Captivating Choices: Reconciling Agency and Immersion was a presentation held at the 2012 ELO conference under the category: Games, Algorithms and Processes
agency
Natural language generation (NLG) – when computers produce text-based output in readable human languages – is becoming increasingly prevalent in our modern digital age. This paper will review the ways in which an NLG system may be framed in popular and scholarly discourse: namely, as a tool or as an agent. It will consider the implications of such perspectives for general perceptions of NLG systems and computer-generated texts. Negotiating claims made by system developers and the opinions of ordinary readers amassed through empirical studies conducted for this research, this paper delves into a theoretical and philosophical exploration of questions of authorial agency related to computer-generated texts, and by considering whether NLG systems constitute tools for manifesting human intention or agents in themselves.
This paper will begin by considering NLG systems as tools for manifesting human intent, the more commonly expressed view amongst developers and readers. An NLG system arguably serves as an extension of a human self (e.g. the developer or the user). Yet one cannot ignore the increasing autonomy of such systems. At what point does an extension of the self become a distinct entity altogether?
The discussion will then shift to considering NLG systems as agents in themselves. As evidenced by the results of studies conducted for this research, ordinary readers do tend to attribute authorship to computer-generated texts. However, these readers often attribute authorship to the system rather than its developers, indicating that – in some way – the system is distinct enough from its creators to warrant the title of author. Yet conventional modern understandings of the word ‘author’ suggest that authorship at least partly presumes intentiondriven agency. Do NLG systems adhere to this expectation? Through reference to various theoretical perspectives, this paper will argue that some NLG systems may surpass the ‘tool’ title and more appropriately be deemed authorial agents. This type of agency, however, is not so characterised by the free-will intention of human writers, but by the intention to fulfil a designated objective that is respected within broader social contexts. When readers attribute authorship to the NLG system itself, that entity is permitted a place within the fluid social networks that humans populate. The NLG system becomes an algorithmic author.
The builder of Façade, an “interactive story world,” Michael Mateas offers both a poetics and a neo-Aristotelian project (for interactive drama and games).
Andromeda and Eliza is a work of interactive fiction that combines Twine hypertext with parser-fiction interactions to invite readers to consider choice and agency. You, as Andromeda, are caught in every woman’s dilemma, with only a few choices for escape--and none of them good. Perhaps you can find a meaningful way out, or perhaps you will be enticed into an endless discussion with a hypocritical ELIZA that questions your intentions and your morality. How long will you engage?This work builds on layered adaptations, drawing from both the mythical story of Andromeda and the original code of the ELIZA bot. Both Andromeda and ELIZA are ultimate examples of women without agency: one is chained to a rock to await demise for the apparent sin of beauty, while the other is a procedural therapist who exists in an endless state of questioning and response, programmed to show nothing but interest and patience with even the most obnoxious of queries. By rewriting the code of the original story (and of the ELIZA bot herself) we will re-imagine the woman’s journey from victim to co-author of her own fate. This is a new hypertext work created for installation at the festival. Technical Requirements: Windows PC computer with modern browser preferred, headphones, mouse and keyboard. Relies on both text input and mouse input.
(Source: ELO 2017: Book of Abstracts and Catalogs)
Phantom Agents is an episodic fiction that programmatically weaves sequential narration with random selections of text and image. Li and Pym are partner agents inside a broken augmented reality game. They solve complex plot problems in a plot that is proliferating beyond all reason. They collect data at virtual parties and forget all about their first bodies. They observe and are observed observing. Agency, identity, point of view and reality are slippery as both the fictional characters and the reader/user navigate cine-poetic juxtapositions, make meaningful narrative connections and progress, episode by episode, towards an understanding of the network that includes them.
“Recombinant poetics”, a term coined by artist/scholar Bill Seaman, refers to a techopoetic practice in which the display and juxtaposition of semantic elements are generated by computer algorithms, rather than through an author’s predetermined composition. Although inspired by traditions of combinatorial literature and the use of constraints to generate narrative or poetic forms, recombinant works of art produce variable “fields of meaning” (Seaman/Ascott) for the user/reader/viewer. Recombinant authors program discrete semantic elements, media stored in arrays or databases, to display through random, semi-random or variable processes, often in conjunction with user-interaction. Examples of recombinant poetics in works ofdigital poetry and art are abundant. Digital narratives that foreground recombinant processes are less common, because they tend to dismantle or dissolve themselves as sequential narrative in favor of more non-linear, emergent meanings. However, narrative authors since Laurence Sterne have tried to harness life’s variability and randomness inside their fictions by embedding non-narrative representations of contingent experience within a narrative framework. Through digression, semantic shock, dream logic, parataxis, meta-narrative, stream of consciousness, authors disrupt narrative logic in order to produce affect in the reader/viewer, which in turn contributes to the realization of a fictional world.
Phantom Agents is a playground of familiar identification processes inside a near-future culture that is dominated by database logic. The work is narrative and poetic, deterministic and variable, book-like and cinematic in an effort to explore a networked version of what John Ashbery calls “the experience of experience.” In this work, I create a recombinant fiction that uses computational procedures (random selections of image and text) to produce the affect of variability and randomness alongside or as counterpoint to narrative sequencing.
(source: ELO 2015 catalog)
This essay, focusing on a slice of Swedish prose fiction from the 1960-70's, raises some questions concerning the artificial subject, along with discussions of game theory and automation. Torsten Ekbom's "strategic model theatre" Spelmatriser för Operation Albatross [1966; Game Matrices for Operation Albatross] is the main object of study. The (often very bizarre) text fragments in this book are, fictionally, generated by a number of computers. The figures acting in this game are devoid of skeletons; they are merely bodies of information, produced by machines. In dialogue with (among others) Norbert Wiener, Lewis Mumford, John von Neumann and Marshall McLuhan, Ekbom's text is found to illustrate a broader context of cybernetics and subjectivity in the 1960's. Finally, by using the shift of epistemological dominant (described by N. Katherine Hayles) from "presence-absence" to "pattern-randomness", Ekbom's Game Matrices for Operation Albatross finds itself in an historically interesting intersection of subjectivity: the life of Man in the 1960's is becoming increasingly "coded" and "randomized", while the computer is still that huge Machine, not yet, as today, the subconscious of everyday life.
Source: Author's Abstract
ENGLISH SUMMARY Digital Poetry: Aesthetic analysis and the role ofmediality in the communication of artwork Digital poetry (language-based digital art) is a global, interdisciplinary movement consisting of poets, artists and programmers who study and develop opportunities for programmed writing. Digital poetry combines writing with animation, images and sound. There are moving letters, interaction and autogenerative programming. Some digital poems also consist of actual programming code. Digital poetry can be colourful, expressive, technologically advanced, organic, delicate and minimalistic. The thesis consists of analyses of selected examples of digital poetry and investigates, discusses and demonstrates how digital poetry can be analysed. This results in a wide range of theoretical issues concerning genre and intermediality, media philosophical questions regarding technologies of writing and issues related to programming, materiality, temporality and agency. The thesis is a methodological reflection on which concepts should be applied and what new set of questions should be asked in the analysis of digital poetry and contemporary digital art in a broader sense. The methodological approach is based on the theory of enunciation. This means that rather than focusing on the artwork as object or on the experience of the artwork, the analysis focuses on the relation between object and recipient and investigates the specific conditions for experience provided by the artwork. Throughout the thesis, this analytical approach is supplied with investigations that examine issues related to medial issues and their effect on the communication of artwork. The thesis contributes to the research field of digital literature with aesthetic analyses of digital poems. It argues that the analysis of operational logics (i.e. formal studies of code) and hermeneutic traditions fail to provide adequate tools to analyse the potential experiences and effects of digital poetry. Digital poetry is in the thesis characterised as a diaspora in continuation of historical literary avant-gardes, but it is also considered important to include comparative perspectives on other art forms and genres than the literary and in general to move away from literary entrenched logics by, among other things, using the more inclusive terms ‘work’ and ‘recipient’ instead of ‘text’ and ‘reader’. The thesis consists of an introduction to digital poetry, as well as to the methodology, questions and concerns of the research project. This is followed by six chapters and a conclusion. The first chapter is called ‘MO [VE.MEN] TION – Code, Materiality and Concretism in Digital Poetry’. The Australian poet mez and her work practice in which programming languages are combined with phonetic English are analysed. This raises questions of programming language versus natural language, and drawing on the theories of N. Katherine Hayles and Nelson Goodman, among others, questions concerning materiality are explored. How is materiality complex in the digital field where works should be regarded as processes and events rather than as objects? This procedural nature is made explicit in the digital poem ‘La série des U’ where the letters move, and it is investigated how that affects the meaning. The chapter finally investigates issues of concretism through a short outline of historical concrete movements in various art forms, and it discusses why digital poetry is not concretistic in the same way; historical concrete works usually experiment with the limits of the work's own art form, while digital poetry is too complex a mixture of art forms to be determined at all. Digital poetry is distinctly multimodal, which among other things means that you cannot operate with notions such as ‘writing’ or ‘text’ as the smallest medial units. This fact is important for the development of a multimodal approach to the analysis of digital poetry. Chapter two is named ‘Mediality and Historical Language Technologies’. Drawing on Walter J. Ong and Friedrich A. Kittler's analysis of historical language technologies the chapter argues for the use of a broad concept of media. As W. J. T. Mitchell and Mark B. N. Hansen have argued, the collective singular media could be used as a third term capable of bridging, or ‘mediating’, the binaries (empirical versus interpretive, form versus content, etc.) that have structured media studies until now. This bridging is exemplified by how analyses of ‘moveable writing’ are interested in the meaning as well as the effects hereof. However, analyses should not exclude empirical interest in the digital computer as a ‘language technology’ that determines the moving letters. Based on the broad media concept, chapter three, ‘Art Form, Mixture, Hybrid – The Role of Multimodality in The Communication of the Artwork’, develops an analytical approach that helps to avoid notions such as ‘writing’ and ‘text’, as the smallest medial units, by instead operating with Lars Elleström’s model of the modalities of media, in which all media consist of material, spatiotemporal, sensory and semiotic modalities. This terminology is applied in an analysis of the Swedish poem ‘Väljarna’ [The Electorates] by Johannes Helden. It is argued that traditional art forms can be defined by their specific combination of the four modalities, but that digital poetry as a genre is so composite that each new work will constitute a new combination of the four modalities. This is used as an argument to move the model from a descriptive level to an analytic one to be used on types of works where the combination of modalities is precisely ‘new’ and therefore can be said to be explored at the level of signification. The mode of investigating how the medial (in this case the multimodal) affects the communication of the works is an important part of the methodology of the thesis, and it is repeated in the last three chapters which focus on other medial elements: issues concerning programming, temporality and distributions of agency, respectively. Chapter four is called ‘Limits of Sensing, Incestuous Interaction and Breathing Letters – On Secrets of Programming and its Role in the Communication of the Work’. The chapter analyses David Jhave Johnston's digital poem ‘Human-Mind-Machine’ and discusses how knowledge of programming can be incorporated in the analysis if relevant characteristics are incomprehensible on the phenomenological level. In continuation hereof the differences between human and machine ‘senses’ and issues of interpretation and agency are investigated, followed by a discussion of whether a concept such as ‘liveness’, which is otherwise attributed to human bodies, can be used to denote the performance of digital programmes. The issue of secret programming is also discussed as a cultural issue relating to secret surveillance of data. Chapter five bears the title ‘WHEN NOW IS MORE NOW THAN NOW - On the Role of Temporality in the Communication of the Work’. By focusing on specific temporal organisations and their significance, the chapter analyses ‘Mémoire Involuntaire no. 1’ by Braxton Soderman, ‘Dada Newfeed’ by Eugenio Tisseli and ‘Last Life: Your life. Your time’ by Gregory Chatonsky as well as other types of works and digital artefacts. The analyses explore how the works thematise issues of presence, memory and trace, and focuses on how the temporal organisation determines different senders and subjects. How does it, for instance, affect the significance of pronouns in a digital poem where the words move about? The chapter makes use of Paul Ricoeur’s differentiations between cosmic, phenomenological and historical times, Bernard Stiegler’s theory concerning the relation between time, technology and memory and his concept of tertiary memory, and Mark B. N. Hansen's concept of ‘diachrone things’. The analyses, among other things, determine how moving letters (also in artefacts that are not poetry or art) can ‘outsource’ the communication in the sense that a statement, even though it has a specific sender, has never been formulated by a subject. This interest in the relation between medial forms and the determination of a subject is continued in the thesis’s sixth and final chapter titled ‘Cyber- identities and Economies of Communication - on the Role of Distributions of Agency in the Communication of the Work’. The chapter's analysis is, among other things, motivated and inspired by Bernard Stiegler’s criticism of contemporary communication technologies that the user is unable to understand, influence and develop. Through analysis of ‘_cross.ova.ing ][4rm.blog.2.log 07/08 XXtracts_.’ by mez, it is studied how agency is distributed in works where the medium or the technology appears to control the communication or where it is obvious that a sender has been ‘communicating’ with the technology before communicating with us. This analysis provides an opportunity to discuss issues related to the interpellation of communication technologies and further discuss possibilities for various Internet identities and their correlations with medial conditions. The thesis is a contribution to the research field of digital literature, but it is also a contribution to intermediality studies, using Elleström’s model of the modalities of media to describe modalities and their composition in addition to talking about arts (e.g., literature and visual arts) or ‘basic media’ (e.g., text and image) and their combinations. Furthermore, it is argued that intermedial and multimodal dimensions should be treated not only on a descriptive level when they are essential to the creation of meaning and therefore should be analysed. Hence, the thesis also contributes to the development of methods of aesthetic analysis by supplementing them with a medial sensibility. The mindset behind the broad mediality concept and the model of the modalities of media can contribute with analyses that avoid dichotomous differences between human and machine performances, between analogue and digital media, between ‘reality’ and ‘Internet’. At the same time, the broad mediality concept and the model of the modalities of media provide opportunities for an analytically accurate identification of these phenomena and their distinct differences. It is an approach that has far-reaching potential for further developments, e.g. in connection with studies of relations between communication and identity in different media.
Interactive drama has been discussed for a number of years as a new AI-based interactive experience (Laurel 1986; Bates 1992). While there has been substantial technical progress in building believable agents (Bates, Loyall, and Reilly 1992; Blumberg 1996, Hayes-Roth, van Gent, and Huber 1996), and some technical progress in interactive plot (Weyhrauch 1997), no work has yet been completed that combines plot and character into a full-fledged dramatic experience. The game industry has been producing plot-based interactive experiences (adventure games) since the beginning of the industry, but only a few of them (such as The Last Express) begin to approach the status of interactive drama. Part of the difficulty in achieving interactive drama is due to the lack of a theoretical framework guiding the exploration of the technological and design issues surrounding interactive drama. This paper proposes a theory of interactive drama based on Aristotle's dramatic theory, but modified to address the interactivity added by player agency. This theory both provides design guidance for interactive dramatic experiences that attempt to maximize player agency (answering the question "What should I build?") and technical direction for the AI work necessary to build the system (answering the question "How should I build it?"). In addition to clarifying notions of interactive drama, the model developed in this essay also provides a general framework for analyzing player agency in any interactive experience (e.g., interactive games).
This neo-Aristotelian theory integrates Murray's (1998) proposed aesthetic categories for interactive stories and Aristotle's structural categories for drama. The theory borrows from Laurel's treatment of Aristotle in an interactive context (Laurel 1986, 1991) but extends it by situating Murray's category of agency within the model; the new model provides specific design guidelines for maximizing user agency. First, I present the definition of interactive drama motivating this theory and situate this definition with respect to other notions of interactive story. Next, I present Murray's three categories of immersion, agency, and transformation. Then, I present a model of Aristotle's categories relating them in terms of formal and material causation. Within this model, agency will be situated as two new causal chains inserted at the level of character. Finally, I use the resulting model to clarify conceptual and technical issues involved in building interactive dramatic worlds, and briefly describe a current project informed by this model.
(Source: Author's abstract on ebr)
"Bodies in Code explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when talking about virtual reality, and Mark B. N. Hansen's book shows what they've been missing. Cyberspace is anchored in the body, he argues, and it's the body--not high-tech computer graphics--that allows a person to feel like they are really "moving" through virtual reality. Of course these virtual experiences are also profoundly affecting our very understanding of what it means to live as embodied beings. Hansen draws upon recent work in visual culture, cognitive science, and new media studies, as well as examples of computer graphics, websites, and new media art, to show how our bodies are in some ways already becoming virtual."
(Source: Publisher website)
[Digital technologies] broaden what we might call the sensory commons—the space that we human beings share by dint of our constitutive embodiment. This is because digital technologies:
- Expand the scope of human bodily (motor) activity; and thereby
- Markedly broaden the domain of the prepersonal, the organism-environment coupling operated by our nonconscious, deep embodiment; and thus
- Create a rich, anonymous "medium" for our own enactive co-belonging or "being-with" one another; which thereby
- Transforms the agency of collective existence … from a self-enclosed and primarily cognitive operation to an essentially open, only provisionally bounded, and fundamentally motor, participation. (20)
Literary fiction works are often driven by the emotions and personalities of their characters. In this project we explore such subjective human dimensions through a text-based computational narrative work centered on the notions of daydreams, memories, brief reveries – hallmarks of literature invoking stream-of-consciousness techniques. As central to our work, we present the novel notion of "scales of intentionality," techniques allowing user interaction to vary the narration of a character's intentionality and agency within a story world. This notion allows our work to exist simultaneously as a critical technical practice and an expressive cultural production.
(Source: Authors' abstract, 2008 ELO Conference)