Reading Digital Literature: American-German Conference

Brown University | October 4 - 7, 2007 | Roberto_Simanowski /at/ Brown [.] edu


Chris Funkhouser: Kissing the Steak: The Poetry of Text Generators
Peter Gendolla: The Art of Poetry Machines
Katherine Hayles: The Literary as Distributed Cognition in Strickland and Jaramillo's Slippingglimpse
Fotis Jannidis: Understanding S.T.A.L.K.E.R. or the hermeneutics of popular digital art
Rita Raley: List(en)ing Post
Francisco Ricardo: Reading the Discursive Spaces of Text Rain. Transmodally
Jörgen Schäfer: Looking Behind the Facade: Playing and Performing an Interactive Drama
Thomas Swiss: Reading "Wrong": Flash Work by Motomichi Nakamura, Nils Muhlenbruch, and Yoshi Sodeoka
Mark Tribe: Reading Young-Hae Chang Heavy Industries: An Ornithology of Digital Art
Karin Wenz: The Demon Machine or 79 Ways to Face a Demon


Chris Funkhouser

Kissing the Steak: The Poetry of Text Generators
Syntext, developed by Pedro Barbosa and Abílio Cavalheiro in the early 90s (later partially re-versioned on the World Wide Web), is a collection of fifteen computer programs from the 70s, 80s, and 90s that automatically generate various styles of poetry in DOS. Though the texts made by each of the programs are thematically unrelated, through these pioneering works by Barbosa, Nanni Balestrini, Marcel Bénabou, and others, each of the predominant fundamental attributes of text-generators is clearly divulged. Syntext, despite being primitive on the surface, powerfully brings to light the expressive possibilities, versatility, and variation within permutation texts, and provides sufficient evidence upon which a typology of computer poems can be established.

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Peter Gendolla

The Art of Poetry Machines
The history of machine-aided poetry from Swift to Roussel, Bense, the Oulipo-group and David Link's Poetry Machine 1.0* represents the idea of aesthetic creativity as an interplay between ‘poetic’ algorithms and ‘human’ control of the poetry-generator, with more or less interesting results. By examining Christopher Strachey's Love Letter Generator and confronting it with traditional poetry, the talk attempts to ascertain whether in this way it is possible to isolate or retrieve the literary process.

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Katherine Hayles

The Literary as Distributed Cognition in Strickland and Jaramillo's slippingglimpse
slippinglgimpse
by Stephanie Strickland and Cynthia Jaramillo stages a three-way conversation between poem-texts, with phrases appropriated from photographers, videographers, and programmers, with Paul Ryan's videography of dynamic fluid systems, with complex algorithmic interactions between text and dynamic images. The two main conceptual issues at stake here, as I see it, are 1) the relationship between human and non-human cognizers, and 2) the intricate play between dynamic and static systems. The first involves natural systems such as wind/water interactions, human readers/writers, and machine cognizers; the second involves emergent patterns amidst continually changing flux (and implicitly, electronic text vs. print). There are also meta-issues involving interactions between the two main issues, for example, how deterministic machine operations can nevertheless lead to emergent and unpredictable results, and how human cognizers excel in recognizing patterns amidst noisy systems (perceiving the emergent patterns as such).

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Fotis Jannidis

Understanding S.T.A.L.K.E.R. or the hermeneutics of popular digital art
Computer Games have long been viewed as a preparatory hell for juvenile deliquents before they blossom into rampage killers. But this view has changed not the least because nowadays most people under 30 have actively played games. Nevertheless there still seems to be a deep gap between computer games and art. My talk will try to close the gap by using concepts developed in the studies of popular culture to describe the new and already famous game S.T.A.L.K.E.R. in relation to the paradigms of the ego-shooter genre. In contrast to the Cultural Studies approach and their focus on the reception process, this talk will focus on the game and view it as a work of modern popular art and try to contribute to a hermeneutics of this kind of art.

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Rita Raley

List(en)ing Post
Mark Hansen and Ben Rubin’s Listening Post is at once a post (site) for ‘listening to the web’, an installation comprised of 21 columnar posts (suspended chain-circuit displays), and an algorithmically manipulated series of chat posts (messages).  It is postmodern, post-linear, post-print, and post-literate.  With regard to the post-literate, this paper will ask what Listening Post has to tell us about new forms of electronic English.  The conjunction of colloquial speech and processing languages in this installation brings into sharp contrast the relations between textual ambiguity and the singularity of programming commands, which cannot function with multiple significations.  In sum, my reading will address the project’s post-ness; listening in the sense of both conversation and sound art; and the aesthetics of listing.

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Francisco Ricardo

Reading the Discursive Spaces of Text Rain. Transmodally
Many multimodal digital works now transcend established conventions and forms of literature’s essentially textual character by transforming, within their own structure, the presence and nature of text so that it is experienced in a new function, less lexically than in concert with other modalities. A proverbial instance of this transmodal text is exemplified by Utterback and Achituv’s Text Rain. I begin with a distinction over the de-modalization that characterizes “pure literature” and move toward the larger ecriture that occupies the discursive spaces of this transmodal work, in a reading that defines itself around experiential poeisis and against interpretation.

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Jörgen Schäfer

Looking Behind the Façade: Playing and Performing an Interactive Drama
Following the ongoing debates between ‘ludologists’ and ‘narratologists’, the "interactive drama" Façade is apparently a response to widespread unease with mainstream computer games. By balancing between features of interactivity and (neo-)Aristotelian theory of drama, the developers Michael Mateas and Andrew Stern aim at enabling hybrid aesthetic experiences that combine elements of gameplay and performance. My paper explores how digital media require hybridizations of literary genres as well as reconfigurations of the complex interplay of human and non-human ‘actors’ – and it tries to point at both the opportunities and problems of these hybrid forms from the perspective of literary and performance studies.

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Thomas Swiss

Reading "Wrong": Flash Work by Motomichi Nakamura, Nils Muhlenbruch, and Yoshi Sodeoka
One of the questions that frames the subject of this conference is: With what methods can digital literature be approached? This paper proposes using the avant-garde arts, particularly surrealism, as a model for "approaching" web-based work by Motomichi Nakamura (Tokyo-New York), Nils Muhlenbruch (Amsterdam), and Yoshi Sodeoka (New York). All three artists work collaboratively -- with writers, dancers, ad agencies, DJs, and so on. Under the sign of Barthes, and borrowing Jonathan Culler's notion that asking proper questions in criticism and critique is less productive than asking improper questions, the paper will engage surrealism's basic tenets -- invention and surprise -- in thinking about nonlinear digital work and developing a responsive nonlinear criticism.

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Mark Tribe

Reading Young-Hae Chang Heavy Industries: An Ornithology of Digital Art
This paper discusses the net-based art work of Young-Hae Chang Heavy Industries, a collaboration between two artists who live and work in Seoul, South Korea. It focuses in particular on two works: Bust Down the Doors! (2000-2004), and The Art of Sleep (2006). It examines YHCI’s relationship to various tendencies in digital art and to the contemporary art world, and takes up the central issues of the latter work: the futility of art and the difficulty of defining it.

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Karin Wenz

The Demon Machine or 79 Ways to Face a Demon
The demon machine is a semiotic machine, combining different sign systems into a new meaningful whole. Although each of the 79 parts of this art work are complete forms in themselves, they are also integrated into a whole - playing with the uses of the two words “demon” and “machine”. Some of the 79 small forms will be analyzed exemplarily. The use of the different sign systems but also their integration into the interface and the (limited) interactive potential will be described. The artwork can be seen as a continuation of montage and collage as used since the avant-garde. The demon machine is highly intertextual / intermedial: a poetic work, a thought experiment and a theoretical reflection on Maxwell’s demons at the same time.

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