MLA 2013 Special Session: Reading the Invisible and Unwanted in Old & New Media
Posted: May 15, 2012 Filed under: criticism, digital, e-literature, history of computing, media poetics | Tags: archives, digital humanities, digital media, e-literature, electronic literature, gaming, history of computing, interface, media archaeology, media poetics, MLA 2013, new media Leave a comment »Below is the description for the MLA ’13 special session panel that Paul Benzon, Mark Sample, Zach Whalen, and I will present on in January. We’re thrilled to have the opportunity to pursue together issues related to Media Archaeology.
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Media studies is growing increasingly visible within the broader disciplines of literary and cultural studies, with several critical approaches bringing valuable shape and context to the field. Prominent among these approaches is a turn away from media studies’ longstanding fixation upon the new or the innovative as the most urgent and deserving site of study. Drawing on methodologies as diverse as book history, media archaeology, and videogame studies, this work on earlier media technologies has forged provocative connections between past and present contexts that hinge upon disjuncture and nonlinearity as often as upon continuity and teleology. At the same time, an increased attention to the material particulars of inscription, storage, circulation, and reception has developed the field beyond an early focus on narrative and representation.
New media scholars now look beyond screen-based media, to a broader range of technologies and sites of inquiry. This panel seeks to consider unseen, lost, or unwanted histories of writing/media. Each of the panelists focuses on a particular technology that is not only invisible to the broad history of media technology, but also relies upon loss and invisibility for its very functionality. In keeping with this dual valence, our emphasis on loss and invisibility is intended to raise questions aimed at our specific objects of analysis, but also at the deeper historical and disciplinary questions that these objects speak to: how does our understanding of media technology change when we draw attention to objects and processes that are designed to be invisible, out of view, concealed within the machine, or otherwise beyond the realm of unaided human perception? What happens when we examine the technological, social, and ideological assumptions bound up with that invisibility? How does privileging invisibility shed new light on materiality, authorship, interface, and other central critical questions within media studies?
The vexing relationship between invisibility and transparency is addressed head-on in Lori Emerson’s paper, “Apple Macintosh and the Ideology of the User-Friendly.” Emerson suggests that the “user-friendly” graphical user interface (GUI) that was introduced via the Apple Macintosh in 1984 was–and still is–driven by an ideology that celebrates an invisible interface instead of offering users transparent access to the framing mechanisms of the interface as well as the underlying flow of information. Emerson asserts this particular philosophy of the user-friendly was a response to earlier models of home computers which were less interested in providing ready-made tools through an invisible interface and more invested in educating users and providing them with the means for tool-building. Thus, the Apple Macintosh model of the GUI is clearly related to contemporary interfaces that utterly disguise the ways in which they delimit not only our access to information but also what and how we read/write.
A desire to renew critical attention on the most taken-for-granted aspect of computer writing and reading is at the heart of Zach Whalen’s paper, “OCR and the Vestigial Aesthetics of Machine Vision.” Whalen examines the origins of the technology that allows machines to read and process alphanumeric characters. While graceful typography is said to work best when it is not noticed–in other words, when hidden in plain sight–early OCR fonts had to become less hidden in order to make their text available for machine processing. Whalen focuses on the OCR-A font and the contributions of OCR engineer Jacob Rabinow, who argued on behalf of ugly machine-readable type that (although historically and technically contingent) its intrinsically artificial geometry could become its own aesthetic signifier.
The condensation and invisibility of textual information is taken up by Paul Benzon in his paper, “Lost in Plain Sight: Microdot Technology and the Compression of Reading.” Benzon uses the analog technology of the microdot, in which an image of a standard page of text is reduced to the size of a period, as a framework to consider questions of textual and visual materiality in new media. Benzon’s discussion focuses on the work of microdot inventor Emanuel Goldberg, who in the fifties worked alongside and in competition with the engineer Vannevar Bush, a seminal figure for new media studies. Benzon transforms the disregarded history of textual storage present in Goldberg’s work into a counter-narrative to the more hegemonic ideology of hypertext that has dominated new media studies.
Turning to an entirely invisible process that we can only know by its product, Mark Sample considers the meaning of machine-generated randomness in electronic literature and videogames in his paper, “An Account of Randomness in Literary Computing.” While new media critics have looked at randomness as a narrative or literary device, Sample explores the nature of randomness at the machine level, exposing the process itself by which random numbers are generated. Sample shows how early attempts at mechanical random number generation grew out of the Cold War, and then how later writers and game designers relied on software commands like RND (in BASIC), which seemingly simplified the generation of random numbers, but which in fact were rooted in–and constrained by–the particular hardware of the machine itself.
These four papers share a common impulse, which is to imagine alternate or supplementary media histories that intervene into existing scholarly discussions. By focusing on these forgotten and unseen dimensions, we seek to complicate and enrich the ways in which literary scholars understand the role of technologies of textual production within contemporary practices of reading and writing. With timed talks of 12 minutes each, the session sets aside a considerable amount of time for discussion. This panel will build on a growing conversation among MLA members interested in theoretically inflected yet materially specific work on media technologies, and it will also appeal to a broad cross-section of the MLA membership, including textual scholars, digital humanists, literary historians, electronic literature critics, and science and technology theorists.
Recovering Paul Zelevanksy’s literary game “SWALLOWS” (Apple //e, 1985-86)
Posted: April 24, 2012 Filed under: criticism, digital, e-literature, history of computing, media poetics, Uncategorized | Tags: Apple II, archives, digital humanities, digital literature, e-literature, electronic literature, emulation, media archaeology, preservation, videogame 1 Comment »In 1986 – a year after creating a literary videogame called “SWALLOWS” for Apple //e and Apple //+ – writer Paul Zelevansky published the second volume of his by-now rare artist book trilogy THE CASE FOR THE BURIAL OF ANCESTORS: Book Two, Genealogy. Book Two is supposedly the third edition (which is also a fiction since there was only one edition) of a fictional translation of an equally fictional ancient text that is itself a translation of an oral account of the “Hegemonians” from the 12th-13th BCE that was “attributed to a score of mystics, religionists and scholars, none of whom has ever stepped forward.” (ix) The text focuses particularly on the stories of four priests, each of whom is identified throughout the book with a different typeface which Zelevansky claims makes it possible “to build a reading of the text around a typographical sequence.” (xi) Also included in Book Two is a sheet of 16 stamps – a miniature, layered collage of letters and found objects – as Zelevansky puts it in the “Preface to the Third Edition,” “each stamp has a particular part to play in the narrative. It is left to the Reader to attach them, where indicated, in the spaces provided throughout the text.” (xii) And, finally, enclosed in an envelope on the inside of the back cover, the book also comes with “SWALLOWS,” a 5.25″ floppy disk that is a videogame forming the first of three parts in the book. Programmed in Forth-79 for the Apple IIe or II+ (Forth was a popular programming language for home computers with limited memory), “SWALLOWS” was also integrated into the first section of Book Two through a short text/image version.
Since learning about Zelevansky’s work, I have been working through and writing on “SWALLOWS” as a very early, and important, instance of media poetics. And given what a remarkable work it is, and in an effort to contribute to the effort to preserve our digital past, I have made available the original file for “SWALLOWS” that you can run via an Apple // emulator. The existence of this file is entirely due to the work of Matthew Kirschenbaum and the generosity of Paul Zelevanksy. Matthew Kirschenbaum in fact recently made an argument in The Chronicle for the importance of digital preservation by detailing how he accessed “SWALLOWS” via an Apple // emulator and then provided Zelevanksy with the original .dsk file from which he then created a new version of “SWALLOWS” (with audio and video clips mixed in) called “G R E A T . B L A N K N E S S.”
Below are the directions to download the .dsk file and then run it on an emulator. Enjoy!
- download an Apple //e emulator. I found Virtual ][ works well.
- download an Apple // system ROM image. This zip file also works well.
- download the .dsk file for “SWALLOWS” (via Dropbox) and open the file using your Apple //e emulator
From the Philosophy of the Open to the Ideology of the User-Friendly
Posted: April 13, 2012 Filed under: criticism, digital, history of computing, media poetics | Tags: electronic literature, GUI, interface, interface design, media archaeology, media studies, user-friendly 5 Comments »Since I’ve been posting bits and pieces here from or on my book project, Reading Writing Interfaces, I wanted to also post what I’ve been thinking through in the third chapter “From the Philosophy of the Open to the Ideology of the User-Friendly.” Below is the introductory section for the chapter in which I outline my interest in the shift from a philosophy of the open, flexible and extensible to the closed environment of the “user-friendly” Macintosh which continues to influence the shape of contemporary computing.
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“Compared to the phosphorescent garbage heap of DOS – an intimidating jumble of letters and commands – the world one entered into when flicking on a Macintosh was a clean, well-lit room, populated by wry objects, yet none so jarring that it threatened one’s comforting sense of place. It welcomed your work.” (Levy 157)
In the Old Testament there was the first apple, the forbidden fruit of the Tree of Knowledge, which with one taste sent Adam, Eve, and all mankind into the great current of History. The second apple was Isaac Newton’s, the symbol of our entry into the age of modern science. The Apple Computers symbol was not chosen purely at random: it represents the third apple, the one that widens the paths of knowledge leading toward the future. (Gassée 10-11)
The third cut I make into the history of twentieth century reading/writing interfaces is the era of the personal computer that was preceded by Douglas Engelbart, Alan Kay, and Seymour Papert’s experiments with (especially educational) computing and interface design from the mid-1960s to mid-1970s and that began with expandable homebrew kits from the mid- to late-1970s, irrevocably transforming into so-called “user-friendly,” closed, work-stations with the release of the Apple Macintosh in late January 1984.[1]
This chapter, then, concerns itself with two significant aspects of this roughly ten year period: first, the shift from seeing a user-friendly computer as a tool that encourages understanding, tinkering, and creativity to seeing a user-friendly computer in terms of an efficient work-station for productivity and task-management and the effect of this shift particularly on digital literary production. Second, tightly connected to the first, this chapter concerns itself with the rupture marked by the turn from computer systems based on the command-line interface to those based on “direct manipulation” interfaces that are iconic or graphical (GUI) – a turn driven by rhetoric that insisted the GUI, particularly that pioneered by the Apple Macintosh design team, was not just different from the command-line interface but it was naturally better, easier, friendlier. As I outline in the second section of this chapter, the Macintosh was, as Jean-Louis Gassée (who headed up its development after Steve Jobs’ departure in 1985) writes without any hint of irony, “the third apple,” after the first apple in the Old Testament and the second apple that was Isaac Newton’s, is “the one that widens the paths of knowledge leading toward the future.” (11)[2]
Despite studies released since 1985 that clearly demonstrate GUIs are not necessarily better than command-line interfaces in terms of how easy they are to learn and to use, Apple – particularly under Jobs’ leadership – successfully created such a convincing aura of inevitable superiority around the Macintosh GUI that to this day the same “user-friendly” philosophy, paired with the no longer noticed closed architecture, fuels consumers’ religious zeal for Apple products.[3] I should note that I have been an avid consumer of Apple products since I owned my first Macintosh Powerbook in 1995. However, what concerns me is that ‘user-friendly’ now takes the shape of keeping users steadfastly unaware and uninformed about how their computers, their reading/writing interfaces, work let alone how they shape and determine their access knowledge and their ability to produce knowledge. As Wendy Chun points out, it’s a system in which users are, on the one hand, given the ability to “map, to zoom in and out, to manipulate, and to act” but, she implies, the result is is a “seemingly sovereign individual” who is mostly an devoted consumer of ready-made software, ready-made information whose framing and underlying (filtering) mechanisms we are not privy to (8).
Thus, the trajectory of this argument culminates in chapter four, in which I make it clear that the logical conclusion of this shift to the ideology (if not the religion) of the user-friendly via the Graphical User Interface (GUI) is, first, expressed in contemporary multi-touch, gestural, and ubiquitous computing devices such as the iPad and the iPhone whose interfaces are touted as utterly invisible (and so their inner workings are de facto invisible as they are also inaccessible); and, second, this full realization of frictionless, interface-free computing born out of the mid-1980s is in turn critiqued by works of activist digital media poetics.[4] From this perspective, it is, then, no coincidence at all that Apple had actually designed something like an iPhone in 1983; at the same time that Macintosh designers were hard at work, Hartmut Esslinger, the designer of the Apple IIc, built a white landline phone complete with a built-in, stylus-driven touch-screen. (“Apple’s First iPhone”). The Apple IIc was in fact a close relative of the Macintosh in terms of portability and lack of internal expansion slots which made them both closed systems; the IIc was also released in 1984, just three months after the Macintosh.
But while chronologically proceeding from the era of the typewriter, using a media archaeology methodology to understand this particular rupture in media history means that activist media poetics plays out quite differently in the 1980s as it was an era newly oriented toward the efficient completion of tasks over and beyond a creative use or mis-use of the computer. Arguably one reason for the heightened engagement in hacking type(writing) in the mid-1960s to mid-1970s is that the typewriter had become so ubiquitous in homes and offices that it had also become invisible to its users. It is precisely at the point at which a technology saturates a culture that writers and artists, whose craft is utterly informed by a sensitivity to their tools, begin to break apart that same technology to once again draw attention to the way in which it offers certain limits and possibilities to both thought and expression. There are indeed examples of digital media activist poems that also inherit an emphasis on making, doing, hacking but – once again – it seems to me that the vast majority of these works do not appear until both the personal computer and the user-friendly computer whose GUI is designed to keep the user passively consuming technology rather than actively producing it become practically ubiquitous.
As I discuss in the first section of this chapter, activist media poetics in this particular time period mostly takes the form of experimentation with digital tools that at the time were new to writers – an experimentation that, at least under the terms set by Mckenzie Wark’s Hacker Manifesto, certainly could be framed as hacking (Wark infamously writes that “Hackers create the possibility of new things entering the world” [004] and that “The slogan of the hacker class is not the workers of the world united, but the workings of the world untied” [006]). However, as I will discuss, work by Invisible Seattle, bpNichol, Paul Zelevansky, Geof Huth, and Robert Pinsky is not working to make the (in this case) command-line interface visible so much as it is openly playing with and tentatively testing the parameters of the personal computer as a still-new writing technology. This kind of open experimentation almost entirely disappeared once Apple Macintosh’s design innovations as well as their marketing made open computer architecture and the command-line interface obsolete and GUIs pervasive.
[1] Related to this shift from the homebrew kit to the user-friendly GUI-based personal computer is the initial attempt to make computers appear friendly to uncertain, first-time buyers by marketing them as sophisticated typewriters. For example, Don Lancaster’s declares in the TV Typewriter Cookbook that his 1973 TV Typewriter can “convert an ordinary Selectric office typewriter into a superb hard-copy printer” (218); and a 1979 advertisement in Byte magazine for the word processor AUTOTYPE (produced by Infinity Micro) – “a true processor of words – oddly includes images of text in the shape of arrows and trees which could easily be mistaken for typewriter-created concrete poetry. (“Autotype” 169)
[2] It’s worth noting that, despite Gassée’s hyperbolic rhetoric that I use to help demonstrate the ideological fervor of those working for Apple in the 1980s, his vision for Macintosh was quite different from Jobs’ in that Gassée helped shepherd onto the market three models of the Macintosh (the Mac Plus, Mac II, and Mac SE) that were all expandable instead of the first generation Macintosh which actively prevented users from opening up the computer by, as I describe in the body of this chapter, giving the user a small electrical shock if they did not adhere to the warnings. While these later models of the Macintosh included expansion slots which philosophically returned Apple to the era of Steve Wozniak’s Apple II (whose six expansion slots permitted a whole range of devices for display controllers, memory boards, hard disks etc.), it seems clear that the return of Jobs to Apple in 1997 meant – and still does mean – a return to keeping the inner workings of Apple computers and computing devices firmly closed off to users.
[3] For example, in 1985 John Whiteside et al wrote in “User Performance with Command, Menu, and Iconic Interfaces” that “interface style is not related to performance or preference (but careful design is)” and further they concluded, “the care with which an interface is crafted is more important than the style of interface chosen, at least for menu, command, and iconic systems.” (185, 190) Such studies have been repeated as recently as 2007 (see Chen et al).
[4] It is precisely out of a media archaeology impulse that I have created the Archeological Media Lab at the University of Colorado at Boulder – a lab which houses most of the computers I discuss in this chapter, including the Apple II, Apple Lisa, and Apple Macintosh – precisely because their out-datedness very clearly communicates to us now the design ideologies behind both their hardware and software that delimits what can be written, what can be thought. The key to the lab’s success will be to avoid presenting these machines as novelty or kitsch and instead approach each of them as a productive field for understanding our computing past and present.
grOnk magazine, fourth series: issues 1, 2, 3, 4, 6, 7 1968-1971 (part 6)
Posted: January 16, 2012 Filed under: bookbound, digital, e-literature, grOnk, media poetics, poetry | Tags: Canadian poetr, concrete poetry, mimeo, small-press, typewriter 2 Comments »I am nearly halfway finished digitizing the issues of grOnk magazine that Nelson Ball gave me. In this installment: the fourth series which includes work (from 1968 through 1971) by David UU, Hart Broudy, David Aylward, Joseph di Donato, Andrew Suknaski, and Earle Birney. Once again, given the unique materiality of all these pieces of varying sizes, shapes, colours and textures, I urge you to look at the originals wherever possible.
The first issue of the fourth series, David UU‘s (or David W. Harris) MOTION/PICTURES, was published in March 1969 in an edition of 300 copies. At this point, UU was a co-editor of grOnk along with Nichol and bill bissett. MOTION/PICTURES, sheets of 8.5 x 11 paper stapled together, is wrapped in a red card-stock cover featuring collage work by UU. Most curious for me is the copyright page which lists other books by UU, including poems published by Ganglia Press in 1966 which were “destroyed at authors request” and a collection AMERICANCROSS which was “suppressed by american authorities” in 1966.
The second issue features four gorgeous typewriter concrete poems – titled “C POEMS” – on cream coloured card stock by Hart Broudy. It’s not clear what year this was published. All poems (with the exception of the cover-art on the outside of the envelope which seems to have been made with letraset) have been constructed with the letter ‘c’, occasionally ‘l’ and a few punctuation marks.
The third issue is Earle Birney’s PNOMES JUKOLLAGES & OTHER STUNZAS which was published in November 1969 in an edition of 400 copies. As Nichol writes in the introduction to this collection of work by Birney, “this is an introduction to a section of earle’s work which has been termed ‘experimental’ by every review & critical article i’ve read.” Below is an image of “PNOME,” just one of twelve items in the envelope for this third issue:
The materials included in this envelope of work by Birney are so various that I decided to digitize them all separately. They are listed below in the order in which they are listed in the list of contents – take particular note of “SPACE CONQUEST: COMPUTER POEM” which Birney created in February 1968; “lines chosen from 1066 5-syllable lines supplied by a computer programmed to a random order of the words composing Meredith’s ‘Lucifer in Starlight’ and Macleish’s ‘End of the World.’ Printed on an IBM/360 Computer.”
- cover art on envelope holding all materials for third issue
- list of contents (8.5 x 11 sheet of paper)
- mobile version of “like an eddy” (designed & executed by andrew suknaski) (8.5 x 11 sheet of paper)
- FOR MAISTER GEFFREY (8.5 x 11 sheet folded in half; double-sided)
- introduction (by bpNichol) (8.5 x 11 sheet folded in half; double-sided)
- SPACE CONQUEST: COMPUTER POEM (15 x 11 computer print-out)
- collection of visual & sound oriented poems in purple folder (8.5 x 11 sheets of paper stapled three times; double-sided)
- handwritten version of “like an eddy” (8.5 x 11 card stock)
- CAMPUS THEATRE STEPS (8.5 x 11 card stock)
- PNOME (1970 calendar) (8.5 x 11 card stock)
- COUNCIL/CONSEIL (8.5 x 11 card stock)
- ALASKA PASSAGE (8.5 x 3.5 sheets of paper stapled twice; double-sided)
- ARCHITECTURE (two sheets of 14 x 8.5 sheets of paper folded twice and stapled along middle crease; double-sided)
The fourth issue is David Aylward’s concrete poem(s) THE WAR AGAINST THE ASPS, published in 1968 on sheets of 8.5 x 11 paper folded lengthwise.
The sixth issue features visual work (on single sheets of 8.5 x 11 card stock stapled together three times) by Joseph di Donato – work that is simply titled on the cover “gronkreadingwritingseriesnumber6.” I am speculating the work was created with a combination of drawing and letraset.
Finally, the seventh issue features Andrew Suknaski’s ROSE WAY IN THE EAST – hand-drawn, ideogram-inspired poems that were published in 1971 as single sheets of 8.5 x 11 paper in an envelope.
> See also grOnk magazine: Canadian Concrete Poetry 1967-1988 (Part 1)
> See also bpNichol’s “Singing Hands Series”: Canadian Concrete Poetry 1966 (Part 2)
> See also grOnk magazine: first and second series 1967 – 1970 (Part 3)
> See also grOnk magazine: third series, issue 1 1969 (part 4)
> See also grOnk magazine: third series, issues 3, 4, 7, 8 1969 (part 5)
Activist Media Poetics: Electronic Literature Against the Interface-free (MLA 2012)
Posted: January 12, 2012 Filed under: criticism, digital, e-literature, media poetics | Tags: digital poetry, e-poetry, media archaeology 3 Comments »Below is the text of the paper I delivered at MLA 2012 in Seattle, WA. It was part of the special session I organized on E-literature and the interface; you can find summaries of papers delivered by Dene Grigar, Mark Sample, and Stephanie Strickland/Marjorie Luesebrink here. The full text of Mark Sample’s paper, “Strange Rain and the Poetics of Motion and Touch,” is now available here.
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For the last year or two I’ve been focusing most of my research and writing on the notion of ‘interface’ – a technology, whether book or screen, that is the intermediary layer between reader and writing. What I’ve found is that ‘interface’ gives us a wedge to approach the broad and complex question of how the reading and writing of poetry have changed in the digital age and how the digital age has in turn changed the way in which we understand what I call “bookbound” poetry. It seems to me that a discussion of digital poetry in terms of interface – a discussion whose methodology is driven by the field of Media Archaeology – could be a crucial intervention into both poetry/poetics and media studies in that it meshes these fields together to 1) make visible the Human-Computer interfaces we take for granted everyday; and 2) to frame certain works of electronic literature as instances of activist media poetics.
In part influenced by the so-called “Berlin school of media studies” that has grown out of Friedrich Kittler’s new media approach, Media Archaeology is invested in both recovering the analog ancestors of the digital and reading the digital back into the analog. And so the argument I keep trying to make is this: nineteenth-century fascicles as much as mid-twentieth century typewriters and later-twentieth century digital computers are now slowly but surely revealing themselves not just as media but as media whose functioning depends on interfaces that fundamentally frame what can and cannot be said. I am, then, trying to move the definition of “interface” outside its conventional HCI-based usage (in which interface is usually defined as the intermediary layer between a user and a digital computer or computer program) and apply it to writing media more broadly to mean the layer between reader and any given writing medium which allows the reader to interact with the text itself. Moving the fields of HCI and literary studies closer together through a simple widening of the term “interface” does not just signal a mere shift in terminology. Instead, my sense is that a hybridizing of the two fields helps to move the study of electronic literature into the post-Marshall McLuhan, enabling us to go beyond repeatedly pointing out how the medium is the message and take up Katherine Hayles’ well-received injunction for “media-specific analysis” to get at not just particular media, but particularities such as the interface in the individual media instantiations of e-literature.
It also seems to me that an attention to interface – again, made possible through attention to certain works of e-literature – is a crucial tool in our arsenal against a receding present…by which I mean without attention to the ways in which present and past writing interfaces frame what can and cannot be said, the contemporary computing industry will only continue un-checked in its accelerating drive to achieve perfect invisibility through mulit-touch, so-called Natural User Interfaces, and ubiquitous computing devices. My sense is that the computing industry desires nothing more than to efface the interface altogether and so also efface our ability to read let alone write the interface.
One example of such effacement that I like draw on comes from one of the most well-known unveilings of a multitouch interface, during which creator Jeff Han proudly declares that “there’s no instruction manual, the interface just sort of disappears.” Another example comes from the Natural User Interface Group who define NUI as “an emerging concept in Human/Computer Interaction that refers to a interface that is effectively invisible, or becomes invisible to its user with successive learned interactions;” and they use “natural” to mean “organic, unthinking, prompted by instinct.” But just whose instinct is directing the shape of these interfaces? Or, more to the point, why would we – as users as much as creators or writers – want our interactions with interfaces to be “unthinking” so that we have no sense of how the interface works on us, delimiting reading, writing, even thinking? And on this note, I can’t help but to point out that the recent elevation of Steve Jobs to the status of a leftist folk hero comparable to Bob Dylan only underscores the necessity of any work, literary or otherwise, that reveals the ideology of the user-friendly for what it is – what blogger Sarah Leonard calls Jobs’ philosophy of “Paint it White”: as she tellingly points out, “Those iPads sure are frictionless fun unless, it turns out, you happen to inhale while you’re manufacturing them.”
I think that one of the mainstays of innovative writing over the last century has not only been an active engagement with form but also, perhaps more importantly, an engagement with hacking writing interfaces – an approach that treats both writing and media-specific interface as process and product, the two unavoidably intertwined. It is a ‘hacking’ not in the more recent colloquial sense of illegally bypassing computer security mechanisms but rather hacking in its earlier (perhaps original) sense, embodied by the computer hobbyists of the Homebrew Computer Club from the 70s and early 80s who were invested in the communal enterprise of open-source DIY computing. Hacking in this sense has been usefully re-enlivened by Mackenzie Wark who describes it in terms of the activities of class of people who “create the possibility of new things entering the world” (004) and whose slogan is “…not the workers of the world united, but the workings of the world untied” (006).
And so electronic literature’s response to the increasing prevalence of invisible interfaces that prevent any kind of making or doing beyond those surface-level activities which are strictly delimited by the interface: the introduction of an element of failure in digital writing and writing interfaces to turn our attention back to both as, again, process and product. In other words, at the heart of the most provocative and the most successful works of e-literature lies a poetics of failure; that is, by hacking, breaking, or simply making access difficult, they work against the way in which digital media and their interfaces are becoming increasingly invisible – even while these interfaces also increasingly define what and how we read/write. Such an approach is nicely framed as the daring path of the activist by Media Archaeology theorist Siegfried Zielinski:
Few activists…take the more daring path of exploring certain points of the media system in such a way that throws established syntax into a state of agitation. This is poetic praxis in the strict sense that the magical realist Bruno Schulz of Poland understood it: “If art is only supposed to confirm what has been determined for as long as anyone can remember, then one doesn’t need it. Its role is to be a probe that is let down into the unknown. The artist is a device that registers processes taking place in the depths where values are created.” (256)
It is, then, precisely against this unthinking celebration of the value of the user-friendly, against this troubling move toward transparent or invisible computing, that digital writers such as Judd Morrissey create texts such as “The Jew’s Daughter” – a work in which readers are invited to click on hyperlinks embedded in the narrative text, links which do not lead anywhere so much as they unpredictably change some portion of the text before our eyes. It is a work that unties the workings of the hyperlinked web interface whose structure more and more seems to be driven by the belief that clicking is an empowering act of identity-formation, one that emboldens us to access more meaningful information and so become active learners and producers of knowledge…when in fact clicking most often simply takes us to something other, and yet other - with most of these clicks carefully monitored by your favorite search engine that then conveniently sells you back to yourself. Clicking is to empowerment what Steve Jobs is to Bob Dylan.
Young-Hae Chang Heavy Industries also have become infamous for their refusal to incorporate interactivity into their works – interactivity which, again, is at the heart of the ideology of the user-friendly. In fact, they reframe their refusal of interactivity in their work as providing the reader with the ultimate control: to in fact click AWAY. They state in an interview from 2005: “the spectator is far from powerless. She is still the one who decides whether or not she will watch the piece, or having clicked on it, whether she’ll click away from it. That’s the same power that she has when she considers any other art and literature. Clicking away is one of the essences of the Internet. It’s no different from deleting. It’s rejection, it’s saying ‘no.’ That’s ultimate power.” But it still seems to me that taking a lack of interactivity to such an extreme that it demands the spectator reject the work altogether is a significantly different gesture, one which throws us back on ourselves, than the mindless/endless clicking that determines most interactions on the Web.
Likewise working against the clean, “natural,” and transparent interface of the Web, in many of Jason Nelson’s game poems, he hybridizes interactive art/video-game/poem to self-consciously embrace a hand-drawn, hand-written, messy, dissonant aesthetic while deliberately undoing videogame conventions (of accumulation, progress, winning/losing, clear moral victories, immersion) through a nonsensical point-system and mechanisms that ensure the most a player ever wins is, for example, a bizarre home video feature Nelson playing with action figures in his kitchen.
With electronic literature framed as one which “throws established syntax into a state of agitation” insofar as it gives an account of the normally invisible, the taken-for-granted that nonetheless defines what can be said, then the unsettling, non-linear work by Judd Morrissey, Young-Hae Chang, and Jason Nelson which also defies close-reading and easy subsumption into any interpretative framework, is activist media poetry par excellence. And, to me, works such as these put forward an argument for the importance of electronic literature as an intervening force in the computing industry’s push to not just push on toward gestural interfaces and ubiquitous computing, but to computing interfaces that work by “reading your mind” or reading electrical brain activity without us having to take any physical action. As the engineers at IBM’s Smarter Planet Initiative declare with the kind of wondrous hush typical of a Steve Jobs-esque unveiling of the unthinkable: “If you just need to think about calling someone, it happens. Or you can control the cursor on a computer screen just by thinking about where you want to move it.”
sifteo cubes in the humanities classroom
Posted: December 22, 2011 Filed under: archeological media lab, criticism, digital, e-literature | Tags: digital poetry, higher education, interface, interface design, pedagogy, teaching 4 Comments »I recently ordered, with glee, Sifteo cubes in the hopes that I might be able to use them either in the classes I teach or perhaps add them to the Archeological Media Lab which, while largely invested in studying outdated computer hardware and software, is also broadly concerned with the study of interface design. As the Sifteo cube interface is equal parts touch-sensitive and motion-sensitive – for example, you choose menu options by pushing the cubes together or you can activate different parts of the games by shaking the cubes or placing them face down – they seemed like a necessary addition to the lab’s growing library of gadgets. (And of course, after many happy hours of compulsive playing and tinkering with the cubes at home, I was also looking for a legitimate excuse to bring the cubes into my classes.)
This, then, is a short review of Sifteo cubes and my own attempt to work out, for myself and for my colleagues (especially those involved in the Teaching with Technology Seminar sponsored by ASSETT), whether these cubes are might be a productive addition to an undergraduate class on digital media or even a literature class on electronic literature. But, I should be clear: this review is in the context of the classes I’m teaching right now that reflect my own (rather unconventional) research interests.
While more and more I’m becoming interested in old media, analog media, as well as the history of computing, one reason I’m housed in an English literature department is because of my interest in e-literature with an emphasis on digital poetry. By “digital poetry” I generally mean a work that is ‘digital born,’ a first-generation digital object created on a computer and (usually) meant to be read on a computer. Whether or not the text is “poetry” more often than not depends on what critical apparatus you decide to bring to the work—many of the digital works I’m interested could be classified as fiction or visual art as easily as they could be poetry; I’ve found that once text enters the digital, genre distinctions start to break down.
In the undergraduate course I teach on digital poetry, I’ve come up with four broad conceptual categories by which to help students think about digital poems: 1) digital poetry that brings us to the absolute limits of interpretation; 2) the historical underpinnings of digital poetry (including units on how Dada, Futurism, and Concrete Poetry have influenced digital poetry); 3) the lineage of computer-generated poetry that spans the 1950s to the present day – or, basically, the use of algorithms to generate text; 4) and reading/writing poetry interfaces from the 21st back to the early 20th century. In terms of the latter, I try to teach my students to see how digital poems draw our attention to their interface, usually through an interface that’s difficult to navigate that in turn helps make writing interfaces less transparent; in contrast to the rhetoric around every new multi-touch or gestural interface that touts how its interface “just disappears! it’s completely ‘natural’ and ‘intuitive’”, I try to get my students to think about what it means for an interface to be invisible or natural – just whose intuition is driving this interface? Also, and more importantly, I feel strongly that the more invisible an interface becomes the less access we have to making things outside of ready-made software and the less access we have to understanding what’s going on underneath the hood. As such, we also look at how these digital poems have been constructed—what software has been used or hacked to create these word objects? What can we learn from studying these works at the level of the code?
The second course I frequently teach is called “Introduction to Digital Media for Humanities” which serves as a humanities-based introduction to digital media structures such as the digital archive and reading/writing software that fundamentally affects what we ourselves are able to read/write; theories and methodologies for under-taking digital media scholarship in the humanities; and, finally, digital textualities ranging from text messaging, blogging, and games to digital fiction and poetry. Ideally, this course gives students the critical skills they need to understand and navigate a 21st century world in which digital media govern the storage, transmission and reception of a whole range of textual material.
Both classes have a distinct and recurring emphasis on doing and making a necessary adjunct to learning the course material; as such, at the end of the semester we have a “demo day” where students exhibit their own works of digital poetry or digital textuality they create in response to the texts we study in class. The point of this assignment is not to impress the class with technical skills – the point is to engage as fully as possible in thinking about how you create affects what you’ve created; in other words, to enact a kind of study or critique of software and how it shapes creative production through doing. This means too that I don’t need students to learn Flash or Actionscript as there are plenty of ways they can “hack” powerpoint or keynote or Prezi to create compelling digital texts.
To slowly move to a discussion of Sifteo cubes, the nature of the final project also means I’m always on the look-out for interesting, new tech to use for this assignment – but there are some restrictions: 1) the tech needs to be somewhat easily accessible (as students have only about 3 weeks to complete the assignment); 2) the tech needs to be free or cheap or easy for me to share with my students; 3) the tech needs to have a textual, ideally literary, potential so that students can learn about how language operates in a digital environment. I can usually find tech that satisfies two out of 3 of these requirements and, in this way, Sifteo cubes are no exception.
David Merrill and Jeevan Kalanithi designed the cubes while they were graduate students at the MIT Media Lab, and they have since formed a company to produce Sifteo Cubes, games, and software. Inspired by classic games such as chess, checkers, and mah-jong, Sifteo Cubes are a hands-on interactive game system. You can turn cubes, shake them, press down on them, and connect them with each other. Each cube contains a tiny computer chip and is connected to other cubes, sensing their motion and position through a wireless network to the Sifteo application on a nearby computer. They come with desktop software that allows you to browse and play games, create your own with the Sifteo Creativity Kit, and find more in the Sifteo store. [An intriguing side-note: Sifteo cubes were recently featured in a MOMA exhibit called "Talk To Me" , featuring a number of cutting edge designs that attempt to reimagine the notion of 'interface.']
There are three games available at the moment that (arguably) include textual elements or just elements that are conceivably related to the two courses I outline above: LoopLoop, Wordplay, and Chroma Shuffle. All three games teach students individual components of what goes into creating a digital poem or even just net art. LoopLoop is about the art of the remix: so much of digital poetry/net art remixes from other sources – pulls from source texts, music, visuals to rearrange; instead of framing remix as plagiarism or laziness (“you didn’t make that yourself!”), this game consists of small music samples and beats you can layer and combine and so it demos how choosing/editing/curation is an art in itself. Wordplay is about the art of the combinatorial: many digital poems are based on the art of viewing language and words as material bits that can be re-combined to form new material bits; it’s another form of remix that takes place at the level of the letter rather than the sentence or the work of art/music as a whole. Chroma Shuffle is about the art of the game: many works of net art/digital poetry have been heavily influenced by games/gaming and as a result turns reading into playing/interacting which in turn requires an organized awareness of objects in the space – or spatial visualization.
Hopefully, given my description of these three Sifteo games, their appeal is obvious. However, there are a few drawbacks: aside from the price tag (a set of three cubes with the charger dock costs about $150 on Amazon.com which makes them prohibitively expensive for most students), they are fantastic to consume which is also the problem – they seem to strongly encourage a passive acceptance of the interface and they discourage users from thinking about how the cubes work and from creating outside of the ready-made environment. I haven’t yet thought of a way to “hack” the Sifteo Cubes to make them do things they might not have been intended to do – like make digital poems. There is indeed a software developers kit but it requires that you know the programming language C. There is also a Creativity Kit which does allow you to change some of what you might call the “vocabulary” of the games (the letters and words) but only allows limited changes to the grammar – the underlying structure – of the games.
All this said: despite the downsides I mention above, if there’s a way for an institution to provide access to Sifteo cubes without saddling students with an additional expense, my sense is that these cubes are still well worth experimenting with in the classroom. I can’t help but endorse any piece of technology that grabs students as much as these cubes and impels them to learn and create.
Marshall McLuhan and the Avant-Garde
Posted: October 26, 2011 Filed under: bookbound, criticism, digital, media poetics, poetry | Tags: avant-garde, digital poetry, media studies, poetics, typewriter poetry 11 Comments »Recently I stumbled upon an odd but thrilling little publication from 1966 called Astronauts of Inner-Space: An International Collection of Avant-Garde Activity which includes – according to the front cover - 17 manifestoes, articles, letters, 28 poems and 1 filmscript. The collection is so astounding that I had to make a pdf of it – available here, if you’re interested. And why should you be interested? Because it documents a rare moment when media theorists such as Marshall McLuhan are not just influencing but are actively in dialogue with artists, painters, poets, filmmakers, from the avant-garde of the early 20th century to the mid-1960s.
Look at the table of contents and you’ll see that McLuhan’s piece, “Culture and Technology,” is nestled among contributions by pioneers of Dada such as Rauol Hausmann to pioneers of computer generated poetry Max Bense and Margaret Masterman; it’s also included along with essays and poems by “typescape” poets Franz Mon and Dom Sylvester Houedard, work by cut-up master William Burroughs, and even the more bookbound Robert Creeley.
In this single collection, we not only get a sense of McLuhan as engaged with poetics but we see the poets as writing thoroughly activist media poems. They are even activist in the sense that McLuhan was imagining when he wrote in his Astronauts of Inner-Space contribution that “…if politics is the art of the possible, its scope must now, in the electric age, include the shaping and programming of the entire sensory environment as a luminous work of art.” Politics as art and poetry; art and poetry as politics.
“Reading Writing Interfaces” Book Project Description
Posted: October 23, 2011 Filed under: bookbound, criticism, digital, history of computing, poetry | Tags: digital poetry, digital textuality, e-literature, electronic literature, interface, media studies 2 Comments »I recently submitted a grant application which would give me time off from teaching to work on finishing my book. Of course I hope my application will be successful but even if it’s not, I’m pleased with this description of my book project which I expect to use as a book proposal. Comments and suggestions welcome!
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“Reading Writing Interfaces: From the Bookbound to the Digital” focuses on the notion of ‘interface’ – a technology, whether book or screen, that is the intermediary layer between reader and writing; broadly, with the interface as the cornerstone of this manuscript, I account for both how the reading and writing of poetry have changed in the digital age and how the digital age has in turn changed the way in which we understand what I call “bookbound” poetry. More specifically, by discussing digital poetry in terms of interface – a discussion whose methodology is driven by the field of media archaeology – my book is a crucial intervention into both poetry/poetics and media studies in that it meshes these fields together to make visible the Human-Computer interfaces we take for granted everyday.
“Reading Writing Interfaces” presents an historical grounding for digital poetry, which in turn affords us a deeper understanding of how these poems read contemporary digital culture. The book provides insight into digital poetry’s ties to media savvy nineteenth-century and twentieth-century writing – writing that engages with interfaces such as the fascicle in the 1860s, the typewriter in the 1960s and 1970s, and the command-line in the 1980s. I use this historical grounding as a way to then make sense of digital poetry’s response to the late twentieth-century and early twenty-first century move, in Human-Computer Interface design, toward increasingly invisible digital interfaces in the name of accessibility. We have become so familiar with the interfaces we use everyday that they have become practically invisible; as such, we often no longer see how these interfaces define what and how we read/write. Thus, my examination of certain historical antecedents to contemporary digital interfaces both demonstrates that digital poetry continues a literary tradition of interface critique and brings the digital into view once again. In later chapters I turn to contemporary digital poetry to argue that by making access to the interface difficult, contemporary poets such as Judd Morrissey and Jason Nelson advance a 21st century media poetics – or, simply, their poems enact a critical exploration of media. Morrissey and Nelson create interfaces that frustrate us because they seek to defamiliarize interfaces we no longer notice; in turn, this defamiliarization forces us to re-see the interfaces of the present moment – digital computer interfaces come back into view once again.
Thus far, only two scholarly books have been written exclusively on digital poetry (poetry created on a computer that not only necessitates reading and interaction on a computer but that also exploits the capabilities of a digital computer) and only one has been written on electronic literature more broadly. Loss Glazier’s Digital Poetics (2002) was the first to provide a much-needed broad introduction to the field; the second, Christopher Funkhouser’s Prehistoric Digital Poetry (2007), is an impressive account of digital poetry from 1950 up to the advent of the Internet; and finally, N. Katherine Hayles’ Electronic Literature (2008) provides both a short overview of the field of electronic literature (which includes some digital poetry) along with readings of select works via fields such as informatics, global finance, and codework. However, while all three are defining works, the fields of e-literature and digital poetry are now ready for a book such as mine that is both a more specific intervention as well as one that takes up particular tenets of media studies to better account for how certain kinds of bookbound and digital poetry exemplify what I call above a media poetics.
The primary methodology from media studies that implicitly underlies my book is the burgeoning field of ‘media archaeology,’ based on the early work of Michel Foucault and articulated by theorists such as Geert Lovink and Jussi Parikka. Crucially, for Lovink and Parikka, media archaeology does not try to escape the vantage of the digital present to get to an untainted understanding of the analog past. Rather, it reads the digital into or even against the past, uncovering a history of stops and starts, overlapping media eruptions. Further, for media archaeology the study of media history is conceived of as a shifting practice of uncovering the ways in which media themselves, in a very physical sense, engender and delimit what can be said, what can be thought. However, as no book on media archaeology has yet to thoroughly engage with the literary, my book is an innovation in the field of media studies insofar as it uses this methodology to read “writing interfaces.”
Chapter one, then, uses media archaeology to discuss the fascicle – the art of the handmade booklet as perfected by the nineteenth century poet Emily Dickinson – as a specific instance of an earlier writing medium. I make the case that Dickinson’s use of the fascicle as an interface shows she is aware of it as a writing medium – one that defines how and what she writes. Fascicles, for example, are obvious (because they often appear to be idiosyncratic) instances of the pen/paper interface and so they ineluctably frame what is and can be said just as much as digital interfaces. As such, in this chapter I move the definition of ‘interface’ outside its conventional usage in which it refers to the intermediary layer between a user and digital content. Here, then, ‘interface’ applies to writing media more broadly and designates the layer between a reader and any content; the interface allows the reader to interact with the text itself. An interface could therefore be a handwritten scrap piece of paper or, as I discuss in chapter two, an 81/2 x 11 sheet of paper that has been typewritten on with a Smith Corona. By simply widening the definition of ‘interface,’ I move the fields of media study and literary studies closer together. However, I do not signal a mere shift in terminology. Instead, hybridizing these fields enables us to move beyond a repetitious pointing out that “the medium is the message” and so get at precise qualities of media (such as the fascicle) as well as the particularities of interfaces in individual works of digital poetry. Furthermore, as I point out above, because digital interfaces are so familiar to us now that we no longer even notice how they define our interactions with our computers, another underlying premise of this first chapter is that attending to an older interface such as the fascicle helps bring the digital back into view.
I continue to implicitly use media archaeology in chapter two to focus on how so-called “typewriter poetry” from the 1960s and 1970s draws attention to the typewriter as a profoundly influential analog reading/writing interface. It’s my sense that typewriter poetry broadly and so-called “dirty concrete poetry” in particular (visual poetry created with a typewriter that intentionally courts illegibility) best draw attention to the limits and possibilities of the typewriter-as-interface. As such, when Andrew Lloyd writes in the 1972 collection Typewriter Poems that “a typewriter is a poem. A poem is not a typewriter,” he gestures to the ways in which poets enact a media-analysis of the typewriter via writing as they cleverly undo stereotypical assumptions about the typewriter itself: a poem written on a typewriter is not merely a series of words delivered via a mechanical writing device and, for that matter, neither is the typewriter merely a mechanical writing device. Instead, these poems express and enact a poetics of the remarkably varied material specificities of the typewriter as a particular kind of mechanical writing interface that necessarily inflects both how and what one writes.
Chapter three then explores the shift from the command-line interface in the early 1980s to the first mainstream windows-based interface introduced by Apple in the mid-1980s by looking at digital poetry created on both interfaces. The argument of this chapter is a crucial turning-point in my book manuscript: I argue that the broad adoption of the Graphical User Interface, or the use of a keyboard/screen/mouse in conjunction with windows, fundamentally changed the computing landscape and inaugurated an era in which users have little or no comprehension of the digital computer as a medium. One of the most recent and well-known unveilings of what is now commonly referred to as an “interface-free interface” came in 2006 when research scientist Jeff Han introduced a 36-inch wide computing screen which allows the user to perform almost any computer-driven operation through “multi-touch sensing.” Han describes this interface as “completely intuitive . . . there’s no instruction manual, the interface just sort of disappears.” However, the interface does not disappear but rather, through a sleight-of-hand, deceives the user into believing there is no interface at all. Thus, in chapter three I discuss early examples of digital poetry by writers such as bpNichol, Deena Larsen, Jim Rosenberg, and Michael Joyce which indicate an equally early sense that the computing industry would, from the moment of the mainstream introduction of the Graphical User Interface, only accelerate its attempts to make interfaces invisible. These digital poems from the mid-1980s to the mid-1990s work against the GUI interface to prompt us to think about how these interface-free interfaces do not offer us the ability to transcend the interface itself but rather serve as an ever-more insidious form of control on creative expression.
This historicizing then allows me to account for, in chapters four and five, the opposing pulls in contemporary culture between a move toward transparent, “accessible” digital writing/media and digital poetry’s enactment of media poetics. Chapter four delves more deeply into interfaces that attempt to be invisible to the user such as multitouch, augmented reality, and ubiquitous computing. In this chapter I make the point that writers such as Judd Morrissey and Jason Nelson create texts that are precisely positioned in opposition to this troubling move toward transparent or invisible computing. I argue that it is precisely against this troubling move toward invisibility that Judd Morrissey create texts such as “The Jew’s Daughter” – a work in which readers are invited to click on hyperlinks embedded in the narrative text, links which do not lead anywhere so much as they unpredictably change some portion of the text before our eyes. The result of our attempts to navigate such a frustrating interface, structured as it is by hyperlinks that do in fact usually lead somewhere, is that the interface of the Web comes into view once again. Likewise working against the clean, “natural,” and transparent interface of the Web, in “game, game, game and again game,” Jason Nelson creates a game-poem in which he self-consciously embraces a hand-drawn, hand-written aesthetic while deliberately undoing poetic and videogame conventions through a nonsensical point-system and mechanisms that ensure the player neither accumulates points nor “wins.”
Thus, chapter four leads into the argument of the fifth and final chapter of my book which is that at the heart of the most provocative and the most successful works of digital poems lies a thorough-going engagement with difficulty or even failure. By hacking, breaking, or simply making access to the interface trying, digital writers work against the ways in which these interfaces are becoming increasingly invisible even while these same interfaces also increasingly define what and how we read/write. Further, I assert that as a result of the visual, interactive, and/or algorithmically generated nature of literary artifacts produced by a digital computer, we are witnessing the end of the poem as it has traditionally been conceived and the burgeoning of a new practice of literary interpretation that is equal to this new digital medium. Most acts of literary interpretation are entirely tied to the idea of a text whose words, whose content and physical form, are stable, not to mention readable. But in this chapter I ask: what do we, as literary critics, do with a digital text that is not legible in the traditional sense? That changes every time we look at it? What do we do when we are confronted with a text that calls for viewing rather than reading? Thus, building on my discussion in chapters one through four which maps the shifts in reading/writing practices that have been brought about by interfaces from the bookbound to the digital, the final chapter attempts to outline a new critical vocabulary equal to the new textuality emerging from an engagement with the digital interface.
MLA 2012 Special Session | Reading Writing Interfaces: E-Literature’s Past & Present
Posted: October 4, 2011 Filed under: criticism, digital, history of computing | Tags: digital poetry, e-literature, interface, mla 2012 5 Comments »Below are abstracts for the papers that Dene Grigar, Stephanie Strickland and Marjorie Luesebrink, myself, and Mark Sample will present at the January 2012 MLA Annual Convention in Seattle. Our papers could certainly change between now and then, but for now…here is the shape of our panel. [Note: as of January 12, 2012 a copy of my own paper is available here.]
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It is remarkable that in just ten years, since the publication of the first book on electronic literature (Loss Glazier’s Digital Poetics in 2001), e-literature has firmly established itself as a thriving field. However, all too often, readings of e-literature (or digital-born writing that makes the most of the capabilities of its medium) take the form of accounts of what appears on the screen, with little attention to the material context of the writing – whether its hardware or software. Or, conversely, such readings point to how e-literature reminds us of Marshall McLuhan’s dictum that the medium is the message. Instead, this panel takes up Katherine Hayles’ injunction for “media-specific analysis” of e-literature by focusing on the defining role of the interface in particular. Our argument is this: personal computers from the 1980s as much as the latest multitouch devices are finally revealing themselves not just as media but as media whose functioning depends on interfaces that frame what can and cannot be written. Further, e-literature often deliberately works against or draws attention to the strictures of digital writing interfaces and so it is an ideal site to explore this tight inter-connection between writing and writing interface. All four presentations, then, try to shift the definition of “interface” outside its conventional usage (in which interface is usually defined quite broadly as the intermediary layer between a user and a digital computer or computer program) and apply it to digital writing/media from the last twenty years to mean the layer between the reader and particular computer platforms which allows the reader to interact with a literary text.
As an example of this approach, Dene Grigar‘s paper opens our panel with a detailed discussion of the exhibit “Early Authors of Electronic Literature: The Eastgate School, Voyager Artists, and Independent Productions” (now installed at the University of Washington). Grigar looks specifically at the major technological shifts in affordances and constraints provided by early computer interfaces and the ways in which e-literature writers from the mid-1980s to the mid-1990s worked with and against these interfaces. For example, she discusses the command-line interface of the Apple IIe – which was released in 1983 – as an example of an interface that exemplifies an ideology wholly different from the now dominant Graphic User Interface. Thus, the command-line interface also makes possible entirely different texts and entirely different modes of thinking/creating such as that exemplified by bpNichol’s “First Screening” from 1984.
Stephanie Strickland and Marjorie Luesebrink then offer a co-presentation in which they move the discussion into the 21st century by focusing on works included in the recently published Electronic Literature Collection Volume Two – an online anthology that highlights and preserves exemplary e-literature from 2001 – 2010. This collection features a stunning variety of interface choices in works of animation, generation, augmented reality, gaming, hypertext, AI-based interactive drama, interactive fiction, poetry and video. Strickland and Luesebrink focus in particular on e-literature whose interface requires the reader’s bodily movement as a fundamental component as well as those texts whose reading calls for a knowledge of code as well as a familiarity with network forms such as the database, personal home page, Frequently Asked Questions list, blog, listserv, commercial website, wiki, or email. Thus, while they acknowledge the interface defines what is or can be written, Strickland and Luesebrink demonstrate that the interface also creates the reader.
I, Lori Emerson, will then take a slightly different approach in that I argue recent e-literature by Judd Morrissey and Jason Nelson represents a broad movement in e-literature to draw attention to the move toward the so-called “interface free” – or, the interface that seeks to disappear altogether by becoming as “natural” as possible. It is against this troubling attempt to mask the workings of the interface and how it delimits creative production that Judd Morrissey creates “The Jew’s Daughter” – a work in which readers are invited to click on hyperlinks in the narrative text, links which do not lead anywhere so much as they unpredictably change some portion of the text. Likewise working against the clean and transparent interface of the Web, in “game, game, game and again game,” Jason Nelson’s hybrid poem-videogame self-consciously embraces a hand-drawn, hand-written interface while deliberately undoing videogame conventions through nonsensical mechanisms that ensure players never advance past level 121/2. As such, both Morrissey and Nelson intentionally incorporate interfaces that thwart readers’ access to the text so that they are forced to see how such interfaces are not natural so much as they define what and how we read and write.
Finally, Mark Sample provides a close-reading of one work in particular that in fact takes advantage of the “interface free” multitouch display: released just in the last year, “Strange Rain” is an experiment in digital storytelling for Apple iOS devices (the iPhone, iPod Touch, and iPad) designed by new media artist Erik Loyer. As dark storm clouds shroud the screen of the iOS device, the player can take advantage of the way in which the multi-touch interface is supposedly “interface-free” – the player can touch and tap its surface, causing what Loyer describes as “twisting columns of rain” to splash down upon the player’s first-person perspective. In the app’s “whispers” and “story” modes “Strange Rain” unites two longstanding tropes of e-literature: the car crash – the most famous occurring in Michael Joyce’s Afternoon (1990); and falling letters – words that descend on the screen or even in large-scale installation pieces such as Camille Utterback and Romy Achituv’s Text Rain (1999). Sample argues “Strange Rain” transcends the familiar tropes of car crashes and falling text, reconfiguring the interface as a means to transform confusion into certainty, and paradoxically, intimacy into alienation. [the full text of Sample's paper is now available here.]
introducing the Johns Hopkins Guide to Digital Media and Textuality
Posted: August 10, 2011 Filed under: bookbound, criticism, digital | Tags: digital humanities, digital media, digital poetry, digital textuality, electronic literature, media archaeology, media studies 2 Comments »It has been a great honor to have the opportunity to begin work on the Johns Hopkins Guide to Digital Media and Textuality (forthcoming 2012) with my co-editors Marie-Laure Ryan and Benjamin Robertson. Our rationale for this guide has been that the study of “digital media”—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity, and is rapidly turning into an established academic field, with many universities now offering it as a major. While a plethora of books have been published on the various cultural applications of digital technology, we still lack a systematic and comprehensive reference work to which teachers and students can quickly turn for reliable information on the key terms and concepts of the field. This book will, then, present an interdisciplinary panorama of the concepts, tools, and software that have allowed digital media to produce the most innovative intellectual, artistic and social practices of our time.
Especially thrilling is the list of contributors and entries these top-notch scholars have agreed to write. Below is a list of these contributors and their entries (although I should note that there may be a few changes between now and publication). Enjoy and look forward to the guide coming out sometime in 2012:
| ENTRY | CONTRIBUTOR |
| Algorithm | Nowviskie, Bethany |
| Alire, Laire, etc | Bootz, Philippe |
| Alternate Reality gaming | Labitzke, Nicole |
| Analogue vs. Digital | Buckley, Jack |
| Animation / Kinetism | Stefans, Brian Kim |
| Archives | Harris, Kathy |
| Artificial Intelligence | Mateas , Michael |
| Artificial life | Penny, Simon |
| Audio culture | Angello, Aaron |
| Augmented reality | Bolter, Jay David |
| Authoring systems | Malloy, Judy |
| Avatars | Liboriussen, Bjarke |
| Blogs | Ruth Page |
| Cave | Cayley, John |
| Chatterbot | Tronstad, Ragnild |
| Cheats | Kucklich , Julian |
| Code | Marino, Mark |
| Code aesthetics | Baldwin, Sandy |
| Cognitive implications of New Media | Mangen, Anne and Velay, Jean-Luc |
| Collaborative narrative | Rettberg, Scott |
| Collective intelligence | Duda, John |
| Combinatory and automatic text generation | Bootz, Philippe and Funkhouser, Chris |
| Computational linguistics | Mani, Inderjeet |
| Computer languages | Mateas, Michael |
| Conceptual writing | Wershler, Darren |
| Copyright | Robertson, Benjamin |
| Critical edition | Clivaz, Claire |
| Critical theory | Golumbia, David |
| Cut scene | Klevjer, Rune |
| Cyberfeminism | Mondloch, Kate |
| Cybernetics | Geoghegan, Bernard Dionysus |
| Cyberpunk | Swanstrom, Lisa |
| Cyberspace | Ryan, Marie-Laure |
| Cyborg and Posthuman | Koskimaa, Raine |
| Data | Fuller, Matthew |
| Database | Paul, Christiane |
| Dialogue systems | Zhu , Jichen |
| Digital fiction | Engberg, Maria |
| Digital humanities | Gold, Matthew |
| Digital installation art | Mondloch, Kate |
| Digital poetry | Flores, Leonardo |
| Early digital art and writing (pre-1990) | Funkhouser, Chris |
| E-Book | Drucker, Johanna |
| Easter eggs (in games) | Guins, Raiford |
| Electronic literature | Rettberg, Scott |
| Electronic literature organization | Luesebrink, Marjorie |
| Email novel | Walker, Jill |
| Emergence | Tronstad, Ragnild |
| Ethics of New Media | Ess, Charles |
| Fan fiction | Hellekson, Karen |
| Film and digital media | Eder, Jens |
| Flarf | Wershler, Darren |
| Flash/Director | Stefans, Brian Kim |
| From book to screen | Leuner, Kirstyn |
| Game genres | Rauscher, Andreas |
| Game history | Guins, Raiford |
| Game theory (mathematical) | Ross, Travis |
| Gameplay | Juul, Jesper |
| Games and community | Pearce, Celia |
| Games and education | Margerko, Brian |
| Games as art/literature | Ciccoricco, Dave |
| Games as stories | Ciccoricco, Dave |
| Gender and media use | Gajala, Radhika |
| Gender representation | Knight, Kim |
| Graph theory | Stjerneld, Frederik and Winters, Rasmus |
| Graphical realism | Klevjer, Rune |
| Hacking | Coleman, Gabriella |
| History of Computers | Parikka, Jussi |
| Hoaxes | Walker, Jill |
| Holopoetry | Kac, Eduardo |
| Hypertextuality | Bell, Alice |
| Identity | Gajala, Radhika |
| Immersion | Thon, Jan-Noel |
| Impact of new media on old media | Pressman, Jessica |
| Independent games | Pearce, Celia |
| Interactive cinema | Davenport, Glorianna |
| Interactive documentary | Gaudenzi, Sandra |
| Interactive drama | Magerko, Brian |
| Interactive fiction | Short, Emily |
| Interactive narrative | Ryan, Marie-Laure |
| Interactive TV | Jensen, Jens F. |
| Interactivity | van Looy, Jan and Mechant, Peter |
| Interface | Therrien, Carl |
| Intertextuality | Luesebrink, Marjorie |
| Language use (cyberspeak) | Baron, Naomi |
| Lifestory | Page, Ruth |
| Linking strategies | Tosca, Susana Pajares |
| Literary movements and electronic texts | Rettberg, Scott |
| Location-based narrative | Ruston, Scott |
| Ludus vs. Paidia | Ryan, Marie-Laure |
| Machinima | Nitsche, Michael |
| Markup | Leuner, Kirstyn |
| Mashup | Roberston, Benjamin |
| Materiality | Munster, Anna |
| Media ecology | Parikka, Jussi |
| Mediality | Thon, Jan-Noel |
| Micro-blogging (Twitter) | Croxall, Brian |
| Mobile entertainment | Salter, Anastasia |
| MUDs and MOOs | Mortensen, Torill |
| Music | Evens, Aden |
| Narrativity | Thon, Jan-Noel |
| Net.art | Simanowski, Roberto |
| Networking | Coleman, Gabriella |
| Non-linear writing | Bell, Alice |
| NPCs ( Non-playing characters) | Tronstad, Ragnhild |
| Online worlds | Klastrup, Lisbeth |
| Ontology (in games) | Zagal, Jose |
| Open source | Murillo, Luis Felipe Rosaldo |
| Participatory culture | Bough, Melissa |
| Performance | Tronstad, Ragnhild |
| Pervasive media | Davenport, Glorianna |
| Playable media and textual games | Flanagan, Mary |
| Plot types and interactivity | Rya, Marie-Laure |
| Politics and new media | Hands, Joss |
| Preservation and Archivization | Kirschenbaum, Matthew |
| Procedural | Lessar, Jonathan |
| Properties of digital media | Golumbia, David |
| Quest narrative | Tronstad, Ragnhild |
| Race and ethnicity | Knight, Kim |
| Randomness | Ryan, Marie-Laure |
| Reading strategies | Morris, Dee |
| Remediation | Bolter, Jay David |
| Remixing | Angello, Aaron |
| Role-Playing | Tosca, Susana Pajares |
| Sampling | Robertson, Benjamin |
| Search | Robertson, Benjamin |
| Self-reflexivity in electronic art | Noeth, Winfrid |
| Semantic networks and semantic web | Ngonga Ngom, Axel-Cyrille |
| Simulation | Causey, Matthew |
| Social networking | Goriuniov, Olga and Bernardi, Chiara |
| Software Studies | Fuller, Matthew |
| Spatiality of digital works | Ryan, Marie-Laure |
| Story generation | Gervas, Pablo |
| Storyspace | Rau, Anja |
| Subversion (Creative destruction) | Heckman, Davin |
| Tactics | Raley, Rita |
| Temporality of digital works | Zuern, John |
| Transmedial fiction | Dena, Chisty |
| Turing test | Tronstad, Ragnhild |
| Video | Vonderau, Patrick |
| Viral aesthetics | Parikka, Jussi |
| Virtual bodies | Caracciolo, Marco |
| Virtual economies | Castronova, Edward and Ross, Travis |
| Virtual reality | Hillis, Ken |
| Virtuality | Heim, Michael |
| Walk-through | van Looy, Jan and Mechant, Peter |
| Web comics | Kukkonen, Karin |
| Wiki writing | Perlow, Seth |
| Windows (as display style) | Bolter, Jay David |
| Word-Image | Engberg, Maria |
| Worlds and maps | Liboriussen, Bjarke |
| Writing under constraint | Salter, Anastasia |









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