seek to praise some uses of this maneuver and condemn others. Rather, it simply points out that we are attempting to discuss a number of things that we play (and create for play) but that are arguably not games. Calling our experiences "interactive" would perhaps be accurate, but overly broad. An alternative — "playable" — is proposed, considered less as a category than as a quality that manifests in different ways. "Playable media" may be an appropriate way to discuss both games and the "not games" mentioned earlier.The impetus for coming to this term was not a love of terminology, but the author’s need as an artist to situate a set of experiments in creating "instrumental texts" and "textual instruments" within an appropriate context. While it doesn't make sense to discuss all of these experiments as games, what distinguishes them from other electronic texts is their playability — both that they can be usefully considered as playable, and their particular structures of play. This essay discusses, particularly, two "textual instruments" recently constructed by the author in collaboration with David Durand, Brion Moss, and Elaine Froehlich. While both of these instruments operate according to the logic of n-grams (as first used in textual play by Claude Shannon), one instrument is designed to play with known local texts while the other is designed to employ the contents of network RSS feeds and web pages. One composition for each of these instruments — Regime Change and News Reader, respectively — is considered.

(Source: Author's abstract on Dichtung Digital)

Note: first published in Dichtung Digital (2005), Republished in The Aesthetics of Net Literature: Writing, Reading and Playing in Programmable Media (2007).

Description (in English)

Textual instruments make text playable in a new way. At first, as one encounters their workings, they are toys for exploring language — more flexible than link-node hypertext, more responsive than batch-mode natural language generators. With growing experience, these instruments can also become tools for textual performance. Regime Change begins with a news article from April 2003, following the bombardment that began the U.S. invasion of Iraq. George W. Bush cites "eyewitness" intelligence that Saddam Hussein was assassinated by targeted U.S. bombing and clings to the contention that the Iraqi president was hiding "weapons of mass destruction." Playing Regime Change brings forth texts generated from a document that records a different U.S. attitude toward presidential assassination and eyewitness intelligence — the report of the Warren Commission. This instrument operates using the statistics of n-grams, a technique used for textual games for more than 50 years, beginning in Claude Shannon's 1948 A Mathematical Theory of Communication. These n-grams are chains of words, and this instrument uses shared chains between documents as "bridges," allowing movement from the text of one document into a body of text created from another and back. (Source: Author description, ELC 1).

Screen shots
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Technical notes

Run the Regime Change application to begin. Regime Change presents text in several windows, which will open and close on their own, as needed. Try the following steps to see the basic way that Regime Change expands one text using another: (1) Once the first window with the news story "Saddam Hussein 'May' Be Dead or Severely Injured, Bush Says" has fully loaded, click on the blue words "that the same." Clicking on colored words opens a new window, offering ways to expand the text. (2) Texts from the Warren Commission's report appear in a new window — different ones each time. From this window, it would be possible to click on red words to expand further. Instead, click on any black word in the middle of the paragraph. (3) The window closes and the text from the Warren Commission's report, up to the selected point, is incorporated into the original news story. Play with the text can continue from here. Clicking on a colored word (blue or red) provides new possibilities from the other text, opening a new window. Clicking on a black text makes a selection, closing the current window and placing that selection in the one before it. After spending some time playing with this instrument, the user can learn which words are most interesting points for expansion and can determine how best to end each selection so that the text remains coherent.

Description (in English)

wotclock is a QuickTime "speaking clock." This clock was originally developed for the TechnoPoetry Festival curated by Stephanie Strickland at the Georgia Institute of Technology in April 2002. It is based on material from What We Will, a broadband interactive drama produced by Giles Perring, Douglas Cape, myself, and others from 2001 on. The underlying concepts and algorithms are derived from a series of "speaking clocks" that I made in HyperCard from 1995 on. It should be stressed that the clock showcases Douglas Cape's superb panoramic photography for What We Will.

(Source: Author description).

I ♥ E-Poetry entry
Screen shots
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Technical notes

After loading, wotclock runs continually as a time-piece. The numerals that traditionally circle the clock face are replaced by letters, and these letters are used to construct phrases in the center that tell the time. The first two words tell the hour, while the second two tell the minute, the seconds being counted on the clock face itself. On the minute, a new photograph from What We Will is displayed. Clicking and dragging the upper pane or lower pane rotates the panorama.

Contributors note

with photographs and additional production by Douglas Cape

Description (in English)

A recombinatory digital fiction/poem for predicting death. It uses the stripped down the code of an online slot machine game, replacing the cards with 15 five-line death fictions/poeticals. The artwork recombines the scenarios randomly every time you spin. The writing divides the scenarios into location, method, result and post-result of each death possibility. Additionally, you can win death videos/poetry visuals and free spins. Some are rather scared of this creature's forecasting tone, while others exalt in the absurdist joy of the way all stories are interchangeable, interrelated and happily random.

(Source: Author's description from Electronic Literature Collection, Volume Two)

I ♥ E-Poetry entry
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Technical notes

Requires Flash.

Description (in English)

Screen is an alternative literary game created in the "Cave," a room-sized virtual reality display. It begins with reading and listening. Texts, presenting moments of memory as a virtual experience, appear on the Cave's walls, surrounding the reader. Then words begin to come loose. The reader finds she can knock them back with her hand, and the experience becomes a kind of play - as well-known game mechanics are given new form through bodily interaction with text. At the same time, the language of the text, together with the uncanny experience of touching words, creates an experience that does not settle easily into the usual ways of thinking about gameplay or VR. Words peel faster and faster; struck words don't always return to where they came from; and words with nowhere to go can break apart. Eventually, when too many are off the wall, the rest peel loose, swirl around the reader, and collapse. Playing "better" and faster keeps this at bay, but longer play sessions also work the memory text into greater disorder through misplacements and neologisms. (Source: authors' description.)

I ♥ E-Poetry entry
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Description (in English)

Roulette is a work of recombinant narrative that offers a novel interactive reading experience. As lines of text shift and fade in response to user manipulation of the 3-D interface, a fractured collection of stories is revealed, shifting in mood and meaning with each reading.

(Source: Author's abstract from Electronic Literature Collection, Volume Two)

I ♥ E-Poetry entry
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Technical notes

Enable computer speakers or headphones for audio. Within the text, click one of the three large cubes and hold mouse down to select a word. Click the cube to return it to its original state. Built with the RiTa library for Processing.

Description (in English)

Following Genette's forms of paratextuality, the process of quoting or re-writing in this poem involves a hypotext - the antecedent literary text (Clarice Lispector's "Amor") - and a hypertext, that which imitates the hypotext (the poem "Amor de Clarice"). Both hypotext and hypertext were performed and recorded by Nuno M. Cardoso, and later transcribed within Flash, where the author completed the integration of sound, animation, and interactivity. Following the hypotext/hypertext ontology, there are two different types of poems. In half of them (available from the main menu, on the left), the main poem (the hypertext) appears as animated text that can be clicked and dragged by the reader, with sounds assigned to the words. In these poems, the original text (the hypotext) is also present, as a multilayered, visually appealing, but static background. The sound for these movies was created by Carlos Morgado using recordings with readings of the poem. In the other half of the poems (available from the main menu link on the right), the same animated hypertext/poem is present, but the hypotext in the background of the previous is replaced by video frames, animated and manipulated by Ana Carvalho. The sound files for these movies was designed by Luis Aly, integrating recordings with readings of the short-story.

(Source: Author's description from the Electronic Literature Collection, Volume 2)

 

Previous publication: R. Torres, et al. (2005) Amor de Clarice - Poema Hipermédia, CD-ROM multimédia, CD audio e livro, Ediões Universidade Fernando Pessoa.

I ♥ E-Poetry entry
Screen shots
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Technical notes

Flash plugin required. Click on the words "INICIAR POEMA" on the bottom of the main presentation page. There are 52 poems that have an average duration of one minute each, and they can be browsed from the main menu, or, in both linear and random ways, using the icons on the top of each movie.

Contributors note

Nuno M. Cardoso: voice

Ana Carvalho: video

Carlos Morgado: music

Luís Aly: sound

Description (in English)

my Molly (departed), formerly titled Twittering, is a textual instrument designed as a performance application. The pieces remixes text, image, audio, and video triggered through keyboard interaction. The work has been performed at the OpenPort Performance Festival (Chicago), ePoetry 2007 (Paris), The Codework Workshop (West Virginia University), The Electronic Literature in Europe Conference (Bergen Norway), and the Interrupt Festival (Brown University).

The piece coexists with a novel (Free Dogma Press) that was written simultaneous to the development of this work. Where the novel plays on aspects of time, and draws from sources such as Joyce, Strindberg, Beckett, Dante, among others; the hypermedia textual instrument combines these in a more immediate, collapsed manner.

Multimedia
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Description (in English)

Cutting through memories, pinning down facts, stitching fabrications, unpicking the past - an interactive, animated memoir, created in Flash, exploring aspects of my relationship with my dressmaking mother. Life’s mysteries are rarely uncovered by a logical, linear process of deduction. You arrive at answers, ideas, suspicions, intuitions… haphazardly in fragments. Over time you build the picture, piece by piece, shuffling and rearranging, until you start to see a pattern emerging. The structure of Fitting the Pattern attempts to replicate this experience; hence it is a memoir in pieces that the reader can explore, to some extent, in a non-linear fashion. There are certain parallels between my mother’s creative craft process and my own in new media; therefore the visual design of the piece is based on the aesthetics of sewing patterns. These similarities, as well as our differences, are embedded in the digital media and text, literally drawn out through animation and dramatized through interactivity. Custom cursors designed as digital dressmaking tools fuse the interactive process into the narrative world, so the reader becomes actively involved in constructing and/or unpicking the narrative.

(Source: Author's description from the Electronic Literature Collection, Volume Two)

I ♥ E-Poetry entry
Screen shots
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Technical notes

Use the dressmaking tool custom cursors to navigate. You will have read all the fragments of the memoir when all the pattern pieces are dark in the pattern layout diagram (see bottom right corner). When the pattern pieces jiggle, click again to view the final, randomly-generated sequence. To quit, close the browser window.

Description (in English)

The main part of the Nio project is an interactive audio piece done in Shockwave. It consists of two "verses." In verse 1, the wreader layers audio and lettristic animations. In verse 2, the wreader both layers and sequences them. Verse 2 is a little sequencer. The Nio project has other parts such as the source code (requires Macromedia Director 8+); the (Shockwave) Song Shapes, which are audioless and use the same animations as in Nio; an essay on the poetics of interactive audio for the web; an essay on audio programming in Director, which is now part of the Macromedia documentation; still visual poetry drawn from onion skins of Nio animations; and an interview by Randy Adams with me about Nio.

(Source: Author's abstract: Electronic Literature Collection, Volume 1)

I ♥ E-Poetry entry
Screen shots
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Technical notes

Shockwave required.