Book (Ph.D. dissertation)

By Scott Rettberg, 13 December, 2012
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x, 273
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Abstract (in English)

Artificial intelligence methods open up new possibilities in art and entertainment,enabling rich and deeply interactive experiences. At the same time as AI opens up newfields of artistic expression, AI-based art itself becomes a fundamental research agenda,posing and answering novel research questions that would not be raised unless doing AIresearch in the context of art and entertainment. I call this agenda, in which AI researchand art mutually inform each other, Expressive AI. Expressive AI takes seriously theproblem of building intelligences that robustly function outside of the lab, engaginghuman participants in intellectually and aesthetically satisfying interactions, which,hopefully, teach us something about ourselves.This thesis describes a specific AI-based art piece, an interactive drama calledFaçade, and describes the practice of Expressive AI, using Façade, as well as additionalAI-based artwork described in the appendices, as case studies.An interactive drama is a dramatically interesting virtual world inhabited bycomputer-controlled characters, within which the player experiences a story from a firstperson perspective. Over the past decade, there has been a fair amount of research intobelievable agents, that is, autonomous characters exhibiting rich personalities, emotions,and social interactions. There has been comparatively little work, however, exploringhow the local, reactive behavior of believable agents can be integrated with the moreglobal, deliberative nature of a story plot, so as to build interactive, dramatic worlds. Thisthesis presents Façade, the first published interactive drama system that integratescharacter (believable agents), story (drama management) and shallow natural languageprocessing into a complete system. Façade will be publicly released as a free downloadin 2003.In the Façade architecture, the unit of plot/character integration is the dramatic beat.In the theory of dramatic writing, beats are the smallest unit of dramatic action, consistingof a short dialog exchange or small amount of physical action. As architectural entities,beats organize both the procedural knowledge to accomplish the beat’s dramatic action,and the declarative knowledge to sequence the beat in an evolving plot. Instead ofconceiving of the characters as strongly autonomous entities that coordinate toaccomplish dramatic action through purely local decision-making, characters are insteadweakly autonomous – the character’s behavioral repertoire dynamically changes as beatsare sequenced. The Façade architecture includes ABL (A Behavior Language), a newreactive planning language for authoring characters that provides language support forjoint action, and a drama manager consisting of both a language for authoring thedeclarative knowledge associated with beats and a runtime system that dynamicallysequences beats.Façade is a collaboration with independent artist and researcher Andrew Stern.Expressive AI is not the “mere” application of off-the-shelf AI techniques to art andentertainment applications. Rather, Expressive AI is a critical technical practice, a way ofdoing AI research that reflects on the foundations of AI and changes the way AI is done.AI has always been in the business of knowing-by-making, exploring what it means to behuman by building systems. Expressive AI just makes this explicit, combining thethought experiments of the AI researcher with the conceptual and aesthetic experimentsof the artist. As demonstrated through Façade and the other systems/artworks describedin the appendices, combining art and AI, both ways of knowing-by-making, opens upnew research questions, provides a novel perspective on old questions, and enables newmodes of artistic expression. The firm boundary normally separating “art” and “science”is blurred, becoming two components of a single, integrated practice.

(Source: Author's abstract)

By Scott Rettberg, 13 December, 2012
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University
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xv, 425
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Abstract (in English)

Most studies of digital media focus on elements familiar from traditional media. For example, studies of digital literature generally focus on surface text and audience experience. Interaction is considered only from the audience's perspective. This study argues that such approaches fail to interpret the element that defines digital media -- computational processes. An alternative is proposed here, focused on interpreting the internal operations of works. It is hoped that this will become a complement to (rather than replacement for) previous approaches. The examples considered include both processes developed as general practices and those of specific works. A detailed survey of story generation begins with James Meehan's Tale-Spin, interpreted through "possible worlds" theories of fiction (especially as employed by digital media theorists such as Marie-Laure Ryan). Previous interpretations missed important elements of Tale-Spin's fiction that are not visible in its output. Other story generation systems discussed include Minstrel, Universe, Brutus, and Terminal Time.These reveal the inevitably authored nature of simulations of human behavior. Further, the persistently anthropomorphizing approach to computational processes present in traditional artificial intelligence (and many critiques) is contrasted with authorship. Also discussed is Christopher Strachey's love letter generator for the Manchester Mark I -- likely the first work of digital literature, and arguably the first digital art of any kind. As with Tale-Spin, an interpretation of its processes offers more than output-focused approaches. In addition, this study considers works with algorithmic processes carried out by authors and audiences (rather than within the works) created by Raymond Queneau, Tristan Tzara, and Claude Shannon. Prior theoretical concepts are engaged, including Espen Aarseth's "cybertext," Michael Mateas's "expressive AI," and Chris Crawford's "process intensity." A set of concepts and vocabulary are proposed, beginning with the simple distinction between "surface," "data," and "process." Further chapters introduce the terms "implemented processes," "abstract processes," and "works of process." The most unfamiliar new term, "operational logics," names behavioral elements of systems that can be as elemental as gravity or as high-level as a quest structure. The computer game Fableembodies the strengths and weaknesses of using the same logics to drive graphical and linguistic behavior.

(Source: LABS: Leonardon ABstract Service)

Critical Writing referenced
By Patricia Tomaszek, 16 November, 2012
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Abstract (in English)

This study explores the use of footnotes in fictional narratives. Footnotes and endnotes fall under the category of what Gérard Genette has labeled paratexts, or the elements that sit above or external to the text of the story. In some narratives, however, notes and other paratexts are incorporated into the story as part of the internal narrative frame. I call this particular type of paratext an artificial paratext. Much like traditional paratexts, artificial paratexts are often seen as ancillary to the text. However, artificial paratexts can play a significant role in the narrative dynamic by extending the boundaries of the narrative frame, introducing new heuristic models for interpretation, and offering alternative narrative threads for the reader to unravel. In addition, artificial paratexts provide a useful lens through which to explore current theories of narrative progression, character development, voice, and reliability. In the first chapter, I develop a typology of paratexts, showing that paratexts have been used to deliver factual information, interpretive or analytical glosses, and discursive narratives in their own right. Paratexts can originate from a number of possible sources, including allographic sources (editors, translators, publishers) and autographic sources—the author, writing as author, fictitious editor, or one or more of the narrators. The second chapter shows that artificial paratexts can have significant effects on narrative progression. Building on the work of James Phelan and Peter Rabinowitz, I show that artificial paratexts introduce tensions and instabilities that complicate narrative development and force readers to rethink their expectations about narrative conventions. In the next two chapters, I look closely at two complex uses of artificial paratexts, one in the short fiction of Jorge Luis Borges and the other in Vladimir Nabokov’s novel, Pale Fire . In the concluding chapter of the dissertation, I posit a number of extensions to my analysis through an examination of Manual Puig’s Kiss of the Spider Woman and Stuart Moulthrop’s hypertext novel, Victory Garden.

Source: abstract in OhioLink

Creative Works referenced
By Jörgen Schäfer, 8 November, 2012
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Year
ISBN
3-89825-126-8
Pages
396
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Description in original language
Abstract (in original language)

Elektronische Literatur nimmt seit einigen Jahren einen immer größeren Raum in der literaturwissenschaftlichen Reflexion, vor allem im angelsächsischen Raum, ein. Dabei herrscht - unabhängig von theoretischen und ideologischen Differenzen - seltene Einmütigkeit darüber, daß der Computer für die Produktionsbedingungen von Literatur eine ebenso große Zäsur bedeutet wie einstmals der Buchdruck. Der Gutenberg-Galaxis scheint die Turing-Galaxis zu folgen. Da die Verarbeitung und Speicherung von Daten und - im Falle elektronischer Literatur - deren Produktion und Präsentation allein durch programmbasierte Steuerung elektronischer Impulse erfolgt, werden Immaterialität und Prozeduralität zu inhärenten Eigenschaften des Textes. Daraus folgt eine grundlegende Veränderung im Umgang mit und in der Wahrnehmung von Literatur und Schrift. Durch die Vernetzung erhält der Computer mediale Qualitäten, die auf einem polylateralen Austausch von Daten beruhen, der die Grenzen zwischen Produzent und Rezipient durch unzensierte Veröffentlichungsmöglichkeiten verwischt.

Im Zentrum der Dissertation steht dabei die Frage nach neuen ästhetischen Kriterien, mit denen sich durch vernetzte Computernutzung entstandene literarische Formen erfassen und beschreiben lassen. Da Ästhetik sich immer im Spannungsfeld theoretischer Konzepte und experimenteller Praxis befindet, müssen beide Reflexionsformen hier einer Analyse unterzogen werden. Verbunden werden sie durch die Frage, inwiefern die Theorie die Praxis antizipiert bzw. ihr gerecht wird. So gliedert sich das Dissertationsprojekt in zwei große Teile: Der erste Abschnitt beleuchtet aktuelle philosophische Medientheorien im Hinblick auf ihren Begriff von medialer Ästhetik, der zweite befaßt sich mit einer Untersuchung der Praxis internetbasierter literarischer Projekte und ihrer Grundlagen.

Dabei kristallisiert sich in bezug auf die Medientheorien ein deutlicher Paradigmenwechsel von einer durch abgrenzende, statische Kategorien gekennzeichneten "elitären" Ästhetik zu einer prozeduralen, auf vernetzter Kommunikation beruhenden kollektiven Kreativität heraus. Diese liegt in positiver Form den Gesellschaftsutopien Marshall McLuhans und Vilém Flussers zugrunde und wird als apokalyptische Vision auch bei deren Antipoden Jean Baudrillard und Paul Virilio entwickelt. Diese sehen in der Flut simulierter, in Echtzeit übertragener Bilder den Untergang der Imagination und bewußten, aus der Abgrenzung zum Anderen resultierenden Gestaltung. Der aus der Kybernetik hervorgegangene Konstruktivismus als dritte Richtung konzentriert sich auf eine systemische Struktur, die sich festen ästhetischen Kategorien zugunsten einer Analyse von Produktions-, Rezeptions- und Distributionsprozessen verweigert. Allen Theorien liegt schließlich ein Grundverständnis von Ästhetik als "Aisthesis" - als primär "wahrnehmungs-technisches" Phänomen - zugrunde, dem der Computer als medienakkumulierendes und Raum- und Zeitdifferenzen ignorierendes Medium neue Qualitäten verleiht.

Der Schwerpunkt des zweiten Teils der Analyse liegt dann auf Frage der Praxis neuer ästhetischer Formen im durch die Computervernetzung entstandenen Raum. Literatur und Kunst, die den Computer als Produktionsgrundlage und das Internet als Aktionsplattform wählen, entwickeln neue Darstellungsformen und müssen daher mit anderen Kategorien als denen der traditionellen Ästhetik beschrieben werden. Diese gilt es nun hier auf der Basis einer Phänomenologie von literarischen Projekten im Internet zu entwickeln. Als konstitutiv für Internet-Literatur - im Gegensatz zu digitaler "Binnenliteratur" - wird das Zusammenspiel dreier das Medium konstituierenden Ebenen angesehen, der technischen, der ästhetischen Darstellungsebene und der Vernetzungsebene der sozialen Interaktion. Deren Zusammenspiel untereinander ist charakterisiert durch eine Bewegung, die ich "hyperlektische Oszillation" genannt habe.

Die Merkmale digitaler Kunst und Literatur - die Immaterialität der elektronischen Impulse und die Prozeduralität der Computerprogramme, die sie hervorbringen - bewirken eine Veränderbarkeit und Fragilität des Erscheinens, die sich grundlegend von nicht-digitalen Phänomenen unterscheiden. Die Oszillation zwischen den drei Ebenen des Internets bringt ästhetische Formen hervor, die nur bei einer Aktualisierung durch den Benutzer, der die diese konstituierenden Programme auslöst, entstehen. Die "hyperlektische Oszillation" ist somit eine niemals endende, immer wieder stattfindende Bewegung, die zur wahrnehmbaren Manifestation von Internet-Kunst und -Literatur führt.

Beide Begriffe, Kunst und Literatur, verschwimmen zudem aufgrund der multimedialen Potentiale des Computers, die Grenzen werden fließend. Die semiotischen Systeme gehen eine Interaktion miteinander ein, die ebenfalls zu neuen, hypermedialen Kunstformen führt, die nicht mehr nur auf Text basieren. Es entsteht aber eine neue Form von Text: der der Programmiersprachen und der HTML-Seitenbeschreibungssprache. "Literatur" wird somit zu einem Begriff, der eine eminent technische Basis erhält und mehrere Textschichten umfaßt.

Daher werden bei der Untersuchung der Projekte nicht nur meist hypertextbasierte, explizit als "Literatur" etikettierte Werke untersucht, sondern auch Software miteinbezogen, wie die "alternativen Browser" (der "Web Stalker" von I/O/D, der "Shredder" von Mark Napier und der Netomat von Maciej Wisnewski) und "Dekonstruktionsperformances" digitaler Symbolik wie die Projekte von Jodi oder der HTML-zerstörende "Discoder" von exonemo. Bei der Untersuchung kristallisieren sich zwei Hauptformen von Internet-Kunst und -Literatur heraus: Die eine legt ihren Schwerpunkt auf die (Im)Materialität der digitalen Impulse sowie die Volatilität und Zusammenführbarkeit der verschiedenen semiotischen Systeme, die andere konzentriert sich auf das Spiel mit der textuellen Vernetzung - sei es durch Intertextualität oder durch kommunikative Formen von Literatur.

Zwei "Sphären" also bilden sich heraus, die aus unterschiedlichen Schwerpunktoszillationen hervorgehen. Die "Semiosphäre" (in Anlehnung an Jurij Lotman) konstituiert sich in erster Linie aus der Oszillation zwischen technischer und ästhetischer Ebene (so die oben angeführten Software-Projekte, aber auch der Einsatz von Hypertext für literarische Zwecke und hypermedial konzipierte Werke wie David Blairs "WaxWeb", Dirk Günthers und Frank Klötgens "Die Aaleskorte der Ölig", Mark Amerikas "PHON:E:ME" und Jacques Servins Projekt "BEAST" fallen darunter). Die soziale Ebene kommt durch den rezipierenden Benutzer ins Spiel, der seine Wahrnehmungsgewohnheiten und Verhaltensformen auf die Probe gestellt sieht, wenn - wie bei den "alternativen" Browsern - die gewohnten Anzeigeformen plötzlich verändert werden oder - wie bei Jodi - der Computer sich verselbständigt und - siehe "BEAST" - die komplexe Interaktion der semiotischen Systeme zunächst einen kognitiven "Overkill" zu verursachen scheint.

Die zweite Sphäre habe ich die "Vernetzungssphäre" getauft. Sie geht in erster Linie aus der Oszillation zwischen technischer und sozialer Ebene hervor und nutzt die ästhetische Ebene eher als Manifestationsplattform, nicht als Experimentierfeld für neue Wahrnehmungsmodi. Sie umfaßt intertextuelle Projekte wie "Holo-X" von Jay Dillemuth u.a., das andere "real existierende" Web-Seiten miteinbezieht, aber auch Projekte, die mit dem Verschwimmen von Realität und Fiktion spielen - etwas, das aufgrund des in die virtuelle Lebenswelt integrierten Kunstraumes nur in der Vernetzung des Internets möglich ist. Das Genkaufhaus "Tyrell.Hungary" von East Edge ist ein solches Projekt, das dem Besucher suggeriert, er könne sich hier durch Gen- und Mem-Manipulation eine neue Existenz erkaufen, den perfekten Haussklaven oder die ideale Käuferschicht für sein bisher erfolgloses Produkt erschaffen lassen. Ebenso gehören eine ganze Anzahl politkünstlerischer Projekte in diesen Bereich, wie die Aktionen von RTMARK, des Electronic Disturbance Theaters oder des Critical Art Ensembles, die Software und die globale Vernetzung als Mittel politischen Protests einsetzen.

Zur Vernetzungssphäre zählt auch die große Anzahl kommunikativer Literaturprojekte, wie Mitschreibeprojekte, Projekt-Kooperationen, aber auch virtuelle Welten, wie Olivia Adlers "Café Nirvana" oder "Conversation with Angels" von meetfactory, in denen die ephemere Kommunikation zwischen Menschen zum Kunstwerk wird. Ebenso gehören die Künstlerplattformen wie "äda'web", "The Thing", "Rhizome" oder die Mailingliste "Netzliteratur" zur Vernetzungssphäre, die Kommunikations- und Produktionsforen für ort- und zeitunabhängige transnationale künstlerische Produktion sind. Hier wird Kunst und Literatur zur Kommunikation - meist um den Preis der Aufgabe printliterarischer Qualitätskriterien und des Ewigkeitsanspruchs. Besonders bei den Mitschreibeprojekten und den künstlerischen virtuellen Welten läßt sich feststellen, daß der Produktionsprozeß das eindeutige Primat vor dem Ergebnis hat - das fertige Werk (so es überhaupt abgestrebt wird) ist nicht mehr interessant. Diese Projekte leben nur in ihrem Werden, nicht in ihrem Sein und sind daher auch entsprechend ephemer angelegt. Kommen sie zum Stillstand, so verlieren sie ihre Funktion als kollektive ästhetische Produktion.

Der derzeitige "state of the art" von Internet-Kunst und -Literatur bestätigt somit den Paradigmenwechsel, der das Ergebnis der Analyse der Medientheorien war. Prozeß und Aisthesis ersetzen Werk und die "Ästhetik" der Abgeschlossenheit und kohärenten Schönheit, die sich von der Lebenswelt explizit abtrennt. Auch die Konzept- und Performancekunst konnten diese Trennung letztlich nicht durchbrechen. Im Internet, der Sphäre der Vernetzung, besteht diese Abtrennung nicht mehr - Kunst und Literatur werden in der Kommunikation verlebensweltlicht (im Gegensatz zur Diagnose neuerer ästhetischer Theorien, die eine Ästhetisierung der Lebenswelt feststellen). Dennoch ergeben sich auch deutliche Unterschiede zwischen Theorie und Praxis, die meist auf der unzureichenden Beschäftigung der Theorie mit der Praxis beruhen oder der Gebundenheit des Medienbegriffs an das unidirektionale Sender-Kanal-Empfänger geschuldet sind. Die epistemologischen Konsequenzen jedoch decken sich: Die Wahrnehmungs- und Existenzkategorien müssen angesichts des weltenerschaffenden Potentials, der Prozeduralität und der Kommunikativität des Internets neu überdacht und modifiziert werden.

(Source: netzliteratur.net)

By Luciana Gattass, 23 October, 2012
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Tive a idéia de escrever este trabalho a partir da necessidade de registrar alguns aspectos conceituais relevantes da produção poética dos meios digitais, desde que Philadelpho Meneses e eu concebemos o Interpoesia e o lançamos em formato de CD-ROM no ano de 2000, na Universidade Presbiteriana Mackenzie, na I mostra Interpoesia. Para evitar as “pirotecnias de performance”, como diria Paulo Leminski, este trabalho pretende apontar minha trajetória na produção de conteúdo analítico e teórico que chamei de Poética das Hipermídias, caminho decorrente de um fazer desde a criação do conceito do termo Interpoesia. Assim, a continuidade desta pesquisa e da práxis na produção hipermidiática se fixam como ponto importante no cenário da produção poética brasileira que utiliza suporte digital. Produzindo criticamente desde a minha parceria com Philadelpho Meneses; hoje, dou continuação a esta produção, com a instituição da qual faço parte, a Universidade Presbiteriana Mackenzie, abrindo as portas para pesquisadores, professores, artistas, poetas e discentes, para integrar áreas não apenas na poética, mas na criação de índices que servirão para a investigação de outros campos do conhecimento.

Pull Quotes

É lógico que esse processo de expansão - escrita expandida - não se dá apenas pela propagação do conhecimento desta tecnologia, difusão de uma cultura digital, mas pelo uso desta como manifestação do fazer hipermidiático, levado adiante pelos artistas, poetas, filósofos, educadores e muitos outros que encontraram nesses softwares de autoria uma nova forma de se fazer compreender ou experimentar. Hoje, a forma de difusão dêmica é dada de maneira somente não presencial – tumbleweed – mas migrando de uma entidade para outra podendo intervir no significado do outro. Phillipe Bootz (2003, p.5-6) chama a atenção para este processo quando fala sobre o conceito do interpoesia, “manipulando fluxos de signos moventes entre diferentes sistemas semióticos e que seu papel consiste em domesticar as possibilidades estéticas [...] como uma nova área de leitura”. Prossegue Bootz, citando um trecho do Manifesto Digital: Surge uma poesia que coloca o público como agente principal na criação e intervenção, na maneira de ler e de se obter novos signos a todo instante. Assim nasceu a Interpoesia, um exercício intersígnico que deixa evidente o significado de trânsito sígnico das mídias digitais, desencadeando o que se pode denominar de uma nova era da leitura (AZEVEDO apud. BOOTZ, 2004, p.5,6).

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By Luciana Gattass, 23 October, 2012
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La technologie, en tant qu’ensemble des connaissances techniques et scientifiques de l’humanité, devient un des acteurs majeurs de transformation et de multiplicité de l’écriture humaine. Au travers de ma production englobant les travaux : Interpoesia – Interpoésie –, Looppoesia, Poesia Café – Poésie Café, et Quando assim Termino o Nunca – Quand ainsi je finis le jamais... –, cette étude-ci signale quelques étapes qui par l’exercice poétique, et en raison de mon rapport avec Phillipe Bootz dans le collectif Transitoire Observable, m’ont fait envisager le besoin de commencer à créer un concept qui comprend l’écriture en expansion et son ambiance. La description de ces phénomènes relève de mon expérience en tant que poète de la technologie digital aussi bien que de mon contact fréquent avec la programmation comme écriture. Cette étude se justifie encore par l’avis d’autres poètes dont les oeuvres posent des questions dans le même domaine, et qui sont devenus mes amis depuis que j’ai commencé ma création dans le champ de la poésie numérique.

Pull Quotes

L’idée d’écrire ce travail m’est venue à partir du besoin d’enregistrer certains aspects conceptuels importants de la production poétique des milieux numériques, dès que nous, Philadelpho Menezes et moi, avons conçu l’Interpoesia et l’avons fait paraître en format CD-ROM, en 2000, à l’Université Presbytérienne Mackenzie, pendant l’exposition « I Mostra Interpoesia ».

Malgré la position historique d’Interpoesia, mon travail en poésie numérique n’a pas commencé avec ce cédérom ; j’avais déjà fait une exposition en 1987, au Club de Création de São Paulo6, où j’avais présenté par la première fois, la Poésie Allégorique. Plus tard, en février 1988, au Museu da Imagem e do Son (Musée de l’Image et du Son) à São Paulo, j’ai présenté le travail Signação, où j’associais les logiciels à une écriture de l’image figée. Il est important de souligner que ces deux travaux ont fait partie de la Mostra Internacional da Poesia Visual, en 19887 et que j’ai eu la chance de les présenter publiquement à Eugen Gomringer.

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Creative Works referenced
By Luciana Gattass, 16 October, 2012
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1879691299
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230
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Abstract (in English)

Philadelpho Menezes's Poetics & Visuality offers an account of the development of extreme poetic practices in a country known for its commitment to experimentation. This richly illustrated history begins with spatialism, to which concretism comes as a corrective ordering in the early 1950s. The "visual poetry" of the last decades is cogently theorized as intersign poetry (collage, package, montage poetries), a movement that has drawn international attention. (Source: publisher)

Description in original language
Pull Quotes

The goal of this study is to furnish a theoretical framework for reflections on the pathways taken by experimental poetry in Brazil. At the same time, I hope to suggest that these increasingly intricate formulations might map out their own zone, thereby allowing the method herein elaborated to be applied to other kinds of cultural experimentation. The reader of poetry today all too frequently is confused by a body of material that seems to be little more than a collection of formal exercises that take their origins ex nihilo. I will try to undo this error by showing the inverse: in the apparent chaos of avant-garde Brazilian poetry, there is a backbone that structures a trajectory in the direction of an incorporation of visuality in the poem, a depositing of the poetic function in the visual image.

This introduction of visuality into the sphere of the poetic function disarticulates the divisions among languages, sectioned up and individualized by the ideological system to reflect the conception of the world. This disarticulation is not absolutely intended by the processes of multimedia and interdisciplinarity: these, on the contrary, produce a reinvigoration of the parts, disguising them in an experimental mess where each sign is kept within the limits of its semiotic nature; they share the same space but do not blend or fuse. The nature of signs (visual, verbal, or sound) determines -- even though these are multimedia and interdisciplinary processes -- their function within the system of languages. In intersign montage poetry, the disarticulation is given by the deprivileging of the nature of sign in order to consider as central the question of the functions of language. Thus, what determines language (poetic in this case) is not the nature of the sign (if this is verbal, visual, or sound), but the function it exercises. What defines language of poetry is the poetic function that can be produced by words and also by visual signs, in the case of intersign poetry. Thus words, evacuated of their semantic aspect, can realize graphic work, as collage-poem proves. A final conclusion should be elaborated through the questions raised by the cinema. From its first years, cinematographic language was revealed as a hybrid, where various functions are present, including the poetic. But the predominance of the narrative aspect (inherent to the temporal discourse of film) and the strong capacity (heritage of photography) to "thematize" reality and the life it animates make the cinema realize an "intersign prose." From its comparison with intersign montage poetry, a glaring fracture appeared in the totalizing way of experimental poetry: the loss of the sound aspect. The significant density which the visual image achieved ended up banishing sound from poems.

By Carolyn Guertin, 20 June, 2012
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Abstract (in English)

New technologies-- whether used for artistic or scientific ends--require new shapes to speak their attributes. Feminist writers too have long sought a narrative shape that can exist both inside and outside of patriarchal systems. Where like-minded theorists have tried to define a gender-specific dimension for art, Quantum Feminist Mnemotechnics demonstrates that feminist artists have already built and are happily inhabiting this new technological room of their own. This dissertation is an exploration of the architectural shapes of mnemonic systems in women's narratives in the new media (focusing on Shelley Jackson's Patchwork Girl, M.D. Coverley's Califia and Diana Reed Slattery's Glide and The Maze Game as exemplary models). Memory is key here, for, what gets stored or remembered has always been the domain of official histories, of the conqueror speaking his dominant cultural paradigm and body. I explore at length three spatial architectures of the new media: the matrix, the unfold and the knot.

Within quantum mechanics, the science of the body in motion, the intricacies of the interiorities of mnemonic time--no longer an arrow--are being realized in the (traditionally) feminized shape of the body of the matrix. This is the real time realm of cyberspace where the multiple trajectories of the virtual engender a new kind of looking: disorientation as an alternative to linear perspective. Where women have usually been objects to be looked at, hypermedia systems replace the gaze with the empowered look of the embodied browser in motion in archival space. Always in flux, the shape of time s transformation is a Möbius strip unfolding time into the dynamic space of the postmodern text, into the unfold. As quantum interference, the unfold is a gesture that is a sensory interval. In this in-between space, the transformance of the nomadic browser takes place; she performs the embodied knowledge acquired in her navigation of the world of the text. Quantum space in hypertexts is shaped as an irreducible knot, an entangled equation both in and out of space-time, spanning all dimensions as a node in a mnemonic system. Wanderlust is the engine driving the browser on her quest through the intricately knotted interplay of time and space in these electronic ecosystems. What the browser finds there is rapture--an emergent state of embodied transformation in the experiential realm. What she acquires is not mastery, but agency, and an aesthetic interval of her own.

Quantum Feminist Mnemotechnics: The Archival Text, Electronic Narrative & the Limits of Memory

Chapter 1. The Archive: Memory, Writing, Feminisms i. Mnemotechnics and Quantum Feminisms ii. The Arts of Memory: What Came Before iii. Writing As a Mnemonic Technology iv. Women s Writing and Feminisms

Chapter 2. The Matrix: Information Overload i. Temporal Perspectives on Information Culture ii. Feminist Dis/Orientations iii. Space-Time Architectures: The Aesthetics of Memory iv. Archival Structures and Fractal Subjectivities

Chapter 3. The Unfold: Immersion i. Unfoldings: Bodies of Memory ii. Transformance: The Body as Interface iii. Hierophanies and Choric Space

Chapter 4. The Knot: Disorientation i. Incrementals: Where Visual Time Meets Virtual Space ii. Knots in the Cosmos iii. The Tangled Trajectories of Nomadic Logic iv. Wanderlust

Chapter Five: Conclusion(s)

(Source: LABS: Leonardo ABstracts Service)

Creative Works referenced
By Luciana Gattass, 8 May, 2012
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The emergence of a new phenomenon – digital literature – within the field ofliterary studies calls for the reorganization and creation of new theoretical andanalytical repertoires. As models of communication change, so doreception and production processes accompanying these changes. Within thesealtered scenarios, the dissertation Digital Literature: Theoretical and AestheticReflections is a response to the aesthetic and theoretical challenges brought on bycomputer-based literature. As a methodological strategy, the dissertation articulatesrecent trends in the theory of digital aesthetics – remediation (BOLTER),eventilization (HAYLES), correlations of performativity, intermediality andinteractivity with meaning-driven analysis (SIMANOWSKI), Medienumbrüche(GENDOLLA & SCHÄFER) – with theories of production of presence(GUMBRECHT), autopoietic communicative models (LUHMANN) and closereadingsof digital works. By scripting a dialogue with key theorists from printliterary theory as well as new media theorists and artists in the burgeoning field,the thesis offers conceptual and theoretical contributions to the formulation of apoetics of new media.

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As it was clear in Text Rain, highly complex digital objects will often demand and benefit from both hermeneutical and non-hermeneutical “readings”. Despite their lexical natures – and the interpretative responses elicited by them – their physical apprehension generates material effects of presence, which are not to be ignored. Borrowing from theorist Andrew Darley’s terminology, Roberto Simanowski speaks of a shift in spectatorship modalities, from readers concerned with conceptual and symbolic attributions to spectators veered towards corporeal stimulation (SIMANOWSKI, 2011). Always a believer in de-paradoxifying attitudes, I will claim the following: (a) In digital installations, the effects of physicality encompass an increasing sense of self-awareness on the interactor’s part, a surrendering to a state of relaxation akin to the focused serenity of waiting for a revelation Gumbrecht ascribes to Gelassenheit (GUMBRECHT, 2004). (b) Profiting from this sensory and cognitive oscillation, mixed reality digital installations subvert hermeneutic order even more drastically than non-digital installations would, for in the latter the matter/immaterial modulation is not manifest. Moreover, (c) I suspect that this increased awareness of corporeality and embodiment has not emerged of its own accord. It is not a spontaneous happenstance, but rather represents a cultural tendency that has gained currency as an aesthetic trend because it fulfills certain pre-cognitive needs not fully addressed by the hermeneutical/metaphysical paradigm. It is no wonder that this reactive sensory/affective technological turn has led several authors and researchers of new media to speak of biometric sensors, cortex-encased protoplasts, cyborg bodies and prototyping platforms, promoting a shift away from visual interfaces to proprioceptive interfaces.

Critical Writing referenced
By Patricia Tomaszek, 25 March, 2012
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Hypertexts are digital texts characterized by interactive hyperlinking and a fragmented textual organization. Increasingly prominent since the early 1990s, hypertexts have become a common text type both on the Internet and in a variety of other digital contexts. Although studied widely in disciplines like hypertext theory and media studies, formal linguistic approaches to hypertext continue to be relatively rare. This study examines coherence negotiation in hypertext with particularly reference to hypertext fiction. Coherence, or the quality of making sense, is a fundamental property of textness. Proceeding from the premise that coherence is a subjectively evaluated property rather than an objective quality arising directly from textual cues, the study focuses on the processes through which readers interact with hyperlinks and negotiate continuity between hypertextual fragments. The study begins with a typological discussion of textuality and an overview of the historical and technological precedents of modern hypertexts. Then, making use of text linguistic, discourse analytical, pragmatic, and narratological approaches to textual coherence, the study takes established models developed for analyzing and describing conventional texts, and examines their applicability to hypertext. Primary data derived from a collection of hyperfictions is used throughout to illustrate the mechanisms in practice. Hypertextual coherence negotiation is shown to require the ability to cognitively operate between local and global coherence by means of processing lexical cohesion, discourse topical continuities, inferences and implications, and shifting cognitive frames. The main conclusion of the study is that the style of reading required by hypertextuality fosters a new paradigm of coherence. Defined as fuzzy coherence, this new approach to textual sensemaking is predicated on an acceptance of the coherence challenges readers experience when the act of reading comes to involve repeated encounters with referentially imprecise hyperlinks and discourse topical shifts. A practical application of fuzzy coherence is shown to be in effect in the way coherence is actively manipulated in hypertext narratives.Source: Digital Repository of the University of Helsinki (HELDA)

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Abstract (in original language)

Hyperteksti on yleisnimi digitaaliselle tekstityyppille joka rakentuu yleensä suhteellisen lyhyistä, lukijan tekemien valintojen mukaan järjestyvistä osista. Hypertekstit yleistyivät 1990-luvun alussa erityisesti Internetin vaikutuksesta, ja tänä päivänä suuri osa tietokoneen ruudulta luettavista teksteistä onkin hypertekstejä. Hypertekstien piirteitä on tutkittu viimeisten 20 vuoden aikana erityisesti hypertekstiteorian ja mediatutkimuksen oppialoilla, mutta niiden kielitieteellinen tutkimus on monelta osin edelleen alkuvaiheessa. Tutkimus tarkastelee koherenssin eli tekstin eheyden rakentumista hyperteksteissä ja erityisesti hypertekstitarinoissa. Koherenssilla tarkoitetaan lukijalähtöistä kokemusta tekstin rakenteellisesta mielekkyydestä, eli lukijan vaikutelmaa tekstin eri osien kuulumisesta yhteen mielekkäänä kokonaisuutena. Hypertekstin osalta koherenssimuodostuksen keskeinen ongelma liittyy hyperlinkkien viittaussuhteiden epätarkkuuteen, epäsuoran vuorovaikutustilanteen dynamiikkaan ja tekstin pirstaleisen rakenteen synnyttämään kokemukseen temaattisesta epäjatkuvuudesta. Aihetta tarkastellaan tekstilingvistiikan, diskurssianalyysin, pragmatiikan ja narratologian teorioiden lähtökohdista. Tutkimus esittelee hyperlinkkien viittaussuhteiden tulkintaan liittyvät eri mekanismit primäärimateriaalista nostetuin esimerkein, korostaen erityisesti teoriamallien soveltuvuuden eroja hypertekstien ja perinteisten lineaaristen tekstien välillä. Tutkimuksen tuloksena todetaan että hypertekstuaalinen tekstityyppi on synnyttämässä uuden lukutavan, joka edellyttää koherenssin käsitteen uudelleenarviointia. Tämä uusi koherenssin erityistyyppi, jota tutkimuksessa kutsutaan nimellä fuzzy coherence eli sumea koherenssi, perustuu toistuvien pienten koherenssiongelmien hyväksymiseen osana lukukokemusta. Erityisesti hypertekstikirjallisuuden piirissä sumeaa koherenssia voidaan hyödyntää myös kerronnallisena keinona.