temporality

By Milosz Waskiewicz, 25 May, 2021
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Abstract (in English)

We sometimes hear it said that our relationship with time has been altered. In companies and administrations, the adoption of New Management strategies means that employees feel themselves subjected to ever increasing urgency and stress. The “FOMO Syndrome,” the anxiety generated by our fear of missing out on something in a world in which we are exposed to a constant flow of information and access to other people’s narratives (or at least to their stories), is a phenomenon inherently linked to the digital environment. The Covid-19 crisis has no doubt accentuated this tendency, with its injunction to stay increasingly connected (particularly to social media and video conferencing platforms), and to immediately respond to digital notifications and sollicitations on a 24/7 basis.

According to Paul Ricoeur, “narrative attains its full meaning when it becomes a condition of temporal existence”[1] (Ricoeur, 1984). From this perspective, narrative is our principal tool for situating ourselves in time ― and for experiencing time within ourselves. Moreover, the Digital may be characterized as “a tool for the phenomenal deconstruction of temporality” (Bachimont 2010). This is reflected in its two main tendencies: that of real time calculation, conveying the impression of immediacy, and that of universality of access, conveying the impression of availability. The digital, thanks to its availability and its immediacy, thus leads to constant present, without any impression of the passage of time (Bachimont, 2014).

What happens then when the digital and narrative come together, when digital technology and narrative discourse, between which obvious tension exists, are combined? What happens when we exploit the particularities of “programmable media,” to use the term coined by John Cayley (2018), which for Bruno Bachimont are essentially detemporalizing, to tell a story, which we traditionally consider as being structured by an internal temporality and linked to an external temporality? From such a perspective, the term digital narrative would appear almost oxymoronic.

Digital narratives do nevertheless exist and are proliferating in multiple forms and thanks to varied approaches. What kind of temporal experiences are constructed by these new forms of digital narrative, and how are they constructed? Reciprocally, what new narrative forms, or even new concepts of narrative do these new temporal experiences provided by digital technology offer to us? The challenges lie in the manner in which narratives, revisited for and by digital tools and the digital environment can on one hand stand up to the deconstruction of time provoked by the said tools and environment, and on the other hand make us reflect on our relationship with time, and on the place of narrative as a discursive mode in our culture and our ways of interpreting the world.

In this article we will focus on three very different types of digital stories, in order to analyse the diverging potentialities of the relationship between the digital, temporality, and narrative. We will study two artistic creations on the one hand, and the widely used social media feature of stories on the other.

We will first examine a fictional work written for the smartphone[2] (downloadable from an app store), which is based on notifications, i.e. in which a fictional character regularly sends notifications to the user. This type of narrative plays on notions of temporality, with the intrusion of the reader’s real time.

We will also study a narrative based on a real time data flow[3]. The constraints imposed on the narrative by this type of apparatus imply that the causality of events is replaced by the sequentiality of real events. Yet this technical specificity, the linking of the narrative to a real time data flow, can mean that life’s contingencies enter into the narrative and result in a “pure time experience” (Chambefort, 2020).

Finally, with a change of field and direction, we will examine the phenomenon of the stories made possible notably by platforms such as Instagram and Facebook, which allow users to display a short video clip, an animated or static picture, a text or even a mini-survey for a default duration of twenty-four hours, which in turn is temporalized and presented to users with an associated duration of fifteen seconds, after which the feature automatically displays the next story available in the user’s newsfeed.

These three examples each explore the notion of temporality and the use of time in the digital “narrative” from a different angle: first, the interaction between the real time of the reader and his/her reading with narrative time, and so with the fictional work, then that of the diegetic time determined by the data flow, which thus becomes the temporal axis of the work in question, and finally the temporality imposed by the story features on various platforms, presented as a constitutive aspect of the story, and which the content provided by the user adopts and integrates.

[1] “Time becomes human to the extent that it is articulated through a narrative mode, and narrative attains its full meaning when it becomes a condition of temporal existence.” (Ricoeur, 1985).« Le temps devient temps humain dans la mesure où il est articulé de manière narrative ; en retour le récit est significatif dans la mesure où il dessine les traits de l’expérience temporelle. »

[2] Enterre-moi, mon amour (Bury me, my love), The Pixel Hunt and ARTE France, 2017: https://enterremoimonamour.arte.tv/.

[3] Lucette, gare de Clichy, Françoise Chambefort, 2017: http://fchambef.fr/lucette/.

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By Hannah Ackermans, 27 June, 2017
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As the genre is still unknown to many in the Netherlands, this article serves as an introduction to computer-generated poetry in the Dutch-language field of literary studies. Via an analysis of the canonical Taroko Gorge (Montfort) and its remixes, the article considers how three characteristics of generative poetry - namely temporality, overwriting, and remixing - play with the idea of authorship.

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Abstract (in original language)

Generatieve dichtkunst is een genre dat voor velen nog onbekend zal zijn. In dit artikel biedt literatuurwetenschapper Hannah Ackermans een nadere kennismaking met deze vorm van e-poëzie. Via een analyse van de online gedichtengenerator Taroko Gorge van Nick Montfort bespreekt zij hoe drie kenmerkende eigenschappen van generatieve literatuur, namelijk tijdgebondenheid, overwriting en remixen, spelen met het idee van auteurschap. In hoeverre is er nog sprake van een auteur als een algoritme de gedichten creëert?

 

 

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By Hannah Ackermans, 8 December, 2016
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In this paper, I regard generative literature as a model-object from the perspective of Mahr and Erdbeer’s application of model theory in order to give insight into the functioning of generative literature as well as further specify the new research focus of literary model theory (Erdbeer 2014). Through the modelling practice of literature generators, own preconceptions of what literature is (supposed to be), are projected. In its algorithmic writing, generative literature mimics intention-typical literature while at the same time destabilizing its very foundations. Through multiple short case study analyses, I outline (1) how generative literature self-reflexive in the sense that it is a model of literature, (2) how literary models change due to practices in generative literature and (3) how temporality is modelled in generative literature.

(Source: Abstract ICDMT 2016)

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When materials that support texts change, the content have to change. Matters is a physical reflection on how the materiality could affect the text. From ceramic tiles to displays, each new supporting material has opened new possibilities for writing.

The support does more than sustain the text, it limits and potentiates it at the same time. The rules of the text are established thanks to these materials, which are implemented as a medium for the text. The physical, the chemical, the sociology, and the politics of these mediums definitively influence the literary use of the ideas.

The change in supporting materials allow us to tap into new possibilities that poetry has the pleasure of exploring and amplifying. Similarly, the poetic endeavour is obligated to question the physical, chemical, social, and political limitations of either medium as a support for the text. The expressive reflection allows the revision of rules established by the use of either format and, perhaps, generates new uses of a medium; or in an extreme case, generates a new medium for the diffusion of the text.

In this case, a combination of nonconventional materials has been used in the text, which are manipulated thanks to the use of simple electronics that creates magnetic fields either through audio to generate vibrations or through a sequential movement.

Drawer 1 – “Paper alive”: we use speakers to create a surface in constant vibration on which we will place a mixing of non-newtonian fluid. The system respond by a proximity sensor: The closer the viewer to the drawer, the greater vibration intensity of the surface. The vibration excite the non-Newtonian fluid allowing the viewer to read some parts of the text that lies beneath the surface.

Drawer 2 – “Blot alive”: This work requires a slow reading. This installation use a iron fillings, which will be manipulated with magnets to travel over a fixed text that never will be totally displayed. The blot moves very slowly and will cover parts of the text which meaning will be constantly changing through the movement of the magnetic filaments.

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By Hannah Ackermans, 28 November, 2015
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If the media was the message for McLuhan in the 1960s, then audio-visual publishing platforms like YouTube and Vimeo have become a message today. In his 1998 article entitled “Database as Symbolic Form,” Lev Manovich fails to foresee the socially hypermediated turn of the new century when he argues that “database and narrative are natural enemies. Competing for the same territory of human culture, each claims an exclusive right to make meaning out of the world” (p. 7). From a purely mathematical, logical viewpoint, they do at first seem at odds, since the database is the superstructure and the narrative media files are the objects oriented within. For example, a database might house narrative-less stock photos or sound effects as easily as it does an audio-visual story. The (early) media database seems indifferent to its contents and does not seem to be able to tell a story. Likewise, the narrative within a digital movie file is indifferent to its matrix-host, because the “story” operates regardless of whether you play the film on a DVD player, digital projector, or a YouTube download.

Electronic literature challenges Manovich’s perceived divide. Where does the “story” reside in a narrative-driven video game: its interface? Its database of media objects? The image and sound files? The algorithms? The players’ interactions? The gaming system? The best answer we can probably give is that the narrative is realized through an alchemical interaction between every piece and player. If so, then there must be deeply reciprocal relationships between electronic narratives and the platforms through which they are published. And, just as importantly, these symbiotic relationships continue to evolve, constantly redefining narrative as well as publication.

The ELO Conference prompts us to explore the shifting boundaries and relationships between narratives and publishing platforms. As a case study, this presentation examines how the current generation of novice filmmakers are pursuing new ideas about narratives and stories as demonstrated on three media platforms: YouTube, Vimeo, and Vine. This case focuses on three developments in socially hypermediated publishing platforms:

Ethos and the collapsing divisions between media producer, consumer, and critic.
Temporality and the declining patience with long stories.
Literature and the persistence of the power of words.

(Source: ELO 2015 Conference Catalog)

Description (in English)

RIMA (twitter stream http://twitter.com/squidsilo) is a performance installation and digital media work that conceptually addresses strategies for survival by way of poetically re-framing the facts behind the effects of solitary confinement and isolation into a fictional present/future. Notions around stimulus and memory are played out through the performers movement within the physical space (proximity, sound, touch) and the data collection of distinct environmental changes (cold, hot, light, dark), which trigger strategically placed sensors collated by a computer program. This in turn dispatches a relational virtual text stream delivered to a live webpage and/or twitter feed (twitter fiction). The overall effect is a mimic of real-time thoughts, responses and actions, which over time slowly build into a fictional narrative somewhere between an indistinct present and a sci-fi future. (source: ELO 2015 catalog)

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The work plays a tension between media and treats the question of control. It is a piece of the “small uncomfortable reading poems” series.
Play music for my poem is based on 2 computers that communicate with each other. The first one contains a combinatory generator of sound that plays music for the second computer. The second computer runs a set of 4 combinatory text generators composing a unique poem in 4 stanzas. The music manages the visibility of this text and the reader controls the music generator via a game running on the first computer.