Textscape
as Virtual Reality
(
Techno-Aesthetics and Digital Literatures)
To
find oneself on the deceptive axis between invisible up and down,
front and behind, left and right. To cross the edge of a looking
glass and enter a structure of a labyrinth offering hundreds of
options on hundreds of crossroads. To fasten oneself into the
seat of a simulator and experience the utmost limits of hydraulic
hardware. To go bungy jumping and, at the lowest point, imagine
reaching escape velocity (28,000 kilometers per hour) and setting
free of gravitation
A part of such extreme sensations (including
that of techno music exceeding 180 or even 200 beats per minute)
is not only a fictional description or a metaphor, but a real
sensation, which goes hand in hand with people entering the world
of "high-adrenaline" technologies today. Man is talked
about as an esthetic being (Lat. homo aestheticus) in search of
growing doses of technomodelled stimuli and approaching the extreme
limits of imagination. We are talking about journey as a motion,
which does not have to do with conquering the outside physical
world as much as it does with conquering the daring emotions (transition
from motion to e-motion). This is an individual of a present-day
world which is defined with a (new) media "enframing"
as well as with the cybernetics (and with the cyber-, "second
order" artificial) which is balancing between real and virtual
space, physical presence and telepresence, its vulnerable on the
physical body leaning person and cybernetic egos - meaning, that
s/he is actually already a multiple ego who performs in different
places and worlds. This is an individual who lives in a world
of continuous hybrid, synthetic, imagined, and fictional events
among which it is harder and harder to decide and choose. The
motto clara et distincta is diminishing into the fog of
picsels on the media highway from which an individual manages
to escape into individualized transes stimulated by events of
the techno/rave paradigm.
In
immersive and interactive environments, towards the sense of being
there
An
aesthetic being is not stimulated only by such attractions characteristic
of theme parks (for example, simulators for roller coaster rides
and games in Cybermind centers and other digital arcades), but
also by encountering different forms of the so-called computer
(also electronic, cybernetic) arts based on two features of the
new esthetics - total immersion and interactivity. These attractions
are computer-based interactive artistic installations (also holographic
and those enabled by virtual reality, robotic and simulation hardware),
but the highly uncertain and unusual experience and sensations
are also offered by works of interactive literature, that is hyperfiction,
which require a reader who will curiously and even hazardously
choose how to navigate through hypertextual landscape.
The
post-modern epoch responds to the banishment of making and admiring
transcendent images (Ger. Bilderverbot) in Jewish monotheism with
just the opposite extreme, by almost commanding such making and
admiration nearly without limits (Jean Baudrillards claim
in Fatal Strategies). But the current culture with its
dominant, smart and at the same time, on the perceptual level,
"high-adrenaline" technologies, is also textual, which
holds especially true for World Wide Web with approximately 60
per cent rate of textual material. At the same time, these technologies
influenced emergence of the so-called techno-literatures. These
literatures are coded in a special way, meaning that they cannot
exist without the hypertextual medium, CD-ROM and web sites. The
web does not only supply new modes of expression for this kind
of creativity, but also "supplies" a new type of a writer
and a reader interested in network communication. In this text
we will concentrate on one form of hypertextual literature - hyperfiction
- from the point of view of those qualities which rank it as electronic
art. We are interested in which features of hyperfiction fulfil
the requirements of the new techno-aesthetics with total immersion
and simulation of "being there" playing an especially
important role. We are also interested in what this new form of
literature attributes to the technocoded perception and imagination.
Since
its emergence ten years ago (with Joyces Afternoon, A
Story), hyperfiction has stirred philosophy, literary theory
and cultural studies dealing with new technologies. We can almost
claim that the amount of studies/essays dealing with hyperfiction
and the amount of hyperfiction itself are equal. When answering
the above questions, we will therefore analyze some recent views
on those characteristics of hyperfiction which are relevant for
technoesthetics. Marie-Laurie Ryan stated in her analysis of immersion
vs. interactivity, "The reader of a classical interactive
fiction - like Michael Joyces Afternoon - may be
fascinated by his power to control the display, but this fascination
is a matter of reflecting on the medium, not of participating
in the fictional worlds represented by this medium." (Ryan
1994:34). Marie-Laurie Ryan has wisely contrasted the fascination
by the medium (the pleasure offered by the manipulability and
navigation through hypertextual links and by identification with
the cursor, which enables the reader to be "present"
in the text) and the readers cooperation in the fixed world,
introduced with this medium, that is the pleasure of the fictional
world of the story itself. Molly Abel Travis finds this duality
essential and even points out the alternative, "Hypertext
will not realise its potential unless it provides for the reader
both the pleasure of immersion in an imagined world (the achievement
of realistic fiction) and the pleasure of instrumental action
in that world (the goal of virtual-reality technology)."
(Travis 1996: 116) The deficiency is in this case undoubtedly
the instrumental action, which is by no means as convincing and
elaborate as it is in immersion environments of virtual reality
with tactile feed-back playing an important role. Therefore Abel
Travis mentions the readers engagement in reading hypertext
as merely "low-level kinetic activity" and contrasts
it with creative cybernetic experience. How to improve, to increase
the readers co-operation in hypertextual landscape and in
this way transform him or her into authentic user of textual virtual
environment? Abel Travis suggests writers of hypertext should
aim at a specific, nontraditional reading public, which is more
attracted to film and television than to books. She concluded
her meditation by saying, "To attract an audience that seeks
interactive, collaborative creativity, hypertext must incorporate
virtual-reality technology so that the reader becomes a role-player
in "real-time" dramatic performance with other readers."
(Travis 1996: 128)
This
warning is critical of current writers of hypertextual fiction
and implicitly also of artists of electronic art on general, who
do not explore artistic and communicational options of the new
media as much as they could. Ken Feingold, curator of the 5th
New York Digital Salon, ascertains "that the current definition
of net-works, as practices by artists, remains totally Web-centric"(Feingold
1997: 450). This means that making a website has become a synonym
for art on the web. Similarly, writers of hyperfiction still pay
too much attention to the medium of a novel (or, better, "a
narrativity-as-we-know it") reproduced on the level of cyberspace
and too little to cooperation with artists from other areas of
cyberarts. Hypertext would surely be enriched by cybernetic
feed-back loops between the author and the readers, who would
have, while reading hypertext on a web, the opportunity to send
to the author their suggestions in real time. The author
would respond by changing the texts structure (individual
units and links). Hypertext as a process would in this way change
and develop depending on the readers preferences. Is this
possible at all?
Electronic
art, namely its visual part, is already familiar with such
a variant. We should also mention Karl Simss interactive
installation Genetic Images (1993), which functions with
the aid of a super-computer Connection Machine. The essence
of this installation is to initiate a simulation process of images
in the sense of interactive evolution, which means that
the user of this installation with 16 screens can influence and
select images according to aesthetic choices. The user steps onto
the interactive "carpet" in front of one of the screens
in the moment he or she sees the image which seems most aesthetically
valuable, which is then memorised by the computer. In the following
generation of images-successors the computer takes into account
the users selection from the preceding cycle (the images
which were not chosen are cast off and replaced with the successors
of the chosen images). "The stream of 3-D computer images"
generated by the computer becomes in this way a collective
historical process in which masses of users co-operate.
Application
of this process in the case of hypertextual fiction would enable
this kind of fiction to be open. The texts could change constantly
depending on the selection of possible links chosen by readers.
The author would then prepare a series of continuations for, let
us say, the following week on the basis of the readers preferences
supplied by the super-computer. The author would thus establish
a communicative response to his or her readers.
Such
hypertext would in this way be changed into cybertext. The difference
between hyper- and cybertext was introduced by Espen J.Aarseth
in his text Nonlinearity and Literary Theory (1994). Aarseth
pointed at the form of the self-changing and distinctively dialogue
hypertext, which is, due to its cybernetic features, almost cybernetic
text, that is cybertext. As examples of cybertext, which put reader
into the role of user of immersion environment and also the role
of the actor, he mentioned Joseph Weizenbaums dialogue program
Eliza(1966), computer drama Adventure and the instant
non-local form of interactive net communication Tiny MUD
(this is an abbreviation for Multi-User Dungeon, a virtual community
based on textual form). The problems arising out of the update
of hypertext (with a relatively low level of interactivity) in
the direction of a more sophisticated, text-based, interactive
environment is also dealt with by Marie-Laure Ryan in the case
of interactive drama. Critics argue on the question of whether
narrativity is compatible with interactivity.
Digital words can rave, shake and jump
Hyper-/cybertext
as virtual reality? We are facing a number of problems on this
issue, which are challenging not only writers of hypertext, but
also the concept of virtual reality itself and designers of its
technology. Virtual reality represents to us, especially on the
basis of applications massively available in american Cybermind
centers, an immersion environment into which we can sink through
special interfaces (Head-mounted display, Data-suit, Data glove),
and by virtue of special high-tech effects. These interfaces enable
navigation through a 3-D landscape of computer graphics and complete
immersion into the medium. But such a hardware-driven entrance
into a virtual world is by no means the only option. For a long
time there has been a more subtle concept of virtual reality,
which is familiar to one of the pioneers of this technology Myron
W.Krueger. His installation Videoplace is an attempt to
design unencumbering, environmental artificial reality,
"unencumbering in the sense that people can experience it
without wearing special instrumentation. It is environmental in
the sense that technology for perceiving the participants
actions is distributed throughout the environment instead of being
worn." (Krueger 1991: XV) Such an orientation towards a minimalist
and more subtle form of VR is undoubtedly close to the strategy
of hypertextual literature, which must never be allowed to change
its medium into a theme park for contemporary literature (i.e.
Disneyland), in which the proportion of the use of internal literary
techniques to the high-tech effects would lean in the favour of
the latter.
When
attempting to update in the sense of interactivity as well as
immersion into a relatively poor hypertextual medium, the alternative
is open between two considerably different options. The first
option is to design technoliterature as authentic, text-based
virtual reality, which gives the user the function of role-player
in textual games. Basic mediums for VR are not novels and dramas,
but also games, which take place in real time, meaning that the
space of a text opens in the direction of a ludic (game) culture.
The second option is to leave hypertext in the well established
form of hyperfiction, which means that we do not want to hypertext
to be Disneyland for textual, word games, but technocoded literature
demanding from the user-reader a subtle reception. The user must
be active in the sense of adding, completing, concretizing and
imagining (he or she must co-design imaginative space in the sense
of Roman Ingarden and Georg Riemann) and let go to those qualities
of hypertext (regarding applications in hyperfiction) which were
defined by Michael Joyce as contours and rereading.
Experiencing words-images and words-bodies is important as well,
together with pleasure of identification with the cursor (when
the user finds her- or himself at any point in the text) and pleasure
of suspenseful expectations, waiting for a new chunk of
text to follow the link.
Hypertext
is also an "unencumbering immersion environment" if
not looked at superficially in the sense of a sophisticated substitute
for a book in a new high-tech medium, but as immersive 3-D landscape,
made possible by that kind of perception when the user has enough
sense also for fineries of the new, hypothetically speaking, techno-esthetics.
If the reader only wants to co-operate in the fictional world
intended by the text, this is not enough. The reader must change
her/his attitude, which means that not only does s/he read the
text, but also navigates between words and considers them as words-images
and words-bodies. We will try to present this function of hypertext.
Hypertextual
fiction is interactive literature. We are dealing with a complex
interaction between the reader, the author and the medium. An
especially important role is assigned to the reader, who has the
opportunity to compound, take apart and recombine the story in
a markedly individual manner, which is made possible by the authors
net of links. This means that a part of the authors
competence is transferred to the reader, who is, while reading,
directed towards multisequential or multilinear reading. Hypertexts
are abstract machines translating the linear syntagmas into a
multidimensional net structure, composed of a number of texts,
which are equal to the original, basic text. It is important that
every part of the text can be opened as a link to another text
and that the latter is not inferior to the preceding text as a
kind of a remark (as in traditional texts), but is its wholly
equal part. Creating a net out of links is therefore the basic
driving force of hypertext, which is a nonlinear structure without
an obvious connection of a specific unit with the preceding and
the following one, without the obligatory before
and after.
A
word in hypertext is, as George P.Landow (the author of Hypertext:
The Convergence of Contemporary Critical Theory and Technology,
1992) explicitly points out, digital and not physical. It is not
articulated by means of a record on a physical material, but is
very manipulable and movable.Words in hypertext form a
new class of words, which can be, as is the case of cyberpoetry,
moved around in time and place, they can shake and jump, change
form and colour, which means that they can take over functions
they could not in the traditional medium of press, but only with
the aid of a computer. Digital words are displayed as a parts
of virtual text on computer screen (the "framing medium"
of electronic writing), which is "a temporal rather than
a structural unit" (Snyder 1997:8).
Hypertextual
net acts centrifugally. It makes the reader go beyond the limits
of a given text by switching to other connected texts. This is
why hypertexts require of the reader imaginative interactive navigation
through the given options. A text actually looks like a rhizome
labyrinth lacking beginning and end, middle and boundary, so that
the theoretics of hypertextual literature often resort to Borgess
text The Garden of Forking Paths. The reader is
given the role of a detective and co-author, who has the task
to realize and concretize the story out of the text with
n-dimensions. That means that the user must overcome manual clicking
by mental switching, taking to pieces and putting together. Besides
Borges, different scholars mention as works announcing hypertext
or practicing nonlinear writing in the traditional medium of print
above all Joyces Ulysses, Sterns Tristran
Shandy and Pavics Dictionary of the Khazars.
Electronic
linking in hypertext is a challenge also for literary theory,
which in conceptualizing this medium resorts to structuralist
and post-structuralist authors such as Julia Kristeva (intertextuality),
Mihail Bakhtin (polyphony), Michel Foucault (power nets), G.Deleuze
and F.Guattari (rhizome), R.Barthes and J.Derrida (authors
and readers altered role).
Hypertext
is also an eminent immersion environment, a 3-D landscape, which
leads the user into a unique subtle virtual reality without disneyfication
of the texts structure. While describing hypertextuality
in Ut Pictura Hyperpoesis, John Tolva resorted to Riemanns
cut and to the question of post-Euclidian geometry, based on the
visualization of extra-dimensional space. When the reader surfs
into the link, s/he expands traditional linear reading into the
third dimension. "Like the cleft between flatland worlds,
links add a spatial dimension to the primarily temporal medium
of text" (Tolva 1996). Words in hypertext are also point-and-click
interfaces for transition to new chunks/lexias of text, they enable
reading at a deeper level. This means that they
are not merely words in their semantic functions, but they are
also words-images and words-bodies. During the process of reading,
the reader sinks into them, watches and touches them. The word-image
and the word-body are emancipated words. We do not only read them,
but use them in a complex relationship including tactility. The
current trendsetting culture is not only visual, but also tactile.
It hits its users, makes an impact on them with its
high-tech effects, but the readers are also in a position to touch
interfaces, to click the mouse, operate the switches and hit the
keyboard. In his text Techno-literature on Internet cyberpoet
Komninos Zervos points out that writers no longer put words into
lines on 2-dimensional surface, but into 3-dimensional cyberspace
in which the text moves around (Zervos 1997).
In
The Beaubourg effect Jean Baudrillard writes about the
affirmation of tactile perception in mass culture and reactualizes
Walter Benjamins thoughts on the subject of tactile nature
of avant-garde and film from his essay The Work of Art in the
Age of Mechanical Reproduction. "The work of art of the
dadaists became an instrument of ballistics. It hit the spectator
like a bullet, it happened to him, thus acquiring a tactile quality."
(Benjamin 1986: 43) Tactility can be achieved directly through
powerful technical effects, which is the case with of virtual
reality technology (one of the main challenges for its constructors
is how to achieve convincing tactile feed-back). It can also be
achieved in a more subtle way, for example, in literature. Visual
and concrete poetry are already familiar with the tactile aspect
of a word, which is in hypertext or cyberpoetry radicalized (the
case of Komninos Zervos). Here should also mention Eduard Kacs
holographic poetry written as 3-D holograms.
The
aim of hyperfiction is to experience the complex spatial organization,
the main attraction of which arises from the nonlinear structure.
Its aim is therefore not only to immerse into the intended artificial
world by means of the texts syntagmas. Curiosity as a driving
force in linear literature is present, but in such a way that
it directs a suspenseful search for new, hidden chunks
of the text. One clicks to move further. In a way, one searches
for lost treasure on a high-adrenalin trip between different options.
In doing so, one does not read words as mere words, but looks
at words-images and touches words-bodies. Identified with the
cursor, one gropes through the labyrinth picking out building-blocks
to create a new construction.
Such
words as constituents of cybernetic literary, visual and tactile
culture are not to be found only in hyperfiction, but also in
other areas of cyberarts. Words, functioning as elements of a
landscape, building streets of virtual cities, are included in
Jeffrey Shaws The Legible City (1990). This interactive
installation makes the reader able to go on a journey through
different cities (for example, Manhattan, Amsterdam, Karlsruhe),
build of streets between 3-d words and sentences. One travels
along these streets, real space, with a bike as interface and
on the screen observes the journey through this virtual city,
which changes into a text. Words-sentences are much more than
words, they are words-bodies among which one rides and forms with
them a complex, "theoretical relationship". (And they
are also words-images-bodies in the sense of Vilem Flusser's claim
on techno-images, which represent concepts, not the things.) One
reads them, but also watches them, hits at them. In short, one
enters an immersion environment of virtual reality as a text.
A part of these sensations is productive also for immersion into
hypertextual fiction. This kind of fiction is not only read, one
experiences it in the sense of virtual reality and telepresence.
Presence as being in the middle of a text. In being there,
words-bodies represent there.
Rescuing
the Word from the Stream of the Trivial
The
medium of hypertext is a part of a current trendsetting computer
culture, which aims at multimedia special effects, is global and,
due to the links with transnational media, profane and trivial.
Disneyfication, MTV-fication and McDonaldisation of its contents
are a constant threat to its creative potentials. The question
arising is whether the medium of hypertext is only fashionable
hype and a form of trivialization of the word, which is
in it transformed into digital raw material, intended for manipulation,
infected with mainstream demands for Disneyfication and MacDonaldisation
of all cultural contents. It is by no means self-evident that
the answer is positive; the computer medium and the web are by
no means a priori hostile towards written documents. On the contrary,
the standpoint of the German scholar Hartmut Winkler (the author
of Docuverse, 1997) is that on the web there is an explosive
expansion in natural languages of written documents and that today
we see a crisis of the visual medium rather than a crisis
of writing. Similarly claims author and scholar Umberto Eco: "The
present and the forthcoming young generation is and will be a
computer-oriented generation. The main feature of a computer screen
is that it hosts and display more alphabetic letters than images.
The new generation will be alphabetic and not image oriented.
We are coming back to the Gutenberg Galaxy again
" (Eco
1996: 297) In the same way a word can benefit from the hypertextual
medium. It gains authority. The digital word-image and the word-body
express in this way something more.
While
trying to understand this phenomenon we will not take into consideration
structural linguistics, semiotics and semantics, but rather Edmond
Jabess (1912-1991) poetic philosophy based on thematization
of a book, writing and word. What is interesting for and relevant
to understanding the words role in hypertext, is Jabess
visual and analytical view of writing and its units, therefore
on word, letters and punctuation marks. He does not approach to
words only in the function of the bearers of the meaning, but
he analyzes them as a series of signs, which are coded in a special
way and are in a suspenseful relationship with "letterless",
empty spaces, that is with emptiness. In his text Answer
(Ger. Antwort) he says, "In writing emptiness is absence,
whiteness. Writing uses the space of emptiness, the stillness
between one word and the other word, this makes words readable.
Written words cannot be read, we know that, without the space
between them and the moment of silence between spoken words
makes them "hearable"." (Jabes 1995: 104) Knowing
this makes us understand words on their background of emptiness,
absence and silence. These elements are constituent for the word,
for its rise from the background of silence. Jabes
expressed this idea in a even more poetical way, "Like a
star in the night, a word is in exile at the heart of a blank
page. All words participate in this same exile." (Jabes 1985:30)
A word is confronted with the whiteness of a blank page and therefore
Jabes regards it as isolated. A word is for him also material,
objectified; he has this in common with Paul Celan. This poet
objectified and set the words and even its parts free. In his
poem "Nightly Girded" he meditates about a word-a
corpse, which is ritually prepared for its entrance into the new
talk, "A word you know:/A corpse./Let us wash it,/Let us
turn its eye/Toward heaven."(Glenn 1973: 83) A word on the
background of whiteness is a part of a traditional, topographically
fixed text, but a special suspenseful relationship between a word
and the space of a non-word is essential for hypertext
as a medium of spatial itineraries and trajectories, which includes
actions of movement, that is mobile paths-links.
In
hypertext, the role of that which is between, as "the
third space that marks the site of encounter between the two nodes"
(Odin 1997: 605), is also essential and decisive. What we have
in mind, is the link and with it integrated time of transition
from one word, sentence or chunk of text as a node to another.
Links do not acknowledge spatial whiteness, emptiness and paper,
but rather unmarked temporal emptiness such as depth and pause
filled up with expectations. This emptiness is such that one can
slip into it, fall or fly up high as if the expectation would
reach escape velocity. Expectation, stimulated by curiosity about
high-adrenaline experience of the unknown (for example, Poes
Maelström) is essential and generates the tension,
which is no lesser than with linear, crisis-intensified reading.
Uncertainty arising with the click at a mouse is what the interactive
texts are about. Clicking is always a procedure accompanied by
intensive expectation of the effects following. Between two chunks
of a text, there is a space, a sharp interruption of the preceding
series and the transition to the following. Espen J.Aarseth says
that "the main feature of hypertext is a discontinuity
- the jump - the sudden displacement of the users position
in the text". (Aarseth 1994: 69) The reader of a traditional
text has all of it in front of him or her (in a form of a book
or magazine), while in hypertext most of the text is hidden from
the reader-user.
Navigation
through words-images and words-bodies in hypertektual landscape
takes place in complex time. It seems that in the moment of linking
"nows" start to pile up. These "nows" are
torn out of temporal continuum and form a certain between,
which is constituent for reading and tension in hypertext. This
is the between, which is characteristic of the apocalyptic
moment. One waits for arrival of the unknown, one wants it. It
seems that we are dealing with uncertain time following something
no longer and preceding something not yet.
This is time of expectation, the time nourishing the deepest dreams
and mythic visions. Everything is left open, the link simulates
a narrow door through which messianic word may enter. Such a between
has therefore the function of Jabess emptiness, of whiteness
in traditional writing and of Maurice Blanchots pause (Interruptions).
The between gives rise to expectation of arrival of a new
word. The word, which one awaits for with suspense, is a stressed
word. (With "Follow me before the choices disappear",
simulates Michael Joyce a kind of technosuspense in his Twelve
Blue.) It has authority (semantic as well as that of image
and body) and is rescued from trivialisation of words/images in
the mainstream culture. It is rescued in such cases when it is
carefully selected and creative, when it is in the nature of silence
rather than in the nature of noise.
With
the preceding observation we have actually captured the very essence
of hypertext. Its technology on the basis of linked structure
enables us to confront a word as something that is following suspenseful
expectation and afterwards appears as a gift. This technology
has a markedly creative function. It is not a source of trivialization,
but it adds to the stressed role of the otherwise traditional
medium of writing. All words are not (yet) given, but come out
of the virtual depth. The task of the writer of hypertextual fiction
and non-fiction (for example, technical texts) is not to
let down the reader and her/his expectations. The user has to
overcome the depth and the long between articulated with
links to finally come to words-images and words-bodies. This is
why the author must offer the reader carefully selected, rare
and precious words. Although the writer is enchanted by the cybernetic
medium, s/he must not forget Jabess The Book of Questions.
The authors creative task involves also the selection and
forming of links, which must be such as to create an atmosphere
of uncertainty and suspense.
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