“The
labours of men of genius, however erroneously directed, scarcely ever
fail in ultimately turning to the solid advantage of mankind. ”
Mary Shelley, Frankenstein or the Modern Prometheus.
“One
text that shows the disaster of the divorce between science and poetry
would be the one by Mary Shelley whose name is Frankenstein.”
Avital Ronell, Body/No Body (in conversation with Werner Herzog)
Frankenstein
by Mary Shelley (published 1818) represents a historical and literary
divergence between the poetic and the technical, and is a significant
reaction against this split as part of English Romanticism. It is the
contention of my presentation that in contemporary digital works of art
and narrative we are witnessing a re-marriage of science and poetry.
However, this union should be no automatic cause for romantic joy, as
the present situation in the education sector of most Western
democracies indicates. Today, the natural sciences are separated from
and weighted favorably in relation to the production and analysis of
culture. There is little to indicate that this is an effective strategy
in light of present global ‘network culture’ initiatives. Today, the
union of science and poetry in digital media is felt most acutely in
reading, or the performative interpretation of imaginative works.
Computer games, websites, digital works of literature, apps, virtual
worlds, interactive art, and spatial media (GIS, Kinnect, GPS, Wii) are
interpreted as they are performed and often require some knowledge of
the medium by the user in order for the work to function. This situation
represents a form of reading that has not been practiced widely in
Western academic and literate circles for several centuries. We are not
witnessing a return to what Walter J. Ong famously terms a “secondary
orality” (10-11), but rather we are seeing a form of inscription rapidly
emerge that is spatial, multi-temporal, performed, place-bound, visual,
sonic, and navigated. Two central concepts are important for
understanding how digital works are generally interpreted, and these are
simulation and remix. Representation has become the domain of mediating
objects, both virtual and physical, while reading is as much about
arranging and appropriating as it is about reference, symbolism,
iconography and interpretation. Based on a relatively small selection of
digital works this presentation examines reception practices involving
digital media, which suggest an expanded concept of reading where the
material technology of a work determines meaning as much as its
representative elements do. In this examination I demonstrate how
performance, participation, co-authoring, and remix make the reading of
the digital works. These works are
Patchwork Girl by Shelley Jackson (1995)
Last Meal Requested by Sachiko Hayashi (2004)
Façade By Michael Mateas and Andrew Stern (2006)
Second Life http://youtu.be/9g-kYvK3P-Q
CONSTRUCT by salevy_oh (2011)
The Celebration by Iris Piers (2011)
Patchwork Girl is a work of electronic literature by American author Shelley Jackson. It was written in Storyspace and published by Eastgate Systems in 1995. It is often discussed along with Michael Joyce's 'Afternoon, a story' as an important work of hypertext fiction.
"Shelley Jackson's brilliantly realized hypertext Patchwork Girl is an electronic fiction that manages to be at once highly original and intensely parasitic on its print predecessors."
The actions of the avatar, which is the identity of its operator in SL, conform to the traditions of Varjrayana Buddhism. The combination of the actions of the avatar and the audio is a two fold signifying structure, with the operator of the avatar at the center. In a simulative sense the operator of the avatar is enacting a practice that is firmly contextualized in religious and social contexts.
Last Meal Requested is an interactive net art work by Japanese/Swedish artist Sachiko Hayashi. It deals with themes of gender, state power, violence and the rhetoric of the image. The original work can be accessed at http://www.e-garde.net/lmr/lmr2.html
Selavy: What happens when you write in a diary? Of course, some people write down “got up at 7am, drank a coffee, had lunch with Jim, went to bed early”, but that’s not the type of diary I’m referring to. It is rather the idea of keeping a record of selected thoughts, feelings, moods, ideas, etc. The important part is, of course, that you do that regularly. And that is exactly what I did in CONSTRUCT: I added one room each day. Every one of the 75 days of the residency has its own room, often relating to the topic of the residency itself, a time capsule of ideas, artifacts, or reference to other work. If you read a diary, you may get an idea about the writer and her life. If you visit CONSTRUCT, you may get an idea about Selavy Oh and her residency.
The Celebration "combines a circular display of flatscreens, reminiscent of a giant zoetrope, containing amateur film footage from the 1910's-1940's with different soundscapes that can be manipulated by the audience" (Piers).
How the audience manipulates the various audio and images, and how they combine to create an interactive and immersive space, makes The Celebration an engaging work of interactive digital art.
The visitor enters a darkened space, where the only available light comes from the 10 screens showing the films of The Celebration. By moving around the space and judging their own distance, speed of movement, posture and height in relation to the (largely invisible) Arduino trackers, a dance begins with the audio and the cracked black and white images from almost a century ago.
Each of the screens that make up The Celebration has an Arduino tracking sensor attached, which maps the movements of the body of a visitor, and implements pre-programmed changes in the presentation of images and sound.
Unknown faces stare out from the screens, mostly laughing, talking (unheard) and often looking straight at the camera, and at the audience. As these faces watch, the visitor dodges and weaves, hops and slides, while the images and sounds change. At the same time the visitor is watching the faces, along with their bodies, their families and friends, competitors at sports events and classmates, neighbors and colleagues. It is according to this arrangement that a circuit of movement and gaze is achieved by the programming of The Celebration.
Façade is a prototype of interactive drama, a new genre of character and story-intensive interactive entertainment. Façade is freely downloadable at interactivestory.net. In Façade, you, the player, using your own name and gender, play the character of a longtime friend of Grace and Trip, an attractive and materially successful couple in their early thirties. During an evening get-together at their apartment that quickly turns ugly, you become entangled in the high-conflict dissolution of Grace and Trip’s marriage. No one is safe as the accusations fly, sides are taken and irreversible decisions are forced to be made. By the end of this intense one-act play you will have changed the course of Grace and Trip’s lives – motivating you to re-play the drama to find out how your interaction could make things turn out differently the next time.
In this video Facade is used to promote an abstinence program.
"Place is experienced space (Malpas, 1999; Tuan & Mercure, 2004). It is what happens when geographic space takes on meaning of any sort—as an object of memory, desire,or fear. Place can be produced through happenstance (the space of a first kiss), through narrative (the space of childhood that is persistently articulated with story), through familiarity (the space one lives each day),or through representation (the space of art or advertising). This identification with place is an important method of organizing personal experience and social actions." - Using Virtual Worlds to Foster Civic Engagement, Eric Gordon and Gene Koo p206
Place is more than just a name. Place gives identity and meaning to space. Places are marked out and organized according to class, gender, history, power, politics, knowledge, nationality, memory, desire, narrative, and conflict. It is relatively easy to think of a place that has special or specific meaning and then question why it is different from another, perhaps very similar place.
In digital media place takes on a new level of significance in narrative. Place often determines identity in digitally media narratives. Consider the most famous computer games, where location directs action.
World of Warcraft relies on places to order the flow of play. Raids are conducted over boundaries between places. Places take on specific characteristics to enhance play and contextualize characters and action.
It is different in Counter-Strike. Distances, heights and fields of view are that much more meaningful here. Meaningful largely through the functionality of my weapons, to be sure. Still, a variety of tactical behaviours is possible. The spatial structures can be appropriated in different ways. But again, the look of the buildings is largely irrelevant. I learn the valuable properties of places via multiple repeated attempts.
Façade
A "one act interactive drama" where "A couple, Grace and Trip, hosts the player in their apartment for cocktails and proceeds to have a relationship breakdown. Using full typed sentences the player can coach them through their troubles or drive them to be more distant from each other." Facade as a narrative work relies on the representation of place and identity (specifically gender and class) to present a story. In Façade place and gender are combined in the bar and the lounge areas of the three-dimensional apartment that makes up the work. The bar is associated with the male character Trip, and the lounge is given female characteristics though an alignment with Grace. Each character retreats or is drawn into their respective areas in the conflicts of the narrative, often calling for the guest/reader to join them. The objects that are located in the respective areas also function to prompt the reader in responding to the narrative according to associations between gender and place. A painting or a piece of furniture prompts dialogue from the characters to address the reader according to gendered themes in narrative. With the structures provided by the characters and their respective places in the narrative, the reader is restricted to a set number of responses according to gender. In this way the characters and the places they occupy establish the directions for narrative development in Façade.
The relationship between Trip and Grace is composed of stereotypical gender roles and the portrayal of their professional versus private lives. Trip and Grace’s marriage is defined in narrative according to Trip as the stronger and more powerful partner while Grace struggles against being submissive. This, in turn, translates into one character having greater agency where Trip dominates compared to Grace. Many of these conflicts are played out in the narrative in relation to the places depicted in the work. For example, during the evening, he chooses the wine and fixes the drinks. In negotiating the bar and serving the drinks, Grace asks the guest, “Jim, how about something simple, like a nice glass of chardonnay?” only to receive the reply from Trip, “Yeah, no, we need to open this wine! Our friend is here, we're going to enjoy ourselves, that's all there is to it! GRACE: (frustrated sigh)” (Façade). Grace, as representing a narrative direction, is denied agency, in that she is unable to choose her own drink, and once again fails to find her own voice in the dialogue with Trip. As a result the reader is left with the narrative direction initiated by Trip as the only way forward for the story.
The bar area is identified with Trip as part of the gendered structure of the places in Façade. Trip occupies and controls the bar, and he refers to it numerous times with statements that assert a sense of competitive and aggressive pride,
TRIP Oh, yeah, uh, I'm gonna fix us some drinks in a sec!
TRIP Ah, you need to help me break in my expensive new set of cocktail making accessories.
JIM: cocktails? I love cocktails
TRIP: Yeah, hang on, ooh, I'm going to make you one of my fabulous drinks in just a minute, heh! (Façade)
The bar is a masculinized place in Façade by virtue of Trip’s dominance of it, as it is only there that he can display his power and status,
TRIP. Y -- yeah, uh, we need drinks!
JIM: large drinks
TRIP: This is great... -- (interrupted)
TRIP: W -- well, uh, I'm going to open an exquisite Bordeaux!
TRIP: Best of the best, you can't buy this in stores. Very, very special -
GRACE: God Trip, you are such a wine snob. Just like my dad. (Façade)
The comparison between Trip and Grace’s wealthy father is part of the masculine and authoritative narrative qualities assigned to the bar. Readings are set up according to the power and status implied by the exclusive wine offered by Trip. The alcohol is presented in contrast to the tastes of Grace, who is parodied and humiliated in the contexts of the bar. This humiliation is demonstrated in exchanges such as, “TRIP: Why don't I make us one of my new drink inventions, TRIP: I call it Grace's Inner Soul. TRIP: It's a mixture of chardonnay, bitters and lots of ice” (Façade). Grace is contrasted to the social prestige associated with the bar in relation to Trip.
The bar area functions as support for Trip, which confines the reader to a single male perspective. A picture of the Italian countryside, from a holiday that Trip references as a “second honeymoon” (Façade) is beside the bar, and he draws attention,
TRIP: Oh, Jim, I thought you might like this photo I just put up from our recent trip to Italy.
JIM: thanks
GRACE: Uhh, it's a beautiful picture of the Italian countryside, of course he'll like it! (Grace sips her Grace's drink.)
TRIP: Grace, I know you don't like it, but our friend might.
GRACE: By the way, anybody, join me on the couch if you like.
(Façade)
If the guest joins Grace on the couch the narrative themes connected to her and prompted by the objects, decorations and art that surround are moved into the centre of dialogue. A move to the lounge by the guest/reader shifts the progression of narrative away from the perspectives of Trip and towards those of Grace. If Trip is not at the bar and instead moves closer to the couch and Grace, the overall narrative moves to center more on the concerns of Grace and eventually on both characters. The two places in the apartment, the lounge and the bar are actually extensions of the characters Grace and Trip as far as narrative is concerned.
From these place-based narrative exchanges identity converges for each of the characters. The reader/guest establishes perspective regarding the characters and the 'best' ways to address them as identities considering the contexts of dialogue.
"There is no self that is prior to the convergence or who maintains 'integrity' prior to its entrance into this conflicted cultural field. There is only the taking up of the tools where they lie, where the very ’taking up’ is enabled by the tool lying there”. - Judith Butler (1990 145)
This is a still image of my avatar in Second Life. It has no biological sex, no genitals or DNA that identifies it according to a scientific standard as male. However, it is consistently referred to by myself and others as 'he' or 'him' and the things it owns as 'his'. Visually, this avatar presents as male and the above image illustrates this 'maleness' in a contemporary style. The business suit, hair style and physical features indicate to me a form of 'soft masculinity', with influence from some of the androgynous gender tropes from popular culture. Lack of facial hair, long eye lashes, large eyes, longish hair style, slight build that lacks developed muscle definition, and thin hips add to the androgyny of the avatar. The image of the avatar is not suffused with sexual imagery and the erotic zones of the body are not emphasized in gender specific ways. The lips are one area of the body that can carry erotic connotation in particular cultures (both male and female) and these are somewhat emphasized with the avatar. The soft masculinity of the avatar can be related to a larger masculine culture in East Asia, where male bodies are represented without excessive muscles or hair and attention is paid to cosmetics and appearance preparation. This video is an example of such a soft masculinity:
South Korean idol boy band, Dong Bang Shin Ki singing Under My Skin in 2008, (Notice the avatar-like flying of some of the characters) Further analysis of this video and "mu-kuk-jok 'soft masculinity'" is HERE
"Feminist geographers often consider the body as a place, a “location or site . . . of the individual”(McDowell,1999). Judith Butler (1990) developed the influential concept of“performativity,”regarding gender identities as a performance in the “stylized repetition ofacts.”To Butler,being a woman is not a natural fact but “a cultural performance [in which] ‘naturalness’ [is] constituted through discursively constrained performative acts that produce the body through and within the categories of sex”(cited in McDowell, 1999,p.54)." Bardzell and Odom The Slave's Body as a Place p252
Apart from the visual appearance of the avatar in regards to gender and sexuality there is also the concept of performing gender. My avatar performs as a predominantly heterosexual identity in Second Life. While stereotyping plays a large role in the performance of heterosexuality masculinity, the attributes of my own avatar that indicates a predominately hetero-orientation can be the same that indicate androgyny; lack of overt sexualized physical attributes, a gender-neutral physical stance and movements, and the absence of queer, bi or gay (HTB) symbols in reference to what is considered the so-called 'default sexuality' (i.e. heteronormativity).
I presented my avatar to some students recently as "fairly standard in regards to gender" and it was only while thinking about it further today that I understood what this can mean. The opening quote, "There is only the taking up of the tools where they lie, where the very ’taking up’ is enabled by the tool lying there” from Judith Butler is very much about the components of gender performance. When we work in virtual worlds we operate under the same rules to which Butler refers. What is available is what people can use to identify socially with gender and sexuality. Agency emerges from this range of possibilities according to what is tolerated, permitted and encouraged in the "conflicted cultural field"..
The avatar above references symbols of soft-masculine power in the suit, formal qualities (expensive clothes, neck tie) and attention to appearance. These factors ally power with economic wealth in the formation of identity. These qualities are surprisingly similar to many of the images from the video of the South Korean pop band. The role of my avatar in my job influences the references and values I represent within it. I have attempted to build connections between agency and power in my avatar by referencing formal qualities in male contexts. The technological aspects of my job can be related to the East Asian cultural reference where a stereotype of a technical mediated identity is common. I also think about Science Fiction novels, especially those by William Gibson, and the ways they portray East Asia as a digital society where gender-ambiguous figures move freely in information spaces.
Background Commentary
In performing the above reading I considered the following:
- Performativity: We have talked about gender being created performatively by our everyday practices. In this sense the practice of creating avatars is part of the process of creating gender. So how do the avatars (re)produce gender stereotypes? How do they exceed them?
- Representations of gender and sexuality: as both representing what is not present (the avatar representing 'me' in SL, the avatar's gender representing cultural notions/norms of gender such as the heteronormative), and as actually creating/being what is thus represented (and never just 'mirroring' the student, or cultural notions/norms). So, what do the avatars create when it comes to gender/sexuality? What do they think of the potential political power behind this kinds of representations? Do you think about the looks of the avatar's as being feminist in any sense? If so - how?
- The Butler quote: "There is only the taking up of the tools where they lie, where the very ’taking up’ is enabled by the tool lying there”. This is somewhat difficult to grasp, but virtual worlds are good examples in order to illustrate it, since "the tools" (for performed gender for example) are on the one hand per-determined by the architecture of the computer program, and on the other hand, as is the case with Second Life the tools for the manipulation of gender imagery and performance are many.
- Agency: The above also relates to agency, and having a choice (although always conditioned by the "convergence or who maintains 'integrity' prior to its entrance into this conflicted cultural field").
- Gender is said to be the prime thing in people's identifications and in identifications of others. So what choices are made in relation to identify and identification in the construction of the avatar? Initially it is necessary to decide whether the avatar is male or female (which is of course an interesting thing in itself). Why does one choose the avatar's gender as the same as my own? Why does one choose an oppositional gender? In relation to becoming a subject occurring in relation to subjecting oneself to different norms (for example gender norms). In a virtual environment simulations of gender performance can be experimented with. My avatar is not specifically incomprehensible and this is a result of reference to standard contemporary gender norms .
For further references to avatars, agency and the representation and performance of Self see HERE.
"Donna Leishman’s “Red Ridinghood” is an interactive story and a prime example of electronic literature. The viewer has to click on certain objects within the scene in order to make the story progress resulting in interaction. While at one point the viewer is offered two choices to click, both routes end up leading to the same ending. This type of story can be mistakenly labeled as a ‘game’ meaning that the viewer actually has the ability to change the outcome of the story line. Yet “Red Ridinghood” does not actually offer the reader to choose the ending of the story, it simply allows them to become an essential part of the story. Thus the literary aspect is kept in tact, the viewer is allowed a sense of control over the story, but is ultimately not able to change the plot in any way. This element of interactivity with the story is makes “Red Riding Hood” an example of how an interactive story can still be literature and not art or even an online game. The narrative cannot be completed without an outside force, in this case the reader clicking through the passages. The narrative itself is also something that can only be produced on an electronic level. It is made up of pictures and sounds rather then words. While Little Red Riding Hood is a common story, the illustrations put a new twist on it, making it a new urbanized fairy tale that doesn’t adhere exactly to the original plot line."
Place plays a significant role in the establishment of Red as a characte both in terms of the depicted body and the locations it occupies:
"Red and Wolf are two deeply intertwined characters acting out in this story. Red's perspective is one of compromised authenticity; so much of the background storyline is acted out through her dreams (or written in her diary) that it is hard to know how her evident inner turmoil has skewed the Wolf's character. Leishman excels in bringing to life the complex inner workings of a young woman, particularly through the view of Red's bedroom. Who is Red? What are her mental fabrications and what is fact? These are questions that the author begs us to raise with this scene." - A Peak into the Bedroom
"There is no self that is prior to the convergence or who maintains 'integrity' prior to its entrance into this conflicted cultural field. There is only the taking up of the tools where they lie, where the very ’taking up’ is enabled by the tool lying there”. - Judith Butler (1990 145)
This is a still image of my avatar in Second Life. It has no biological sex, no genitals or DNA that identifies it according to a scientific standard as male. However, it is consistently referred to by myself and others as 'he' or 'him' and the things it owns as 'his'. Visually, this avatar presents as male and the above image illustrates this 'maleness' in a contemporary style. The business suit, hair style and physical features indicate to me a form of 'soft masculinity', with influence from some of the androgynous gender tropes from popular culture. Lack of facial hair, long eye lashes, large eyes, longish hair style, slight build that lacks developed muscle definition, and thin hips add to the androgyny of the avatar. The image of the avatar is not suffused with sexual imagery and the erotic zones of the body are not emphasized in gender specific ways. The lips are one area of the body that can carry erotic connotation in particular cultures (both male and female) and these are somewhat emphasized with the avatar. The soft masculinity of the avatar can be related to a larger masculine culture in East Asia, where male bodies are represented without excessive muscles or hair and attention is paid to cosmetics and appearance preparation. This video is an example of such a soft masculinity:
South Korean idol boy band, Dong Bang Shin Ki singing Under My Skin in 2008, (Notice the avatar-like flying of some of the characters) Further analysis of this video and "mu-kuk-jok 'soft masculinity'" is HERE
Apart from the visual appearance of the avatar in regards to gender and sexuality there is also the concept of performing gender. My avatar performs as a predominantly heterosexual identity in Second Life. While stereotyping plays a large role in the performance of heterosexuality masculinity, the attributes of my own avatar that indicates a predominately hetero-orientation can be the same that indicate androgyny; lack of overt sexualized physical attributes, a gender-neutral physical stance and movements, and the absence of queer, bi or gay (HTB) symbols in reference to what is considered the so-called 'default sexuality' (i.e. heteronormativity).
I presented my avatar to students yesterday as "fairly standard in regards to gender" and it was only while thinking about it further today that I understood what this can mean. The opening quote, "There is only the taking up of the tools where they lie, where the very ’taking up’ is enabled by the tool lying there” from Judith Butler is very much about the components of gender performance. When we work in virtual worlds we operate under the same rules to which Butler refers. What is available is what people can use to identify socially with gender and sexuality. Agency emerges from this range of possibilities according to what is tolerated, permitted and encouraged in the "conflicted cultural field"..
The avatar above references symbols of soft-masculine power in the suit, formal qualities (expensive clothes, neck tie) and attention to appearance. These factors ally power with economic wealth in the formation of identity. These qualities are surprisingly similar to many of the images from the video of the South Korean pop band. The role of my avatar in my job influences the references and values I represent within it. I have attempted to build connections between agency and power in my avatar by referencing formal qualities in male contexts. The technological aspects of my job can be related to the East Asian cultural reference where a stereotype of a technical mediated identity is common. I also think about Science Fiction novels, especially those by William Gibson, and the ways they portray East Asia as a digital society where gender-ambiguous figures move freely in information spaces.
Background Commentary
In performing the above reading I considered the following:
- Performativity: We have talked about gender being created performatively by our everyday practices. In this sense the practice of creating avatars is part of the process of creating gender. So how do the avatars (re)produce gender stereotypes? How do they exceed them?
- Representations of gender and sexuality: as both representing what is not present (the avatar representing 'me' in SL, the avatar's gender representing cultural notions/norms of gender such as the heteronormative), and as actually creating/being what is thus represented (and never just 'mirroring' the student, or cultural notions/norms). So, what do the avatars create when it comes to gender/sexuality? What do they think of the potential political power behind this kinds of representations? Do you think about the looks of the avatar's as being feminist in any sense? If so - how?
- The Butler quote: "There is only the taking up of the tools where they lie, where the very ’taking up’ is enabled by the tool lying there”. This is somewhat difficult to grasp, but virtual worlds are good examples in order to illustrate it, since "the tools" (for performed gender for example) are on the one hand per-determined by the architecture of the computer program, and on the other hand, as is the case with Second Life the tools for the manipulation of gender imagery and performance are many.
- Agency: The above also relates to agency, and having a choice (although always conditioned by the "convergence or who maintains 'integrity' prior to its entrance into this conflicted cultural field").
- Gender is said to be the prime thing in people's identifications and in identifications of others. So what choices are made in relation to identify and identification in the construction of the avatar? Initially it is necessary to decide whether the avatar is male or female (which is of course an interesting thing in itself). Why does one choose the avatar's gender as the same as my own? Why does one choose an oppositional gender? In relation to becoming a subject occurring in relation to subjecting oneself to different norms (for example gender norms). In a virtual environment simulations of gender performance can be experimented with. My avatar is not specifically incomprehensible and this is a result of reference to standard contemporary gender norms .
For further references to avatars, agency and the representation and performance of Self see HERE.