interpretation

By Daniela Côrtes…, 5 February, 2015
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Abstract (in English)

Digital fiction began by defining itself against the printed book. In so doing, transgression of linearity and the attempt to reduce the authorial presence in the text, were soon turned into defining characteristics of this literary form. Works of digital fiction were first described as fragmented objects comprised of “text chunks” interconnected by hyperlinks, which offered the reader freedom of choice and a participatory role in the construction of the text. These texts were read by selecting several links and by assembling lexias. However, the expansion of the World Wide Web and the emergence of new software and new devices, suggested new reading and writing experiences. Technology offered new ways to tell a story, and with it, additional paradigms. Hyperlinks were replaced with new navigation tools and lexias gave way to new types of textual organization. The computer became a multimedia environment where several media could thrive and prosper. As digital fiction became multimodal, words began to share the screen with image, video, music or icons.
In electronic literature, the emergence of new software and new devices is often followed by the creation of new texts. Head-mounted displays and tracking devices are being used to produce new textual responses. Bodily movement is often treated as the catalyser of these textual responses and the reader is often considered as the creator of a narrative written in real-time. This means that the attempt to offer the reader a participatory role continues to be fostered by electronic literature. In this thesis, digital fiction is described as part of an introspection and self-generating process catalysed by literature. Consequently, these new kind of texts will be defined as part of the ever-evolving field of literature.
While interactivity was often described as a set of physical activities that can interfere with attention, immersion was frequently seen as an uncritical and passive response to the text. Interactivity was used to offer freedom of choice to the reader and to give the reader the opportunity of co-authoring the text. Immersion was, by contrast, considered as the result of a reading experience constrained by authorial intention. In so doing, interactivity was mostly regarded as an antidote of reader’s immersion in the text. However, in this thesis, I will focus on a cooperation rather than a conflict between both. By describing interactivity as a set of cognitive and physical actions on the part of the reader and by defining immersion as a result and origin of these actions, I will demonstrate that immersion and interactivity cannot survive separately. This thesis aims at addressing the relation between immersion and interactivity by taking into account the text’s multimodality and transiency, as well as the ergodic and cognitive work done by the reader.

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Description (in English)

Les Mots et les Images is a work by J.-M Dutey published in alire 5 in 1991. At first, one encounters a table that is divided in 21 smaller boxes. Here, there is a spatial idea that is introduced which Dutey wished to explore as seen in a quote from the work itself, “(Dutey) voudrait que sa poésie explore les espaces qu’elle occupe et ceux qu’elle suggère.” This quote expresses an exploratory desire because one has to click on the words on the screen to begin the program. If one chooses not to click, then nothing will happen. It is up to the user to explore the work, whether that is limited or full exploration. This seems to give the user a sense of control, yet when one chooses to begin; the control is replaced by a feeling of being lost in the connections between the words in the smaller boxes. The words that appear in the small boxes are the following: Magritte, tableau/forme, « pour alire n.5 octobre 1991, proposition, mot(s), représentation, image(s), nom, objet(s), autre nom, contours, signification, réalité, figures/précises/choses, figures/vagues/choses, Philippe Bootz/Jean-Marie Dutey, ou bien le contraire, et 1928.The box « Magritte » is named in reference to the Belgian painter, René Magritte. All of the images that are used in the program are images that Magritte created in his work “Les Mots et les Choses” which explores the relationship between things and words from 1929 during the surrealist movement. Next to the large table containing the 21 smaller boxes, there is a small table with the words “autres objets”. In that same corner, a third table is divided in 9 boxes with the word “clic”. When one clicks on one of the 18 words on the larger table, lines appear between the chosen word and other words on the screen. There is a variety of connections that are made, ranging from as low as 2 or 3 and going as high as 6 or 7. The lines that appear are all in different colors (red, green, blue, brown, yellow, pink, etc.) Sometimes, the connections between the words are not actually lines, but instead circles. After having clicked, one can click on the square at the corner. In relation to the number of connections in the larger table, the smaller table divided in 9 will show different colors correlating to the colors of the lines/circles. When the colors appear, one can click on a color which will proceed to a screen that shows the relationship between the original word chosen and one of the original images by Magritte. For example, when one clicks on “objet(s)”, there are 9 additional words that are connected to it, therefore there are 9 total colors on the table. When one choses one of these 9 colors, one sees the connection between “objet(s)” and the word to which the color links it to. In this case, red leads to “representation”. The screen that follows is the relation between an object and the idea of a representation. The screen shows two identical houses. The first house has “l’objet reel” written under it; the second house has “l’objet représenté”. At the top of the screen, there is a sentence: “tout tend à faire penser qu’il y a peu de relation entre un objet et ce qui le représente » (everything tends to lead to thinking that there is little relation between an object and that which it represents). All the relationships between the words are represented by images. All the images describe the idea of space, of representation, of vagueness and of interpretation.

Description (in original language)

Les Mots et les Images est une œuvre par J.-M. Dutey publiée dans alire 5 en 1991. Au début, on trouve une grande boite divisé en 21 petits cadres. La majorité des petits cadres ont de mots ; sauf trois n’ont rien écrit. Là, il y a une idée de l’espace, que Dutey voudrait explorer selon une citation inclus dans l’œuvre : « (Dutey) voudrait que sa poésie explore les espaces qu’elle occupe et ceux qu’elle suggère ». Cette citation exprime un sentiment exploratoire parce qu’on doit cliquer sur l’un des mots pour que le programme lance. Si l’on ne clique rien, rien ne passe. L’œuvre est au lecteur d’explorer ou bien un peu ou bien tout. Cela semble comme de la prise, mais quand on clique sur un mot, ce n’est pas toujours le cas et on a de la déprise. Les mots qui sont dans les petits cadres sont : Magritte, tableau/forme, « pour alire n.5 octobre 1991, proposition, mot(s), représentation, image(s), nom, objet(s), autre nom, contours, signification, réalité, figures/précises/choses, figures/vagues/choses, Philippe Bootz/Jean-Marie Dutey, ou bien le contraire, et 1928. La boite « Magritte » est nommé pour le peintre belge, René Magritte. Toutes les images qui sont utilisé dans le programme sont d’images qu’il a créé dans son œuvre Les Mots et les Choses, qui explore le rapport entre les choses et les mots faite en 1929 pendant le mouvement surréaliste. A côté du grand cadre il y a un petit cadre avec « autres objets ». Dans le coin, un troisième cadre divisé en 9 se trouve avec le mot « clic ». Quand on clique sur l’un de ces 18 mots, on voit de lignes qui apparaissent entre le mot choisi et d’autres mots sur l’écran. Parfois il n’y a que deux ou trois liaison mais on peut aussi avoir six ou sept liaison Les lignes qui apparaissent sont dans de différents couleurs (rosse, vert, bleu, marron, jaune, rouge etc.) Parfois, les liaisons entres les mots ne sont pas de lignes mais de cercles. Après avoir cliqué, on peut cliquer dans le cadre au coin. Dépendant du nombre de liaisons, les petits cadres auront un couleur. Quand les couleurs apparaissent, on peut cliquer sur un et il montrera le rapport entre le mot qu’on a choisi au début avec l’un des images de Magritte. Par exemple, quand on clique sur « objet(s) », il y a neuf mots qui sont liés avec « objet(s) », donc neuf couleurs en totale. Quand on choisit l’un de ces neuf couleurs, on voit le rapport entre « objet(s) » et le mot encerclé par le couleur. Le rouge appartient à « représentation ». L’écran qui suit est le rapport entre un objet et l’idée d’une représentation. L’écran a deux maisons identiques. La première maison a « l’objet réel » écrit au-dessous ; la deuxième a « l’objet représenté ». En haut de l’écran, il y a une phrase : « tout tend à faire penser qu’il y a peu de relation entre un objet et ce qui le représente ». Tous les rapports entre les mots dans le cadre sont représentés par des images. Toutes les images décrivent cette idée de l’espace, de la représentation, du vague et de l’interprétation. (Source: Sergio Encinas)

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At the heart any scandal is a story, or a thing of many stories; sc4nda1 is even more peculiar, but also begins with a telling. What you have before you started as an essay (or intent to rant) about an observation I kept reading in recent criticism, that electronic writing has not been properly dressed for the serious table. Where, the questions ran, are the publishers, the editors, the established and establishing critics? In a time of intense experiment and innovation, who says which textual deviations make real difference, and which are just bizarre? More ominously: where are the naive, casual readers, the seekers of pleasurable text who ought to move design's desire? To spin an old friend's epigraph, just who, exactly, finds this funhouse fun? ...And so to the thing itself: probably more exploration than investigation, though who knows what offenses may come to light. You may find it (inevitably) a post-serious entertainment for hand, eye, ear, and brain, other organs optional. If the thingy deserves a generic name, try arcade essay, a cross between philosophical investigation (well okay, rant) and primal video game. Duly object-oriented, the work no doubt inherits bad attributes from both parent classes, but hopefully some virtues as well. There is one sure way to find out. (Source: Author's description from website)

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I ♥ E-Poetry entry
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Technical notes

Deep Surface requires a Web browser with Flash Player 7 or later. Audio is an important part of the experience, so you will also want headphones or powered speakers.

By Arngeir Enåsen, 14 October, 2013
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In this paper I discuss Young-Hae Chang Heavy Industries’ digital poem Dakota. I discuss how the poem controls the reader’s experience and how this control affects its possible interpretations. The control is mostly executed by limiting the reader’s freedom over reading. Reading time, direction and duration are determined by the poem. It is only possible to start the poem, but not rewind, stop or fast-forward it. Furthermore, the manipulation of speed affects reading in many ways. In the fast extreme the effect is illegibility, but more subtly used speed creates varieties of emphasis and de-emphasis. The effect of emphasis of this kind, I argue, creates different layers of readings and invites re-reading. These different readings require different cognitive modes, which mirror our contemporary reading habits. Not being in control of the reading process also leads to a scattered sense of unity, one of postmodernism’s essential traits. While reading the poem I also question why I read as I do, and by doing so I hope to present more general traits of how to approach digital literature.

By Alvaro Seica, 4 October, 2013
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The concept of “erased” text has been a recurrent theme in postmodernist criticism. While most speculation about the presence or absence of an absolute text is applied to print literature, the manifestations of digital text present a new and entirely separate level of investigation.
The combination of visible language and hidden code do not negate the basic questions of language and interpretation – these continue to be important in our study of electronic texts. However, the visible text – under the influence of code – can be modified, transformed, and even deleted in ways that introduce markedly different implications for reading strategies and meaning structures.
This paper will explore a selection of works from electronic writers illustrating text/code practices that involve disappearing “text.” Text can absent itself by the simplest of reader actions – the mouseover or the link which takes the reader to another “lexia” in the piece. But text can also be obliterated by actions of the code, unassisted by the reader/navigator. Moreover, there are intermediate techniques to create vanishing text. Oni Buchanan and Betsey Stone Mazzoleni’s The Mandrake Vehicles – subtitled “meaninglessness and back” – is a good example of clearly visible, reader-activated, yet code-determined text manipulation. Stuart Moulthrop’s Deep Surface takes a different approach to “executed” text – imagining a “deep reading simulator.” Reiner Strasser and M.D. Coverley’s In the White Darkness proposes a symbolic function for elusive text and image. Stephanie Strickland’s slippingglimpse lets the movement of water itself be the mechanism for creation and erasure of text. These, and other works, begin to suggest a set of categories that might be identified in electronic literature.
The presence/absence of meaningful information in electronic fiction and poetry can signify in many ways. And, we may ask, when the text is gone, does it leave a “trace”? Or is vanishing text in electronic literature actually a case of One (text) + One (Code) = Zero (0)? (Source: ELO 2013 Author's abstract)

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The most important difference between print texts and born digital works is that of input and outcome. As Stephanie Strickland noted in her “Born Digital” essay, “To read e-works is to operate or to play them.” Several electronic writers use text/code practices that involve disappearing “text” or image. Text can absent or present itself by the simplest of reader actions – the click (which might activate anything from a Flash file to a sound clip), the mouseover (which might obliterate text by color change, show/hide functions, time-outs), or the link (which might take the reader to another “lexia” and resist return), or the act of typing in text responses (which might elicit further information or restrict same).

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Description (in English)

Reading Club is a project started by Emmanuel Guez and Annie Abrahams in 2013. Eleven sessions were organized with more than 40 different “readers” in English and/or French based on text extracts from Raymond Queneau, from Mez and the ARPAnet dialogues to Marshall McLuhan, Michel Bauwens and McKenzie Wark. Guez and Abrahams experimented with different reading and writing constraints (color, duration, text-length, number of “readers”, etc.) and different performance conditions (online vs. live performance, with and without sound, etc.). In a session of the Reading Club, readers are invited to read a given text together. These readers simultaneously write their own words into this text given a previously fixed maximum number of characters. The Reading Club can be seen as an interpretive arena in which each reader plays and subverts the writing of others through this intertextual game.

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Contributors note

This work uses networks to bring together multiple participants to collaboratively read and edit a work. The platform records the interactions and transformations of the text, identifying participants and their contributions live and documenting each in a variety of ways. The result is a material representation of the reader's presence in the text. As the readers type, cut and paste, delete, format, and transform the text, the text becomes a conversational space in which read not just the text but each other's interventions, guessing each other's goals as they collaborate, riff, joust, and subvert each other.

By Scott Rettberg, 6 September, 2013
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Material representations and simulations of reading motions can be embodied and enacted through expressive uses of formal devices in programmable works. These interactions between reading self and embodied codes are reflexively choreographed in ways that illuminate the performativity of cognition and interpretation. Meaning production through acts of reading that become scripted in the textual field will be analyzed in 'The Readers Project' by John Cayley and Daniel Howe.

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By Jill Walker Rettberg, 7 June, 2013
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Abstract (in English)

J. Yellowlees Douglas looks at the new light that interactive narratives may shed on theories of reading and interpretation and the possibilities for hypertext novels, World Wide Web-based short stories, and cinematic, interactive narratives on CD-ROM. She confronts questions that are at the center of the current debate: Does an interactive story demand too much from readers? Does the concept of readerly choice destroy the author's vision? Does interactivity turn reading fiction from "play" into "work" - too much work? Will hypertext fiction overtake the novel as a form of art or entertainment? And what might future interactive books look like?

(Source: Book jacket)

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Description (in English)

Seven accomplices with different backgrounds, from academical to performative to critical, is granted the opportunity to go amok in Goetrians poetry collection Risperdalsonetterne (The Risperdal Sonnets). Their starting points are different: be associative, go philosophical, give into, trying to interpret. Video, print, quotations and pictures supplements each other in a mosaic where the seven voices comment upon the poems and direct them in connection to other interpretations and collections.

Description (in original language)

Syv deltagere med vidt forskellig faglig baggrund har fået chancen for at gå amok i Simon Grotrians seneste digtsamling, Risperdalsonetterne. De har hver især valgt en sonet at tage udgangspunkt i: undre sig over, give sig hen til, fare vild i, associere ud fra, fortolke, aktualisere, irriteres eller begejstres over. Videoer, udskrifter, citater, billeder og stills supplerer hinanden i en mosaik, hvor de syv stemmer kommenterer digtene og rækker ud efter andre værker og fortolkninger. Den grafiske præsentation bringer de enkelte stemmer i dialog. Sitets læser kan vælge sin egen rute gennem vildnisset: der er mulighed for at bevæge sig gennem hver enkelt læsning i den rækkefølge, den er blevet til i, eller man kan forfølge temaer og associationer og springe på kryds og tværs i tekstdiagrammet.

Description in original language
Pull Quotes

"Jeg tror, det er vigtigt, at man læser Simon Grotrian fra kl. 5-9 om morgenen. Jeg er sådan virkelig A - eller AA-menneske og har sådan to store stirrende øjne på det tidspunkt, og det, føler jeg, er meget rigtigt, når man læser Grotrian." -Lars Bukdahl "Der er steder, der kan tolkes på ufattelig mange måder, og det er det, der gør den så enormt irriterende, denne her digtsamling." -Søren E. Jensen "Jeg er jo dybt fordomsfuld, jeg har jo for eksempel den fordom, at noget skal have en mening." -Kitte Wagner

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