www.dichtung-digital.com/2004/3-Campas.htm

The Frontiers between Digital Literature and Net.art

by Joan Campàs

My aim is to show how the frontiers between the various disciplinary spheres are disappearing in the digital world. Therefore, to start with, the basic aspects of what is known as digital art are set out and are compared with the concepts of Roland Barthes on the post-modern text. In this way a relationship is established between the discourses on Net.art and digital creation on the Net and theoretical postulates on hypertext and Net.literature. Next the results of this comparative reflection are applied to a visual experience: letting a series of online works speak, grouped together in a particular classification, in order to see whether or not the theoretical model constructed is valid. Finally, I pose questions about this experience by highlighting the implications of the construction of new contexts in real time in the sphere of literary and artistic creation.


I shall try to synthesize the central points of the discourse on digital art in order to demonstrate the gradual disappearance of the frontiers between the different forms of digital creation on the Net, starting with a statement that is widely accepted: the change from analogical to digital is affecting all areas of cultural creation (design, production, distribution, reception) and, in particular, the art world. Over recent years the specific function of art has changed. The traditional functions attributed to it – intuition, revelation, catharsis, expression, representation – are now performed far more efficiently by cinema, television and advertising. Art, therefore, has to reconsider its function, problems and system of representation. The social significance and the role of art have now to be sought in the process of communication, which consists of memorizing, processing and transmitting bits of information. Art has nothing to do now with the production of works – whether by traditional or electronic means – but with the discovery of the internal logic of a view of the world. Digital artists have replaced the paint pots, the brushes and the primers with the computer, Flash, Director or Java, and have become part of the community of software users. This use of digital techniques is justified because artists consider that it is necessary to use the techniques that are contemporary with the thinking on which they wish to act. To talk of here and now one has to use the techniques of here and now; if the artist uses techniques from the past, they will have to say a great deal in order to be able to speak with the same depth and the same complexity. It is easier, therefore, to make use of what one has, the available techniques, as they carry much of the present: they are born of this present. In this way, the appropriate technique becomes more than just a simple tool, a simple fashion: it becomes a significant and integral part of the work.

But, simultaneously, this need to use the most recent techniques is paradoxical, as the technologies are dependent on inventions and the technological race, and at the same time a sort of stabilization of these techniques is expected in the form of standards. Computer science offers complex software. On one hand, what is called hypermedia consists of the ordering of a stock of information and, on the other, the synthesized image depends, from its beginnings, transformation and performance, on a series of laws coded by computer science. Should we be talking of software as a work of art? Digital is a medium with a potential that seems unlimited: the possibility offered to the artist of effortlessly combining images, texts and sounds in the heart of the computer’s space-memory, without friction or gravity, gives them a freedom of creation hitherto inconceivable. The appearance of digital technology is at the heart of a fundamental change in terms of the creation and perception of images: it is now possible, based on binary numbers, to create an image that can be manipulated as never before. Thanks to this new technology, today’s artists can invent not only new forms of “reproduction” but also of “production”.

The digital confers a new power on the image: an infinite malleability. Until very recently, visual information remained static in the sense that, despite the possibilities offered by film editing, the image was fixed. Conversely, since the image has been translated into digital language, it can now be modified down to the tiniest elements; it has become information, and all information can be manipulated. For the first time in history, the image has become a dynamic system, given that it is capable of interacting or dialoguing with whoever creates it or looks at it.

Even though the public continues to be educated perceptively by images (photography, the cinema and television) and by the mass media (still subjected to an order against which generations of artists have rebelled against), the spread of digital technology, especially since the 1980s, has introduced increasingly important qualitative changes in the relationships of this public with visual, sound and textual information. This is because one of the revolutionary characteristics of digital is to associate the user with the working of the machine, establishing between them a short, rapid retroactive loop. The computer allows the user to interact with the visual, sound and textual data communicated to him or her. By becoming interactive, the nature of the media changes. An interactive image, though generated by an optical device (photography, cinema, television), does not have the same effect as a traditional image with which no interaction is possible. The author and the audience share the same communicational logic, the same desire for crossover, for responsibility claimed in the making and the circulation of the information, the same sensitive space (that of the interfaces) and the same temporality. Artist and audience are forced to share the same time.

In the field of the image, digital introduces another change. It breaks the relationships that link the image, the object and the subject. The digital image is no longer an optical projection of the object coming between it and the subject, and keeping them apart from each other, reinforcing their status. The image conserves no physical or energy ties with the real, it is the expression of a specific language, the language of computer programs fed on algorithms and calculations; interactivity makes it dependent on the reactions of the spectator. The techniques of synthesis do not propose for the real a more or less similar representation but a simulation. Simulation and interactivity are linked. One simulates to interact. Digital introduces a new visual order, at the same time as it supplies artists with materials and tools that profoundly alter their relationship with reality. The materials and the tools of simulation are no longer those of the real world. Artists do not work with the material, nor with the energy, but with symbols and information. They process the information with these technologies because they are necessary for them to establish a true dialogue with the contemporary world, in such a way that they often cease to be tools to become the subject or even the object of the work.

Artists construct their language by dialoguing with the machine. This becomes their partner, their source of inspiration, their model and often even the subject of their artistic investigation. In the information era, artistic activity, like any other, has to adapt itself to mobility, exchange, the flow of information. Digital images have the advantage of being everywhere at once; therefore a kind of art is emerging that is specifically conceived to circulate around networks.

Digital art, like multimedia art, processes data that belongs to the sphere of sounds and texts and to fixed and moving images. However, what characterizes it is not the mixture of genres, but the establishment of its own language. The contribution of digital art does not consist merely in being able to digitalize music, even if that makes it possible to create sounds unheard of up to now, but in confronting the receiver with new, complex perceptive situations that hitherto could not have been conceived. A classic piece of music on CD-ROM support remains a classic piece. Digital art is not about supplementing classic practices, but about proposing totally new expressive and semiotic situations. The digital image is not just the fruit of a new way of producing images, but a radically new image, and it forces art to reconceptualize the very notion of image.

The majority of artists’ creations are hybrids in which the technical possibilities are used to multiply the possibilities of expression. This hybridization is certainly one of the most interesting aspects of digital art, as not only does it break down the traditional barriers between the arts, but it also introduces artistic approximation into areas that, up to now, have remained outside them. The main aim is not pluri- or multisensoriality but consensoriality. This is why it is so attractive for immersive practices or virtual worlds: it is a case of specifying new relationships in a representation that is no longer exterior, in the eyes of the perceiver, but which embraces them, treating them simultaneously as a perceiver and a contributor in the proposed sensorial world. It is thus the return to a certain realism: the perceiver experiences, in effect, the need for stable reference points, elements in which they can recognize themselves, and based on these reference points, they agree to let themselves be taken away to something else. The digital artist is the person capable of introducing semiosis to these technical effects and, therefore, of allowing his or her critical proposals to be shared intersubjectively, by making the work speak.

Placing an image on the Net only makes artistic sense if, and only if, the installation of this image corresponds to all the symbolic manifestations of the Net. In 1997, Fred Forest auctioned the Internet access code of a digital image; the buyer of this code possesses this work as a real work. The image ceases, in this way, to be an image, becoming an artistic objectivization of the concept of a Net. For the first time in history, a work, via networks, can appear simultaneously and in the same way, without losing anything, throughout the planet, as its materialization is merely a screen. This situation questions the very notions of culture, universality and totality.

It is an art without materials (although it needs to be memorized on material supports and has to be actualized on a screen). The dematerialization of digital art means essentially that any digital art creation is, to begin with, designed without a pragmatic relationship to the material. In this respect, it only definitely takes shape in a simulation: every manifestation of digital art is the simulated moment of an absent material. (The same thing occurs with a play. A published dramatic work is only a potential work, which only really gathers meaning in the various objectivizations of the performances that constantly renew it. This is also true for a musical score). The book and the score are, with regard to the theatre and music, the writing space, the simulation of the work that is realized in every performance or concert. In a certain way, it makes the old dream of total art come true: it unifies what up to now has been separate. Its objects “are not now images, texts, sounds, nor even the combination of virtual, acoustic and tactile sensations, but complex devices, hybrids, that include some of the instruments that have prepared them, when they themselves are not identified with the machines. There is no work outside the device – the device creates the work”[1] as Jean-Louis Boissier reminds us. It is an art of the model in the mathematical sense of the term; it is not an ideal but a formal model, calculable and operational. It is a work that each time “re-produces” itself identically, and which each time, at the moment of its realization, shows itself to be different. 

A generative novel, for example, is a novel whose pages are not written anywhere before the precise instant of their materialization in a given place. It is impossible for two readers to read the same page of the same novel. A reader, unless he or she has the means to record it, can never read the same page twice. No two readers ever read the same novel. There is an author without whom the work would not have been possible and it is he or she who defines a meaning horizon for the work, but what changes is the author’s relationship with the work. In classical genres, the author always had the last word. In digital work, it is the work that has the last word because the author finds himself or herself in the position of the reader who cannot now modify the result when it is realized.

Fascinated by real time, digital art is an art form that takes the risk of the happening, like dripping or certain types of lyrical abstraction. The work is produced live, and it is this production the spectator attends. But real time is the time of reception, not of production. It is the time of the show, not the physical processes. Digital work has the power to be everywhere at once: it is present simultaneously, unchanged, throughout the planet. In this it is like Deleuze’s rhizome figure, as it can expand and reproduce itself by diffusion over all the nodes it gains access to. Thus the Net is the natural place for it to develop. Theoretically the Net itself could even become a unique work of art. Now, a single work could simultaneously occupy, and in several forms, all the screens on the planet. We therefore say that it has, by nature, the gift of ubiquity. In a certain way, it is trying to surround the spectator, immerse him or her in a creative universality in which the observer is part of the same simulation.

The digital work is, above all, a group of mathematical variables. For this reason, it is accessible to any other group of mathematical variables comparable to it. Thus, two works can interact, and their interaction creates a new work, in this way opening itself up to an immense universe of collaborations. Open to calculations, built on models, it is spontaneously available to be interchanged; therefore the presence of spectators influences the work. There even exists the possibility of constructing a theoretical spectator, a spectator who is part of the work: it would only be necessary to introduce a spectator profile into the model. However, interactivity is not participation, although in all interactivity there is a certain degree of participation. Participation is an attitude to the work, while interactivity is a presence in the work. The interactive spectator is not external to the work but an element of the model like any other; he or she is designed and constructed by it. All other interactivity is restricted interactivity, as it allows spectators to believe they have mastery of the work, while they only possess what the designer of the model wishes to delegate to them.

The settings of the simulators – such as piloting planes – as well as many videogames make an effort to give their users maximum mastery of the process. They work on reflex behaviour and primitive emotion, but do not try to cause semiosis or generate any new meaning, precisely because they have no artistic aims; artistic devices on the other hand – perhaps because they are destined for public places – are made in such a way that they generally establish a distance, a series of ordered differences. Simulation devices are only efficient if they produce the most perfect possible clones of reality: to improve the efficiency of their pragmatic behaviour, perceivers have to rediscover themselves in the worlds in which they will find themselves confronted with. Interactivity defines a learning process in them. In interactive artistic digital systems, on the other hand, perceivers cannot know the rules to which their behaviour is subjected. These belong only to the device they are up against and they change from one device to another and may even change from one moment to another in the same device.[2] It is this difference that legitimizes the new artistic idea. Perceivers find themselves in a state of permanent surprise, and the choices they are invited to make are often blind choices. Interactivity defines an observatory there. Perceivers always have to try to understand, to anticipate and thus they are placed in the role of observer.

One of the most interesting aspects of digital art is therefore the relationship it maintains between the real and the virtual, between the world in which perceivers know themselves to be in and the world in which the artistic proposal places them in a simultaneous and indissoluble way. Although they are in it, perceivers know they are also outside it. They take part and observe themselves taking part.

It is in this duality where the basic interest lies. It is a situation that reminds me a great deal of the Bakhtinian metaphor of the carnival and its mechanisms of interpersonal communication. In the carnival there is open communication that breaks with the habitual hierarchical organization and social classes, as it is not based on any power structure; it is a priori an unstructured system, but which grows apparently chaotically with the incorporation of people who let themselves be carried away by it, and it develops according to the paradigm of the Net and a plurimedia format (dance, rhythm, body, image, disguise, music, text, context…) all interrelated in a creative, active, fragmentary, non-linear way.[3] Moreover, it is an ambivalent experience. Participation is individual, but not private, as it is open to everybody. To join in the carnival there are no rules or regulations of access: you just have to join in and adapt to the game. It is precisely this integration, participation, and interaction in a pattern that constitutes the basis of the carnival. The ambivalence also affects the double function that the participants take on: they are at once spectators and actors, they are both subject and object of the event, observers and consumers of the information flow, and part of the show. For Bakhtin the carnival is on the frontier between art and life. As Roy Ascott says, “instead of creating, expressing or transmitting contents, the artist is now in the business of creating contexts. Connection, interaction and emergence are as of now the watchwords of artistic culture. The observer of art is, as of now, at the centre of the creative project, and not on the periphery. Art is no longer a window open to the world but a gateway through which the observer is invited to enter a world of interactions and transformations”.[4] “Old art was made to be seen from the outside. New art is made to be constructed from the inside”.[5]

Digital art transforms perception in action. In a society in which there is virtually nothing natural left (biotechnologies, genetic engineering, cloning, transgenics…), and in which the human being has become a cyborg, what Katherine Hayles calls post-humanity, digital art originates new symbolic representations and forces us to reconsider the frontiers between the natural and the technical, man and object, and perceive how they are becoming increasingly blurred. The perceivers of digital art are in a state of experimenting with their own aesthetic perception. The aesthetic object is modelled and understood when experienced.

And this experimentation can only arise in the context for which it was planned. What counts is the process, not the object that carries the materialization of this process. Of that there is never anything left. Therefore it can be claimed that digital art is worthless. Why keep one line and not another as the digital model always produces new updates? You cannot exhibit a digital work of art, you have to immerse yourself in it, browse, interact, and experience its processes in the planned surroundings. The work of art, therefore, has changed its status. After adopting the religious stance (the object as a sign of an invisible hereafter), the aristocratic stance (the object as a hierarchical sign of the person who possesses it), the bourgeois stance (in which being is confused with having), the work of art now tends to adopt the financial stance, that of flow: the work has no value in itself, but according to the movements it causes. This is logical in the new context of the information age.

The Post-modern Text 
Yet this entire discourse on digital art is closely linked to the concept of the post-modern text.

The notion of the post-modern text[6] originates from the combination of structuralism, Marxism and psychoanalysis at the end of the 1960s, mainly in France. The text is no longer conceived as a product but as a production, in other words it is never finished, rather always potentially infinite and it escapes both its author and its reader. The text belongs to no-one, no-one masters it, so that the classic linear organization is broken in favour of a combinatory, fragmentary, arborescent organization, in other words, into demultiplied reading routes, where a reading of multiple meanings not necessarily foreseen by the author is authorized.

Different readings and different reading routes are always possible; none is, a priori, better than any other, because it is the reading that at every moment recreates the text. In this way, the distinction between writing and reading is erased like that between the author and reader. Reading is no longer simple consumption, it also produces text, it is also writing. These multiple reading routes call out to other texts: it is the intertext that recalls a group of other texts in the text, which they forward on to other texts, to a potential infinite. As Roland Barthes says, every text is an intertext, it is a new fabric of previous quotes. No reading exhausts the text: there are always further readings and virtual routes possible.

The notion of the post-modern text is not restricted to just contemporary literature or writing: the text is everywhere, according to Barthes, as from the moment a reading route is no longer simple consumption, rather production, it is authorized to make it emerge. Text can also be found in visual works of art, including photographic and cinematographic works. To read, we no longer need the guarantee of the proprietary author, as the text is not an object for consumption, rather one of play, work, production and practice, and is tied to fruition and pleasure, as it is the space in which no language bars the way to any other, in which languages circulate.

Barthes’ text[7] describes the non-restrictive, non-linear non-morphological way that texts work, which computer programs merely foster. What has predominated in the last two centuries has been the Newtonian reduction of the Text to the work. Now it is a case of displacing the notion of work with that of text. The work is an object that is seen, that occupies a space; the text, on the other hand, is a methodological field that is not shown but demonstrated, which rests on language and is only experienced in a task or a production, and therefore does not stay still but is constantly in movement. The text does not belong to any genre or any classification; it is always paradoxical. The work is enclosed in a meaning that becomes the subject of hermeneutics; the text is experienced in an indefinite search. The text is plural not in the sense that it has several meanings, but that it realizes the same plurality of meaning. The text is not a coexistence of meanings, but a crossing; it cannot, therefore, depend on an interpretation, but on dissemination. The work is the property of the author, but the author is not the owner of the text: the metaphor of the text is that of the Net; if the text spreads it is due to a combination that goes beyond the controls of the self who writes. The work is the subject of consumption, while the text is play, work, production, practice. In synthesis, a text is not made up of a line of words, from which a single meaning is deduced, but of a space of multiple dimensions in which different writings are compared, none of which is original. The text is a fabric of quotes that come from thousands of centres of culture. All in all one may deduce from this that in writing there is no subject with an identity: the beginning of writing is the “death” of the author, of this modern entity that emerges only when the individual and the person is recognized historically as having value; but in writing, as Bakhtin anticipated, it is language, not the author, that speaks. This weakening of the privileged position of the author translates into a strengthening of the function of the reader. “(…) a text is made up of multiple writings, that come from different cultures and which, together, establish a dialogue, a parody, a response; but there exists a place where all this multiplicity comes together, and this place is not the author, as has been claimed up to now, but the reader. The reader is the place where all the quotes that constitute a text are inscribed, without any being lost; the unity of the text is not in its origin but in its destination (…)”.[8] Although these theories of Barthes’ differ from hermeneutics and the aesthetic of reception, given that they defend an ahistoricism in the production and the discursive reception, they are close to the critical theory that champions the precedence of the reader and which constitutes the most important precedent of the aesthetic of interactivity and the aesthetic of play.

This new structure imposes a new space and a new temporality, as the computer effectively sets the text in a new space and new temporality; the necessarily linear development of the text and the traditional book now instantly becomes a non-linear development: you merely have to click to be in cyberspace. With the Internet, the multiplication of reading routes has become immediately possible: by clicking on the anchors of the text, other texts can appear on the screen, which at the same time will forward us to other texts. In this way, just as the space of the text is the subject of a veritable explosion, of a mutation in hyperspace, inversely, the temporality of the text is reduced to the point of its disappearing in instantaneity: in the fragmented text, each of the fragments is immediately accessible thanks to links, and any one can potentially come after any other. With no pre-established order, temporality disappears, and causality too. It is no coincidence that the most popular hypertext software is called Storyspace, given that hypertext fiction is organized in space and not in time: the text becomes a labyrinth.

The characteristics of the digital medium contribute to questioning the work of writing and reading, as well as the roles of author and reader, which the theory of post-modern text deals with. The author in front of the computer effectively has to abdicate his absolute power over the text, because it escapes him or her. The authors of electronic literature soon chose to accentuate this aspect by playing with the interactive possibilities of the web, systematizing this interactivity by making a game/route of multiple choices out of reading the text; each reading therefore becomes, in turn, writing, because only one’s route or another itinerary allows the text to be “written”, updating it. Moreover, seeing as not all the routes can be followed at the same time, each time some “texts” remain “unwritten”.

For Landow,[9] hypertext reconfigures – rewrites – the author in several ways. The figure of the writer in hypertext is close to that of the reader: the functions of writer and reader closely intertwine. Hypertext, which creates an active reader, contributes to the convergence between reading and writing; it encroaches upon the writer’s prerogatives and grants some of them to the reader. A sign of this transfer of powers is clearly seen in the possibilities for users to choose their own way, to annotate texts written by others and to create links between their own and other people’s documents. Hypertext, by reducing the autonomy of the text, also reduces that of the author: it does away with certain aspects of the text’s authority and autonomy, and in doing so also creates a new concept of the figure and function of the author.

As for the reader, hypertext is the culmination of the recognition of his or her activity that begins with the theory of reception. Their activity will not just be that of filling in the “empty spaces” that Ingarden discovered in linear texts and becoming the “ideal reader” who constructs texts. Now they can choose their own routes and establish relationships and links between texts or parts of texts, so that each reader is unique in a literal sense.

Reader of hyperfiction have to take responsibility for their own routes and be aware of the nature of the text resulting from their actions, seeing as there is no “correct route”, nor are some links better than others. By not worrying about the traditionally conceived plot, the reader cannot be “missing anything important”, the feeling that can only be experienced in texts with a linear plot.

And when does a work of hyperfiction have to stop being read? When one has finished reading it? If there is no beginning or end, it may be complicated to know when to stop. Landow’s answer is that readers have long been familiar with multiple or open endings in literature, books that end physically but without drawing any conclusions. What does “end” mean? A point of no return? The element that gives meaning to all that has gone before? When the reader decides to stop navigating, is the direction of his or her route reconstructed? A structure seems “closed” when it is experienced as a whole: coherent, complete and stable. This experience of the final stability of a structure will be marked by the particular structure each reader may be constructing; he or she may even decide to stop, leaving it open. Are we not, precisely, in a period in which uncertainty and indeterminacy predominate?

Joyce warns us thus in Afternoon: “When the story ceases to progress, when it falls into a loop or when its route tires you, that is the end of your reading experience”, “in all fiction finality is a suspicious quality”. It is the reader who decides when the reading experience, not the story, has finished. The criteria for the decision are not the fulfilment of the action but the fact that the story is not getting anywhere or that it is boring.

The notion of identity and authorship, which has been central since the Renaissance, is questioned not only for having placed a certain decision-making power in the hands of the reader, but for the fact that the author often plays at taking on different identities. One of the characteristics of hypertext is that of allowing readers to save the course of their reading route, and in this way contribute to writing their text, to making their mark on hypertext.  

Combining both discourses, it is easy to see that they have a series of points in common, such as the consideration of the work as a process and the text as a product, or the image and text as information and algorithm, or new perceptual situations and new processes of semiosis they generate, hybridisation and simulation, the artistic and literary objectivization of the concept of the Net, dematerialisation and simulation, ubiquity, a fragmentary nature and non-linearity, software as a work of art and as a text, the updating of the new textual and iconic spaces, reception time versus production time, and action as reading and perception.

Textual Experimentations  
Having reached this point, it would be good to check whether this theoretical discourse is validated, in practice, by the visualization of some examples of these new spaces of artistic and literary production on the web, which make a privileged use of the text and the image, and which could not be possible on a printed support.

Since 1994, and especially since 1996, the number and the diversity of creations on the Internet have grown exponentially. Despite its short history there are hundreds, perhaps thousands, of creative works on the Net. Without wishing to classify them, I can distinguish several lines of research that I group into the following categories: hypertext, connectivity, code art, relational cooperation, text generators, and visual poems.[10]

Hypertext 
The arborescence, multi-linearity and maze-like structure that characterise the structure of a good many electronic works transform the notion of text space on the Internet. Added to this spatial depth that the relationships between the pages construct, is the two-dimensional treatment of each page. The surface on which the text is placed has been the subject of numerous experiments by artists. The size of the computer screen, its luminous nature, the status bars and the scrolls that make it possible to hide the text or show it, the textured and/or coloured screen backgrounds, the size and colour of the letters, and the choice of the typography are ingredients that artists bear in mind when processing the text in their works. The use of these possibilities has considerable influence on the meaning of the words, statements and stories that make up the work.

Most hypermedia works are “closed” works, in other words, autonomous entities whose links and nodes are inside the work. The reason why they are on the Web and not on CD-ROM or diskette is related to the mode of diffusion chosen by the creator and the nature of the language (the software) and the writing. Hypertext literature that has existed for years, that works with the interaction of texts integrated with other media, has installed itself on the Internet both as a mode of diffusion and of creation.

One of the pioneers of this kind of literature and artistic creation on the Net is LoveOne[11] (1995) by Judy Malloy, a work of purely textual narrative fiction, in hypertext format, set out like the pages of a diary that seem to explain a love story, although it is difficult to guess what it is about; many interactors will not reach the end, as they will feel disoriented or lost. In fact, it is about the relationship between two lovers, their emotions, what they feel and how they feel it. It has 129 pages, with a white text set in a column on a black background, 4 green pages, 9 red and 12 blue. You can click on every red line to turn the page; the blue lines indicate that you have already “read” them. On page 129 you will find the word reset underlined in red; by clicking on it you accede to another text by Judy Malloy. Space, in LoveOne, has no importance due to the presence of technology: it all ends up as a single macroplace. It does not matter where you are. All the characters feel and relate to one another in the same way. The fact that the stories are interlinked creates the feeling of not knowing exactly when they take place. Time is disordered, there is no beginning or end – it is like a collage. It is, therefore, a story without the typical narrative characteristics (introduction, exposition, denouement). LoveOne is a metaphor about the Internet, where you can find everything, pages for everyone and on any subject. In LoveOne there are also emotions, sex, music, cars, friends, fun, modems, the beach, all mixed up, as if it were an Internet portal. The experience of clicking to go to another page is similar to that of making a search with Google: you can control where you want to go but the control is lost when the page you get to is perhaps not the one you were looking for.

Within this new form of literature we find the poetry of Jason Nelson and his interactive poem entitled A tractif[12] (2000). On the main page there is only the name of the first eight numbers; by clicking on each of them, a fragment of text appears. The option “move” allows you to move the text around the screen and the option “x” to close it. The different fragments can be opened by following the numbering, or doing so randomly; you can leave some fragments on screen and close others, so the poem takes on multiple possibilities. A soundtrack of murmurs and whispers seems to breathe at a half-choked pace, somewhere between anguished and possessive. The interactor can make over 40,000[13] different combinations from a single poem thanks to the freedom to manipulate the texts directly.

Olia Lialina: My boyfriend came back from the war
http://www.teleportacia.org/war/wara.htm

In My boyfriend came back from the war
[14] (1996), based on the feelings and emotions produced by a personal situation, the Russian artist Olia Lialina establishes an interactive narrative scheme in the form of a conversation. In the evolution of the web, the best-known browsers (Netscape and Explorer) have made it possible to read frames, which has made the design of html files more dynamic. Dividing the surface into areas and allowing some areas to remain on the screen while others are replaced, the frames have contributed to dynamizing this space. This is one of the more notable projects in the use of the frames, as it shows the narrative potential of this technology. The image of a couple sitting constitutes the frame of reference throughout the work. It is a fixed image, and the relationship between the individuals shown will remain intact, even if a lot of activity occurs around them and ends up affecting our reading about this relationship. The rest of the screen is divided into areas, separating the conversations that take place into other squares, getting smaller and smaller. Each conversation is a route that the reader can take but which will always end the same way, in a completely black window, representing each time a possibility that gets darker, a voice that fades in lack of understanding, lack of communication or misunderstanding. Waiting and lost hope form the narrative thread of the work, characterized by the effects produced by the use of frames, in such a way that they accentuate its dramatic nature more efficiently. Lev Manovich has established a parallel between the use of frames in this work and the technique of film editing. The story hinges on a conversation between a girl and her boyfriend, who returns from the war. In the reference image, the two lovers turn their backs on each other and the internaut, according to the disordered clicks, will read their first chaotic exchange and will eventually lose the meaning of the dialogue. The questions will not necessarily require correct answers, seeing as their visualization will depend on the internaut’s order of intervention. But all in all, whatever the route taken the story remains clear, not in a first semantic degree, but in the feeling produced by this conversation without rhyme or reason, which betrays lack of understanding, lack of communication or misunderstanding. The interface plays a much more important role than that of simple support, as it participates in the narrative and semantic construct.

Ghost City
[15] (1997), by Jody Zellen, develops a hypermedia universe where the image predominates. The user can choose between twenty-five links presented in the form of a square subdivided into equal parts of five squares by five, each of which is an animated image or a coloured square that contains one of the letters of the title of the work. By clicking on one of these links, you enter the metaphorical representation of a ghost city where you find more links, that send you to other pages, other animations, other streets, districts, spaces… and you end up getting lost in this unknown city. Texts that move around the bottom of the browser take part in the construction of the meaning and this strange atmosphere. Internauts find themselves becoming submerged in a graphic maze, in the cybernetic architecture of an infinite and chaotic space. It is memory and the journey through time and space, whose images become fragments of distant memories or a disturbing dream. Continuing with the reflection on the urban experience, Jody Zellen, in Ghost City,[16] suggests using the Internet as a magnifying glass through which you can look at the city. At first sight, the work seems simple, like when you see a city for the first time; when you go through the work, the impressions build up and become more and more complex. Jody Zellen creates a mosaic of images and texts that simulate a stroll around the city as if through a maze; the project has a cyclical structure based on the principle of repetition, with images that move and multiply. You will also find several dead ends, hidden links and unexpected places; also, you can return to the same spot and think about what you have missed.

Do you Want Love or Lust
[17] (1997), by Claude Closky, presents a hypertext arborescence with a choice of two answers to each of the questions put to the interactor. In a satire of magazine surveys, the internaut is invited to decide between two options. Through an endless series of personal questions, similar to those found in tests in popular magazines, this project sends you on an endless route, which recalls the obsessive activity that browsing on the Net can turn into. The act of choosing, often a synonym of interactivity, based on the pleasure of exerting a certain amount of control over the contents presented, is soon seen to be frustrating, because the list of questions proposed by the work gets longer and longer. The repetitive nature and the limited choice of answers mean that this adventure soon loses its interest. The internaut quickly discovers that this supposedly free activity is no more than following the same process, click after click, with no answers, no conclusion. The work alludes to the lack of critical sense and the complacency that easily sets in when you browse the web, and reflects on the way that certain websites are aimed at us personally and want to keep hold of us by making us slaves to the mouse. The first question to answer is Do you Want Love or Lust? A choice, therefore, that will lead you to different questions according to the clicks made. In this way, if there are two answers to each question, and if each answer determines the next question, you enter a complex process in which browsing is merely the result of the retroaction between the user and the machine. Closky uses, ironically, the magazine surveys that award points for personality or tastes, juggling with privacy and sarcasm and plunging us into frustration as we never obtain any results.

Connectivity 
Open works can have two forms: they are either wholly made with links that are external to the work or they include, as well as their internal arborescence, links to other sites not produced by the artist but which participate in his or her discourse. In the majority of cases, you can begin an interminable cybernetic drift from these sites, as the links become innumerable, extending beyond the initial project and eventually escaping the creator. They are, therefore, works that use other pages, sites, images, texts, etc., existing on the Net and conceived and designed by others, towards which the internaut is forwarded via the links established by the author.

The Belgian designer Michaël Samyn, founder of Group Z, presents Love [18](1995), a project that explores the notions of what is public and private, offering different points of view on love (from the daisy whose petals are pulled off electronically to the quotes from the Marquis de Sade). Users can contribute their secrets to it and read those of others. This part of the work recalls a wall full of graffiti and refers to the popular and accumulative aspects of the Internet. As is usual in their projects, the artists of Group Z exploit the potential of the Internet to reveal everyone’s most intimate secrets and desires to strangers; in this way, they highlight the possibility of transcending social conventions on the Internet.

With Being Human[19] (1998), Annie Abrahams gives moods and emotions to words, which are grafted to their meaning thanks to the use of the size and colour of the letters, by the choice of typography and the screen background. For the author, “the project consists in the exploration of the common denominators of the human being. Up to now, I have worked on the will, the need to be comforted, understood, the will to open yourself up to the other and the need to protect yourself. On the web we are all nomads face to face with our status as strangers. I try to make propositions that have the possibility of making this state liveable”.[20]

Being Human[21] is interested in communication on the Internet, in particular in the nature of e-mail correspondence. Taking the text as a means of expression and exploiting the different ways of processing it visually, the artist wonders about the wish to come into contact with the other, about individual difference, about the possibility of establishing a true interchange on Internet. She uses different visual interventions in order to express the nature of these interchanges: the choice of the text and screen colour, the size of the lettering, the superimpositions and the fragmentation of words, their appearance and disappearance, all tend to underline different states that have to do with the quality and intensity of the interchanges. The work highlights the will to communicate, its possibilities and limits: what makes us human beings is that fundamental desire to relate to others. The main page proposes different links that take you to different sections: good morning, your wishes, identity, I want (a kiss, tenderness, respect, pain, a future…). Good morning functions autonomously and does not present any interactivity; it acts as a welcome, an introduction to the work. Coloured windows bearing messages open and close, composing a unilateral conversation with the internaut: “Bon jour, comment allez-vous?”, “Ça va”, “Who are you?”, “Vous ne me connaissez pas”, “Who am I?”, “The same as you”, are questions and answers that make up this dialogue. Here, then, Annie Abrahams questions the identity of the Net, the “qui sommes-nous sur le Net?”. A piece of advice closes this page: “wave to your neighbour”, that shows us what the first step ought to be for one individual towards another. Other links execute small applications in which the internaut is deprived of interactivity and obliged to wait to the end of the messages in order to have further access to the website. “What are our limits and our possibilities in the desire to communicate on the Net?”, asks the artist. How can the user receive this information knowing that it is not meant for them personally, even though the message asks them directly? How can one experience something intrinsically human through a computer screen, with a stranger to whom we are also and who writes to all kinds of internauts? Can you experience the other on the Net?

Juliet Ann Martin,[22] with oooxxxooo[23] (1995), combines the meaning and the material nature of words, giving them a space on the screen that pushes back its limits. These signs, words and sentences take routes that go beyond the immediate surface of the screen and which the use of scrolls allows us to discover. This work falls within the tradition of calligrams, poems that draw a figure in space relating it to an aspect of its content. Grouped together in them are a series of texts, related through links, that are chained together and reply. Not only do these calligrams form silhouettes, vaguely recalling real objects, but they also construct trajectories that push back the limits of space; in effect, they often exceed the edges of the screen, introducing elements of surprise and waiting. Every picture visually describes a state of the spirit, an emotion, a situation that corresponds to a text mentioning the gap between the organic world and the technological universe and mixing these two realities unexpectedly. Privacy cannot be achieved; the machine gets in the way and imposes itself, creating a tension that cannot be resolved. The work is defined in this way by its double meanings and its breaks of meaning, which contribute to creating a poetic atmosphere that the visual configurations and the spatial trajectories eventually support.

Some works take the rhizomatic aspect of the Internet much more into account, so much so that the entire work consists of a series of links. This is the case with the work of Natalie Bookchin, who radicalizes its practice up to the point that it only exists through its external links. Searching for the Truth[24] (2000) is presented as a quite minimalist page that consists of a white screen on which we find a series of nine numbers, where each one is an anchor to a different link; all of them go forward respectively, to the answer obtained by the search based on the word Truth made by different search engines. The result is a series of long lists of sites about the Truth. This search for the truth by Internet leads us to a conclusion: it is not on the Internet where we shall find the Truth. It is an interesting work because on one hand it spreads through cyberspace, proposing many links that forward us to other links, forming in this way the branches of an arborescence that escapes the artist, and on the other, this limitless rhizome is a clear example of what Jean-Pierre Balpe calls[25] “the silence and the noise”. Even today, the majority of those who connect with the aim of finding some information still fail; and this, according to this author, is because the internaut comes up against two obstacles. The silence, when the search engine does not offer them the right answer, or the noise, when it offers them thousands of web pages. Natalie Bookchin shows, through her offering, the great mass of information on the Internet and its absolutely vast nature. We are faced with the mastery of what is absolutely huge (cyberspace) and infinitely small (the internaut). The artist, therefore, centres on the theme of infoxication. Too much information kills the information.

Read me, the British artivist Heath Bunting commands us in the title of the work readme.html[26](1998), and we have to take this order literally, because with read me, Bunting makes use of the Web’s powers of virtualization and transmutation to turn himself into a text, that is, a hypertext. We should not forget that the term “read me” is that of the instruction file accompanying a piece of software: here the hypertext gets mixed up with its own reading instructions, placing it on the stage, and its author. It is a masterpiece and at the same time a piece of great simplicity, which puts the bases of the Internet onto the screen; it is first and foremost a (hyper) space of language, read whilst browsing. In addition however, read me also shows up the place of the artist that has to dive into this sea to perform, to disappear in order to appear, underlining in a poetic, ironic, critical and playful way the tension and the interpretation of the private, personal and public that characterises this medium. In read me we read “Heath Bunting” described in a biographical text in the form of a telegram that describes his life and work. But this text is written, apparently, by an “other” (James Flint, The Telegraph, Wired 50). It is not, then, Bunting who speaks; moreover, each word of the text is underlined and this fact, as well as turning every word into an anchor for a link, depersonalises the artist, dissolving him not only in the words of another on the screen, but in the links that lead to other links all over the Web: by dissolving himself word by word in the hypertext, the artivist infiltrates the web that he ends up possessing and being entirely. Visibility, presence and action, on the web, thus depends on a work of appropriation and disappropriation, of staging and dissolution. The links to which it forwards us are not his work: he has only intervened in the work of investigation and selection. In this way, the notion of creation remains ambiguous, it refers us to Duchamp’s ready-mades, as Bunting uses pages previously constructed, in which he does not formally intervene, in this way distancing the work from the creator. He only intervenes in them as a conceptualist and as a technician creating a series of links to other webs.

“The arts require witnesses”.[27] The Internet is, in a certain way, a supplier of witnesses and a safe place for fans of voyeurism to observe from. It is almost certainly for this reason that the cameras connected to the Net twenty-four hours a day have proliferated, monitoring public places and private spots in real time, turning the public and the private into something that may be observed from the anonymity of one’s own home. There are many artistic projects that use these kind of cameras and their fans as a source of creation. Among the projects that cast a critical gaze over the multiplication of webcams is Multi-Cultural Recycler[28] (1997) by Amy Alexander. It is a work that brings together several of the resources that are considered as belonging to digital art and Web art: interactivity, fleetingness, voyeurism and a certain degree of surprise. It also uses materials of which she is not the author. It gives the visitor the possibility of choosing three cameras, from a menu of about twenty, that are connected to the Net and set up in different parts of the world – at monuments, tourist sights or in private homes. Then the image one of these cameras is capturing at that moment is taken and mixed with the other two and as a result a collage is obtained that the visitor can sign and exhibit. In the recycling process the compound images already taken can also be used. Anybody can go to the original sites of these webcams. Multi-cultural Recycler knocks off-centre three phenomena of the web: the abundance of already existing images; the craze of the webcams that “look” at anything, no matter what and the fascination this generates; and the weakening of the notion of author and reappropriation/withdrawal that all information may experience in this medium. An interesting fact is that it is impossible for two people to arrive at the same result, even if they choose identical sources, as, by being transmitted in real time, the image from each camera varies constantly. In this project a fundamental problem is posed for web artists: the notion of the work of art. The artist puts at the disposal of the user an autonomous application suitable for digitally mixing and recycling the video-images that come from webcams that were already present on the Internet: she just chooses some without taking part. The active and artistic dimension of this work lies, on one hand, in this invitation to interaction between the application and the user, and on the other, in the fact that it uses images apparently of no interest to give them meaning in an original pictorial composition. With this action, the artist criticizes the proliferation of these webcams that, after all, are not much use, and she gives them a second function, recognizing their existence on the Internet and conferring upon them the status of a work of art.

Code Art
A constant in electronic art is artists exploring the medium and the language that constitutes a new technology when it appears. The consequence is generally the production of a series of texts to analyze the “aesthetic” of the new works, while it is the tool, the equipment itself, that is the content of the works. They do not have, therefore, any other content than the medium and its technical possibilities. What all these works have in common the fact is the focus on a technology without trying to stake a claim to any artistic doctrine or style, or professing to containing any message or purpose. The internaut is at times invited and at times expelled from these micro-cyberspaces. It is, basically, a case of browsing and appreciating the compositions and recompositions of constructed, deconstructed and reconstructed universes.

This is without doubt the most subversive category of Cyberart, as it is the favourite domain of the hackers, the iconoclasts of the web and those who spread confusion in our browsers. Others, less extremist, use the technology as a pretext and artistic medium, changing the digital tools and media around to produce a work. Their aesthetic is based on the taste for the code font and low technology; it adopts an anti-image and pro-code attitude, prioritizing the use of the code machine, namely data without format: the ASCII is considered pure art. The interest in low tech is reflected in the supremacy of text over image, which is also low-quality such as bitmap. Its artists reject high technology such as multimedia, Java and Shockwave and express their interest for low bandwidth. Their artwork is an anti-usability race. They carry out different acts of sabotage around the browser: buttons and false menus, or traps designed to make interactivity and communication difficult, or cause it to get blocked. Their intention is none other than to reach the limits of the browser.

One of those most representative of these practices is certainly Vuk Cosic,[29] a Slovenian artist very active on the Net. He works with computer language and especially ASCII (American Standard Code of Information Interchange), the standardized code that allows text information to be exchanged between computers. The use of the ASCII lettering in these works is the result of a choice made by the artist in favour of low tech and refers to the origins of art conceived by computer and to the basis of communication via the Internet; it recalls certain ideals, like the wish for universality linked to the establishment of this code and the promises of accessibility of this technology. This looking back is also a critical response in the face of the frenzied race of new technology and the incessant consumption they demand of users. His site gathers together all his works and links to other works by different artists. One of his best-known ideas is History of Art for Airports[30] (1997), in which Cosic renders classic works of art in the form of minimalist pictograms; in this way he interprets the paintings in the caves of Lascaux, the Venus de Milo, a portrayal of Saint Sebastian and one of the Pietà, Cézanne’s Card Players, Duchamp’s Nude Descending a Staircase, Malevich’s White Square on White, and Warhol’s Campbell’s Soup. Cinema is also present with the brothers Lumière, Star Trek and King Kong. Finally, it is the turn of Jodi, Bunting and Shulgin: in this way, Cosic confers upon his contemporaries the status of great artists.

Some authors use technological language for its graphic and aesthetic qualities, like Ted Warnell, who composes works of poetry based on HTML and e-mails. With Berlioz[31] (2000), the artist invites the internaut to compose a graphic poem by browsing and clicking on the pre-existing lines of text in order to make other fragments appear. These texts come from messages sent to him by different artists. The poems created with this application (16,384 different ones can exist, according to Warnell) have an abstract meaning and their legibility, difficult for the interface itself, showing that it is not the meaning of the words and phrases that matters, rather the impression and the feelings that their graphic form arouses in us. Nevertheless, it is a feeling of frustration that predominates, as although its form is aesthetic, the work is made up of words, the word carries the meaning, and this escapes us completely. Does the poem represent a criticism of communication on the Internet? These phrases, which are overlapped, cut and created, written one on top of the other, these words erased by the pixels of the background image, do they not point directly to what becomes of a dialogical experience on the Web, namely chaos caused by an excess of communication? This techno-poem, composed of fragments of e-mails, codes and HTML language that accompany messages that are usually hidden, does not represent an ode to the glory of technology and the communication age. We were promised the communication age, the information super-highways… Is it really a medium adapted to communication and exchange between people?

The case of Jodi[32] is paradigmatic; they are a couple living in Barcelona, the Dutchwoman Joan Heemskerk and the Belgian Dirk Paesmans,. Their aesthetic and their formalist line have made them one of the inescapable references of Internet art. Their innovative, daring and carefree style has opened a line of work that has helped to define an important tendency in Net.art. The spirit of the work of Jodi can be summed up by the hacker slogan “we love your computer”.[33] They play with the Internet, with the code, with the browser, and with us. And we play with them. They claim that when the Internet user visits their site they introduce themselves into his or her computer. Their work is impregnated with a decadent and obsolete aesthetic that recalls the typography and appearance of the monochrome screens of the first personal computers. When users go to their website for the first time, they find themselves looking at letters fluctuating on a black background that fill the computer screen, with no clues for browsing. You click at random. You find yourself faced with a series of pages that stage the code, the language, endless superimposed error messages, or the icons that populate our screens, etc. Gradually, you learn to choose, to browse without a compass in the space proposed you. Jodi force you to be not merely active but inventive, to explore, to put your imagination to the test, without stupidly following a mode of use. The surprise is total, you never know what awaits you on the next screen, what will happen… The worry that the computer will crash is ever-present.

In the project 404[34] (1997), their best-known work, the first page to appear is that of the famous error “404 URL not found”. Error 404 always originates when the user asks the server for a wrong address, which gets stored in the error.log file of the server program. Composed of only four pages, on its homepage it reads only 404, where each number links with one of its three other pages, “unread”, “reply” and “unsent”, all divided horizontally. A box of text appears in the bottom frame, reserved at the entry of the user’s message, accompanied by a reply button with the label “Re”. Once the message has been written and sent, the result will be the appearance in the top frame of this text with certain alterations that will deliberately sabotage the act of communication: in “unread”, the vowels of the discourse in question are omitted, leaving a meaningless text composed of consonants and punctuation marks; in “reply”, the message is hidden and is substituted by the user’s IP address; and in “unsent”, the vowels from the initial e-mail that were not sent are visualised. These three sections clearly show, respectively, three constants in Jodi’s work: the interruption of interaction, the loss of anonymity and the denial of communication. It is, therefore, a case of taking advantage of possible errors and unforeseen factors in hypertext language to construct projects of great graphic impact, in which the internaut is forced to fight against some pages that he or she never really understands. It is degree zero of the game.In the project 404 (1997), their best-known work, the first page to appear is that of the famous error “404 URL not found”. Error 404 always originates when the user asks the server for a wrong address, which gets stored in the error.log file of the server program. Composed of only four pages, on its homepage it reads only 404, where each number links with one of its three other pages, “unread”, “reply” and “unsent”, all divided horizontally. A box of text appears in the bottom frame, reserved at the entry of the user’s message, accompanied by a reply button with the label “Re”. Once the message has been written and sent, the result will be the appearance in the top frame of this text with certain alterations that will deliberately sabotage the act of communication: in “unread”, the vowels of the discourse in question are omitted, leaving a meaningless text composed of consonants and punctuation marks; in “reply”, the message is hidden and is substituted by the user’s IP address; and in “unsent”, the vowels from the initial e-mail that were not sent are visualised. These three sections clearly show, respectively, three constants in Jodi’s work: the interruption of interaction, the loss of anonymity and the denial of communication. It is, therefore, a case of taking advantage of possible errors and unforeseen factors in hypertext language to construct projects of great graphic impact, in which the internaut is forced to fight against some pages that he or she never really understands. It is degree zero of the game.

Riot[35] (1999), by Mark Napier, is an application that is presented in the form of a conventional browser with which you can connect to the Web in the classic way. On the other hand, the presentation of the pages is not conventional. Riot is a system that steals the code font of the pages it shows. The result is a notable confusion of information, of decomposed pages, of deformed and pixelated images taken out of their context, of repeated logos… At each page loading, not everything disappears in order to reconstruct a further act of sabotage. The result is screens constructed with elements that come from a great multiplicity of sites, each internaut constructing (or deconstructing) his or her page on the basis of what preceding internauts have done. Napier explains, in relation to Riot, that he has created animated digital compositions that evolve when the spectator comes into interaction with them. Collages made with fragmented interfaces, broken figures and bits of images found on the web: these motifs change over time, responding to the interaction of the spectator in a surprising and often unpredictable manner. At times they disappear suddenly or slowly dissolve, they unfold while the spectator is exploring the space of the work of art. Riot dematerializes the canvas by not imposing any limits on it. It is as if all the sites where we have browsed have regrouped in a single unique page, with the interferences that this entails. And right in the middle of the nois