In the form of an interactive text projection installation, the proposed project will utilize the language of the contemporary algorithmic ‘user culture’ to create a dynamic second-person narrative. In doing so, it seeks to examine the relationship between an ubiquitous virtuality, the logic of quantification and data-based representation, and the possibility of a remaining physicality. This project stemmed from a conversation with a student, where we talked about an existing application designed for food delivery, such that one would not even need to move anywhere for basic needs. This prompted my comment, "the last physical space will just be where you are standing." Anchored by this statement, the project consists of an application that will be activated when the viewer/user steps into a particular spot in the gallery and their presence is detected. The projected application would simply be a blank screen that, when activated, types out random, fictitious, and absurd ‘you-statements’ that would resemble the language utilized in contemporary data-mining and the algorithmic quantification of users (ie. you might also enjoy…, you have a pattern of…). The result is a projection that mimics the process of data extraction, displaying text that is part fictional characteristics forcefully prescribed onto the viewer/user, and part second-person narrative, imperious and coercive, questioning what it means when information represents the populace. It tells the viewer/user a narrative about themselves, that is most likely untrue, but perhaps eerily familiar. Much primacy has been given to the role and place of the ‘user,’ with ideas adorned by this prefix becoming commonplace: user-generated content, user-friendly, user-interface, user experience…etc. UX (user experience) denotes a sense of the user-centric, of working for the user, designed to make the user’s life better. Despite this claim, UX is conceived to better understand the user for the benefit of the state and corporate administration. What was once on the peripheries (the user) is now the main source of value-extraction. The project is partly an examination of the dominance of a supposedly user-centric, individualized, customizable big data society, by placing certain attributes and data onto the viewer/user that are false, while constructing a situation that resembles and emphasizes the violence of data-extraction and databased representation, in particular its fallibility. Through linking the physical presence and location of the viewer/user with the apparatus that extracts and prescribes (false) attributes, the project intends to emphasize the polemics of data extraction from users and their subsequent representation by such information, while insisting on the fraught linkage between these virtual enterprises and the persisting physicality.
user
In this presentation, the author argues that we should “mind the gap” between screen and skin, especially where it eclipses the precarious identities vulnerable within our hegemonic cultures. The contact zone where users interface with electronic media is actually constructed out of far more political scaffolding than people often recognize. Though “user friendly” assumptions reinforce the invisible logic of idealized interfaces open to all, the realities of social conditions which contextualize those technologies should make us rethink who the “user” really is. How has the threshold of the interface become a barrier for them? The presentation investigates how precarious identities, such as the indigenous and the queer, must navigate the contested boundaries of language and embodiment through electronic literature as haptic media. Caleb Andrew Milligan begins by considering how Jason Edward Lewis plays out politics upon the surface of the touchscreen. With help from Lori Emerson’s critique of the iPad, he argues that Lewis’s Poetry for Excitable [Mobile] Media is furthermore Poetry for Ephemeral [Maintainable] Media, as it relies upon digital technology vulnerable to what Terry Harpold terms the “upgrade path” and its movements toward eventual inoperability. He argues that this feature is an intentional subversion on Lewis’s part (himself part Cherokee, Hawaiian, and Samoan) as an aboriginal design practice which explores through the medium’s ephemerality an aesthetic of materialized erasure—the erasure, that is, of aboriginal cultures in the face of forced assimilation into Canadian cultures. As Lewis poetically performs the precarity of identity-through-language upon precarious platforms that kill more electronic literature than they preserve now, we are left with only the fleeting sense of touch that connects (soon to be only connected) us to his appoems. He then considers the just as ephemeral haptics of Porpentine’s With Those We Love Alive. As a beautifully brutal examination of escape from toxic cultures, Porpentine’s Twine game literally escapes the confines of the screen as it encourages players to draw symbols upon their skin that correspond with the narrative beats. Beyond just the quick clicks of hypertextual interaction, players actually have to feel the physical prick of inscripting themselves, and join in the game’s cycle of pain. Combining the work of Anastasia Salter and Bridget Blodgett on toxic geekdom with Jaishree K. Odin’s on feminist hypertext, he considers Porpentine’s precarious identity as a trans woman game developer in artistic opposition to a digital climate of “Gamergaters.” Her work reaches outside of norms and touches where other texts flatly cannot go. He draw in Diogo Marques’s claim that our skin is just as much interface as screen to finally consider the ephemerality of Porpentine’s text as well, once the hand-drawn markings are washed away. The embodied art fades, and the Twine game’s intoxicatingly violent world of language remains. The presentation ends to question how we are similarly just as ephemeral as the gestures and drawings of these electronic literary texts. The “touchy” subjects between screen and skin that these works explore highlight the precarious identities that cultures often aim to erase. Electronic literature as haptic media helps us to get in touch with these overlooked lives, and to not only mind the gap, but to stick our fingers in it.
Source: https://sites.grenadine.uqam.ca/sites/nt2/en/elo2018/schedule/1124/Betw…
In this essay [Digital Art: Pixel, Algorithm, Code, Programming, Data], we reached a theoretical framework that could withstand a hyperdisciplinary analysis and encompass one of the characteristics that both electronic literature and digital art share: the transfer and transformation processes. In order to recognize these processes we used the concept of transduction to perform a theoretical migration capable of supporting these aspects: the transducer function.
Swapping between a critique of textuality and a critique of visuality we analyze two of the most important genres of digital art: net.art and digital installation. Firstly, we investigate the concept of infoduct as a channel of information dissemination in the virtual environment and the characteristics of periphery and discontinuity in digital image, composed by pixels, in opposition to punctum, studium and continuity, key characteristics in analog photographic image, composed by dots, whose concepts were identified and coined by Roland Barthes in La Chambre Claire (1980). Secondly – by focusing on the nomination of the artwork and the relevance of the title in its intelligibility, from the abstract movement until nowadays – we reflect on the use of code as an emerging language, which reveals a new aesthetic sensibility, e.g. the k. series by André Sier. Finally, the third and fourth points develop the analysis of the transducer processes in the works by Pavel Braila, R. Luke DuBois and Sier, considering the aesthetics of data transfer and recreation in mutant works as a common phenomenon to art that uses programmable and networking media. In digital art, the transducer function originates a pictorial, visual and aesthetic transformation, which we observe in SSB, Hard Data, or 32-bit Wind Machine , and erects the artist as a data filter and data miner.
In this investigation, we highlight mechanisms, patterns, languages and common motifs: authorship, user, cybertext, surface, infoduct, interactivity, pixel, algorithm, code, programming, network, software and data.
(Source: Author's Abstract)
Neste ensaio, chegou-se a um enquadramento teórico que pudesse resistir a uma análise
hiperdisciplinar e englobar uma das características da partilha entre a literatura electrónica e a arte digital: os processos de transferência e transformação. Para reconhecer estes processos recorreu-se ao conceito de transdução para efectuar uma migração teórica capaz de suportar essas valências: a função transdutora.
Transitando entre a crítica à textualidade e a crítica à visualidade, são analisados dois dos géneros mais relevantes da arte digital: a net.art e a instalação digital. No primeiro ponto, investiga-se o conceito de infoduto como canal de difusão de informação no ambiente virtual e as características de periferia e descontinuidade na imagem digital, constituída por pixels, por oposição às características de punctum, studium e continuidade na imagem fotográfica analógica, composta por pontos, cujos conceitos foram cunhados por Roland Barthes em La Chambre Claire (1980). No segundo ponto – através de um foco na nomeação da obra de arte e na relevância do título na sua inteligibilidade, desde o movimento abstracto até ao presente – reflecte-se sobre a utilização do código como linguagem emergente, reveladora de uma nova sensibilidade estética, na série k. de André Sier. O terceiro e quarto pontos continuam a análise dos processos transdutores, nas obras de Pavel Braila, R. Luke DuBois e Sier, inserindo a estética de transferência e recriação de dados nas criações mutantes como um fenómeno comum à arte que utiliza media programáveis e em rede. A função transdutora, na arte digital, origina uma transformação plástica, visual e estética, que observaremos em SSB, em Hard Data, ou em 32-bit Wind Machine, e erige o artista como um filtro de dados e um data miner.
Nesta investigação foram realçados mecanismos, padrões, linguagens e motivos comuns: autoria, utilizador, cibertexto, superfície, infoduto, interactividade, pixel, algoritmo, código, programação, rede, software e dados.
(Fonte: Resumo do Autor)
Electronic Literature and Digital Art share many processes, themes, creative and theoretical guidelines. In this sense, I developed a critical framework that could resist to a hyperdisciplinary analysis and include one of the characteristics of this sharing pattern: the transfer and transformation processes. In order to recognize these processes I have done an approach of the transduction concept that could perform a theoretical migration on these aspects: the transducer function. Thus, the transducer function appears in the critical analysis of the works by Mark Z. Danielewski, Stuart Moulthrop, R. Luke DuBois and André Sier. The selected works are representative of the following genres: novel, hyperfiction, net.art and digital installation, drawing on phenomena and concerns resulting from the creative production within the digital culture. In this research I have enhanced mechanisms, patterns, languages and common grounds: authorship, user, cybertext, surface, hypertext, infoduct, interactivity, pixel, algorithm, code, programming, network, software and data. (Source: Author's abstract)
A literatura electrónica e a arte digital partilham vários processos, temas, linhas criativas e referentes teóricos. Neste sentido, chegou-se a um enquadramento teórico que pudesse resistir a uma análise hiperdisciplinar e englobar uma das características desta partilha: os processos de transferência e transformação. Para reconhecer estes processos recorreu-se ao conceito de transdução para efectuar uma migração teórica capaz de suportar essas valências: a função transdutora. Deste modo, a função transdutora surge na crítica das obras de Mark Z. Danielewski, Stuart Moulthrop, R. Luke DuBois e André Sier. As obras seleccionadas são representativas dos seguintes géneros: romance, hiperficção, net.art e instalação digital, extraindo fenómenos e preocupações resultantes da produção criativa no âmbito da cultura digital. Nesta investigação foram realçados mecanismos, padrões, linguagens e motivos comuns: autoria, utilizador, cibertexto, superfície, hipertexto, infoduto, interactividade, pixel, algoritmo, código, programação, rede, software e dados.
"The Madeleine Effect" is a digital story project, an artistic look at ways to incorporate a creative text based story in the linear format and language styling of a novel into the game world. I believe that when a primarily text-based fiction story is created in a visual narrative medium, it can be utilized to prompt the user to act as a character. The user therefore may be guided to perform through a narrative. I am interested in looking at interactive fiction from the perspective of a writer aiming to invite meaningful interaction leading towards playful behaviors, or acting, on the part of the player. "The Madeleine Effect" is a fiction story that is experienced through both digital and print media. The story interface aims to be interactive through the player's performance, which is demonstrated by inputting text into the story while playing a defined role. The interactivity in this project is focused at this time so as to more easily observe the ideas I am exploring. My hope is that this project will spur thought and conversation about ideas for increased interactivity and a more intelligent technical structure.
(Source: Author's description, 2008 ELO Conference)
Perhaps the most disturbing and exciting periods of a digital poet’s creative practice is the transitional period between using one technology and learning another. For the past eight years I’ve been predominately a user of Adobe Flash. I say user, because in many ways
the software is a drug, carving response and reward pathways into the cranium fibers. My creations have been the beneficiary of a tool ideal for multi-layered/dimensional and interactive artworks viewable on all major platforms. However, it is this platform issue and Adobe’s losing
position in its battle with the Tyrant Apple that is quickly making Flash obsolete, unplayable in the fastest growing segment of electronic devices, tablets and phones. This very well might turn around and Flash might save itself. But suffice it to say, the net/portable creative ndustries have left Flash to fend for itself.
(Source: Author's abstract, 2012 ELO Conference site)