|
N.
Katherine Hayles |
Language
comes to media not all at once but in fits and starts as technologies develop
and practitioners discover—and create—the medium’s specificity. The language
of film, for example, evolved from the earliest cinema using stationary
cameras through successive waves of technological development and creative
experimentation, forging the grammar, syntax and rhetoric of today’s special
effects, digital animation, nuanced color, digitized sound and plethora
of camera techniques. In the last few years, electronic literature has
moved beyond the print-based assumptions characteristic of first-generation
texts into second-generation works that increasingly exploit the capabilities
offered by digital environments.
Media
can be thought of as collective intelligences that explore their conditions
of possibility by trying to discover what they are good for. These attempts
in turn feed back into technological innovation to transform their conditions
of possibility. Film learns that it can use shadow and light to create
images resonant with emotional significance and meaning; this heightened
sensitivity to gray tones is succeeded by the plunge into color, where
the expanded palette allows for still more extensive use of the visible
spectrum as a reservoir of signifying practices. Riding on the coattails
of software developers, electronic literature has seen its conditions of
possibility dramatically transformed since its inception. So rapid has
been the development that one can speak, as I have, of two generations
of works. Dating the watershed between the generations is a matter of critical
debate, but most people agree it falls somewhere between 1995 and 1997.
First generation works, often written in Storyspace or Hypercard, are largely
or exclusively text-based with navigation systems mostly confined to moving
from one block of text to another. Second generation works, authored in
a wide variety of software including Director, Flash, Shockwave and xml,
are fully multimedia, employ a rich variety of interfaces, and have sophisticated
navigation systems. The trajectory traced by developments subsequent to
1997 can be broadly characterized as moving deeper into the machine. Increasingly
electronic literature devises artistic strategies to create effects specific
to electronic environments. In short, it is learning to speak digital.
This specificity can be explored through a series of works that construct
the relation between machine, work and user to discover what it means to
write, read, and inhabit a coded medium. The first work I will discuss
is database, an installation created by Adriana
de Souze e Silva and Fabian Winkler and exhibited at the Electronic Literature
Organization’s 'Symposium: State of the Arts' in Los Angeles in April,
2002.[1]
Database interrogates the assumptions embedded
in the interfaces of screen, printer and projector by inverting them, a
process that brings them into visibility for the viewer and invites meditation
on the presuppositions they instantiate.
The
second set of works interrogates how interfaces and the machines that process
them construct subjectivity. Particularly important for these works is
the realization that natural and machine languages mingle in the production
of electronic literature. While the user parses words, the machine reads
code. These works are not content to let code remain below the surface
but rather show it erupting through the surface of the screen to challenge
the hegemony of alphabetic language. Talan Memmott’s 'Translucidity'
and
MEZ’s 'mezangelled' productions push toward the creation of a creole comprised
of English and code. These works draw on the literary tradition and programming
protocols to ask what it means for contemporary users to be constructed
by both. What kinds of subjects are spoken by this creole? What kinds
of subjectivities are implied by the interfaces created by these works,
and what is their relation to the machines that write them?
Another
way to push deeper into the machine is to construct the screen as a world
the user is invited to enter. 'The Many Voices of St. Caterina of Pedemonte'
by Alison Walker and Silvia Rigon illustrates how the creation of a world
in electronic environments differs from the verbally constructed worlds
of print literature.
[2] This work employs animation, sound, graphics, and navigation as
semiotic components working together with words to create multiple interpretive
layers focusing on the spiritual practices of a fictional medieval mystic,
Saint Caterina. As the different voices offer varying perspectives, the
user is immersed in a richly imaged and layered topography where the church
hierarchy, academic scholars, the mass of believers, and the female saint
contest for the meaning and significance of her mystical experiences. In
M.D. Coverley’s electronic novel, The Book of Going Forth by Day,
the inscription technology producing the fictional world is foregrounded
as part of the meaning.[3]
Navigation here does more than offer access to the work, becoming an important
part of the work’s signifying structure and creating meaning through the
functionalities it offers to the user. As critics and theorists encounter
these works, they discover that the established vocabulary of print criticism
is not adequate to describe and analyze them. The language that electronic
literature is creating requires a new critical language as well, one that
recognizes the specificity of the digital medium as it is instantiated
in the signifying practices of these works. This new critical vocabulary
will recognize the interplay of natural language with machine code; it
will not stay only at the screen but will consider as well the processes
generating that surface; it will understand that interplays between words
and images are essential to the work’s meaning; it will further realize
that navigation, animation and other digital effects are not neutral devices
but designed practices that enter deeply into the work’s structures;
it will eschew the print-centric assumption that a literary work is an
abstract verbal construction and focus on the materiality of the medium;
and it will toss aside the presupposition that the work of creation is
separate from the work of production and evaluate the work’s quality from
an integrated perspective that sees creation and production as inextricably
entwined. This is, of course, a tall order. Nothing less than forging a
new critical vocabulary, however, will suffice to account for the new languages
that contemporary electronic literature is creating. Critics must follow
writers deeper into the machine, learning as we go the idioms that emerge
when humans collaborate with intelligent machines to create the literature
of the twenty-first century.
Interrogating
the Interface
Database
plays with the idea the materiality of technology should be thrust
into visibility as a way to bring into consciousness assumptions
that we normally take for granted. It undertakes this enterprise by reversing
and subverting the technology’s usual operations. The installation
consists of a computer screen displaying virtual text, a printer with a
miniature video camera attached, and a projection displaying the camera’s
output. Sitting in the printer are sheets of paper full of text,
the exterior database for the project. When the user moves the cursor over
the white computer screen, black rectangles appear that cover over most
of the text, along with keywords that fade into white again when the cursor
moves away—unless the user chooses to click, in which case the keyword
is also covered by a black rectangle. At the same time, the click sends
a message to the camera to focus on a second keyword in the exterior database
related to the first through agonistic relation, perhaps an antonym or
other oppositional tension. For example, clicking on 'perpetually' on the
screen makes 'too fast' appear on the wall projection; the screenic 'promise'
links to the projected 'past'. After a few clicks, the screen is
dotted with black rectangles. The user can then click on a red dot at the
upper right corner to activate a 'print' command. The printer sends through
the sheet full of pre-written text, blacking out the keywords chosen by
the user as the camera gives a fleeting glimpse of them before they disappear.
The obliterations create alterations in the database’s text that change
its meaning, so the database the user reads as it emerges from the printer
is not the same as it was when seen on screen.
Figure 1. Souza exhibiting
database.
Souza and Winkler’s
artist’s statement makes clear the project’s complexity. Inversions operate
throughout the apparatus to challenge conventional assumptions. The printer
obliterates rather than inscribes words; the database is stored as marks
on paper rather than binary code inside the computer; clicking blacks out
visible words rather than stabilizing them; the camera 'reads' but does
not record; and the projection displays words oppositional to the ones
the user has chosen. The inversions create new sensory, physical,
and metaphysical relationships between the interactor and the database.
Printing, a technique normally associated with creating external memory
storage, here transforms a mark into an obliteration. The video camera,
usually linked with storage technologies that make a permanent record,
here makes writing ephemeral and transitory, disappearing from the projection
as the word is inked out. The database, rather than residing at physically
inaccessible sites as bit strings dispersed throughout the hard drive,
is here constituted as linear text the user can literally hold in her hands.
Figure
2. Screen projection with database sheet emerging from printer in database
These
inversions recall the distinction Lev Manovich makes between narrative
and database in his pioneering The Language of New Media.[4]
While narrative is the dominant form of print literature, Manovich argues,
database is the native idiom of the computer. He notes that database inverts
the relation between the syntagmatic and paradigmatic that obtains with
print text. For print the syntagmatic, inhering in the order of the sentence,
is visibly present on the page, whereas the paradigmatic, inhering in alternatives
that could be substituted for a given word, is virtual, imaginable as a
conceptual possibility but not physically realized. With a database,
however, the possible choices are physically present as encoded data, whereas
the syntagmatic order created by their assembly is virtual, a possibility
that can be realized only when the appropriate commands are executed.
This
inversion of the syntagmatic and paradigmatic is playfully referenced by
database’s
pre-printed sheet, which serves as an actual paradigmatic array and also
an emergent narrative created on the fly by the printer’s obliterations
overwriting some of the inscriptions. The significance of these inversions
is broadened by the prose constituting the database, selected from various
writers meditating on time and memory, including Borges’s 'The Immortals'.
In this fiction, the narrator is searching for the City of Immortals. He
discovers a tribe of troglodytes, seemingly subhuman creatures that cannot
speak, do not sleep, and eat barely enough to keep alive. The narrator
decides to teach one of them to speak, only to discover that the creature
is the poet Homer. Following Borges’s logic, Souza and Winkler point out
that immortality drastically alters one’s relationship to time. Since time
for an immortal stretches in an endless horizon, the future ceases to have
meaning; the future is precious for mortals because they understand their
lives have finite horizons. The immortals, by contrast, live in a
present that obliterates the past and devours the future, becoming absolute,
permanent, and infinite. Saturated by memories stretching into infinity,
the immortals become incapable of action, paralyzed by thoughts that have
accumulated through eons without erasure. Seen in light of this story,
the obliterations the printer creates can be read as inscriptions of mortality,
non-signifying marks that paradoxically signify the ability to forget,
a capability the immortals do not have.
Just
as the printer plays with time by linking inscribing/obliterating with
immortality/mortality, so the wall projection plays with time by linking
writing/speaking with visibility/invisibility. The words projected on the
wall function as visible inscriptions, but inscriptions that behave like
speaking since they disappear as the printer inks out the selected word.
Writing, a technology invented to preserve speech from temporal decay,
here is made to instantiate the very ephemerality it was designed to resist.
The interactor’s relation to this writing is reconfigured to require the
same mode of attention one normally gives to speech. If one’s thoughts
wander and attention lapses while listening to someone speak, it is impossible
to go back and recover what was lost, in contrast to rereading a passage
in a book. Moreover, the wall projection does not repeat the word the viewer
selected on screen but rather substitutes another word orthogonally related
to it. Blacked out as soon as the interactor clicks on it, the screen word
became unavailable to visual inspection. The interactor can 'remember'
it only by attempting to triangulate on it using the projected word, which
requires her to negotiate a relationship constructed by someone else through
the fields of meaning contained in the database. But as soon as the interactor
prints the database out, it is altered by the obliteration of the words
she selected, which also changes the meaning of the narrative that provides
the basis for the relationship between screenic and projected words. Thus
the interactor is placed in the position of trying to negotiate meanings
whose significances are changed by her attempt to understand them.
It
is no accident that database positions its interventions
at the points where words are transported from one medium to another. The
functionalities that allow us to print out a screen or project it
onto a vertical surface make it easy for us to forget the technological
mediations that make these everyday activities possible, and more crucially
to forget the embedded assumptions they instantiate. Screen text is not
print, and a projected light image is not a scanning electron beam. The
inscription technologies of screen, print and projection each has its own
specificities, and each constructs the user in a distinctive sensory, cognitive,
and material relation. What we dare not forget, database
implies through its focus on remembering and forgetting, is that the technology
is both a machine and an incarnation of assumptions embedded in its form
and function. These assumptions interpenetrate the work, or better, commingle
with it in a fusion that requires re-thinking the ideology that a literary
work is an abstract immaterial entity. By bringing our assumptions into
view through its subversions and inversions, database
facilitates this creative revisioning.
Interfacing
Subjectivity
In
'The Data][H][ Bleeding Texts', MEZ (Mary-Anne Breeze) gives an 'Electroduction'
to her 'polysemic language/code system'.
[5] She calls the system 'mezangelle', describing it as a way
to extend the meaning of words and sentences 'beyond the predicted or expected'.
Besides containing MEZ’s pen name, 'mezangelle' also suggests mangling,
appropriate in its ordinary meaning as a process that deterritorializes
and reterritorializes word fragments. 'Mangle' also has a specialized programming
meaning, referring to a process whereby a program associates a file name
longer than 8 bits, the maximum length a computer can store, with an arbitrary
combinations of symbols 8 bits long. Thus a human can give a name like
'Datableeding' to a file that will enable easy recall, and mangling mediates
between this human-meaningful name and a bit string the computer can store.
Mangling thus works as a translator between natural language and code.
The pun on mangling
points toward the play on code and English that is at the heart of the
mezangelle language system. Inserting 'programming language-shards and
operating system echoes' into English, MEZ works within the environments
of email lists and chat rooms to create poem-like objects that display
in their structure and syntax the interplay of human language and machine
code. She thinks of the context for her works as an 'environment x.clusively
reliant' on software functionalities, and the works explore the significance
of intermingling language and code for the fictional voices that speak
within it. At first her pieces consisted of 'mezangelled' text (along of
course with the underlying code that formatted them for electronic environments).
Recently, however, she has moved into creating 'enhanced' works that include
in addition to “mezangelled” text animation, graphics, and sound. She has
also self-consciously begun reaching out to a wider audience, giving hints
and explanations about how to read and comprehend her texts, a venture
about which she nevertheless voices misgivings.
In '_Non Compos Mentis:
Zen_Tripping the Non-Conference Circuitry_', a work included in her recent
collection '_][ad][ Dressed in a Skin C.ode_', MEZ provides both
the mezangelled and plaintext, so that the polysemy introduced by 'mezangelling'
can be easily seen.[6]
Figure 3. Screen
shot from '_][ad][Dressed in a Skin C.ode_'.
A
section entitled '_Back-and-Foregrounding_' in the plaintext descries the
transformation of sensibility that occurs when the persona encounters the
computer and is forever transformed.
A Mezzian
Flesh-Mote enters a library. In a networked sense this library is cold;
binary data advancements are yet to make any perceivable impact on its
manifest functions. A silvered sliver-glint pulls the Mezzian Mote forward
to the only technoniche available—a computer laboratory, used primarily
for word-processing tasks. It also has an Internet connection. A Datadervish
[E-Mote] is born, and a Flesh-Mote is extinguished.
A
tale of transformation, the story can only be told from a retrospective
view (for it is only after the fact that the transformation can be recognized
as such), and this angle of vision is reflected in the vocabulary. 'E-mote'
is a formation born of the Web, a verb transformed into a noun by the interjection
of a dash that references the electronic ('E') world and the subjects who
emerge from it. Through back-formation the subject prior to her electrification
is named a 'Flesh-mote', a word that already recognizes the individual
will exist in a haze of networked others as soon as it transforms into
an 'E-mote'. Pulled forward by the gleam of the screen, the Flesh-Mote
finds the means of her transformation in the computer, primitive though
this particular laboratory is.
Now consider the
'mezangelled' text, which compresses the plaintext and, paradoxically,
through compression extends its implications.
.a mezzian
flesh-mote enters. .the libr][bin][ary is cold. a s[]l][i][ver glint pulls
the mote 4wards. .4warding][ing of the datadervish][in2 the][comp][lab
lair.
At
first it appears that the prose of the plaintext has been converted into
poetic lines, a transformation that brings into play the traditional poetic
tension between the ending of one line and the beginning of another. However,
in the programming language Perl the dot is a concatenation operator used
to add strings together, so the lines now exist both as discrete units
and additive lines, with the dot signaling division when read as a period
ending a sentence, and addition when read as a concatenation operator preceding
the string. The second line, typical in its use of interjected square
brackets, shows how mezangelling works. 'Library' can be recovered as a
word, but only after encountering ' ][bin][ary', the binary code still
largely missing from this “'cold' library. 'Binary' is in a sense now hidden
or found to be concealed within 'library', a form of reading that anticipates
the coming transformation of this institution as it creeps into the information
age, a process already begun in its primitive word-processing laboratory.
Read as operators, the brackets in this mezangelled word do not make sense,
for there is no opening bracket for the initial right bracket, and no closing
bracket for the final left bracket. Despite its violation of normal syntax,
'][' has a polysemy that draws MEZ to it, for it resembles “'I', the nomination
of selfhood, and also 'H', which by back-formation can often be read as
'I' in her texts. Although the brackets can be broken apart, '][' often
functions as a symbol in its own right. That the 'bin' of binary should
be surrounded by this symbol suggests the implication of the subject 'I'
in the discovery of the binary within the library, an association that
the plaintext makes clear in other words. The 'silvered sliver-glint' of
the plaintext is now compressed into a mezangelled word that folds 'silvered'
and 'sliver' into one through the interjection of brackets, a process that
also twice creates the '][' symbol and so interjects the 'Mezzian' of the
plaintext into the middle of the word, so that now 'mote' appears without
the preceding adjective. 'Forward' becomes '4wards', a word homophonically
recoverable as the plaintext term but also visually contaminated by a number
combined with an English syllable in a creole that signals the in-mixing
of code with language. In the mezangelled text, the 'Datadervish'
is moved '4ward][ing' into a lab, a prescient anticipation of the transformation
already encoded by the interjection of the '][' symbol into the motion
of moving forward. 'Computer laboratory' in the plaintext becomes '][comp][lab
lair', with the '][' symbol now surrounding 'comp', emphasizing that the
'I' and 'computer' have now joined in a space that has also become a 'lair',
with the connotation of secrecy, protection, and most of all habitation.
The transformation, in the plaintext performed by the assertion that 'A
Datadervish [E-mote] is born, and a Flesh-mote is extinguished', is now
dramatically enacted by a visual and verbal full stop, punningly performed
by bolded dots and the word 'stop'.
.
>>stop<<
.
In
older languages such as Basic, 'stop' signaled the end of a routine. Here,
however, it is not the program that ends but a certain kind of pre-electronic
subjectivity. As was the case with the square brackets, the angle brackets
function both as visual patterns, here indicating emphasis, and allusions
to code. In C++ they are used to designate extraction (>>) and insertion
(<<) operators, commands that indicate the program should successively
output or input the terms in a file until all the terms have been used.
Read as operators, the brackets pointing right metaphorically indicate
terms are being extracted (those comprising the subject as Flesh-mote),
while the brackets pointing left indicate terms are being inserted (those
of the E-mote). The dots above and below this process serve both as dividers
and connectors (when read as concatenation operators), thus marking the
splice from one kind of subjectivity to another.
In
her brilliant analysis of MEZ’s 'code-wurk', Rita Raley demonstrates that
the reading process is significantly altered with a mezangelled text, for
the decoding that normally constitutes literary reading is here disrupted
by visual signs that have no phonemic equivalent, for example the ']['
symbol or a word like 'libr][bin][ary'.
[7] This is a language that cannot be spoken in all its fullness.
The historic evolution of a system of marks tied to oral articulation is
disrupted and re-encoded as a system of mixed phonemes and code symbols
that can be read and apprehended but not spoken. Thus 'la langue' of Saussure
and the generations of semioticians following him is displaced by a language
system that can be fully understood only by a bilingual reader who knows
both English and code. Spoken language cannot be the desired object of
study, as it was for Saussure, who saw written language as derivative and
secondary. It is not oral articulations but inscriptions that are central
in this language system, and moreover inscriptions that go deep into the
machine. As the code symbols continually remind us, the screen text is
only the topmost part of the language system; underlying the screen text
are layers and layers of coding languages essential for producing the surface
text. John Cayley calls for analysis of 'a set of relationships—relationships
constituted by artistic practice—between a newly problematized linguistic
materiality and represented content'.
[8] To read mezangelle is to understand precisely what he means,
for through her work we experience a world in which language is inextricably
in-mixed with code and code with language, creating a creolized discourse
in which the human subject is constituted through and by intelligent
machines.
Talan
Memmott shares with MEZ an interest in mingling code and English to create
a creolized discourse. They differ, however, in their use of visual materials.
Originally working only with text, MEZ tends to use visual images as illustrations
for content, whereas for Memmott images are part of the content. Coming
to electronic literature from a background as a painter, Memmott chooses
to enact some concepts through screen design, animation and images rather
than words. In addition, his work is more idiosyncratic than MEZ’s, whose
content, once decoded, tends not to be especially esoteric. The idiosyncrasy
of Memmott’s work can be understood as a large-scale project, stretching
over many individual texts, that is designed to deconstruct traditional
ideas of selfhood, representation, and affectional relationships by revealing
their ideological bases. In this sense, to use one of his neologisms, the
work is not merely idiosyncratic but ideosyncratic, an experiential art
form meant to pry us from our received views by re-describing and re-presenting
relationships and subjectivities in terms of a networked environment in
which individual selves blend into a collectivity, human boundaries blur
as people merge with technological apparatus, and cultural formations are
reconfigured to reflect and embody a cyborgian reality. This re-description,
a deep re-visioning of what it means to be human, is ambiguously situated
as a development dependent on information technology and as a truer apprehension
of what the human condition has always been. Such an ambitious project
is not without perils, of course, and at times the texts veer toward the
Charybdis of incomprehensibility or the Scylla of sophomoric generalization.
At their best, however, they are both playful and profound, challenging
our visions of ourselves and presenting us with highly charged enactments
of what we may be in the process of becoming.
The
playfulness of the work is on display in 'E_CEPHALOPEDIA||NOVELLEX', a
work in which a narrator finds a chalked figure on the sidewalk, as if
a dead body has been outlined there.
[9] The figure is missing its head, which has been swept away
or obscured. The narrator finds himself unable to decide if it is the outline
of Leonardo’s famous drawing of the four-legged and four-armed man representing
the 'range and radiance' of human proportions, or Bataille’s iconoclastic
self-portrait showing him holding a dagger in one hand and his ripped-out
heart in the other. Since the two images have little in common and indeed
are ideological opposites—Leonardo’s drawing embodying the ideal of 'man
as the measure of all things' and Bataille’s image an attempt to pollute
and fatally contaminate that vision—the narrator’s confusion is ludicrous.
On another level, however, it is significant, for inasmuch as the two images
are one another’s opposites, they both depend upon the same assumptions,
one to instantiate them, the other to refute. 'Leonardo becomes Bataille',
the narrator suggests, '—learns a lessen from Batialle.
There was a
struggle.' The lesson/lessen pun effectively makes the point
that the grand vision of Leonardo, with its implicit generalizations about
the human form and subject, is unconsciously imperialistic and must be
made more specific, lessened, to retain validity.
Figure 4. Screen
shot from 'E_CEPHALOPEDIA||NOVELLEX' showing the headless Leonardo body
on left and the Bataille body on the right.
The
narrator pretends that he would be able to make the distinction between
the Leonardo and Bataille images if only the head were not missing, another
significant confusion since it suggests that without the head, the body
cannot signify. Here the narrator’s confusion subtly points to the insidious
nature of a Cartesian view that identifies thinking solely with what happens
in the head, making the body more or less superfluous to cognition. 'One
must RE:member', the narrator comments punningly on a screen in which the
radiant Leonardo head appears with a bifurcated arrow pointing toward the
headless Leonardo body. On another screen, 'The [Organ|Engin]eer tries
to do his best. . . He thinks, we think Beyond what is', and the bifurcated
arrow again points to an enlarged image of the Leonardo head. A bolded
command reads, '[</HEAD >@FRONT]', a non-syntactic combination of html
coding for 'head' followed by a MOO command for location, suggesting again
the Cartesian primacy of the head. Following is a screen showing the head
floating above the body with the bolded tag '[<HEAD>@BODY]', another
non-syntactic combination suggesting that the head should after all be
included in the description of the body (@ is a command in many MOO environments
that allows the user to input a physical description indicating how she
wishes to be “seen” by other users).
In
'Translucidity', this kind of language-image play is extended to (re)describe
the process whereby identity can become 'adentity', a form of subjectivity
in which the individual escapes from the genetic and psychological encoding
of the nuclear family to join an electronic collectivity.[10]
Translucidity is contrasted with transparency, which the work punningly
interprets as the parenting process in which [par1] and [par2] in a 'plural
act of rendering' create the '3rd face', the child who must
break away from the 'couplings and collusive partnerships' that would keep
him trapped within a model of individualistic selfhood reproduced in turn
through his acts of (trans)parenting. In comparison, in translucidity 'The
3rd is always other as it is I', suggesting that individuality
is an illusion, a mystification of the social and cultural processes that
make every I a We. In contrast, translucidity would locate the face, signifier
of selfhood, at the 'outside of an inside that allows for self observation
as self-examination, a testing and playing with identity as adentity'.
Such a transformation is not envisioned without reservations. 'We find
warmth in this de.position of identity, entrusting it to an external repository
that is accessible only through the attachment of some electronic device,
needing an other for de.vice', the narrator comments. The 'de.position'
of identity both deconstructs and repositions the 'I, which can only be
we'. Still, this collective I/We is not yet a complete 'de.position',
for also involved is the 'I + device', which '[N]crusts the earth through
hyperactive infofrenzy. . . the need to know . . . We exp[e|a]nd as we
conduct—heat rises; global and lobal warming are sibling'. The conjunction
of the capitalistic forces that produce global warming with the 'lobal'
of the human brain indicates how inextricably mingled are the human and
machine in the digital age. Whether the resulting 'infofrenzy' will lead
to amelioration or catastrophe is unclear; all that is certain is that
it is the catalyst for unprecedented change.
Throughout
the work a frequent visual trope is the face, as if rendering literally
the idea of the (inter)face as a connection between a face inside the machine
with the faces we wear outside the machine. Moreover, these faces are described
as ambiguously located at once on the inside and outside, as if they are
both looking out from the screen and reflecting our faces looking at the
screen. In one image, we see a face—the only visual cue available for clicking—and
when we click on it, smaller faces multiply across the screen in a visual
enactment of (trans)parental reproduction. On another screen a face peeps
through a clickable round window as if contained within a petri disk or
microscope lens, the object or subject of an experiment.
Figure 5. Peeping
face screen from 'Translucidity'.
In
yet another the face poses as an emblem of allure (alle.ure), seducing
the visitor with the promise 'I have what you want' and inviting us to
register. If we accept the invitation by clicking, another screen opens
with seductive eyes half-closed above boxes where we can respond to questions
such as 'who are you?' 'where are you now?', 'what do you want?'
and 'why are you (t)here?' The promise implicit in these questions
is not intimacy but what Memmott calls 'intertimacy', a meeting of subject
and object--'[sub|ob]ject]'-- in the apparatus. 'She, the apparatus is
always Ariadne. . .,' spinner of threads, weaver of webs, creating the
connections that allow the transformation from one to 'WE', '[com(mon)|ex][patr|p]iates'.
Expatriates who expatiate, comrades who are becoming common, this electronic
collectivity will be formed not through technological mediation alone
but also through art works such as this. With creolized language, transformed
subjectivites, and visual/verbal/kinetic (inter)faces, this work
images new kinds of faces appropriate to the posthuman subjects it (re)describes.
Sensing
a World
In
'The Many Voices of St. Caterina of Pedemonte', sound, animation, image
and text are woven together to create a compelling sensory experience.
Drawing on their research into the lives of medieval female saints, Alison
Walker and Silvia Rigon have created 'St. Caterina' as a fictional composite
constructed to reveal the saint’s subjectivity as a site for contestation
between five different perspectives. These are actualized in the text as
competing voices represented as articulated sound and screenic text; each
voice is associated also with related visualizations. The opening screen
shows an iconographic Valentine-red heart, with white rays going out to
smaller red hearts serving as portals to the different sections.
An important component of the work is its interactivity, designed to engage
the user’s emotional and psychological responses. Referencing Lev Manovich’s
observation that interactivity can be metaphorical as well as physical,
they designed the interactivity to function as a 'meta-commentary' reinforcing
the work’s significance. Moreover, they aimed to craft the individual modalities—sound,
sight, kinesthesia—so they would synergistically enhance each other.
Interactivity
as meta-commentary can be seen in the rendering of the first voice, the
'authorized' version of the Catholic Church, associated with a traditional
iconographic rendering of the saint showing her heart pierced by rays emanating
from above.
Figure 6. Iconographic
image from 'St. Caterina'.
When
the user clicks on this stereotyped image, it changes to black and white
with horizontal lines running across it, emphasizing its textuality and
hence its constructedness.
Figure 7. Textualized
image of St. Caterina
As
a voice-over begins narrating the Church’s version of Caterina’s life,
the corresponding written text scrolls over the image; only that portion
outlined by the saint’s body is legible, however, the rest obscured by
the transecting lines. As a result, the user can access the full text only
by listening to the oral narration, a design choice that re-enacts the
Church’s mandate that it should act as mediator between the believer and
God. The point returns in other guises as St. Caterina experiences a direct
connection to God through her mystical experiences, a claim to immediacy
the Church contests. In a subtle way tension is already present in the
subordination of the user to the voice-over, a positioning that strategically
lays the groundwork for the user to empathize with Caterina as she struggles
with a Church she both obeys and resists.
The
second voice is the academic narrative of Rudolph Bell, whose research
into the penitential practices of female saints links them with anorexia,
an eating disorder with extremely debilitating effects on the body, up
to and including death. This voice is accessed via another beatific image
of a haloed saint. As the user clicks on the small red hearts at the corners
of the image, text begins appearing that describes the primary and secondary
effects of anorexia, including such medical symptoms as weakened internal
organs and dysfunctional digestive tract.
Figure 8. Medical
symptoms of anorexia superimposed over saint’s image.
When
the user clicks again on the small red hearts, they act as corners that
can stretch away from the surface, partially revealing underneath a naked
female body disturbing in its skeletal form and starvation-ravaged flesh.
Whatever the spiritual benefits of fasting, this voice makes clear its
physical cost and, by doing so, draws into question any simple evaluation
of it as a spiritual practice.
Figure 9. Anorexia
body imaged behind iconographic saint.
The
third voice is autobiographical, based on the fact that many female saints
were ordered by their superiors to write their autobiographies, sometimes
drawn out into years of writing and thousands of pages. These autobiographies
represent both the writer’s desire to articulate and justify her visions
and the superior’s command that she must write them, so that the text becomes
a site of contestation between personal narrative and penitential punishment.
In addition, when one historical saint was ordered by her superior to write
her autobiography, her descriptions of her mystical raptures so disturbed
him that he ordered her to stop immediately, even though it was on his
orders that she began to write. St. Caterina’s autobiography begins with
the words, 'They made me lick the spiders from the walls', alluding to
a penitential practice in which, according to historical records, at least
one woman was made to lick spiders as part of her punishment for daring
to claim a direct relation to God. Images for this screen include spiders
that flash over the surface, as if in frenetic imitation of a 'Space Invaders'
video game. When the text of the autobiography appears it is illegible.
Only when the user clicks on the spiders with a cursor imaged as the word
'lick' do the first couple of lines clear enough to read. To continue the
user must keep clicking on the spiders, experiencing the text as a barrier
that begrudges accessibility and yields only after the user pays the proper
penance.
The
fourth voice, the most personal and hence the least communicable of all
the narratives, is represented in the text as body images. These are manifested
not as coherent human shapes but portions of flesh that have been mutated,
stretched and multiplied so that they allude to the body but cannot themselves
be contained within the bounds of a recognizable subject, slipping away
into ecstatic visions that hint at the unspeakable. Similar visions
appear on other screens and function as a wall that the user is unable
to penetrate, alluding to a feeling frequently voiced by the female saints
that their bodies were prisons from which they could not escape, save by
death. Feeling themselves imprisoned within flesh and bones, some resolved
to take as nourishment only the Sacrament of Christ’s body, determined
to ingest only the food that, transformed into flesh, would connect them
to Christ’s divine incarnation. Here functionality for the user—or rather
non-functionality—is figured as resistance. Just as the saints could not
escape their bodies, so no amount of manipulation by the user will allow
her to pass the image of that mortal coil.
Figure 10. Flesh
as wall in 'St. Caterina'.
The
final voice is a straightforward oral narration that tells the passage
of Caterina’s heart from a body organ to a historical artifact. The screen
is dominated by a pulsating anatomically correct heart that, beating in
diastolic rhythm, transforms into the blasé red heart of traditional
iconography. The alternation between romanticized image and medical accuracy
creates an ironic tension that permeates as well the oral narration. The
narrator tells us that when Caterina dies her body is ripped to shreds
by believers seeking a souvenir. Her heart, torn from her chest, is preserved
as a relic and enshrined in a church. The implicit irony continues the
contestation that has been present throughout. Although the church is in
the end successful in claiming ownership of Caterina’s heart, its triumph
is located within a web of cooperating and competing narratives that encourage
the user to see the Church’s authorized account as one story among many.
In the layered structure of the work as a whole, the synergies created
by its multiple sensory modalities tell a story too rich and complex to
be reduced to any of its parts.
Embodying
a World: The Book of Going Forth By Day
'Space'
in literary theory and practice is frequently interpreted metaphorically
as an imaginative grid upon which action can be mapped. For writers working
with electronic literature, space acquires significantly different meanings.
With graphics, animation, and multiple layers at their disposal, writers
configure the screenic surface to simulate three-dimensional spaces that
present an illusion of depth and perform as interactive arenas. The importance
of this development can scarcely be over-emphasized, for it creates possibilities
for rich interactions between narrative content, software functionality,
and screen display that become part of the electronic work’s signifying
practices.
Among
the writers interested in exploring these possibilities is M. D. Coverley,
author of two major electronic narratives,
Califia (Eastgate Systems,
2000) and The Book of Going Forth by Day, as well as a number of
shorter pieces. Particularly important for Coverley is the relation
between layered screenic spaces and deep layers of historical and geological
time extending through generations, centuries, and even millennia. Visual
representations of space on the screen, software functionality as navigation
of space, and verbal accounts of movements through space and time become
enmeshed in ways that tie together the narrative and the kinesthetic, the
user’s actions and the maker’s design. As the user moves through screenic
space she navigates through different narratives, with sites within the
work correlating with different focalizations. As a result, the user does
not merely read a narrative but enters a world, complete with sound, animation,
verbal description and visual display.
After
working five years on Califia, Coverley made the decision to make
her next large work, The Book on Going Forth by Day, available on
the Web as she continues to work on it. Although the work is still in progress,
enough of the overall structure and design is now visible to make commentary
feasible. The Book of Going Forth By Day has a tripartite narrative
structure and a deep concern with connections between the present and historical
past. The entwining tropes for this work are word and image, particularly
their union in Egyptian hieroglyphs. Instead of three different narrators,
this work has three speaking voices located within the same central narrator,
corresponding to the Egyptian idea of the tripartite soul. Jeanette, corresponding
to the Ba soul that leaves the tomb to wander in the world, is the present-day
narrator drawn to Egypt at the invitation of her brother Ross; Tjeniet
(also the term for facience, the vivid blue used to surface materials in
ancient Egypt), corresponding to the Ka soul that stays in the tomb to
accept offerings, is a kind of alter-ego of Jeanette, surfacing in the
emails Jeanette sends to her sister Nancy and articulating thoughts that
she does not quite consciously grasp; and Isis, the Akh soul who
travels in the Barque of Re and represents the eternal instantiated in
Jeanette as one of her contemporary manifestations.
Figure 11. Narrative
panel from The Book of Going Forth by Day.
Going
Forth is fully multimedia, including sound, animation, graphics and
verbal text. Building on her accomplishments in Califa, Coverley
in this work makes sophisticated use of animation, creating skies that
roll, views that pan across the inscribed surfaces of a pyramid, and papyrus
images that appear to unroll like a scroll. Steeped in Egyptian history,
mythology, religion and art (the work is based on twenty years of research),
Coverley imagines a work in which words count as images and images as words,
time has two complementary dimensions of linear progression and eternal
return, inscriptions are not merely tokens for words but powerful spells
capable of deciding one’s fate for eternity, and the individual subject
merges into the archetypes of eternal gods and goddesses. Hypertext is
well suited for this kind of exploration, for with its multilinear narration,
multimedia capability and unmatched powers of simulation, it enables the
fluid combination of different textual elements and multiple possibilities
for their combination and re-combination.
Modeled
after the spatial arrangement of Egyptian hieroglyphs, the interface employs
both horizontal and vertical registers. The horizontal panels narrate Jeanette’s
first-person adventures with (and without) Ross, in which she re-enacts
a dynamic of loss and recovery similar to Isis piecing together her murdered
brother Osiris’ body, although here it is not literally a reassembly of
a dismembered body but a re-membering of events. The vertical panels
are expository, giving linguistic, historical, and geographic information
about ancient Egypt, modeled after the rubrics that in hieroglyphic texts
give information on how to interpret the depicted events.
The
correspondences between Egyptian hieroglyphs and the interface are much
more than window-dressing. Rather, they suggest deep connections between
inscription systems, cosmological beliefs, temporal orderings and geographic
assumptions. Hieroglyphic inscriptions were written in all
directions, including left to right, right to left, up to down, down to
up, edging sideways into margins or spiraling in a circle, with the order
of reading indicated by the direction the figures face. Early Egyptologists
assumed this spatial promiscuity was dictated by convenience; since the
extant hieroglyphs were incised into stone, writers took advantage of any
available space regardless of its orientation. Going Forth suggests
a different interpretation, relating the omni-directionality of the writing
to ancient Egyptian beliefs about the 'endless geometry' of the world,
in which personages from the past continue over the threshold of death
into the future, and gods and goddesses traveling in the barque of Re also
manifest themselves in humans alive on the earth. One of the rubrics relates
the discovery by ancient Egyptians that the rising of the star Sirius corresponds
with the flooding of the Nile, thus enabling them to make connections between
the movement of the heavens and the rhythms of the earth and resulting
in the concept of an annual cycle, which in turn led to the temporal organization
of the calendar into years. Thus the linear flow of time, associated with
the unidirectional flow of the Nile, was overlaid onto a topological scheme
cyclical in nature, corresponding both to the annual rising and falling
of the Nile and cycles of human life in which individuals were seen as
reincarnations of eternal deities.
Given
such a cosmology, how would an inscription system be envisioned?
The answer, Going Forth implies, would be to envision the inscription
surface as a complex topology in which linear writing takes place within
a larger geometry that permits horizontal reversals, various up/down orientations,
and even spirals and circles. The reading directions for Going
Forth emphasize that the interface is scrollable in both directions
(left/right and right/left, up/down and down/up), an artistic decision
that relates interface design to Egyptian inscription systems and implicitly
to an ancient Egyptian worldview. Implementing this design in an electronic
environment further suggests that like the ancient Egyptians, we do not
so much leave history behind as carry it along with us.
Figure 12. Rubric
explaining writing practices of ancient Egyptians.
The
Egyptian practice of assigning both pictographic resemblances and sonic
values to hieroglyphs meant that the primary relationship was not between
arbitrary mark and corresponding sound, but a more complex relation between
iconic image, acoustic production, and recognizable speech. Since there
were no sonic values for vowels, the acoustic elements were underdetermined
by themselves (for an equivalent example in English, suppose that an image
has the sonic value of 'tr', which depending on the context could stand
for 'true', 'tar', 'tear', etc.). Determinates were necessary to
eliminate the ambiguity and tie the image to the correct speech sound.
Meaning was thus negotiated among several images, and it was their interrelation
that determined significance rather than a one-to-one correlation between
mark and sound. Moreover, Going Forth suggests that there was no
clear distinction in ancient Egypt between writing and art. Art did not
so much imitate life as it imitated and was imitated by writing, which
is another way to say that world view and inscription system were intimately
related. Transported into an electronic environment, these correlations
between word and image, sound and mark, icon and icon, take the form of
complex relations between multimedia components and navigational functionalities
in which meaning emerges from their interrelations rather than from the
verbal narrative alone.
Going
Forth dreams of a richly decorated and potentially infinite inscription
surface that enables fluid transitions between exposition, narrative, maps,
photographs, linguistic information and historical documentation. The ur-text
is of course the Egyptian Book of the Dead, with special emphasis
on Spell 64, an incantation so powerful that it was often kept secret and
omitted from many versions of the Book of the Dead. More than any
other single spell, it was Spell 64 that was deemed most important in releasing
the soul from the scene of judgement into eternal life. Dense with numerological
meaning, 64 marks the conjunction of the perfect square of 8 X 8, the union
of three and four in 4 X 4 X 4, and of two, three and six in 2 X 2 X 2
X 2 X 2 X 2. The electronic work preserves this numerology by creating
three different narrators, all of whom are aspects of the same persona,
and eight different ways of telling the story, indicated by the row of
eight icons at the top of the screen. In addition, the emphasis in
The
Book of the Dead on getting the spell exactly right has its parallel
in getting the code exactly right. A spell incorrectly articulated fails
to produce the desired result, just as code with an incorrect syntax fails
to work when processed on the computer. Both function as what I have elsewhere
called material metaphors, for they enable a transfer of sense to take
place between verbal formulation and material circumstances, for example
by releasing the soul from the underworld or causing the computer to generate
a screen display.
The
conjunction between spell and code foregrounds the fact that electronic
literature has a very different materiality than a print book. Strictly
speaking, an electronic text is a process rather than an artifact
one can hold in one’s hand. It cannot be accurately said to reside
in a CD-ROM, a diskette, or even on a server; what exists at such locations
are simply data and commands. Coming into existence as a text the user
can experience requires that the appropriate software run on the right
hardware. If the software is obsolete or if the operating system cannot
recognize the commands, in a literal sense the work does not exist. The
specificity of this ontological condition requires us to re-think many
of the presuppositions that have evolved through the deep time of the print
tradition. Hardware and software act not merely as vehicles to deliver
text but rather enter consequentially and dynamically into the production
of the text as such. Every act of reading electronic literature therefore
takes place within a distributed cognitive system that includes both human
and non-human actors.
Moving
deeper into the machine means actively engaging these conditions of production
and using them as resources for artistic creation. Interrogating the interface
(database),
developing a creolized language of English and code ('_][ad][ Dressed
in a Skin C.ode_'), crafting metaphors that connect the interface
and the human face ('Translucidity'), using multimedia capabilities
to create synergistic effects ('St. Caterina') and figuring the screen
as a writing surface that embodies a world view (Going Forth) are
strategies that have no exact equivalents in print texts. As electronic
literature matures, it develops rhetorics, grammars, and syntaxes unique
to digital environments. Learning to speak digital, it calls forth from
us new modes of attending—listening, seeing, moving, navigating—that transform
what it means to experience literature ('read' is no longer an adequate
term). If each era develops a literature that helps it understand (or create)
what it is becoming, a better comprehension of our posthuman condition
requires a full range of literary expression, print and electronic. The
future of electronic literature is our future.
Endnotes
[1]
Documentation
on database is available at http://www.english.ucla.edu/faculty/hayles
[2]
Forthcoming
from Spineless Books. http://www.spinelessbooks.com/
[3]Coverley,
M. D. The Book of Going Forth by Day. http://califia.hispeed.com/Egypt/
(accessed 15 June, 2002).
[4]
Manovich,
L (2001) 'The Forms', The Language of New Media. Cambridge:
MIT Press.
[5]
MEZ,
http://netwurkerz.de/mez/datableed/complete/
(accessed 15 June, 2002).
[6]
MEZ,
http://www.cddc.vt.edu/host/netwurker/
(accessed 15 June, 2002).
[7]
Raley,
R. (2001) 'Reveal Codes: Hypertext and Performance',
Postmodern
Culture 12:1. http://muse.jhu.edu/journals/pmc/v012/12.1raley.html
[8]
Cayley, J. (forthcoming) 'The Code is Not the Text', in F. W. Bloch et
al (eds.), p0es1s: Poetics in the Digital World. Vienna:
Triton. I am grateful to him for sharing this article with me prior to
its publication.
[9]
Memmott,T.
'E_CEPHALOPEDIA || NOVELLEX', Drunken Boat #3
http://www.drunkenboat.com
(accessed 15 June, 2002).
[10]
Memmott,T.
'Translucidity', frAme #6, http://trace.ntu.ac.uk/frame6/
(accessed 15 June, 2002).
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