Like most authors of digital works of the narrative genre, Gregory Chatonsky is opposed to the idea that plots should be written according to the novelistic traditions. His hyperfiction entitled The Subnetwork is no exception. For the clash of heterogeneous media in this work to produce a ‘community of metaphors’, as opposed to a dialectical reasoning or a conventional narrative, every single media must be indifferently compatible with each other. Occasional relationships are thus established between different worlds, different parts of individual and collective history, which highlights a more fundamental relation of co-membership, where heterogeneous elements are always likely to assemble according to the ‘brotherhood of a new metaphor’ (Rancière, 2003, Le destin des images. Paris: La Fabrique, p. 67). The range of metaphorical brotherhood yet widens in The Subnetwork, through the introduction of animated texts and the possibility that readers are given to ‘manipulate’ (interact with) the work. Using a semio-pragmatic methodology developed at University Paris 8, I will first examine in detail the construction of meaning in these combinations between texts and movement or manipulation and their relationship with the contexts in a reading process. Digital literature often experiments with unexpected combinations based on a (de-)coherence between text, movement, and manipulation gestures, called animation figures and manipulation figures: I would situate a part of the poetic potential of digital literature in these ‘spaces of indeterminacy’.
figures of animation
For some time, critics tried to circumscribe the “novelty” of digital literature in rather generalist terms, either taking into account its relation to literary avant-gardes or focalizing on its technical features; these theoretical approaches were often blind to contents. Now that digital literature seems more and more aesthetically convincing, the time has come to define its stylistic features with more precision. In order to circumscribe the poetics of interaction, some authors tested the validity of the classical figures of style. It is, however, probably dangerous to use classical rhetorical terms intended to characterize textual phenomena, whereas the signs of digital text almost constantly refer to different semiotic systems (including the visual one). In the following pages of this article, I will sometimes continue to borrow from conventional taxonomies to describe the stylistic devices of digital literature, and I will try in other cases to invent a new terminology in order to avoid foolhardy analogies.
In the field of digital discourse, the term « figure » rapidly emerged to define certain phenomena of meaning arising from the "coupling" between movements, manipulation, and texts or images. However, a direct transfer of linguistic figures into the field of digital discourse seems to be problematic considering the pluricode nature of these couplings. In this article, I will focus on the relationship between text or images and movements. I intend to complete the existing approaches with a semio-rhetoric model which helps to identify more precisely the processes used by "animated figures" to highlight, confirm or subvert the conventions of digital discourse.
Dans le domaine du discours numérique, le terme « figure » s’est rapidement imposé pour circonscrire certains phénomènes de sens émergeant du couplage entre le mouvement, la manipulation, et le texte ou l’image. Un transfert direct des figures linguistiques dans le domaine du discours numérique semble néanmoins problématique à cause de la nature pluricode de ces couplages. Dans cet article, nous nous concentrons sur le couplage texte / image – mouvement. Notre but est de compléter les approches existantes par une analyse sémio-rhétorique identifiant avec précision les procédés par lesquels les « figures d’animation » soulignent, confirment ou subvertissent les conventions du discours numérique.
Whenever the program of a work, created by an artist, is run by a computer, the digital device necessarily plays a role in its updating process: because of the operating systems, the software and the ever changing speed of computers, the digital device may sometimes affect the author’s artistic project, or even make it unreadable on screen. Thus, readers do not know what they should consider as part of the artist’s intentionality, and what they should ascribe to the unexpected changes made by the reading device of their personal computer. Critics who are in keeping with a hermeneutic approach may ascribe certain processes, actually caused by the machine, to the artist’s creativity. What is more, authors lose control over the evolution of their work and the many updates it undergoes. Thus, the “digital” artist is given four options when dealing with the lability of the electronic device, which will be described in this article by close readings of The Dreamlife of letters by Brian Kim Stefans, Revenances by Gregory Chatonsky and La Série des U by Philippe Bootz.
On a five year old i-book, the sporulation [in "Dreamlife of Letters"] is clearly visible; on a recent macbook, the animation is run slightly faster, and the sporulation seems less visible; on a more powerful non-portable computer, it becomes even imperceptible! In this particular case, the reader is given no opportunity to grasp the meaning the author wants to convey. He is not even able to guess it, for there is no theoretical paratext to warn him about the fact that certain surface events may become invisible (482).