spectacle

By Jorge Sáez Jim…, 17 November, 2019
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Abstract (in English)

The Thing That Is What a Circle Is is a heavily mediated performative lecture engaging and interrogating the positions and relationships of technological and mediatic writing/performing apparatuses with “live” or “real” time, repetition, and circularity. Framed through explicit concerns with objects that begin to emerge through evading conventionally attenuated forms and discourses, The Thing That Is What a Circle Is is an attempt to conflate technological and performative repetition with traditional notions of “live/real” time through addressing and recuperating the object/image of performance, the performance as object/image, the object/image as performance. The lecture will be staged by occupying the interstices of the subjects of tautology and circular logic, the former being a successful instrument of philosophical argument, the latter being evidence of poor scholarship and criticism. How might deep repetition, radical mimesis, and performance and writing media and machines expose and reveal not only the aesthetic execution of performance/writing and

media/machines themselves but also their conceptual underpinnings? To put it another way, how might the failures and slippages of such repetition and apparatuses not focus simply on meaninglessness specifically, but on the extra-representational strategies of duplicity, doubleness, desire, and simulation. Duplicity, doubleness, desire, and simulation lend themselves to the artifice of interface design and critiques of textuality, of reading and writing practices, the direct address of performance, and the lecture as an object/site of fetishism and spectacle. How might these seemingly disparate forms and contents be coerced and positioned to be put at odds with one another? What new dialogues/forms might this tension produce/generate/negate?

By Jill Walker Rettberg, 9 October, 2012
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24 August
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Abstract (in English)

In February 2000 Robert Coover noticed the "constant threat of hypermedia: to suck the substance out of a work of lettered art, reduce it to surface spectacle". Coover's message seems to be: When literature goes multimedia, when hypertext turns into hypermedia a shift takes place from serious aesthetics to superficial entertainment. What Coover points out is indeed a problem of hypermedia. If the risk of hyperfiction is to link without meaning, the risk of hypermedia is to employ effects that only flex the technical muscles. Can there be substance behind spectacle? In this paper I discuss three examples of German digital literature which combine the attraction of technical aesthetics with the attraction of deeper meaning.

The first example, "Das Epos der Maschine" (The Epic of the Machine) by Urs Schreiber, presents a visual image consisting only of words, since the words themselves represent pictures by moving in a predetermined way. For example, words that put technology into question form a question mark with the word 'Truth' as a period. If one clicks on the question mark, the words disappear behind the 'Truth' as if it had swallowed them. However, the question can be 'eaten' in this way, it cannot be erased, because if one moves the mouse the word 'Truth' moves and is followed by those other words as if they stick on the truth until the cursor stops and those words disappear again.

"Trost der Bilder" ("Consolation of Images") by Jürgen Daibers and Jochen Metzgers, tells the story of a man who falls in love with a mannequin and locks himself overnight in a store in order to gaze upon it. The manequin's face can half be seen in the background of the text and is shown at the end of the story without the accompanying text, but only for a moment. This combination of image and time setting leads to the deeper meaning, because the readers who hit the return button in order to see the mannequin's face testify to their attraction to the mannequin. To be sure, they do not thereby become like the man in the story; nevertheless, their action re-enacts the reading process in general, which is also a materialization of life in our imagination.

The third example, "Digital Troja" (Digital Troy) by Fevci Konuk, uses words, sound and animated images, to discuss war both past and present time. One interesting effect here is the image of Paris, who obviously wants to run away from Troy but is instead caught in an endless loop. There are two breaks within the loop. In the language of animation breaks are supposed to stress something. I see these breaks as allusions to the famous sequence in Hitchcock's movie "North by Northwest" where Roger Thornhill, alias Cary Grant, realizes the danger of an approaching airplane, and to Discobulus, the ancient discus-thrower. While Discobulus is associated with the Olympic ideal, Thornhill evokes the Cold War. Both bring important issues in the story. Thus breaks itselfes serve as text and add meaning to the written text.

Creative Works referenced
By Eric Dean Rasmussen, 7 April, 2012
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Pull Quotes

Currently organizations such as Turbulence.org and the Electronic Literature Organization provide major funding for new net.art projects.33 Countering generally accepted assumptions that the WWW is a medium catering to business and entertainment industries, much of this visual art furthers the reach of Situationism and psychogeography into the virtual space of the World Wide Web, offering new ways that aesthetic defamiliarization and poetic détournement may spatialize and release the pleasure of federated moments of time.

Description (in English)

"Canticle" was written for Brown University's CAVE immersive virtual reality environment. Like a concerto, it was composed in three movements and arranged for collaborative performance between a solo user and programmed VR environment. In "Canticle", The CAVE system and its user operate in concert: rendering the world through cooperation and opposition. The tone of "Canticle" plays upon the spectacle of VR by inducing an aesthetic environment that is overly saturated despite its basic composition of greyscale letterforms. Evocative text and audio were used to assist this effect: "The Song of Solomon" and Nico Muhly's MotherTongue. A study of "The Song" resonated with the project's themes: the seduction of spectacle and awareness of a physical body within immersive spaces of illusion. Movements were written in response to spectacles that are native to the CAVE. Description of each movement refers to the specific quality of spectacle it explores: periphery, reactivity, stereoscopy, interface, depth or immersion. Along with the author’s original poetry about spectacle, the piece is also comprised of selections from the "Song of Solomon" processed by a computer program written by the author. Output from the program was then edited for form and content. The body of the text is available in the pdf below; however, because Cave Writing promotes spatial hypertext, the text is not likely to be encountered in the CAVE in the linear order presented. In the video documentation of "Movement 1: When the Eye" Asmina Chremos dances the physical gesture of reading through the interface of the CAVE. Her exquisite movements focus on the discrepancy between what the person wearing the tracking glasses sees and what the audience reads. For example, midway through the performance, the text is programmed to evade the dancer as she tries to engage with it: the text is programmed to only be legible to the audience outside the CAVE.

(Source: http://samanthagorman.net/Canticle)

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