virtual

Description (in English)

Urban Fragments is an interactive website that functions as a repository for ideas about the city and how the urban experience can be translated into an online experience. From the opening users can peruse numerous avenues each accessible through a different vertical fragment pictured on the home page. Animations, processing sketches and images are gathered together within the site and open in individual pop up windows creating random juxtapositions and eventually chaos on the screen.

Screen shots
Image
By Scott Rettberg, 7 January, 2013
Author
Language
Year
Record Status
Abstract (in English)

The interactive fiction work "Hors-Categorie" stages a virtual encounter between bodies in a hotel room along the Tour de France bicycle race. In the story, the player is confronted with a number of decisions regarding his or her body, which, in the game state exists virtually. Various bodily choices—blood doping, shaving one's legs, peeing in a cup—lead to the generation of affects that alter the game state. My effort in writing this work—concerning doping, cyclists, bodies, and ethics—is to think through the potentialities for engaging, designing, and theorizing new media with an emphasis on the embodied nature of affect. I argue that by thinking through together the indeterminacy of affect, the indeterminacy of the bodies that generate affects, and the virtuality of new media, we can experiment with the capabilities and capacities of each of these concepts. The rich inter-animation of affect, the body, and new media can co-produce virtualities that not only enliven each terms' potentiality, but indeed can contribute to what I suggest is an "ethics of experimentation" that is needed to think through relations of the body, feelings, technology, and new media. Put differently, I wish to mobilize these concepts together to suggest an inherent affinity that expands our theories of the embodied nature of affect and its crucial role in new media work. "Hors categorie" is a designation for climbs in the Tour de France that are "beyond classification." That is, the intensities of the climbs—the grade of the climb, the altitude, the weather possibilities—do not fit within the classificatory scheme the race uses elsewhere. I choose this pun for my interactive fiction experiment to highlight the indeterminacy—the virtuality, even—of the sporting body when it encounters emergent technologies that threaten systems of classification—classifications of bodies and their capacities, of drugs, and of ethical codes of conduct—and elude the very technologies designed to produce those classifications—drugs tests, ethical charters, etc. My presentation, both a work of interactive fiction and an academic essay, is an attempt at creatively staging a number of theoretical encounters in order to experiment with bodies, affects, interactive fiction, and ethics. My presentation takes advantage of the configurative possibilities of game play and links that to the configurative possibilities of bodies and of the virtual, by staging a virtual encounter between bodies in a hotel room along the Tour de France race. In the story, the player is confronted with a number of decisions regarding his or her body, which, in the game state exists virtually. Various choices—blood doping, taking aspirin, shaving one's legs, opening doors, watching television, peeing in a cup—lead to the generation of affects, both offered by the game state, or parser, and as experienced in the player. How does the player experience his or her body? Does the player avail themselves of the medical technologies present? How do these alter how the player feels? How do the various—and temporally fleeting—judgments imposed upon players influence their relationships to their virtual/real bodies, and the movements that arise from these relationships? What emerges from the confluence of affective intensity and provisional judgment of this intensity? How does this influence subsequent action? How do these bodies—parser, virtual bodies, "real" bodies -intermingle and co-constitute new bodies through the generation of affects? My hope is that the game provides an amusing (!) platform for meta-reflection on these questions and, I imagine, their somewhat indeterminate, provisional answers. This type of experimentation allows us to introduce affect and virtuality into "regimes of living" (Collier and Lakoff, 2002), which allows for a certain type of animation of ethical questions. At the level of design and coding, this project attempts an experiment with what has been discussed as Silvan Tomkins' (1995) "cybernetic" theory of affect. Tomkins' theory of affect emerged in the context of, and was influenced by, the cybernetic theories of Norbert Weiner. In a conceptualization that greatly informs my efforts here, Eve Sedgwick and Adam Frank (1995) discuss Tomkins' critical distinction—countering Freud—between drives and instincts as analogous with a distinction between digital and analogue: drives exist as binary motivations (on/off) while affects have qualitatively differently possibilities. If drives operate in a "stop/start" way, then affects, which Tompkins claims are instinctual, are more "and/and/and". For Sedgwick and Frank, this model allows us to understand how things differentiate: how quantitative differences turn into qualitative ones, how digital and analog representations leap-frog or interleave with one another. My interactive fiction work experiments with at the level of writing how various affects can combine with each other in certain configurations following actions—and how this can be written into code. The translation of analogic affect into digital code back into analogic affect through the virtual possibilities of thought and bodies interests me—so I have written "hors-categorie."

(Source: Author's abstract, 2008 ELO Conference)

Creative Works referenced
Description (in English)

“Palimpsest” is an audiovisual work exploring the space between sound and image through collaboration. Two distinct narratives, audio and visual, collide to find alternative paths and perspectives around a virtual light sculpture. The piece reinterprets one of a series of photographic light paintings taken during a drive at night [see image 1]. The photographs were experiments: improvisations with long exposures, motion and gesture. As images in themselves however, the collaborators found them to be engaging both visually and conceptually. Visually they bring to mind the poetic: the camera has captured ethereal light trails drawn by the motions of passing traffic in mid-air, giving them an almost sculptural quality. They suggest contours, energies, volumes and spaces that are open to further exploration and interpretation. Conceptually, their contradictory nature seems to suggest ideas of the interstitial - the space or place in-between things - or what Duchamp termed the “infrathin”. The light-forms captured in the image, exist in-between the real and the virtual, brought together in a moment by the camera. They occupy the gaps and breaks between events, and find form in the moment between the shutter opening and closing. It is in the idea of the interstitial that the collaboration is based. How might these forms be reinterpreted and rewritten for another context? And how might audio be used to structure our visual experience of them? "Palimpsest" responds to these questions, extending and reimagining the source image, in an attempt to articulate the interstitial. (source: http://www.duck-egg.co.uk/palimpsest/info.html)

Screen shots
Image
Image
Multimedia
Remote video URL
Technical notes

“Palimpsest” could be described as a series of fragmented journeys around a virtual light sculpture, propelled by sonic events. The piece was made by combining a fixed medium audio loop, which lasts 1 min 30 secs (played twice), and a 6 min video loop. The video loop consists of a sequence of journeys around the light sculpture, created using 3D software. The audio loop was constructed from a montage of recorded improvisations performed on a specifically designed software instrument. Relationships between audio and video were then created using an interface programmed in Max/ MSP/ Jitter that enabled real-time non-linear playback of the video according to significant events in the audio. The audio-visual interface was designed to allow for the audio to ‘select’ different paths through the visual material each time it runs. “Palimpsest” is a recording of the real-time playback of two consecutive audio loops, each generating different visual responses. (source: http://www.duck-egg.co.uk/palimpsest/info.html)

By Eric Dean Rasmussen, 6 February, 2012
Publication Type
Language
Year
Record Status
Abstract (in English)

Eleven characteristics of networked digital poetry, a category that encompasses an enormous variety of work, are discussed and illustrated with examples. Issues raised include the recalibration of the writing/reading relationship, the nature of attachment at the site of interaction, an architectonic quality of instrument-building that characterizes many pieces, differing treatments of time and “place”, the use of recombinant flux, a performative character displayed by many works, the omnipresence of both translation and looping, as well as pervasive references to ruin and hybrid states of mixed reality.

(Source: article abstract)

Pull Quotes

E-poetry runs directly into the unrepeatable, through algorithmic reach and through live feeds from dispersed networks. This situation is interesting, valuable, and riveting — as well as exhausting, confusing, and opaque

The virtuality of e-poetry in all its forms, its constantly shifting eventfulness, can provide us with the mindset and perception-set needed to listen to the earth, to process huge datasets that are sublimely overwhelming, in that we cannot take them in and understand them rationally, but nonetheless might “hear” and be affected in our bodies through indirect and “least” speech, if present to us with high enough resolution in a poietically resonant interface.