Interview with
Noah
Wardrip-Fruin 1. Agent NWF: Yes, Walter
Bender's vision of the Daily Me - the idea of
hyper-personalized news - is a commonly-referenced
formulation of customized network information. There are a
couple quick points to make there. First, what would
hyper-personalized news look like for most people in the
U.S.? How much news would there be about Africa? About the
African AIDS crisis? How much about celebrities - that is,
about other products of the copyright industries? Which
brings us to the second point. How different would this be
from what we have now? It made a big impression on me,
running across a copy of Newsweek the week that Hong
Kong returned to China and the week after Mother Theresa
died. The cover story was the release of the movie Men in
Black. The Agent began as a
customization project of a different sort. On the one hand,
it parodies customization. Browsing any website is
interpreted as an expression of interest in that site's
contents - and so it can only improve the Agent's
story, from the individual reader's point of view, to remove
portions of the text I wrote and the images we selected and
replace them with elements drawn from browsed sites. Right?
On the other hand, the Agent's story, and its
line-by-line text, were created and designed for this
process, for this textual alteration. It's not simple
degradation, it's also a type of performance. RS:
The project aims to "customize" the original text in a way
that causes it to, in the end, make no sense anymore. If one
thinks that the function of the original text only to
exhibit this increasing deformation, one would assume it
does not matter which text is actually used in the first
place. The story itself then seems to be more an extra
artifact, a piece of literature used within a piece of
digital art. However, you're saying that this is an
incomplete picture. I understand that the original text is
about recomposing the picture of a grandmother, through
documents, while the Agent is about decomposing a story.
What is the deeper connection between the text and the
performance of which it is a
part? NWF: Proceeding from
the standard conception of an "interactive story system" the
connection is not very deep. You could replace the text with
a different text, and the system would still function. But
the text and the system were created together, and revised
to function with each other, in ways that this view can't
account for. That's why I prefer what Jill Walker has said
about the Agent. She says that the workings of the Agent are
the discourse, not the story. Just as you could replace the
text of Lear with a shopping list - but keep
sixteenth century costumes, staging, acting style, and so on
- you could also do the same with the Agent. It's
clear why you wouldn't want to do that with King
Lear, and perhaps not as clear with the Agent.
But she argues, and I would agree, that this is largely due
to the fact that the Agent's genre is a less-familiar
one. Of course, saying this opens
the question, "What is the Agent's genre?" I often
think of the Agent in the performative terms we've
been using in this conversation. But if it is a performance
it's of an unusual sort. We didn't design it for a short
period of sustained attention. Rather, we designed the
Agent window to be a small addition to the daily
information environment - one that could be located in a
corner of the screen over weeks of web browsing. We designed
it for peripheral attention over a relatively long period,
with interspersed short periods of more direct attention
(perhaps triggered by moments of surprise at seeing
particularly recognizable elements of prior web browsing
recontextualized). In this way the Agent is more like
an installation in the information work space, like a
sculpture might occupy another kind of space. RS:
John Cage - who experimented with aleatoric art and
interactive installations in the 60s - claimed thereby to
bring down the artist from the pedestal so that he is no
more extraordinary than the audience. Roy Ascott argued
similarly. In his concept of Behaviourist Art the artist,
the artifact, and the spectator are all involved in a more
behavioural context and the artist is primarily motivated to
initiate communication rather than to communicate specific
content. In the case under discussion it is obvious that the
authors of such clever pieces continue to be more
extraordinary than the audience, if only because of the fact
that they came up with the idea and knew how to program it.
How do you see the relationship between you, your artifact,
and your audience?
NWF: One thing that
the Agent does is offer commentary. Sometimes this is
very specific, a reaction to the moment - such as helping
you through the Kulber-Ross stages of grief as 404 errors
are encountered during your browsing. But other commentary
is more general, such as selections from Dogen's
Genjokoan. And from this you can see that some of our
influences, when we were creating the Agent, were the
same as Cage's. On the other hand, I don't think that
creating a piece of aleatoric art like the Agent is
very different, for me, than the process of having this
conversation with you. My individuality (which would be the
basis of any thought of individual genius) is an illusion in
either case. Things that preceded me, and that will continue
when something recognizable as me is gone, are at work in
either case. That said, the experience of
the Agent probably foregrounds such concepts for the
audience more than other sorts of projects I might
undertake. The audience experiences a system that remains
consistent, but the contents within it are evanescent. Even
alterations aren't preserved. The Agent can alter the same
part of a text over and over, overwriting itself and erasing
the pieces from your browsing you may have most enjoyed
seeing reflected. Or, that's how audiences
once experienced the Agent. It's important to note
that the Agent was created to engage with a very specific
moment in the network's history. One element of the Agent is
the code, and that we can update. But another element of the
Agent is the proxy server through which people
browse. Early in the project this was an open proxy, and we
kept track of individual browsers via cookies. But the
larger network changed around us, and the Agent's
proxy began to be used for undertaking unfriendly online
activities anonymously. Specifically, Brion tells me that
people were using it for proxy attacks on CGI servers
running FormMail. Brion, who has worked as a system
administrator, certainly wasn't going to allow our project
to be used that way. So we changed over to an IP-based means
of keeping track of readers, and only allowed use of the
proxy by approved IPs. This meant that people on dialup
connections, using DHCP, or in other situations with
dynamically-assigned IP addresses couldn't use the project.
Over time, of course, the number of machines with fixed IPs
that people use for web browsing has become pretty small.
But at the same time the network has been changing. When was
the last time you saw an old-fashioned 404 error? So now
most people experience the Agent through its
documentation, or that for The Agent's Story. It's a
very different relationship with the audience, but it might
be the appropriate one for this project at this
time. RS:
The activity that caused you to switch to the IP-based mode
sounds like a guerilla attack on digital art, which at least
managed to influence the way the artwork is presented to the
public. It looks like taking hostage of an artwork in an
unwelcomed understanding of interactivity or in a kind of
inversed logic of readymade: Your piece is used in a
different context and thus changed in its appearance and
signification. Is the hacker Duchamp's
descendant?. NWF: I wouldn't want
to sully the term "hacker" any further by applying it to
these people. They're closer to petty vandals. Of course,
the question of political action, and its relationship with
art, is certainly an active one when we think about the
network. Frankly, much of what is narrated, in the art
world, as dramatic online political action actually strikes
me as pretty mundane. Most "virtual sit-ins" are
functionally equivalent to signing a petition. I'm more
impressed by the work of people who deserve to own the term
hacker, such as the Cult of the Dead Cow or the folks behind
Freenet. They don't peddle their work as art, so we don't
discuss it as much in this community, but they do use code
to create tools to enable political communication and
action. So far, of course, the most effective uses of the
network for political work this century have been in
organizing anti-globalization and anti-war and pro-choice
activities that take place in the flesh. RS:
Building on what you said a few minutes ago, we could say
that another attack on your work is time itself, i.e. the
changes in technology, which result in most of your audience
not being able to see the Agent any more. NWF: In its original
version the Agent was coded for Netscape 4. When we
went to the version 5 browsers things started to break. And
we made a decision we would recode the Agent for a
standards-based HTML, even though the code we decided to use
wasn't very well supported at that time. But we thought that
the move would help it last. And now, with Mozilla and
Netscape 6 and Safari and other browsers that actually do
implement web standards, the Agent's client-side code works
well. But the network has changed - we've had to change the
proxy, 404 errors aren't that common any more, even image
formats are changing (the Agent works with GIF and
JPEG, but not Flash or PNG or SVG or whatever else is
coming). But I think it's okay if the project itself is
impermanent. In some ways it was an engagement with a
particular point in a web's history - and that engagement
with a particular moment is part of what I think we're about
in electronic writing. You can't write with the
idea that your letters are going to be found in a trunk
after you die and you are going to be recognized for the
great writer everyone knew you were, or no one knew you
were, but you knew you were. You really have to write for
that particular moment because - well, maybe it's like
writing for the theater. You make a production and then that
production goes away. And maybe there's some documentation
of that production but that piece is not going to exist
again. A group of people has to decide to produce it again
for whatever the technological platform is at that moment.
And it might be vastly different. It might be as different
as, you know, the gospel production of Oedipus at
Colonus. One thing that's unfortunate
about a lot of electronic writing, however, is that it's
lost even faster than it needs to be. And part of this is
due to the fact that writers aren't used to thinking about
their materials in the same way people like visual artists
are. Nick Montfort and I have been involved in the
RS:
Lets move on to a more recent piece of yours, Screen,
which is both very different from and quite similar to the
Agent. It is different because it does not operate in
the world of the everyday Internet but in the more exclusive
world of the three-dimensional Cave. It is similar
because memory is an important theme in it as well. What is
the Cave? How does Screen work? NWF: The Cave is a
type of virtual reality display. It's the size of a room,
rather than being something worn like a helmet. There are a
number of them around the world, but they're certainly less
common than web browsers. At Brown our Cave has three
walls and a floor. Each of these is actually a projection
surface. Each surface has two alternating streams of images
projected on it: 1, 2, 1, 2, 1, 2. You wear glasses when you
are in the Cave, and the lenses of these glasses are liquid
crystal shutters. Your left and right eye are obscured
alternately - right, left, right, left - at exactly the same
rate that the images are projected alternately on the walls.
This could be used to show you two different movies on the
walls, one for your left eye and one for your right eye.
Instead it's used to show you stereo-separated views of a
computer-generated scene. Your position is tracked, and the
scene is constantly recalculated to be correct for where you
are in it - so you can walk up to things, squat under them,
move around them, and the images projected on the wall
always show your eyes the correct images to create an
illusion of virtual objects and spaces. The Cave is usually used for
the normal sorts of VR art that you see with head mounted
displays. Screen, on the other hand, is specific to
the Cave. It's about standing in a box. And while the Cave
is usually used for impressive graphics, what you see while
in the box, in Screen, is text. Usually Cave pieces are
focused on exploration, but Screen is based on time
and interaction. And yes, while it's different from most
Cave pieces, Screen is similar to the Agent,
in that it explores memory through the specifics of a
digital media technology. Screen is talking about
memory, dream, and desire as virtual experiences and is
using virtual reality to reflect on them. It also
defamiliarizes interaction modes that we know from previous
virtual reality experiences and computer games. The
RS:
Is the person who goes into the Cave to see Screen
told anything? NWF: My preference is
to send people in there cold. People tend to have different
experiences depending on how familiar they are with the
Cave. For those who have "virtual reality" expectations,
Screen can be baffling. We actually had to do quite a
bit of tweaking to position the letters in 3D space so that
they appear to be exactly on the walls of the Cave - but
most people with VR experience don't think of this. They
think, "This isn't using the medium. What's going on?" One
person actually walked out of the Cave and sat on a chair to
watch the piece. You should have seen him jump up and run
back in when the first word peeled from the
wall! And, even though it's not
using 3D for flying over a virtual landscape, I find I like
Screen as a use of 3D better than many VR artworks.
Because of the constant recalculations, VR pushes 3D
hardware to its limits. A lot of VR pieces still look kind
of pixilated and crunchy, like computer graphics of an
earlier generation, because that's all the hardware can
manage. But even the old computer in Brown's Cave has plenty
of horsepower to make Screen's text look
great. RS:
Screen strikes me as an example of concrete poetry
engaging the features of digital media. While in concrete
poetry in print media the message is a combination of the
linguistic level (the text as such) and the visual level
(the way the text is presented on the page), here two
additional levels are in play: time and interaction. In
Screen the link between text and interaction is obvious: the
text talks about remembrance and losing words. In the
interaction the user is supposed to push back words peeling
off the wall in order to keep them in the realm of memory.
As you mentioned in a NWF: I view
instrumental texts as a subset of what I call "playable
media." Commercial computer games are also a subset of this
category. It can be divided up a number of ways, but I think
what I'm interested in requires keeping in mind the broad
area. Engaging the playable means we're not just interested
in the media analogue of football, but also in the analogue
of hackey-sack. Screen lacks a number of the formal
elements that many definitions of "game" require. But, yes,
it is deliberately engaging with game-like play mechanics.
And it can produce a kind of attention that is very much
like playing a game like Breakout. One young visitor,
I think he was seven years old, looked at the scatter of
words at the end and asked, "Is that my
score?" But, of course, it's not a
score, as most of our adult visitors realize. The experience
of Screen, we hope, is one of oscillation. The words
are at times objects, and act like graphical objects, and we
concentrate on playing them that way. But sometimes the
words are words, and we read them as clusters of text -
seeing them overlap, hearing them spoken. And sometimes the
words are part of a memory, a fiction, and we remember the
context in which we heard a word before, we see how the
texts are deforming through the play process, deforming more
the better we are as players. RS:
Let me press you a little on this notion of oscillation. As
I understand it, in Screen, if a word has nowhere to
go back to, it will try to break apart into smaller pieces
so it can fit into what spaces are available. And also if
you swing particularly forcefully as you hit a word, the
word will often break apart. You might say, "That's just how
the program works," which would not require or allow a quest
for deeper meaning. If the effect is intended, however, one
is legitimated in conducting, and even obliged to conduct,
such quest. If "it's just the program," how do you deal with
the fact that such noticeable effects of your piece are not
indications of semiotic concerns but rather of the
material's uncontrollability? If the effect is intentional,
what is the connection between applying too much force and
breaking apart supposed to mean; and why do words break
apart as well if one does not push them too hard? Is this
the oscillation of which you spoke? Do you think it succeeds
in this case? NWF: Well, to put
your mind at ease, everything is intentional. There's no
support built into the Cave for words that break apart, or
things that break apart when there's not room for them, or
when things hit them. The whole logic of the piece is
something constructed by us, within an environment that only
really has "built in" to it things like support for
polygons, images mapped onto them, and movement of them and
the user through space. So, for example, Screen is
built out of a bunch of relatively-flat 3D rectangles. Each
of these has the image of a letter mapped onto it, and this
process defines the rest of the rectangle as transparent -
so that one letter can be seen behind another without the
rest of the rectangle obscuring the view. Each of the walls
of text is like a brick wall, constructed out of these
rectangular polygons with letters mapped onto them. And then
we tell them to tear loose and fly as groups, as words, and
we tell those groups when to break apart. Our program
monitors whether they have a place to go when they're hit,
and how swiftly the arm was moving when they were hit, and
decides what to do. As for oscillation, I don't
think of these two behaviors as occupying different layers
of the oscillation. They're both part of the layer on which
the words are like objects. The "language of memory" becomes
a concrete metaphor - as I suppose it is in any alphabetic
fiction. And in a world in which your body can touch text,
in a world in which flat expanses of text can become
unstable, in which words flip and whirl and flock, breaking
in these ways and not others is part of the physics of the
alternate world we've created. The fact that words do break,
and move to new locations and form neologisms on the walls,
connects back to the themes of memory - but I think of the
way this happens as occupying the text-as-object
layer. And that brings us to the
next question we need to ask ourselves. Why is it, in
systems in which we play with words, that play is so often
graphical in its logic? Screen's logic is collision
detection. RS:
Comparing Screen and the Agent I am inclined
to ask a more general and a little provocative question. The
discussion of the Daily Me, surveillance, and use of
technology makes the Agent to a good example of critical
technical practice - as you call it in your essay with
Brion Moss, NWF: Well, I think
Brion and I may not have been as clear as we should have
been in that essay. There are two senses of "critical" at
play. One of them, quite clearly, is sense in which the
Agent project operates as a critique of certain
visions of agents and the web. But that's not really the
"critical technical practice." The way in which the
Agent is CTP is really only made explicit at the end
of the essay. You see, CTP, as I
understand it, was originally a way of looking at technical
practices critically in order to find unexamined assumptions
in them that were leading to technical impasses. So, for
example, the person who coined the term is Phil Agre. He was
an AI researcher, and he looked at the impasse - he looked
at how AI appeared to be stuck. And then he looked at how AI
formulated what it meant to be intelligent, to be an actor
in the world - the whole "brain in a vat making plans"
approach. And he realized that his experience, and the
thinking of others, provided ways to expose the limitations
of that view, and then this could lead to new technical
approaches that were not previously visible. And then the
idea was that the process would keep going. The new
formulation, the new methods, would be exposed to the same
rigorous critique. It would be ongoing. The Agent is CTP in
this sense within the realm of computational story systems.
Most of the work in interactive story systems, I think, is
stuck. No one thinks it produces work that is interesting on
a literary level. And this is after many years of work. But
here's the approach: figure out a way to understand plot,
create a system that fiddles with plot, then output a story
structure at some level of detail. Then, sometimes that
structure is actually used to generate language, to generate
fiction - but in many cases it's black-boxed. Natural
language generation is someone else's research problem.
The Agent proceeds,
instead, from the assumption that permutation at the level
of language is where our effort should be focused. It looks
at the idea of computational story systems from the
perspective of the literary writing community, within which
the language permutations of Burroughs are generally
considered more interesting than the plot permutations of
Choose Your Own Adventure. I think that Screen
might be locatable within the territory of critical
technical practices in this way. It looks at how the Cave is
normally used, and the way that's been (very minimally)
applied to fiction, and says, "that approach is not going to
be able to get much beyond where it is now." One set of
technical practices is disposed of, and a new one is tried,
motivated again by the assumptions of the literary writing
community. Now the next step, of
course, would be a critical examination of the methods of
the Agent and of Screen, which is perhaps part
of what we're doing right here. RS: A
third piece I would like to discuss is Talking Cure.
This work does not need an expansive environment like the
Cave, though it doesn't work online either. It is a kind of
performance in which the text is read and changes its
appearance according to the reader's behavior. What is the
text about? What happens to it in the performance?
NWF: Well, Talking
Cure began life as an installation piece. But in the
last year I've also begun to use part of the installation,
the visual part, in combination with the text in order to
give readings or performances of the piece.
The piece began when Diane
Gromala and I invited Camille Utterback to give a talk at
SIGGRAPH, and Camille showed a technique of hers called
In Talking Cure we
use this to create a text mirror. There's a chair, and a
screen that shows the dark text. When you sit in the chair a
light shines on your face, and your features interrupt the
dark text with other texts, and you see yourself made up of
these texts. When I saw this technique at SIGGRAPH I
immediately started talking with Camille about the
possibility of collaboration, and about the idea of working
with one of the foundational case studies of psychoanalysis,
one of the quite compelling sites for "word pictures" in our
culture. We chose the case of Anna O - the patient who gave
Joseph Breuer the term "talking cure," which was famously
passed on to Freud. And working with Clilly Castiglia and
Nathan Wardrip-Fruin (my brother) we extended the piece into
the auditory, into the realm of talking. As I mentioned, in the
installation the reader enters a space with a projection
surface at one end and a high-backed chair, facing it, at
another. In front of the chair are a video camera and
microphone. The video camera's image of the person in the
chair is displayed, as text, on the screen. In the word
picture, one of the layers is from Breuer's case study of
Anna O. This text is the darkest, and so is the only layer
visible if no one is sitting in the chair
( When I do Talking Cure as
part of a performance I cycle through the layers of text,
reading from them alternately, while a video camera feeds a
visual of what I'm doing into Camille's system for producing
the word pictures. So I speak one mixture, while another,
shifting, mixture appears on screen. RS:
The title of Talking Cure seems to take on a new meaning
when the performance simulates/ imitates a psychoanalytic
sitting, in which the talking of the text alters (cures) the
text while generating a picture out of text. Whose shoes is
the person in the chair put in: Anna's, the therapist's, or
the reader's of the Anna O
case? NWF: I think of the
audience member as reading a word picture of their own face,
made up largely of the words of others. So, in this way they
are both Anna and the reader of the case, but primarily
Anna. Camille and I have been talking about what we'd like
to change for the next time the piece is shown, and one of
the changes we're discussing makes the positioning as Anna,
the placing of the reader in Anna's position, more explicit.
We're talking about supplying prompts for the reader, in the
form of questions directed at Anna, so that the speaking
into the microphone becomes a type of role-playing. People
can open up, and say some quite interesting things about
themselves, when given an invitation to
role-play. RS:
Considering Agent, Screen, and Talking
Cure it strikes me that your works are installations, or
performances, in which text is not reduced to "graphical
objects" as you put it, stripped of linguistic function (as
it is the case in works such as Utterback's piece with Romy
Achituv, NWF: I think for
Camille and Romy the particular text that's in Text
Rain is important. They used lines of a poem, and
negotiated for the copyright clearance. They wouldn't have
done that if it didn't matter what text they used. That
said, I think it's true that many in the electronic art
community view Text Rain as interesting in its
function as an interface, and for this audience any text
could be employed. One question I have is, "Why is that?"
People in the prints-on-walls art community don't think that
you could arbitrarily substitute text in a Barbara Kruger
piece. People in the electronic writing community don't
think you could arbitrarily substitute text in a John Cayley
piece. But text, for some reason, doesn't seem to be a
recognized artistic medium in the electronic art world. I
like to tell the story about the time I gave a reading and
talk in Norway as part of a speaker series for electronic
artists. Afterwards one of the audience members asked me,
"Where did the text come from, for those pieces you showed?"
She was shocked to hear I'd written it. I don't think she'd
have asked that about visuals, or music, or interaction
design. It continues to puzzle me. But to return to your
question, yes, text is central for me. I came to this work
through a fascination with possibilities of words, and with
the sense that undifferentiated flow down a page wasn't the
right medium for the text I wanted to write. In my projects
there's text and then there are processes, and the processes
enact something in connection with the actions of the
reader, at the time of reading, that is related to the
themes of the text, but not the same. Before I came to
electronic writing I was trying to imagine ways of creating
such processes on paper - but then the processes have to be
fait accompli, they must have already happened before
the reader arrives. Maybe I will return to some of that work
at some point, but for now I think it's essential that the
time of reading and the time of the processes overlap, and
it's computational processes that make this
possible. As for the future of this
sort of work - well, I hate to speculate for the field as a
whole, but I can tell you what interests me most. It is,
perhaps unsurprisingly, work that explores the malleability
of language. Much of electronic visual art creates
responsive images. Much of electronic music creates
responsive instruments and compositions. But much of
electronic writing, to me, feels like work with text that is
nearly as fixed as it is on the page. Now, don't get me
wrong, I think there is very interesting work to be done in
this area. I'm currently reading Norman Klein's Bleeding
Through - which seems utterly fixed, I can't even tell
that it maintains state in any way from one reading to the
next, there's not even a bookmark function - and I'm
enjoying it thoroughly. I don't discourage my students from
doing this kind of fixed-text, exploration-based work. But
my hope for our future is that we will explore more of the
possibilities for text that responds, on a textual level, to
things that happen at the time of reading, such as actions
on the part of the reader. On a rather different note,
to return to the idea of role-playing, I've also been
talking recently with Pat Harrigan - my coeditor for
First Person - about the fact that computer-based
role-playing games don't capture much of what we most enjoy
about tabletop role-playing games. This is true both for the
single-player adventure games on computers and the
massively-multiplayer games. It's the pre-play construction,
as much as the play itself, that I enjoy about tabletop RPG
systems - the thinking about the possibilities created by
those systems and constructing fictional elements within
them. Perhaps this is analogous to what Will Wright talks
about, when he says that he came to his type of design
through the realization that the terrain editor for his last
traditional, pre-Sim game - Raid on Bungeling Bay -
was more interesting than the combat-oriented play that took
place over the terrain. I think there's a future in making
that more construction-oriented element of RPGs something
the computer provides an environment for playing in a new
way. And, of course, I'm particularly interested in how this
might play out in a way in which language is central.
Perhaps it goes without saying, but it was the interaction
of written and spoken language with the mechanics of a
system that first drew me into tabletop RPGs when I was
eight and a friend showed me a copy the Dungeons and
Dragons rules. RS:
Besides your role as author of digital literature you are
also a committed scholar and facilitator of digital
literature and aesthetics. You have edited two books on new
media; you have been involved in classes on digital writing
and design at Brown and NYU and the University of Baltimore.
If you were to develop a curriculum on digital aesthetics
what would be your criteria and principles? NWF: I view the field
of new media, or digital media, as having three elements.
First, there is the development of media tools that use
computation to enable interaction and display. Second,
there's the development of media artifacts that employ (and
inspire) these tools. Third, there's critical and historical
reflection on these developments. When we educate our
students, they need to be educated in all three areas. And
the thesis work of our students should include technical
work, media authorship, and critical and historical context
and inquiry. If a student only wants to do one or two of
these things, there are other places for them to work -
Computer Science programs, Media Studies programs, and so
on. They don't need to be in a new media
program. I say this pretty regularly,
and it seems to make people upset. The first kind of upset
seems to come from faculty who teach in, or are trying to
start, new media programs. They say, "I don't know about all
three of those areas. Are you saying I'm not qualified?" My
answer is, "Not at all." Adrianne Wortzel and I taught a
writing and new media course in NYU's graduate film school.
It seemed clear to me that someone could be a very effective
faculty member in a program like that by knowing a lot about
lighting and almost nothing about editing or writing. But
the students needed to know about all three of those things,
and more. Another common objection I
hear is that there's no good model for teaching computer
science to students in digital media programs. There's no
"CS for New Media" the way we have statistics classes for
social scientists (rather than for mathematicians). This
doesn't mean using examples from digital media to motivate
students to learn CS - there's already good work in this
area at Georgia Tech, CMU, and Brown. It also doesn't mean
teaching digital artists procedural thinking, while not
introducing the way that the digital media field is built
upon research results and concepts from computer science -
there's already good work of this sort coming from MIT and
other places. Rather, it means introducing students who are
already, in some sense, experts in digital media to the
discipline of computer science. It means introducing
computer science as it relates to digital media, which means
emphasizing different things, introducing concepts in a
different order, and having a lot more historical and
critical material than in a normal Intro to CS course. I've
been talking with a number of people about the best way to
design and teach such a course - particularly Michael
Mateas, who already offers a course with some of these
features through the LCC program at Georgia Tech. Hopefully
you'll hear more from us on this issue before
long. In the meantime, The New
Media Reader was an attempt to answer one of the
objections I used to hear - that it was too hard to teach
students much history and interdisciplinary context. The
materials were too scattered, and often out of print, and
not all familiar to most teachers in the field. I think
we've made some real progress in addressing those issues,
and I expect that in a few years we'll have made some real
progress in addressing the issues related to computer
science as well. RS: I
indeed hope to hear more about the issue of teaching digital
aesthetics soon. For now let me say I appreciate the work
you have done so far in the area of digital aesthetics and I
thank you very much for your thorough answers about
it.
Digital
Literature
The
New Media
Reader
(with Nick Montfort; MIT Press 2003) and
First
Person: New Media as Story, Performance, and
Game
(with Pat Harrigan; MIT Press 2004) (
review).
As an author of digital literature Noah
Wardrip-Fruin has become well known for Gray
Matters (together with Chris Spain, Kirstin
Allio, and Michael Crumpton), a fiction embedded in
images of a human body, and
The
Impermanence
Agent
(together with Adam Chapman, Brion Moss, and Duane
Whitehurst). Both works were part of the Guggenheim
Museum New York's 2001 "Brave New Word" program.
More recent works of digital literature include
Talking
Cure
and
Screen.
Noah Wardrip-Fruin is Traveling Scholar at Brown
University. Roberto Simanowski talked with him
about disappearing, instrumental, fixed, and
responsive text - about text-games, word pictures,
critical technical practices, and the future of
digital literature.
2. Screen
3. Talking
Cure
4. The
future of digital literature and its
curricula
essay
on the Agent its point is not only that we are
observed by new technology, but also that we use this
technology as a means to observe the Internet. The keyword
is customization or, as another more figurative term for it
goes, the Daily Me. Could you please tell us a little about
this customization and how the Agent renders it?

Electronic
Literature Organization's
project for Preservation, Archiving, and Dissemination - and
out of that work we've recently written a pamphlet, aimed at
authors who work in digital media, that will hopefully help
address this problem. The pamphlet is called
Acid-Free
Bits and it was
published in June.

Screen (Image by
Josh Carroll)experience
begins with an introductory text, written by Bob Coover. I
believe, incidentally, that Screen is the first piece
of electronic fiction to contain text by Bob, though he's
been a high-profile supporter of such work for many years.
After the introduction, three memory texts are displayed -
each the size of one of the Cave walls, and projected onto
one of the walls (
first
text). A voiceover
reads each text as it appears. The wall texts are very
page-like in appearance, and the voiceovers enforce a linear
experience of them, even if an audience member's eyes may be
glancing around the space. At the end of this the audience
is standing in a box of words. Then one of the words peels
loose. And then another. And another. They flock around each
other and the reader. And, just as we track the position of
the reader's head so that we can generate appropriate images
for the walls, we also track one of the reader's hands, so
that the reader can reach out and strike the loose words she
sees in front of her. Struck words return to the walls,
sometimes to the place they came from, sometimes to a space
left open by another word. If no space is large enough, or
if the striking motion is particularly strong, words can
break apart. The word-by-word reading of peeling and
striking, and the reading of the word flocks, creates new
experiences of the same text - and changes the once normal,
stable, page-like wall texts into progressively-altered
collages. The pace of peeling speeds up over the time of the
piece, and when too many words are off the wall the piece
ends (with the remaining words coming loose, swirling around
the reader, and then collapsing). So the experience lasts
longer the more actively words are struck and sent back to
the walls. But this also progressively alters the original
wall texts, so the more active reader also deforms the
memory texts to a greater extent. (see
video
of Screen [10MB])

Screen (Image by Josh
Carroll)conference
paper
Screen could be called an "instrumental text" or
text-game. You state that the type of engagement authors
hope to produce with instrumental texts may be more musical
than game-like. However, the feeling of being in a game is
exactly what Screen creates. You don't want to read
the words coming up to you - you want to win. You are trying
to keep all those words from getting lost. You are trying to
keep them on the wall, which represents our memory or
rather: the external archive, external
storage. The aim of our physical effort is to return the
words to this archive. The more effectively we do this the
less time we find to read the words we are saving, which
means we don't refresh the words in our internal archive.
One feels reminded of king Thamus in Platon's
Phaidros-Dialog rejecting the script offered by the
Egyptian God Theuth with the explanation the chance to store
knowledge as script will ruin memory. Could this be the
deeper meaning of the way you have text and reader interact:
to stress the contradiction between keeping words stored in
the box (or on the wall) and keeping them alive in our
mind?
Text
Rain's is edge
detection. And, of course, it goes to extremes -
Arteroids (
review)
is a mapping of words where pictures would be in Asteroids,
it's not just a graphical logic, but a well known graphical
game with words inserted. And all this leads me to wonder,
if we're going to play with words, aren't there also
linguistic logics that would be worth exploring as the basis
for play? I ask this rhetorical question, of course, because
it's one of the things I've been thinking about quite a bit
recently. Brion Moss, David Durand, Elaine Froehlich, and I
are working on a project - commissioned by Turbulence - that
creates textual play through word-chaining logic that goes
back to Claude Shannon. In a play on the terminology you
brought up earlier, we think of these as textual
instruments, rather than instrumental
texts.
The
Impermanence Agent: Project and
Context.
Screen, on the other hand, does not seem to aim for
such practice. I don't see how it aims to teach and
enlighten its audience, its users, about technology and what
impact technology may have on our lives. Rather it shows
what cool stuff one can do in three-dimensional
environments. I am not saying every piece has to have a
critical message. I am just curious to hear your
answer.
Written
Forms. What this
technique creates is an image made up of a mixture of layers
of text of different shades. It starts with a live video
image. Then this image is reduced to a limited number of
shades - brighter and darker areas. When we use this
technique for Talking Cure we reduce the image to
three shades: dark, medium, and light. There are also three
texts, which are each the size of the screen, and which are
colored dark, medium, and light. The video image's
resolution is reduced until each pixel is the size of a
letter, and then the shade of that pixel (dark, medium, or
light) is used to select which text's letter to show in that
location.

Talking
Cure
Reader with Talking
Curefirst
text layer - version
from the 2002 installation). Another layer of text consists
of the words "to torment" repeated - one of the few direct
quotations attributed to Anna in the case study. The third
layer of text, which I wrote, reworks Anna's snake
hallucinations through the story of the Gorgon Medusa,
reconfiguring the analytic gaze
(
third
text layer - version
from the 2002 installation). Speaking into the microphone
triggers a speech-to-text engine that replaces Anna's words
- the middle layer - with what it understands, and often
misunderstands, the participant to have said. What is said
into the microphone is also recorded, and becomes part of a
sound environment that includes recordings of Breuer's
words, Anna's words, our words, and all that has been spoken
over the length of the installation. Other people in the
space observe the person in the chair through word pictures
on the screen. We've seen readers move their bodies at first
to create visual effects, and then to achieve textual ones,
creating new reading experiences for themselves and others
in the room.
Text
Rain,
David Rokeby's
inter/face,
or
Untitled
by Squid Soup). Your pieces treat text as text, which the
reader is still able to read, and supposed to read, and
which only in a second step becomes something connected to
and signified within its specific environment. Whether the
text is overwritten as in Agent or peels from the wall as in
Screen, text turns from text representing a story
into text representing an idea. One may even say the way the
text gets lost as a story is part of the overall story your
piece aims to convey. I welcome this as a kind of
'conservative' version within an avantgarde art form, giving
meaning and future to the term digital literature as
in contrast to both traditional literature and
digital art. How do you situate your work and where
do you want to go with your next projects? Where do you see
digital literature/art as such
going?
published
on dichtung-digital 2/2004