|
|
www.dichtung-digital.org/2008/1-Simanowski.htm
What
is and to What End Do We Read Digital Literature?
Opening
Words
by Roberto
Simanowski
|
Traditional
literature dreamt of readers who are the heros of
the text they read - and are killed while reading.
Digital literature indeed bridges the gap between
the world of the narrative and the world of the
recipient. Here the reader can kill and being
killed. This introduction to the US-German
conference Reading
Digital Literature
talks about the differences between print and
digital literature. It explains why digital
literature is only digital if it is not only
digital, why the code is not the text unless it is
the text, to what extent a hermeneutics of digital
signs requires a new methodological approach, and
holds that "digital literacy" after all is still
inevitably based on reading skills.
The
killed reader
Real
clocks and virtual hand
grenades
Killing
the text
Digital
Hermeneutics
Digital
Humanities
|
The killed
reader
Imagine
a reader reading a story about an adulterous couple planning
to kill the woman’s husband. This reader is completely
engrossed; reading about the planned murder from his
comfortable chair by his fireplace gives him an almost
perverse pleasure. Reading the description of the house the
murderer enters, he thinks of his own house. Then he reads
that the man enters the room in which the husband character
is sitting by the fire; it’s too late for him to avoid
the knife his wife’s lover rams into his
chest.
This
reader exists. In a short story by Julio Cortázar: La
continuidad de los parques (The Continuity of
Parks) of 1964. Cortázar is not the only writer who
tried to turn the reader into a character. Italo Calvino, in
his novel If On a Winter’s Night a Traveler,
gives the reader the main role in the book, and narrates
in the second person. In Gabriel García
Márquez’One Hundred Years of Solitude
the hero finds a book entitled One Hundred Years of
Solitude and reads it until he comes to the page in
which he is reading the very same book. There have been many
such experiments in late modern or post-modern times. After
the all-knowing author of the 19th century had
long been dismissed, authors fantasized about regaining
omnipotence by having a direct impact on the reading
situation.
Now,
in the cases of Cortázar and Márquez the
reader is himself part of the text which another, real
reader is reading. And in Calvino’s case, the
illusion relies on the reader’s willingness to
be addressed. Unfortunately, or rather, fortunately, it is
not possible to literally draw the reader into the story.
The author has no way of directly killing the reader. Sure,
one could poison the paper, as in Umberto Eco’s The
Name of the Rose. But the poison is not applied by the
author and is not part of the text. Literature cannot bridge
the gap between the world of the narrative and the world of
the recipient. Well, conventional literature cannot. Digital
literature can.
Real
clocks and virtual hand grenades
In
the first half of the 19th century, it was
popular to integrate a tiny mechanical clock in paintings at
the spot where there would be a painted clock. The clock in
the painted interior hence presented the real time and thus
belonged to the world of the spectator. The world of the
painting and the world of the recipient were bridged. But
the bridge was broken when, for example, the painting was of
a dinner scene but the museum closed at noon. Rather than
being drawn in, the viewer was thus pushed away into a mode
of meta-reflection reaffirming the gap between the painted
world and the real world.
Digital
media are more successful in connecting the viewer’s
time and the artwork’s time. In the German
collaborative online writing project 23:40, for
example, one can write a text recalling a particular moment
and specify the time when this text will be presented on the
website each day. The bridge between text time and reader
time works pretty well because the writer knows what time
the reader sees his text and can determine whether the
description of a romance is available only at 2 AM or at
noon.
John
McDaid’s 1992 hyperfiction Uncle Boddy’s
Phantom Funhouse contains a link to a level which the
reader does not have permission to access. If the reader
clicks the link anyway, a message appears declaring that the
reader has to be killed for trespassing. Although it’s
the program that is then terminated, the reader is
indeed killed as reader in so far as there is no
reader without text.
The
killing is easier the other way around. In the 1997
hyperfiction Zeit für die Bombe, by Susanne
Berkenheger of Germany, the reader encounters a situation
where the character, Iwan, opens a stolen suitcase which
turns out to contain a time bomb with a button to arm it.
The text reads:
Don't we all always
want to push, turn or click something to make something
happen without any effort? This is the best. Isn’t
it? Iwan, come on, do it, push the little
button.
It
is up to the reader to push the bomb’s button by
clicking a link. This naturally upsets Iwan, who
starts insulting the reader for sitting comfortably in her
chair by the fireplace pretending compassion but really
deriving excitement from watching him run through freezing
Moscow carrying a time bomb. Iwan then threatens the reader:
„Look“, he says, „what I have here in my hand. Do
you see my little hand-grenade? Now you can have compassion
for yourself.“ While the bomb finally explodes,
tearing Iwan apart, the hand-grenade is never used, not even
to shut down the program. Lucky reader. He benefits from the
early days of digital literature when authors didn’t
know how far they could go when entering the readers’
world. After all, they wanted their text to be read. And how
many readers would try again after the programs shut down?
Thus, the author leaves it at the allusion to Aristotle’s
concept of catharsis and does not program any fatal links or
send any dangerous viruses.
Killing
the text
However,
the killing is not over. Berkenheger’s hyperfiction
links to another kind of killing; this time the opponents
are not author and reader but the different media involved.
After
the reader arms the time bomb, we see the following text: „And
the bomb ticked“ with the word »bomb«
blinking. This exemplifies what additional means digital
literature possesses in contrast to print literature: Time.
The text becomes, as Kate Hayles puts it in one of her
essays, “eventilized”.
The text is based on code and this code not only makes the
word »bomb« appear on the screen but also
interrupts this appearance.
This
sentence also points to some core questions of digital
literature. Why is »bomb« blinking? Shouldn’t
the verb blink since it’s the one that signifies the
action? But a blinking verb would only translate its message
into another language. The version the author chose is
absolutely correct from a logical point of view;
processing the action signified requires the
agent to blink. From an aesthetic point of view,
however, its redundancy is problematic. The word
»bomb« is blinking, so why do we also need the
verb »ticked«? There are two languages here: the
linguistic language which denominates an action and the
language of performance which presents an action. It is as
if the stage directions of a play were acted out and also
spoken.
The
author could easily have had the two languages cooperate: „And
the bomb“. Since the signifier for
»bomb« already presents the action of the
signified, the verb is actually dispensable. Of course this
is not the end of the alteration and adjustment of language
in digital media. The next step could be to use the icon of
a bomb, the step after that to make the signifier honest and
have, rather than a blinking icon, a ticking sound.
To
generalize, what we have here is the elimination of
the text, its substitution by image, sound, and action. Such
operation is a common feature in digital media for which
Thomas Swiss and Karin Wenz are going to give various
examples in their essays. In many cases the operation looks
like a mere supplementation of the text. But supplementing
text with an image does actually mean eliminating the
text for what is shown as an image does not need to be
described with words. The paradigm of expression changes
from creating a world in the reader’s
imagination based on a specific combination of
letters to presenting a world directly to the
audience through extra-lingual means.
Actually,
this substitution of text is the justification of digital
literature. If an object only consists of static letters it
does not really need digital media and hence should not be
called digital literature even though it may be presented on
the Internet. By definition, digital literature must go
beyond what could be done without digital media. By
definition, digital literature must be more than just
literature otherwise it is only literature in digital media.
This would, no doubt, also be very interesting from a
sociological perspective. Think of all the text presented on
websites and blogs, bypassing any police of the discourse
and any publisher’s evaluation. However, that is
another matter and another book. This book is not about who
writes literature but about how the materiality of
literature changes when the digital technology is used for
aesthetic reasons and not just for distribution.
Two
aspects of the change from literature to digital literature
should be clear by now: In digital literature the reader of
the story can kill the character in the story, and the bomb
can blink, tick and - in the form of a virus or a shutdown –
also “explode”. There is a third aspect that
should be stressed: Digital literature is only digital if it
is not only digital. What do I mean by this?
Almost
ten years ago, John Cayley in his essay The Code is not
the Text (Unless it is the Text) described alphabetic
language as a digital structure since it consists of a small
set of symbols that can be endlessly combined and
recombined. Instead of analog elements like in painting, we
have distinct linguistic units that are either there or not,
with no option in between. In her essay The Time of
Digital Poetry Hayles reminds us of Cayley’s
notion and concludes that the computer is not the first
medium to use digitized language but rather “carries
further a digitizing process already begun by the
transcription of speech into alphabetic letters.”
I
absolutely agree that literature was digital even before it
extended into digital media. In digital media, literature is
digital in a double sense: It uses a small set of distinct,
endlessly combinable symbols, and those symbols are now
produced by binary code. The first sense of digitality
refers to the semiotic paradigm of the material (the
distinct units), the second sense of digitality refers to
the operational paradigm of the medium (the binary code as
basis for all data in digital media). If we agree on the
criterion that digital technology is used for aesthetics,
not just for presentation, then being digital in this
double sense is not enough to be considered “digital
literature”. Or actually, I should say: that’s
one “digital” too many… because using the
old system of symbols in a new medium only creates
literature in digital media, but not digital
literature.
Obviously
one doesn’t need digital media to create text
consisting only of re-combinable linguistic units, but if
the text blinks or disappears, if it is an event
rather than an object, then it really needs the
screen rather than the page. When text is “eventilized”
it also stops being purely digital in the semiotic sense,
since, in contrast to alphabetic language, the language of
performance, sound and visual signs does not consist
of discrete units. Non-linguistic signs are, as Roland
Barthes phrased it in his essay Rhetoric of the
Image, “not founded on a combinatory system of
digital units as phonemes are”. This notion insists on
a more precise concept of text in the heyday of an extended
concept of text 30 years ago. As Hayles argues in her essay
on Slippingglimpse, in digital literature the
inscription of verbal symbols shrinks “to a subset of ‘writing’
in general.” Hayles puts the word »writing«
in quotation marks suggesting that this kind of writing
produces a kind of text that also needs quotation marks:
text that is not really text or not only text.
What, however, is the text in digital literature?
Digital
Hermeneutics
John
Cayley gave one of his essays the programmatic title
The Code is Not the Text Unless it Is the Text.
According to him, code is only text insofar as it
appears as text. An example is Perl Poetry, a
genre in which natural language is mixed with the
syntax of Perl code in a kind of insider poetry for
programmers. If, in contrast, the code runs to
generate text, the code itself is not text. This is
true with respect to the linguistic concept of text
Barthes refers to. If we use Hayle’s broad concept of
writing, the code is the text even if it is not the text;
the effect of the code – making a word blink or tick,
for instance – is part of the “text” and
needs to be “read” alongside the blinking,
ticking word itself.
Whether
we use the broad, figurative concept of text –
enclosed in quotation marks if necessary – or whether
we insist on the linguistic quality of text, it
should be clear that when it comes to digital literature we
need to “read”, or let’s say, to
interpret, not just the text but also what happens to the
text. As a rule of thumb one may say: If nothing happens to
the text its not digital literature. As a result,
when we read digital literature, we have to shift from a
hermeneutics of linguistic signs to a hermeneutics of
intermedial, interactive, and processing signs. It is not
just the meaning of the words that is at stake, but also the
meaning of the performance of the words which, let’s
not forget, includes the interaction of the user with the
words. We should always explore these different elements and
their possible connections—though there may not be a
significant relationship between them.
One
could argue that a hermeneutics of digital
signs require a completely new methodological approach.
However, it is probable that the discussion of digital
literature ought best to be a combination of new and old
criteria. As Fotis Jannidis proves in his paper, genre
theory is still a valid analytical tool for the discussion
of computer games. The analysis can benefit from concepts
developed in the past such as »story«,
»plot«, and »character« or theoretical
frameworks such as reader-response theory, formalism,
inter-discourse theory. As Jörgen Schäfer’s
analysis of the interactive drama Façade
shows, knowing genre history helps realize that this
cutting-edge piece refers to the oldest and most traditional
theoretical drama model.
Façade
is also a good illustration of the fact that authors often
make decisions about characters and plot based on
technological constraints, as opposed to just artistic
intention. For instance: though it’s amazing how, as
the guest in the two characters’ home, you are able
to “say” anything to them via your
keyboard and influence the progression of their argument,
sometimes the program can’t handle your input, in
which case the husband and wife seem to ignore you. This
technical limitation is acceptable because the two are
presented as self-absorbed, “difficult” people.
Their personalities are not necessarily a choice of the
authors; they are a requirement to keep the interaction
plausible despite the technological challenge. A hermeneutic
of digital signs has to take into account the possibility of
such technological determinism.
So
far I have evoked murder, adultery, time bombs, and
hand-grenades. Let me talk now about … cannibalism.
To begin, I’ll borrow from Chris Funkhouser: his
lecture at the Electronic Poetry Festival in Paris in May
2007 drew a connection between creative cannibalism and
digital poetry, saying that digital poetry “devours
other texts” by appropriating, transforming and
reconfiguring them. Funkhouser evoked ritual anthropophagy,
the practice of killing and eating the other in order
to inherit his qualities. A form of digital cannibalism can
be seen in Camille Utterback’s and Romy
Achituv’s interactive installation Text
Rain (1999), whose large screen shows letters rain down
onto your projected shadow. As you collect them on your
silhouette, the letters form words and sentences taken from
a contemporary poem.
However, as I experienced it, and as I saw others
experiencing it, one mostly does not engage in the reading
process, but rather plays with the rain of letters. The text
has been transformed into visual objects. As Francisco
Ricardo argues in his essay on Text Rain, the
transmodal text exists as a series of several
phenomenological moments of which the last bring back its
lexical, linguistic character and, to say so, undo the
cannibalism.
A
very subtle example of text cannibalism is the installation
Listening Post, which Rita Raley explores in her
paper. Since it features a curtain of screens quoting from
live Internet chats, one would think it is all about text.
But, if you step back from the screens and take in the
installation as a whole, you’re not really reading
anymore; you’re perceiving this plethora of text as
part of a trance-like experience. A very gentle form of “eating
the text,” that lies, in the end, in the feet of the
reader.
Digital
Humanities
Stephanie
Strickland’s video-poetry-collage
Slippingglimpse provides at one point the following
words:
I find myself kind
of alone at the Academy
they're into turning out people
who can get jobs
in the animation industry
In
the context of the conference “Reading Digital
Literature” N, Katherine Hayles stated in an email: “Now
that the initial waves of enthusiasm, hype and counter-hype
have given way to sustained creative production and critical
inquiry, it is time to move away from highly generalized
accounts into detailed and specific readings that account,
in media-specific ways, for the practices, effects, and
interpretations of important works.” How do close
readings help develop digital literacy – to use
one of the buzzwords of digital humanities?
They
help insofar as digital literacy cannot be reduced to the competence
in using digital technology but also entails an
understanding of the language of digital media. Like cinematic
literacy develops by understanding the meaning of techniques
such as close ups, cuts, cross-fading and extradiegetic
music, digital literacy develops by exploring the semiotics
of the technical effects in digital media. I
think such “reading” competence in the realm of
digital media can best be developed by talking about
examples of digital art. Since art by default is
always more or less concerned with its own materiality, it
seems to be the best candidate for a hermeneutic exercise
that aims to make us aware of the politics of meaning in
digital media. However, as Fotis Jannidis argues, such close
reading must not be limited to what is considered art but
should also include pop culture, such as ego shooter games.
After all, almost a century after Duchamp’s first
ready-made it has become more and more difficult to tell
what is and what isn’t art.
However,
the difficulty in defining art is not the only challenge
scholars of digital aesthetics are dealing with. Another
challenge is to combine what Hayles has described as hyper
and deep attention. (4)
While deep attention, the cognitive style
traditionally associated with the humanities, is
characterized by concentrating on a single object for long
periods (say, a novel by Dickens), hyper attention
is characterized by switching focus rapidly between
different tasks, preferring multiple information streams,
seeking a high level of stimulation, and having a low
tolerance for boredom. The image Hayles finds for this
position is the young representative of the Generation
M (M for media) sitting in front of a console, jamming
on a joystick while playing Grand Theft Auto.
Hayles points out that each cognitive mode has advantages
and limitations and that therefore it is important to
balance the ongoing trend toward hyper attention by
appropriate measures in the educational environment.
According to Hayles, digital media offer important resources
in building bridges between deep and hyper attention. She
exemplifies how critical interpretation can be exercised
while engaging with interactive fiction and concludes that
our responsibilities as educators and our position as
practitioners of the literary arts require paying attention
to the frustrating, zesty, and intriguing ways in
which the two cognitive modes interact with one
another. One does not need to be a programmer in order
to do so.
For
one thing, most of the scholars in the field of digital
aesthetics were born too early. During their formative years
there was no curriculum that combined humanities and
technology. We may wish we were able to
create the sophisticated animations or interactivity we
discuss. However, we are proud of what we bring to the table
where the future scholars of digital humanities are
educated: reading skills. It is our duty to make sure
the university turns out people who not only know how to
generate impressive animation or how to program a specific
grammar of interaction but also – and maybe even more
importantly – know how to read such animation, how do
understand such interaction.
|
|