haptics

Short description

No próximo dia 31 de março de 2017, no Instituto de Estudos Brasileiros (FLUC, 5º piso), realiza-se o colóquio “Ex Machina:  Inscrição e Literatura”, no qual serão apresentadas comunicações do projeto de investigação do mesmo nome, desenvolvido no âmbito do Grupo de Investigação “Mediação Digital e Materialidades da Literatura” do Centro de Literatura Portuguesa da Universidade de Coimbra. Coordenado por Paulo Silva Pereira, “Ex Machina: Inscrição e Literatura” permitirá conhecer parte da investigação em curso no Programa de Doutoramento FCT em Materialidades da Literatura. O colóquio conta ainda com a participação de dois oradores convidados: Rui Torres (Universidade Fernando Pessoa) e Jorge Martins Rosa (Universidade Nova de Lisboa).

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Ex-Machina (flyer, Tiago Santos)
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By Hannah Ackermans, 28 November, 2015
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Abstract (in English)

It is too easy to fall into prognostications of electronic literature as the end of literature or as a new beginning. (...) Such views imply too much teleology, and see electronic literature purely as the unfolding of the possibilities of the apparatus. The rhetorical logic at work is literalization, i.e. taking literary works as the sum of their technical features. (Rui Torres & Sandy Baldwyn, eds. 2014. PO.EX: Essays from Portugal on Cyberliterature and Intermedia. Morgantown, WV: Center for Literary Computing: xv-xvi).

Our panel title, adapted from Manuel António Pina’s poetry book (1), serves to interrogate our notions of literary art today, when we consider its current production and distribution through various media (printed codex, programmable media, digital platforms, Internet, social networks). The ironical paradox contained in the phrase “it is just a little bit late” seems to suggest the idea that not much has changed despite the so-called “big changes” (in the case of Pina, it is relevant to know that his work was published in 1974, the year of the Portuguese revolution). Taking his ironical premise into the field of literature, it is legitimate to ask ourselves how literary art has changed across these media incarnations, how meaningful is “the electronic” for a definition of literature, what changes are actually significant, and how they impact on notions of author, work, reader and literary experience. The papers in this panel offer three perspectives on the end(s) of electronic literature and may be described as attempts to de-literalize its technical apparatus.

(1) Manuel António Pina (1943-2012). The title of his poetry book is “Ainda não é o fim nem o princípio do mundo calma é apenas um pouco tarde” [“It’s not yet the beginning or the end of the world remain calm it’s just a little bit late”]. This book was originally published in 1974.

(Source: ELO 2015 Conference Catalog)

By Hannah Ackermans, 10 November, 2015
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Abstract (in English)

TOC's promotional tease – “You’ve never experienced a novel like this” – became awkwardly literalized when, after a Mac OS update, I could no longer open the novel. The tease inadvertently highlights the obsolescence that locks away so many works of electronic literature from present day readers. Even an exceptional work like TOC – exhibited internationally, prize-winning, the subject of many scholarly articles, underwritten by a university press – is no less subject to the cycles of novelty and obsolescence that render many works of electronic literature only slightly more enduring than a hummingbird. “The accelerating pace of technological change,” N. Katherine Hayles observes, “may indicate that traditional criteria of literary excellence are very much tied to the print medium as a mature technology that produces objects with a large degree of concretization”.

TOC’s adaptation to Apple’s mobile operating system (iOS) in 2014 is an end-run around a “generation” that lasts “only two or three years.” It’s a preservation strategy that achieves its absolute goal of restoring this brilliant, canonical work to readers. But this novel that was once available to anyone running one of the two dominant operating systems (PC and Mac) is now accessible only to people who own or can borrow an iPad, an expensive device that commands less and less of the tablet market share. TOC is too large a file set to load on the more commonly purchased iPhone; Apple doesn’t offer that option. The glutted Apple App Store surpassed 1 million apps for sale in October 2013, which means TOC must vie for smaller slice of the already-niche iOS population alongside productivity apps and unironic variations on Cow Clicker. TOC on desktop possesses an ISBN, which aligns it with books and makes it eligible for sale on sites like Amazon. But only e-book apps are eligible for ISBNs in the App Store, and Apple has a lock on all iOS app distribution.

What does TOC gain and lose in adapting to the iPad? This is rare opportunity to examine a canonical work of electronic literature where the identical content has been ported from desktop to iPad. In doing so, TOC programmer and co-author Christian Jara transformed its reader interface from click to touch, which in the iOS environment is stylized into a lexicon of eight gestures. The reader’s touch is a performance not an “end-point,” as performance theorist Jerome Fletcher puts it; touch is an act of writing that “performs throughout the entire apparatus/device”: story, machine, code, human body and the physical setting in which the performance transpires. TOC on desktop (2009), iPad (2014), and printed short stories (1994, 1996) is a medial evolution that prompts me to propose a device-specific reception history examining what's at stake in porting desktop-born works into the touch-intensive mobile environment.

(soucr: ELO 2015 conference catalog)

Description (in English)

Kalfarlien 18, a home on Fløien designed by Einar Oscar Schou in 1909 and now in need of restoration, could have been refurbished into a facelifted historical showpiece: Schou also designed the National Theater, and the Bergen Kommune recognizes the villa’s cultural heritage. But the villa’s owners resist a vision of history that obliterates traces of natural decay. RestOration: Kalfarlien 18 reimagines the decaying villa as an eco-home quietly rebuffing the rigged hunger for new stuff. RestOration: Kalfarlien 18 recreates aspects of the villa even as its purview stretches far beyond the villa. An ambient soundscape creates a “lived in” homey feeling and moves guests through our interactive installation, to be located in UiB’s Humanities Library. At the center is an e-waste sculpture built on the myth of Narcissus and Echo that triggers aleatory poems when guests touch the trash. A tablet game features the villa’s original architectural drawings and decorative design elements. RestOration: Kalfarlien 18 is an e-lit ecopoem. Whether it’s the faint singing of a woman in the shower, or the functional e-waste, or the satisfying click of an actual Kalfarlien 18 doorknob unlocking pieces of the tablet game—RestOration juxtaposes the care economy of a home with the dizzying pace and alarming toxicity of technologic obsolescence. (source: ELO 2015 catalog)

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By Jill Walker Rettberg, 2 July, 2013
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Abstract (in English)

Tangible User Interfaces (TUI) are systems with the goal of giving a physical aspect to accessing information from a digital medium. Combining physical interactions with digital information in order to evoke a sense of interactivity and control over a system. Coupled with storytelling, these user interfaces become potent information relays, as well as being effective edutainment tools for younger audiences. This is because of physical interactions are extremely significant in providing stimuli for the memory, thus facilitating learning.

In this paper, we discuss and evaluate several different research papers about various different tangible user interfaces designed to facilitate interactive narratives and storytelling. These systems provide insight to the dynamics of interactive storytelling, and how these tangibles can be used to deliver non-linear storylines and detach the users from the role of a passive observer to an active role in the stories.

Each system offers fresh intriguing steps taken to reinforce this interactive experience, but with common shortcomings that can be traced back to the physical artifacts utilized in the storytelling. Care must be taken when bridging the virtual world with the physical devices used for interaction, and they must be influential and unobtrusive to the user as well.

By Jill Walker Rettberg, 13 December, 2012
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404-419
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31.4
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Abstract (in English)

Reading is a multi-sensory activity, entailing perceptual, cognitive and motor interactions with whatever is being read. With digital technology, reading manifests itself as being extensively multi-sensory – both in more explicit and more complex ways than ever before. In different ways from traditional reading technologies such as the codex, digital technology illustrates how the act of reading is intimately connected with and intricately dependent on the fact that we are both body and mind – a fact carrying important implications for even such an apparently intellectual activity as reading, whether recreational, educational or occupational. This article addresses some important and hitherto neglected issues concerning digital reading, with special emphasis on the vital role of our bodies, and in particular our fingers and hands, for the immersive fiction reading experience.

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By Eric Dean Rasmussen, 30 May, 2012
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Abstract (in English)

Using the virtual reality work Screen by Noah Wardrip-Fruin (designed for Brown University’s CAVE) as a tutor-text, the paper addresses cave rhetoric as it relates to Hans Ulrich Gumbrecht’s concept of production of presence. One generalization to be made about CAVE pieces is that they foster a tactile impulse, despite the fact that tangibility in VR is unachievable. As he dissects “the gravity of the leaf” in his eponymous 2010 essay, John Cayley speaks of a new phenomenology of language, one wherein floating textual strings would not constitute acts of remediation proper but rather frame new instances of mediation (CAYLEY, 2010). Inasmuch as it re-introduces embodied text as both dislodged symbolic inscription and virtual obstacle – though lacking a third dimension, text becomes perceivable in space as solid matter –, then one might argue that the CAVE rehabilitates and multiplies the paradoxes with which literary criticism has had to grapple in the past with the advent of Concrete poetics. One might also argue that the haptic properties of the CAVE render these works particularly amenable to descriptive (non-interpretive) “readings.” In this context, “presence effects” are to be conceived of as events (temporary emergences), which restore materiality and embodiment as topics of theoretical reflection.
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Creative Works referenced