classification

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Description (in English)

This digital artwork by Amira Hanafi was commissioned by the Centre for Applied Human Rights at the University of York, as part of the Navigating Risk, Managing Security, and Receiving Support research project.

It was made in response to research conducted in five countries (Colombia, Egypt, Indonesia, Kenya, and Mexico), where researchers spoke with human rights defenders around issues of security, wellbeing, and perceptions of ‘human rights defenders’ in their countries.

Reading through these transcribed and anonymized interviews, I was struck by the range and depth of emotions expressed. The speakers’ experiences resonated with me in their resemblance to the emotions I feel as a practicing artist in Egypt. This website translates my reading of these interviews into visual patterns, through a system of classifying sentences by emotions expressed and evoked.

The title of this work (we are fragmented) is taken from the words of one of the human rights defenders who participated in the research.

After reading through the interviews that were shared with me, I created a classification system to coincide with the range of emotions I read in the text. I based my classification system on a few popular classification systems. It contains a set of 6 parent emotions, each with 6 subcategories, for a total of 36 classifications.

Reading the interviews again, I recorded my emotional experience by classifying sentences to which I had an emotional reaction, or in which the speaker explicitly expressed an emotion. It was a highly subjective exercise. Ultimately, this website offers personal maps of my reading of the research material, processed through language and emotion.

Alongside my visual interpretation of the research, you can directly access the source material for each classification on this site. Click on any colored circle, and you will see the direct quote from the individual defender on which that classification is based. I hope for this work to give an alternate way of reading through the research shared with me by Juliana Mensah and Alice Nah.

(Source: http://wearefragmented.amiraha.com/about/)

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screenshot homepage
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screenshot sadness
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screenshot Egypt
By Scott Rettberg, 7 January, 2013
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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)

Babel is a site specific work for a non-site. The context of the work is non-physical. The site is an abstract thing...information space and the taxonomy of knowledge that all libraries represent...which the Internet, where the project is realised, is.

The Dewey Decimal numbering system, used in the cataloguing of library contents, is the key metaphor, visualised in a three dimensional multi-user space that is itself a metaphor for the infinite nature of information.

In Babel the Dewey Decimal system is used as a mapping and navigation technique. The structure of the library is re-mapped into the hyper-spatial that constitutes the Web. The Dewey numbering system is employed as a means to navigate the internet itself, the taxonomy inherent in the numerical codes mapping onto web-sites that conform with the defined subjects.

The Dewey Decimal system is based on two concepts; firstly that each area of knowledge can be defined as a number and that the space between each numbered area is infinitely divisible. This allows the cataloguing system to be both navigable in its subject headings whilst able to contain an infinite number of potential entries in the catalogue. As such it is a simultaneously finite macrocosmic and infinite microcosmic system.

In Babel viewers logged onto the site are confronted with a 3D visualisation of an abstract data space mapped as arrays and grids of Dewey Decimal numbers. As they move the mouse around the screen they are able to navigate this 3D environment. All the viewers are able to see what all the other viewers, who are simultaneously logged onto the site, are seeing. The multiple 3D views of the data-space are montaged together into a single shared image, where the actions of any one viewer effects what all the other viewers see. If a large number of viewers are logged on together the information displayed becomes so complex and dense that it breaks down into a meaningless abstract space.

Viewers are able to generate specific Dewey Decimal numbers, a dynamic interface keeping them informed of web-site addresses that conform with the subjects thus defined. Viewers can select any site with a simple point and click of the mouse, opening the site in a new window.

(Source: Simon Biggs' artist statement)