Jason E. Lewis
Submitted
to the School of Design for Industry in Partial Fulfillment for the
Requirements of the Degree Master of Philosophy in Design at the Royal College
of Art.
This thesis investigates the
processes by which media evolve in order to suggest future directions for the
digital medium. It develops the notion of content-lag
to describe the time-span between the introduction of a medium and the point at
which it is used to produce artifacts which exploit the affordances particular
to that medium to their fullest. Current difficulties in developing strong
content in the digital medium are discussed in terms of content-lag. The thesis
then argues that a more considered approach to interactivity will assist in
decreasing content-lag in the digital medium. A framework is proposed for
rediscovering the ways in which interactivity
is deployed in the digital medium. The arguments of the thesis are embodied in
project work which explores the possibilities of a computer-based poetic genre.
This project work exists as a collection dynamic
poems, which are available for interaction on a companion CD-ROM.
Thesis Supervisor: Gillian
Crampton Smith
This text
represents the submission for the degree of Master of Philosophy at the Royal
College of Art. This copy has been supplied for the purpose of research for
private study, on the understanding that it is copyright material, and that no
quotation from the thesis may be published without proper acknowledgment.
© 1996
Royal College of Art
The work
reported herein was supported in part by Interval Research Corporation.
I am fortunate in that many
colleagues and friends have assisted me both in my studies while at the Royal
College of Art and in the preparation of this thesis. The following people
deserve my gratitude and more.
The staff of the Computer Related Design department:
Gillian Crampton Smith for believing
that my lack of formal design training was not a bug, but a feature.
Bill Gaver for pithy commentary on all things relating to people and computers.
Colin Burns for being one of the most brilliant teachers I have ever had.
Michael Fields for teaching me, with infinite patience, that V = IR and from that simple equation all
good things flow.
Durrel Bishop, Jane Roderick and Geoff Smith for offering up snippets of code
and coding advice which saved the day many a time.
Gail Neary and Brigitte Lievre for patience, kindness and perspective, even
when faced with the lack thereof.
The members of Interval Research Corporation:
David Liddle for believing that art and design have an important role to play
in the structuring of emerging digital technologies, and for believing that I
had something important to contribute to this arena.
Kären Weickert for opening the door and Bonnie Johnson for bringing me into
IRC, collecting together a great group of people with whom to work and
encouraging me to push my limits.
Brenda Laurel for refusing to believe that this RCA thang was not going to
happen, and lobbying to make sure it did.
Noel Hirst for trusting that what I say I need, I need, and making sure it gets
to me whether I am 3,000 miles away on a rock-n-roll tour or 8,000 miles away
on an art-n-design tour.
Bud Lassiter for performing his video voodoo at the very beginning and very end
of this whole affair.
Interval Research Corporation as a whole, for sponsoring this work and for
providing unbounded opportunities for realizing my ideas.
The friends and family who have suffered:
Sanny Lustig, Daniel Potter, Angela Quail and Brent Williams for not running
away when this beast landed on your desk and instead taking the time to read it
carefully. Ms. Quail, you deserve special thanks for phoning edits in from up
in the mountains and catching all those misplaced apostrophes.
Leroy Bradford Brown, Jr. for teaching
me , a long, long time ago, that the life of the mind was mine for the
taking.
Elaine Brechin for listening to two years of blather about poetry, media and
interactivity, and still providing considered criticism and unfailing support.
There is a poem about you to be written as soon as this thesis is accepted.
My family for supporting me even when I do not make myself clear, and for enthusiastically supporting me when you
do.
Laurel Lewis for teaching me all the basic truths about life. It’s been a long
haul, but, for a couple of hicks, we have managed to do alright.
Table of Contents
Abstract........... ii
Acknowledgments........... iii
Table of
Contents........... v
Illustrations........... vii
Chapter 1 Introduction........... 8
1.1 The
Problem 8
1.2 Motivation 9
1.3 Related
Work 10
1.4 A
Comment About Scope 10
1.5 The
Structure of this Thesis 11
1.6 About
the CD-ROM and the Software 11
Chapter 2 New Media........... 13
2.1 Paradigm
Shifts 13
2.1.1 Manuscript
to Print 14
2.1.2 The
Evolution of Film 15
2.2 Shaping
a New Medium 17
2.3.1 Nativity
and Multiplicity 18
2.3.2 Computer
Art/Digital Art 20
2.3.3 Well-trodden
Paths – Hypertext and Usability 20
Chapter 3 The Word........... 22
3.1 Poetry 22
3.2 Concrete
Poetry 25
3.3 Typography 28
Chapter 4 Interactivity........... 30
4.1 The
Need for Definition 30
4.2 Dynamics 32
4.2.1 Constructive 32
4.2.2 Reactive 33
4.2.3 Active 33
4.2.4 Static 33
4.3 Response 34
4.3.1 Dependent 34
4.3.3 Independent 34
4.3.2 Hybrid 34
4.3.4 Non-responsive 35
4.4 Time 35
4.4.1 Cycle-time 35
4.4.2 Real-time 35
4.4.3 Interactive-time 36
Table
of Contents (cont.)
Chapter 5 Experiments........... 37
5.1 Conversions 37
5.1.1 Flash I & II 38
5.1.2 Scratch 39
5.2 Concrete
Poetry Redone 41
5.2.1 WordNozzle 41
5.2.2 WordNozzle – desktop version 42
5.2.3 WordNozzle – installation version 44
5.3 A
Digital Poetry 46
5.3.1 Breeder 48
5.3.2 Dying Lying Rotting 52
5.3.3 Telecommunication 54
5.3.4 Cross Purposes 55
5.4 Beyond
the Word 56
5.4.1 Aura 57
5.4.2 Life is Bait 58
5.5 Minor
Reflections 60
5.5.1 New
Poetic Forms 61
5.5.2 Punctuation 61
Chapter 6 Conclusion........... 63
6.1 Conclusion 63
6.2 Future
Directions 64
Appendix
A Technical Discussion........... 66
Aura........... 66
WordNozzle........... 67
Life is Bait........... 71
Breeder........... 76
Telecommunication........... 79
Appendix
B Illustrations........... 82
Bibliography........... 120
Illustrations
Number Title Page
1 F.T. Marinetti, Aprés a Marne, Joffre visita le front en
auto 83
2 Club Dada prospectus 84
3 T. Tzara, Une Nuit d'Eches Gras 85
4 Guillaume Apollinaire, Lettre-Océan 86
5 Augusto de Campo, Here Are The Lovers 87
6 C. Fernbach-Flarsheim, Mirror Field Inside Random Field 87
7 Katherine McCoy and Michael
McCoy, The New Discourse 88
8 David Carson-edited issue of Ray-Gun 89
9 Phil Baines, Can You...? 90
10 Erik van Blokland, Nimida 90
11 Jonathon Barnbrook, Burroughs typeface 91
12 Visual Language Workshop,Information Landscape 92
13 Yin Yin Wong, Little Red Riding Hood 92
14 Jonathon Steuer, Interactivity Matrix 93
15 John Maeda, Flying Letters 1 94
16 John Maeda, Flying Letters 8 94
17 Amiri Baraka, Wailers, Poetry in Motion 95
18 Flash I, Initial State 96
19 Flash
I, Cycling 96
20 Flash
II, Initial State 97
21 Flash
II, Progressive re-construction 98
22 Tom Berrigan, Whitman in Black, Poetry in Motion 99
23 Scratch,
Initial State 100
24 Scratch,
Composed State 101
25 WordNozzle,
Desktop Version 102
26 WordNozzle
Installation, Nozzle and Screen 103
27 WordNozzle Installation, Close-up Nozzle 103
28 WordNozzle
Installation, User, Nozzle and Screen 104
29 Breeder,
Sequence 105
30 Dying
Lying Rotting, Sequence 106
31 Dying
Lying Rotting, Zoom-in 107
32 Telecommunications,
Sequence 108
33 Cross
Purposes, Sequence 109
34 Aura,
Detail 110
35 Aura,
in Self-Storage Exhibition 111
36 Life
is Bait 114
37 WordNozzle
Installation, Electronics Overview 115
38 WordNozzle
Installation, Circuit Diagram 116
39 WordNozzle
Installation, PIC Chip Flow Diagram 117
40 WordNozzle,Installation,
IR emitter and Potentiometer 118
41 WordNozzle
Installation, Computational Overview 119
Chapter 1 Introduction
Poetry,
in a sense, is the noise of science.
– Michel Serres (Lechte 1994)
1.1 The Problem
Digital
media force us to look at traditional media in a new light, both in terms of
how works of art and design are produced and how users receive those
productions. Digital media’s ability to subsume the functionality of many other
media means that artists and designers have an extraordinarily powerful tool
with which to work; at the same time, current focus on functionality has
retarded the development of both a mature aesthetic and a conceptual framework
specifically suited to this new form of communication.
In the initial development of any
new medium designers rely for a time on the paradigms of previous media. The
time between the technical development of a medium and the development of an
aesthetic native to that medium I have chosen to call the content-lag. Just as it took several decades for film to fully
separate itself from theater and photography, and much later, for video to
separate itself from film, the computer-based medium will take some time to
move beyond obsession with functionality, overcome content-lag and develop a
character all of its own.
I undertook the Dynamic Poetry
project to explore the consequences of developing a computer-centric aesthetic
while simultaneously exploring functional capabilities. Composed equally of
theoretical and historical investigation and practical experimentation, the
Dynamic Poetry project has investigated ways of re-designing the inscribed word
for a computer-based environment. As the many attempts to make a useful
electronic book have shown, simply transposing words from the printed page to
the bit-mapped screen does not create an expanded reading experience. Instead,
these attempts accentuate the failings of the machine and fail to leverage its
strengths. Furthermore, when text appears alongside sound, video and animation,
it becomes very evident that the behavioral and temporal possibilities of text
have not been well explored. In well-designed computer-based work, one can see
how most of the major components establish presence through movement and
change. Yet, hyperlinking and deconstructive fonts aside, the text in digital
media remains as inert and commonplace as it has in 450 years of printing. Part
of the maturation process for the digital medium will require that text move
beyond what we expect of it from its life in the printed environment. Those who
work with text in the digital environment will need to developed a more nuanced
understanding of interactivity,
particularly in the confluence of program dynamics, user responsiveness and
time control.
I have chosen poetry as the textual
application for this study because of the way it, in its disruption of
commonplace speaking and reading patterns, provides a model for how far the
structure of language can be stretched while remaining intelligible, functional
and enjoyable. In the moment the reader is made aware of the difference in
structure, he must also be led to not only accept that difference, but to also
incorporate the significance of that difference into the overall meaning of the
poem. The space between disrupting the normal communicative methods of the
language and destroying that communication is a delicate one. Through the
Dynamic Poetry project I have sought to develop interactions, representations
and content which can inhabit that delicate space, as well as argue for various
ways in which designers can inscribe and users can receive text as it changes
to accommodate its latest home.
Finally, as the title suggests, my
purpose in this thesis is not to define the
digital medium, but to lay some of the groundwork for a digital medium. Someday
there will be a vast range of digitally-enabled communication and expression;
this paper does not presume to propose a basis for the entire spectrum.
1.2 Motivation
Within
the scope of this thesis project, I have sought to present several new ways of
perceiving and interacting with text within the digital space. By grounding my
exploration in a historical timeline that pays attention to previous changes in
communication technology, I hope to illuminate both the blindness and the true
feats of transcendence that accompany such change. In this way, I hope to
minimize the former and maximize the latter in my own experiments to transform
our use of text.
The dynamic poems themselves exist
simultaneously as experiments in the state of the art and experiments in poetic
expression. I hope that my commentary on both aspects will not only contribute
to the discussion of what is happening to traditional literary forms as they
are metamorphisized into the digital realm, but also expand the acceptable and
familiar range of interactive expression.
As somebody who has been interested
in and writing poetry for a decade now, I have a desire to see a halt to the
digital repurposing of existing texts in favor of a writing that is explicitly,
and in some essential sense, exclusively dynamic and/or interactive. Even
though poetry remains as powerful a mode of expression as ever, its modern audience
is minuscule in comparison to that of other forms of communication. If we do
not find ways to adapt poetry to the new digital environment, I fear it will
become even more isolated. The poems I produced as part of this project suggest
how such an adaptation may take place.
1.3 Related Work
This
thesis draws from a wide variety of research topics. Typography and digital
media, the history of the book and the cinema, and the theory and practice of
poetry all play a role in the following discussion.
The Visible Language Workshop of The
Media Lab of the Massachusetts Institute of Technology developed digital
typography which gave me interesting examples of how to leverage the computer’s
strengths to heighten type’s ability to communicate emotions and ideas. Of
particular use to this thesis was the work of Suguru Ishizaki, Yin Yin Wong and
David Small.
John Maeda’s manifesto on
“metadesigning” and his subsequent efforts to create digitally authentic
design-forms appeared mid-way through this project, providing both inspiration
and confirmation of the concepts I explore below.
The Fuse series on font design represent one of the few examples of
on-going experimentation in digital letter-form design. Fuse supports the development and publication of many fonts that
either take their inspiration from the digital environment or which possess the
interactive and dynamic qualities which I explored.
Various work on hypertext,
particularly that of J. David Bolter and George P. Landow, offer a deep
analysis of the culture of writing and how digital technology is effecting that
culture. They, in turn, owe a great deal to historians such as Walther J. Ong
and Elizabeth Eisenstein for the background out of which they – and I –
extrapolate future literary trends. Related to this corpus are the writings of
Gregory Ulmer, who does a splendid job of proposing a full theory for a new,
video-based interactive media.
Just as this thesis was being
completed the work of William Seaman was brought to my attention. His work
explores the relationship between language and image within a digital
environment, and has produced such interesting efforts as navigable poems and
automatic poem-generators.
The work that more than any other
triggered this project is Poetry in
Motion, vol. I from the Voyager
Press. This CD-ROM represents both the promise and the pitfalls of digital
media in general, and of the next stage in poetry in particular.
For
the most part, this thesis does not discuss two genres within the digital
medium which have been the sites of vigorous creative activity: games and
virtual reality. In the case of games, a responsible treatment of the genre’s
goal-driven, action-oriented nature
would require a thesis of its own and would have necessarily meant a
less thorough treatment of the subject at hand. Though examining virtual
reality would have introduced an interesting dimension to the discussion of
cinematic pursuits of realism, it would have also required a phenomenological
and ontological investigation of immersive environments which, while part of
the larger future of the digital medium, is not essential to my discussion of
non-immersive poetic creations. I believe that the historical approach I
present here would benefit the creators of games and virtual realities, and I
hope that others will find the framework I introduce to be of use in examining
those genres.
The
next chapter introduces content-lag as term useful for understanding some of
the processes by which a medium reaches maturity. This introduction draws on
the evolution of the letterpress and the cinema as historical grounding, and
then connects this history to the present state of the digital medium. Chapter
3 discusses the reasons and inspirations for employing poetry as the vehicle
with which to drive my experiments in overcoming content-lag and developing a
framework for understanding interactive design. Chapter 4 dissects that
framework and provides examples from the Dynamic Poetry experiments to
illustrate it. In Chapter 5, I discuss each of the experiments in depth. For
each piece, I describe its appearance and how the user is meant to interact
with it[1] and the effect of the piece. The final part of
Chapter 5 contains a discussion of two pieces which are not dynamic poems but
which were created during the same time frame and embody some of the “native”
media arguments I offer in Chapter 2. Finally, Chapter 6 concludes with a
review of the arguments presented and suggestions for further work. This last
chapter is followed by two appendices, the first of which contains
illustrations and the second of which contains a discussion of technical issues
which arose in the course of the experimentation. After the appendices is the
bibliography.
Dynamic Poetry, the CD-ROM which accompanies this written text,
should be considered an essential component of the thesis. All of the discussed
experiments can be accessed on it. The reader can either use the Dynamic Poetry Finder to navigate
between the experiments, or he can access them directly. Both the self-launching
files and the associated source-code can be accessed.
In Chapter 5, under the heading for each experiment, I have put a
pointer to where that file exists on the CD-ROM. The pointer is in the format of [drive:folder:file].
I created all of the experiments
with Macromedia’s Director. Director is an application for interactive design
which utilizes a scripting language called Lingo. In some cases, such as Aura and the installation version of WordNozzle, I augmented this software
with custom-made mechanical-electronic subsystems. In other cases, such as Life is Bait and WordNozzle, I employed extensions to Director written by others in
the mid-level language C and called X-Commands (XCMDs) and XObjects (XObjs).
All of the work is designed to run on a Macintosh computer (the faster the
machine, the better the result) in 16-bit color or better.
Some people think to make a color
photograph, you just have to put color film in the camera. The result is not a
color photograph.
– Harold Allen (Smith 1992)
The
introduction of any significant new mass medium is often accompanied by both
wildly dire predictions of how the new medium will destroy literate culture and
wildly optimistic predictions about how it will supersede existing mediums in
expressive capability. Several thousand years ago, Plato decried one of the
earliest communication technologies:
[Writing] will produce forgetfulness in the minds of those who learn to use it, because they will not practice their memory. Their trust in writing, produced by external characters which are no part of themselves, will discourage the use of their own memory within them. You have invented not an elixir of memory, but of reminding; and you offer your pupils the appearance of wisdom, not true wisdom. (Bolter 1991)[2]
While
a much more recent voice, describing the arrival of video technology in the
Manhattan arts community in the early 1960’s, triumphantly declared “[a]s
collage technique replaced oil paint, the cathode ray tube will replace the
canvas.” (Danto 1995)
These extremes of prognostication
very rarely come true. What is true is
that a new medium filters slowly through a culture, augmenting existing media
rather than replacing them and evolving the communicative gestalt rather than
revolutionizing it (Ong 1977.) The speed of this filtering is
retarded or accelerated by a myriad of different factors, many of them –
economic, political and very simple human factors – which are independent of
the functional or evocative qualities of the medium itself, and of those
working within the medium.
However, some factors affecting the
artistic acceptance and maturation of a new medium reside more fully within the
control of those advancing the medium. The willingness of artists, in concert
with technologists, to look for affordances native to that medium, the degree
to which they are willing to devote energy to basic experimentation, and the
context they create for their audience to be able to receive such
experimentation all fall within this category. Taken together, these factors
all contribute to content-lag. Content-lag is the time it takes to develop
content which is uniquely and powerfully suited to a new medium. Closely
related to content-lag is medium
stability, or the rate of change within the technological structure of the
medium. Both phenomena influence each
other.
In the following discussion of the
evolution of two mediums, print and film, I will strive to illuminate the basis
and usefulness of these terms for considering the current state of the
art.
For
almost a hundred years after the invention of the printing press in Europe in
1450, the form of the book remained similar to that of the manuscript. (Febvre
1976) Though the technology had changed the possibilities, printers took that
long to change their perception of the nature of a book, to change from seeing
it as a simple mechanistically produced off-shoot to understanding it as the
unique form that it is.
The dependence on the affordances
particular to the manuscript effected everything from the presentation and
organization of the book to the appearance and lay-out of the type. As
manuscripts were created by hand, scribes resorted to abbreviations of common
words and terms in order to decrease the amount of writing they had to do; this
time-saving device carried-over into the print world until it sunk in that the
printing press did not get tired. Vellum, the writing surface used in
manuscripts at that time, was expensive, leading scribes to employ a compact,
dense text-form composed out of small scripts, a minimal amount of space
between lines and no space between words; these habits also continued after the
advent of far less precious paper writing surface used in the movable-type
printing process. It took a century for European literary culture to adapt
design fully to the capabilities of the new technology. (ibid..)
It took even longer for content to
reflect the change. Landow notes that it required “several hundred years of
gradual change and accommodation, during which different reading practices,
modes of publication, and conceptions of literature obtained” before Europe had
successfully made the transition to a print-based culture. (Landow 1992) This
span of time, between 1450 and approximately 1700, represents the content-lag
of the move from manuscript to print. The content-lag of a communications
technology is the time which it takes for the host culture(s) to adapt itself
to that technology to the point of developing new literature particular to it
and according it a pervasive place in the social structure.
One might wonder why it takes any
amount of time at all, or why it takes decades at any rate. As Ong and Bolter
have persuasively argued, a change, or more accurately, an extension, in
communication technologies both signals and predicates changes in both the
individual and society which transcend instrumentality. The transition from an
oral to a lettered, or chirographic society, writes Ong, “restructured
consciousness, affecting men’s and women’s presence to the world and to
themselves and creating new interior distances within the psyche.” (Ong 1977)
Human consciousness on the cusp of the printing-press extension of chirographic
culture must accommodate different sources and quantities of information; it
must tune its ear to different literature; and it must reconfigure its
understanding of itself and its expressive and reflective capabilities. Very
little of this, of course, is a process conscious to or controllable by the
individual.
Over almost fifteen generations,
however, this subtle process produced significant results. One of them was the
rise of several new, major literary forms, including the pamphlet, the novel
and the essay. These forms matured over several hundred years of
trial-and-error during which the core technology they were based upon changed
very little. Though the printing presses got larger, faster and more elaborate,
the fundamental process remained essentially unchanged.
A
brief look at the development of film as a mass communications technology
provides an instructive contrast to that of printing. Two particular items
stand out. One is the relatively shorter period of time it took for film to
become a mass medium. Two is the instability of the technology as this process
was occurring, at least in contrast to the stability enjoyed by printing
technology.
Dating the “beginning” of film is a
difficult task, more difficult than that of printing because of the lack of a
scholarly collusion similar to the one that has granted Gutenberg the honor
even though little direct evidence exists to support his claim. For the
purposes of this discussion, I will use 1895 as the beginning date, the year
that the Lumière brothers perfected projection. At earlier dates we find plenty
of Magic Lanterns and kinetiscopes, but they all lacked a quality which we have
since come to identify as an essential element of film, namely that it is an
audience experience, not an individual experience like those provided by these
other technologies. (Sklar 1993)
Dating the other end, the point at
which (like printing in the 1700’s with the advent of the novel) the form came
into maturation is difficult, and therein lies its interest for us and its
relevance to the definition of the term content-lag.
In technological terms, film went
through three distinct phases. First, there was the silent era which lasted
from the late 1890’s to 1920. Then, with the wide-spread application of sound
beginning in the early 1930’s, “talkies” became dominant. Finally, sometime
around the early sixties, films shot in color began to outnumber those shot in
black-and-white, leading to the present situation in which most mainstream
films are expected to be in color and include sound. (ibid..) This seemingly
logical progression towards greater realism was in fact hotly resisted by not
only film theorists, but by actors and directors as well. As Arnheim wrote in
1935:
The introduction of sound
film must be considered as the imposition of a technical novelty that did not
lie on the path the best film artists were pursuing. They were engaged in
working out an explicit and pure style of silent film, using its restrictions
to transform the peep show into an art. (Arnheim 1957)
It
is debatable whether Arnheim’s clear preference for the silent film reflects a
true understanding of the essential nature of the form; what remains
interesting about this comment and others like it is the very conscious
realization that the destiny of the technology may not necessarily be the most
desirable destiny of the art and design forms based on that technology.
Robert Sklar (Sklar 1993) echoes
Arnheim’s diagnosis:
There were split-screen images, double exposures, visualizations of inner thoughts, a blend of symbolism and realism, a stress on the performance of character psychology, and, above all, careful attention to the aesthetics of image through visual contrasts, shadings, and the play of light. Many of these elements, and particularly the visual, gave way before the technological demands of early sound apparatus.
The
noise-control requirements of early sound-equipped cameras halted the
increasing mobility and fluidity of the camera, drained time and attention away
from experiments in lighting and screen proportion. The inventiveness of the
moment is exemplified in Napoleon, a
film made in 1927. As Sklar describes it:
Gance [the director]
devised a plan utilizing three standard screens side-by-side...The complete
film ran over five hours. though much of it appeared on the single center
screen, at crucial sequences the curtains would draw back to reveal the other
two screens. The screens were used in variable combinations – sometimes three
separate images, sometimes a central image flanked by two parts of another
scene, in climactic moments action (photographed by three separate cameras)
sweeping across all three screens in a single image. (Sklar 1993)
This
flexibility allowed the director to frame everything from intimate, personal
moments to the vast scenery of the battlefield in an appropriate way, giving
each sequence the appropriate amount of space. Yet sound re-focused such
energy, side-tracking the visual maturation of the medium and drastically
curtailing the diversity of the medium.
In opening up a new aesthetic
dimension at the same time the medium was reaching a certain level of sophistication
– evidenced by the work being done by D.W. Griffith, Sergei Eisenstein, Fritz
Lang and others in the late teens and early twenties – the content-lag which
had been overcome by these pioneers reasserted itself. With having to accustom
themselves to the use of sound, and still struggling with the use of color,
film-makers did not regain such confident artistic footing until the early
forties.
From comparing these two histories,
a major factor in the magnitude of the content-lag can be discerned, namely how
quickly the new medium reaches structural stability. If the medium is in a
constant state of flux, neither the individual artist nor his audience have
enough time to absorb one wave of changes before a new one comes along.
We can also see in this comparison
that content-lag is not a prescriptive term, but a descriptive one. To speak of
whether it was a good or bad thing that it took several hundred years for the
novel to appear after the introduction of its enabling technology is neither
meaningful nor useful. It is a historical fact. The same can be said of the
destabilizing effect the introduction of sound had on film. Neither should the
concept be seen as advocating that the technological evolution underpinning the
medium be halted in order for the art to catch up and make use of all the
functionality available at any given slice in time. What the term does do is
provide us with a term and a historical perspective for capturing what is
presently happening with digital media.
We pitched our tents and dragged into
camp our experiences in varied fields.
Private activities, accidental past professions, unguessed crafts, unsuspected eruditions–all were
pooled and went into the building of something that had, as yet, no written
traditions, no exact stylistic requirements, nor even formulated demands.
– Sergei Eisenstein (1957)
We
find ourselves, almost five centuries since the invention of printing, and
almost a hundred years since the beginnings of film, developing a new medium
which may have just as large an impact as either one of those mediums. The
time-period, as well as they dynamic, is similar to the one described above by
Eisenstein, surveying the embryonic state of Soviet film-making in 1933. The number of people able to experiment with
the medium, and thus quickly explore its possibilities, is greater than the
number of those who could afford to employ early printing presses or who had
early access to film-making apparatus. Yet instead of the technological change
which effected printing on a century-by-century basis, and film-making on a
decade-by-decade basis, we find ourselves immersed in a technology whose
functional range changes almost yearly. Printing and film exhibited enough
medium stability as to allow long-term, concerted experimentation in developing
content native to those media ;
digital media make such prolonged effort difficult to maintain, as the ground
is constantly shifting. The content-lag
is exacerbated, and an inverse relationship between the feats of technological
sophistication and the artistry has arisen. Instead of change, as is often the
case, being a catalyst of artistic inspiration, it seems to inhibit it.
Retarding technological acceleration
is neither possible, nor particularly desirable. If we are to find leverage for
rectifying the inversion, it must be sought elsewhere. As Eisenstein’s “written
traditions” and “stylistic demands” would at this point be premature and
eventually stultifying, I will instead turn to “formulated demands.” I will
consider two different manifestos, one by John Maeda militating for a uniquely
digital medium, and one from Rudolf Arnheim, decrying the loss of variety
within the film medium, before adding my own voice.
John
Maeda calls for digital media to explore the qualities native to it instead of
reflexively relying on the habits and customs ordained by predecessor media. He
writes:
Yet, ironically, in the
midst of all this graphical radicalism and technology, design is progressing
not forward, but backward. What most seem to label as radical is simply a
jumble of styles and elements recycled from the past, while the latest software
upgrades merely drive this trend towards mindless copy and paste. The “digital”
of digital graphic design refers to a mechanical process, not an original
philosophy of communicative design, as it rightfully should. This philosophy
will fail to materialize while designers, despite being equipped with
technology befitting a rocket scientist, continue to rely on the mystical
traditions of pigment on paper. (Maeda, 1995:b)
Though
his rhetoric, like Arnheim’s, may slightly obscure it, his is a call for
designers to re-evaluate their starting position when approaching the digital
medium. Maeda does not call for
rejecting anything connected to existing mediums of print, film or image; he
goes to great pains to acknowledge his respect for those fields and the wonders
they can work. He is exhorting designers to acquire – or formulate – a grasp of
the peculiarities of digital media.
Many techniques honed through hundreds of years of practice will be useful
within this new environment, but just as many will not translate well.
Furthermore, by attempting to approach digital media with fresh eyes, those
innovative techniques which will make the media truly sing will be discovered
more quickly.
Turning to Arnheim, we see that he
expounds on a similar theme when talking about the development of film, writing
“[i]n order that the film artist may create a work of art it is important that
he consciously stress the peculiarities of his medium.” (Arnheim, 1957) His
opposition to the imposition of the sound apparatus, discussed above, arises
from this critical commitment to exploring the technology in artistic terms,
not because of any intrinsic inappropriateness of sound.
This commitment leads Arnheim to be
capable of simultaneously condemning the sound film for the way it took over
film production and praise it for its own particular strengths. “By sheer good
luck,” he acknowledges grudgingly, “sound film is not only destructive but also
offers artistic potentialities of its own.” (ibid..) He expands a considerable portion of Film as Art engaging in this double movement, criticizing color
film while discerning its possible strengths, deploring the hyper-realism
brought by stereoscopic apparatus while acceding to certain uses for it. In so
doing, he not only anticipates Maeda’s call for a native medium, but also makes
a strong argument for encouraging diversity within a medium: “In itself, the perfection of the [color, sound, and wide-screen] film
need not be a catastrophe - if silent film, sound film, and colored sound film
were allowed to exist alongside it.” (ibid..)
Arnheim’s critique of the drive towards realism goes further than a discussion of the
opportunity costs. Art, in Arnheim’s
view, is in part a matter of picking the details out of the world and bringing
them to the attention of the viewer. In his eyes, part of the fundamental power
of film is in its ability to very precisely focus that attention. As the
technological apparatus of the medium became more complex, this focus became
harder to attain, and as this happened, the artistic essence became diluted.
The relevance of this argument is particularly
pertinent in the digital medium’s present phase of development. Much of the
field has been skewed toward “multimedia”, focusing on the multiplicity of
mediums subsumable by the technology. Much of what remains strives to the
hyper-real ideal of virtual reality or Toy
Story-like simulation. These are the sound film and wide-screen film of the
present age. Speed, processing power and complexity become reasons in-and-of
themselves, imposing an overwhelmingly technological imperative. Arnheim’s
forlorn plea to continue explorations beyond the boundaries of the monolithic,
veridical “complete” film should serve as notice to the present. Instead of
chasing the technology, we should lead it in the many directions our
imaginations can take us.
Arthur
Danto, media critic for The Nation,
makes a distinction between “TV art” and “video art” which can be useful both
productively and critically. He writes
[L]et us distinguish ‘TV
art’ from ‘Video art.’ TV connotes primarily a form of life – a room in the
middle-class household, a frozen dinner – that the television set symbolizes
and facilitates, so that modifying ‘the tube’ one is in a certain sense
engaging in a gesture somewhere between social criticism and outright
iconoclasm...This leaves ‘video’ to refer to images that owe their provenance
to the same technology as television but make no internal reference to their
organs. (Danto, 1995)
In
the spirit of this definition, we can make a similar distinction between
“computer” art and “digital” art. Computer art is that which does make
“internal reference to [its] organs”, which self-consciously proclaims that its
existence involves, even is dependent on the computer. In the same way that
Danto describes TV art as connoting an entire environment and its accompanying
mind-set, computer art deals directly with the impact of computers on our
society, our modes of communication, and our self-representations.
Digital art, on the other hand, is
simply art made with the aid of, or presented with the aid of a central
processing unit. I choose to say “CPU” because it is immaterial whether an
object that looks like a computer – screen, keyboard, big box – appears
anywhere. What is material is the functionality
of the CPU, and it can be placed anywhere within the piece, usually hidden in
the same way you hide the projector in a movie theater.
Contributing to current content-lag
within the digital media is an emphasis on computer art, a preoccupation with
the machine as machine, as powerful, intelligent machine capable of doing
somersaults around traditional ways of presenting information or emotion. In
itself, this is not a negative development. The space proudly and intentionally
labeled “computer made” is vast and should be fully explored. But because work
of this sort forms a majority of that art that is produced, computer art
creates the impression that pieces produced via the computer are all bound to
the same sort of self-referential proclamations about how fascinating computers
are.
One
of the earliest proposed digital extensions of text is that of hypertext. A hypertext is a text in
which the various references it employs – whether to bibliographic items,
illustrations both static and dynamic or anything the author finds to be of
possible related interest – can be accessed via an electronic link. The link
may point to something which resides in the local digital environment or to
something that lies half a world away and is mediated by the Internet. First
conceptualized as an analog system by Vannevar Bush in 1945, hypertext has come
into maturity with the current World Wide Web protocol.
Some observers of the digital evolution of text, such
as Bolter and Landow have advocated
hypertextuality as the defining structure of these new forms. (Bolter 1991;
Landow 1992) While the ease of reference and the support it provides for
non-linear narrative and information structures have become quite important,
hypertext is only one among the many sorts of text-led interactions possible
within the digital environment. Like multimedia, it has a place within a matrix
of digital interactivity, but it should not occupy a place of prominence. As
many of its finer details are presently being worked out quite capably within
the World Wide Web and such authoring tools as HyperCard, I have chosen not to
deal explicitly with hypertext within the Dynamic Poetry project.
Another great concern of many
working within the digital medium is the notion of usability, or the ease of use which a system displays. In practice,
usability metrics have been applied variously to questions of functional
efficiency, conceptual clarity and interactive simplicity. Despite its
multiple, and sometimes overlapping, applications, usability is useful when discussing systems which
support the exchange and analysis of information. It is also of use when
discussing the viability of the designer-ly aspects of any digital system.
However, it is of limited utility in a discussion of systems in which the
desired response is emotional and aesthetic, and in which ease-of-use is a
secondary consideration or perhaps even irrelevant to both the creator and the
audience.
In an amusing reference to this
distinction, Bolter writes that “the great advantage of the first printed books
was not that you could read them in
bed. Gutenberg might well have been appalled at the thought of someone taking
his beautiful folio-sized Bible to bed.” (Bolter 1991) He goes on further to
point out how the gain in legibility offered by the uniformity of letterpress
type was obtained only at the cost of, among other things, the idiosyncratic
beauty of the manuscript. Books may indeed have been more usable, but this did
not necessarily mean that they were more desirable.
Bolter’s point should be taken to
heart as the reader continues through this thesis. While I have taken great
pains to ensure that the experiments I created were accessible to the user, I
was far more concerned with the emotional and aesthetic impact and clarity of
message than with how quickly, how efficiently and how simply the message was
communicated.
...we can’t write sonnets any more
because we no longer live in the sonnet’s world. We need a form or, it is more
likely, forms organic to the nature of our own world...
– Mary Ellen Solt (1971)
Poetry
disrupts what have become normal reading habits. Whether in the form of a
sonnet proclaiming its careful structure, or a haiku boldly turning on just
three lines, or a piece of free verse condensing and distilling experience into
the least number of words possible, poetry demands that the reader approach it
carefully and with an open mind. Poetry requires a sharpened attention to the
multiplicity of meaning carried by individual words and multiplied even further
by their combination. In undertaking a series of experiments designed to
stretch the language of interaction and to encourage the user-reader to think
carefully and consciously about the nature of interaction, poetry is a uniquely
appropriate vehicle.
Formally, poetry provides a robust arena in which to
observe the close exchange between form and content. The ways in which meter,
rhyme, alliteration, assonance, etc., work to amplify the meaning of a poem
provide a rich example for how interactive characteristics must be employed
with the same care as such literary devices.
A couple of examples will illustrate
this interplay between form and content. In a sonnet rhyme and meter conspire
with overall structure to advance a theme, inject tension into it and then
resolve that tension. Witness Shakespeare’s Sonnet 130:
My mistress’ eyes are
nothing like the sun;
Coral is more red then her lips’ red;
If snow be white, why then her breasts are dun;
If hairs be wires, black wires grow from her head.
I have seen roses damasked,
red and white,
But no such roses see I in her cheeks;
And in some perfumes is there more delight
Than in the breath that from my mistress reeks.
I love to hear her speak, yet well I know
That music hath a more pleasing sound;
I grant I never saw a goddess go;
My mistress, when she walks, treads the ground.
And yet, by heaven, I think
my love as rare
As any she belied with false compare.
This
poem, while an adroit commentary on the sonnet-writer’s usual declamation of
the wonder of the love-object (cf. Shakespeare’s own Sonnet 18, “Shall I
compare thee to a summer’s day...”), also reinforces the power of the form. The
poet begins with a certain lack of praise for his mistress which soon becomes
positively insulting with “my mistress reeks.” As the last quatrain (four
lines) unfolds, he reins in the visceral imagery of the first two, finishing it
with the sensible observation that she walks upon the ground, just as does
everyone else. Then the poem takes the classic turn in the final couplet, where
the poet reveals that he does indeed love his mistress deeply, so deeply that
he would not do what so many other poets do and besmirch his love with the
hollowness of hyperbolic comparison. In sixteen lines, the poet has taken the
reader from despair on behalf of the supposedly maligned mistress to
acknowledgment of her (as well as the reader and his lover’s) profanity to an
understanding of their love which is at first perverse, but then upon
reflection, becomes commonplace. This concentration of dramatic development is
fundamentally reliant on the ability of the rhyme to pull the reader along by
listening to the moments of completeness it provides and reaching for the
satisfaction of the final couplet; on the iambic pentameter
(stressed/unstressed syllables with five stress per line) provide a steady
rhythm; and on the poem’s invoking of the sonnet form while turning the content
on an unexpected course.
An example of a far more strict form
which draws power from the restriction is that of a villanelle. Not only does
it require a tight rhyme scheme, but it also dictates that the poet re-use
portions of the first tercet (three lines) in specific locations in the
following four tercets and the final quatrain–and in a meaningful,
non-repetitive manner. Duane Niatum’s The
Art of Clay demonstrates:
The years in the blood keep
us naked to the bone.
So many hours of darkness
we fail to sublimate.
Light breaks down the days
to printless stone.
I sing what I sang before,
it’s the dream alone.
We fall like the sun when
the moon’s our fate.
The years in the blood keep
us naked to the bone.
I wouldn’t reach your hand,
if I feared the dark alone;
My heart’s a river, but is
not chilled with hate.
Light breaks down the days
to printless stone.
We dance for memory because
it’s here on loan.
And as the music stops,
nothing’s lost but the date.
The years in the blood keep
us naked to the bone.
How round the sky, how the
planets drink the unknown.
I gently touch: your eyes
show it isn’t late.
Light breaks down the days
to printless stone.
What figures in this clay;
gives a sharper hone?
What turns the spirit
white? Wanting to abbreviate?
The years in the blood keep
us naked to the bone.
Light breaks down the days to printless stone.
In
this piece, the poet meditates on the spiral nature of time passing: the return
of darkness each day which is yet a different darkness each day (“So many hours
of darkness we fail to sublimate”); the music stopping after yet another game
of existential musical chairs; and the light shining day after day as it wears
down the “printless stone” of the mind. The villanelle form amplifies these
themes: the rhyme works with the repeating lines to create an almost hypnotic
rhythm which circles in on itself like the images contained in the poem.
Returning to the beginning, the end possesses the inescapable closure of death.
Moving to the other extreme, we
encounter the unfettered structure of free verse. Unlike the formal demands of
the sonnet or the villanelle, free verse dispenses with rigid rhyming schemes
and line lengths. Yet this does not imply that examples of the form do not
possess a structure. Rather, the structure they do have is unique to any
particular poem, and just as essential to its intent. Consider Your hand full of hours... by Paul
Celan:
Your hand full of hours, you came to me–I said:
Your hair is not brown.
So you lifted it lightly on to the scales of grief;
it weighed more than I...
On ships they come to you and make their cargo, then
put it on sale in the market of lust–
You smile at me from the depth, I weep at you from
the scale that stays light.
I weep: Your hair is not brown, they offer brine from
the sea and you give them curls...
You whisper: They’re filling the world with me now,
in your heart I’m a hollow way still!
You say: Lay the leafage of years beside you–it’s
time you came closer and kissed me!
The leafage of years is brown, your hair is not
brown.[3]
Like
Sonnet 130, this is a poem about love, not a love poem; the negatively declarative
structure of both offering up simple comparisons only to withdraw them into the
true complexity of the emotions, e.g., “My mistress’ eyes are nothing like the
sun” and “Your hair is not brown.” Like The
Art of Clay, Celan’s poem utilized repetition to diffract the unitary
perception of time (“Light breaks down the days to printless stone” and “The
leafage of years is brown, your hair is not brown.”), and to create an adamant,
fully-closed ending. Like these other poems, the structure of Your hand full of hours... is used to
advance the imagery of the words in a way which serves the purposes of this
particular poem and none other. Celan is renowned for his hyper-dense, compact
verse, and he is just as well known for the inventiveness he employs in arranging
structure to assist in interpreting his linguistic labyrinths. The density of
his writing is no accident, or willful obtuseness, but an organic reflection of
his message. As one of Celan’s anthologists Michael Hamburger (Celan 1988)
writes:
The impossibility of writing poems after Auschwitz, let alone about Auschwitz, has become a critical commonplace. Celan knew that even he could not hope to do so directly, realistically, but only by an art of contrast and allusion that celebrates beauty and energy while commemorating their destruction.
The
fracturing of individual psyche and collective unity engendered by the Second
World War finds a reflection in his employment of a hyper-dense yet evasive
style.
All three of these poets involve the
reader deeply in the play of form and content. They represent poetry at its
strongest, carefully orchestrating the presentation of material which is
mundane in its ingredients–they employ words that anybody can use–to create
artifacts which are concisely evocative in their effect. It is these
characteristics which drew me to employ poetry as the vehicle for exploring the
limits of digital text.
3.2 Concrete Poetry
Shakespeare,
Niatum and Celan’s poetry sits within the mainstream tradition which considers
the appearance of the words as a neutral factor, concentrating on the concepts
behind the words, and to a certain extent, the sound of the words. Yet, by
definition, the inscribed word has a visible aspect, which has consequences for
the entirety of what the reader takes from the poem. In the case of traditional poetry, a conventional range of
typefaces and presentation allow the reader to ignore the visual appearance, to
factor it out of the poetic equation.
Yet when the visible appearance of
the words is treated as a principal dimension in the production of poetic
meaning, a new field of creative play
is opened up. Letterform and layout operate semantically within the poem, or
within any inscribed material so treated. In the history of the word after the
invention of the printing press, such visual manipulation of type has been an
ongoing effort, but until the advent of the modern period these efforts
remained fairly circumscribed. Beginning in the late teens and early twenties of
this century, the activities of the Futurists and Dada, and the work of
Guillaume Apollinaire and Tristan Tzara among others, broke down those
boundaries in every direction.
The members of these movements felt
played freely with both letterforms and layout, disdaining the industrialized
identity of traditional type and the rigidity of rectilinear layout. Italian
Futurist F.T. Marinetti spoke for many of his compatriots when he said:
I am against what is known as the harmony of setting. When necessary, we shall use three or four columns to a page and twenty different type faces. We shall represent hasty perceptions in italic and express scream in bold type...a new, painterly, typographic representation will be born on the printed page. (Spencer 1969)
One
of Marinetti’s pieces, Apres la Marne,
Joffre visita le front en auto
clearly exhibits this determination to employ the visual element of
typography to its fullest effect. (Figure 1) It shows the crazy path taken
while driving to the front after the First World War Battle of the Marne. Words
follow the course taken, dipping in and out of French valleys (the big M’s),
passing through the fields of the dead (the X’s which are also crosses) and
overtaking regiments of soldiers (inside the U at the bottom). Club Dada and Une Nuit d’Eches Gras further exemplify the movement’s chaotic
jumbling of type orientation, size and face. (Figures 2 and 3)
An even more powerful embodiment of
the “dynamic visualization” of type (a term taken from Apres la Marne) can be seen in Lettre-Océan by Guillaume Apollinaire. (Figure 4)
Apollinaire wrote many calligrammes, or figurative poems, in which he sought to
give form as well as expression to common experience as part of a theory that
such experience was as much of the body and the environment as of the mind. Lettre-Océan is one of his most
well-known pieces, bringing images of the ocean, the sun and the pyramids of
the Mayas into a tight exchange with the printed word. These sorts of
typographic and poetic experiments combined with a growing advertising industry
constantly searching for novel ways in which to entice consumers subjected both
typography and page layout to radical re-imagining. (Drucker 1994)
The Concrete Poetry movement, which
began in the mid-50’s and gained critical mass in the mid-60’s, is a direct
descendant of such early pioneers. To the poets involved in this movement, the
sonnet was a form to be cherished, but not sustained in a world of
technological change, political upheaval and sexual revolution. Within such a
context, calling up the sonnets calm rhythms and carefully ordered rhymes was
an act of willful denial. The world was stretching into unrecognizable, chaotic
shapes, and poetry, they felt, needed to stretch with it.
These poets, beginning with the de
Campos brothers in Brazil and Eugene Gomringer in Switzerland, embarked on
their experiments with a fervor similar to that of the Dadaists seeking to make
sense of the changes brought about at the advent of modern warfare. Mary E.
Solt (1971), in her survey of the field, Concrete
Poetry: A World View, notes their
attitude that traditional poetry could not keep pace with the way life was
being lived, in that time and in those places. Their reaction, then, was almost
spiritual, a need for an expressive form which would distill the Zeitgeist. They aspired to an
expressivity which would capture the sudden expansion in humanity’s environment
offered by the exploration of space and the “concentration and simplification”
offered by the on-rush of telecommunications technologies.
The range of experimentation carried
out by this movement serves as a reminder of how limited currently accepted
poetic forms are. In Here are the Lovers,
Augusto de Campo uses visual oppositions to reflect the semantic oppositions of
“abovei” and “belowshe”, “lovers” and “parents”. (Figure 5)
Carl Fernback-Flarsheim’s Mirror Field
Inside Random Field has the appearance of a sub-atomic collision, where the
core particles retain their stability as the surrounding particles begin to
destabilize and then fly outward with the force of the impact. (Figure 6) These
poems explore space as an extension of semantics and use words to create
objects and objects to traffic in the meaningfulness of words:
...the non-linguistic objects...function in a manner related to the semantic character of words. In addition to his preoccupation with the reduction of language, the concrete poet is concerned with establishing his linguistic materials in a new relationship to space (the page or its equivalent) and/or time (abandoning the old linear measure)...[T]he concrete poet is concerned with making an object to be perceived rather than read. The visual poem is intended to be seen like a painting; the sound poem is composed be listened to like music... (ibid.)
Thus
we see that the Concrete Poetry movement focused on the material out of which
the poem is constructed. The medium no longer disappears into neutrality, nor
is it ignored. Instead, it becomes an integral part of the expressive form.
The influence of the Concrete Poetry
can be seen in modern advertising and design. However, their demand for new
ways of communicating given new ways of seeing and mutating ways of being has
fallen by the wayside. The role of any art is to craft anew the apparatus by which
we struggle to apprehend a changing world. Along with a re-evaluation of the
ways in which words can be presented and received, that spirit is what the
present project takes from those who began – and continue with – Concrete
Poetry.
The Dynamic Poetry project used each
of these forms as models. The attention to the power of language found in
traditional poetry, the “dynamic visualization” found in the work of the
Futurists and their fellow travelers, the conflation of medium and language
found in the Concrete poets–the experiments described in this thesis employ
these approaches to explore the space of interactive, evocative text. It is
clear that the impact of a digital media on poetry will be no less significant
than the impact it is already having on narrative and image. More than a decade
after the advent of the personal computer, the time is ripe for suggestions
about how the poetic form might migrate into this new environment and how the
pioneering spirit of Apollinaire, de Campos and others can be infused into new
territories of textual experimentation.
Carl
Dair, at the end of his book Design with
Type, muses about the opening frontiers of “typography in motion”, pointing
towards television, film and computers as possible sources of advancement in
this direction. (Dair, 1967) This was almost 30 years ago. Since then, while
experimentation within the field of moving pictures has continued apace, much
of the work within the digital realm has been directed at either improving
resolution or radically re-imaging letterforms. The Cranbrook theorists’ drive
to deconstruct the visual aspect of type, David Carson’s magazine work and the
font experiments of the designers associated with FUSE, to name but a few, challenge
basic notions of typography and textual presentation. (figures 7, 8, and 9)
Their work has been inspired in some part by the manipulations available to
designers working within a digital environment. Some even attempt to go beyond
the visual dimension. Erik van Blokland created Nimida which randomly
degenerates its letterforms, and Jonathan Barnbrook designed Burroughs which transforms the user’s
typing into gibberish. (Figures 10 and 11)
They represent two of the very few efforts being made to design type and
type-usage which possesses time-based characteristics and/or responds to user
input. Otherwise, the potential of text within the digital environment remains
largely unexplored.
This untapped potential is partially
the result of technical difficulties. The amount of processing power required
to intelligently animate hundreds of words, and thus thousands of letterforms,
is beyond that which is available in personal computers. In addition, most
programming environments which are sufficiently sophisticated to provide an appropriate level of control
over appearance and movement over time for so many objects require a level of
programming expertise beyond that which most designers or artists possess.
These conditions make it is no
surprise that a significant majority of the work that is done in this direction takes place at Massachusetts Institute of
Technology’s (MIT) Media Laboratory. In MIT’s Visible Language Workshop (VLW),
access to high-levels of computing power and programming talent have allowed
innovative exploration of this area. In general VLW has pioneered the
three-dimensional display and navigation of text-based information spaces.
(Figure 12) In particular, Suguru Ishizaki, David Small and Yin Yin Wong have
contributed. Ishizaki (1996) has created an email environment in which the
dynamic appearance of email headers convey information about the urgency,
source and age. He has also proposed an agent-based approach to textual
behavior which is a more computationally refined version of the Breeder experiment described below.
Small (1996; MIT VLW 1994) has developed a notion of “expressive typography”
which involves using physical models of object dynamics to drive the movement
of type and employing “wet” typography as way of recapturing the rich visual
interaction between pigment and paper. Wong (1995; 1996) has developed the
concept of “temporal typography”, or the dynamic visual treatment of written
language, as a means of extending the range of typographic expression. (Figure
13)
The efforts of the VLW group have
gone far in expanding the ways in which text can be treated in the digital
environment. Their work focuses on articulating the time-dimension and
enriching the visual play of text. For most part, however, their work has been in
creating functional extensions of the typographic form, ones which are in
service of software to support electronic mail, financial analysis and literary
reference. The poetic context–whether actually for poetry or some other
expressive purpose–have not had the benefit of such treatment.
4.1 The Need for Definition
Interactivity
is often identified as the defining quality of digital media. Yet its meaning
is not well articulated. In a field where the simple “yes/no” button clicks
required of the home-shopper are described with the same term as the intricate
structure and sophisticated interfaces of complex narrative pieces,
interactivity is simultaneously everywhere and nowhere to be found. The
elusiveness of the term extends content-lag by obscuring more issues than it
clarifies. To be useful as an analytical term, both for those who wish to study
the medium and for those who wish to create within it, the term must be better
defined.
Consider the “Interactivity Matrix”
which appeared in the premiere issue of Wired
magazine, one of the bellwethers of the digital form. (Figure 14) Developed in
the process of researching the telepresence potential of virtual media, it
provides an instructive example of just how broadly interactivity can be, and
is, construed. Books are on one end of the spectrum, the Star Trek holodeck on
another. The distance between them covers an enormous amount of functional, aesthetic
and experiential ground. Furthermore, the change that takes place over that
ground is not additive, i.e., it is not a matter of adding more functionality
to a book until one ends up with the holodeck. What, then, is it that makes the
holodeck “more” interactive than a book?
In Chapter 2 I introduced John
Maeda’s manifesto on digital media. He has also done concrete work towards
defining interactivity and establishing the media on its own terms. He argues
that designers must, among other things, fully employ the time dimension and
explore “reactive graphics, visual experiences that respond to user input in
realtime in a way that defies physics (not virtual reality) and are devoid of
content (not interactive media in the
ordinary sense).” (Maeda, 1995:a) Reactive graphics, then, extend the dynamic
realm by exploring actions which cannot be performed in the physical world, and
which respond immediately to the user’s own actions. Maeda’s efforts are
provocative arguments for this approach. The textual playspace of his Flying Letters collection is of particular interest within
the context of this paper. In one segment the alphabet plays out wherever the
user’s cursor is located, each letter fading into the background with exquisite
slowness. (Figure 15) The cursor moves with a sly delay, giving the user the
feeling of leading a slightly recalcitrant cat around by the leash. In another
segment, two different sentences are spelled out, word by word, depending on
whether the user has the cursor in the top half of the screen or the bottom
half. (Figure 16) In the top half, “to the heavens” comes spilling out; in the
bottom half, “to the earth.” The same sort of fade as in the previous example
lends this piece a certain softness. Both pieces contain interactions which are
elegant and simple. They react in
realtime and their actions make their own physical sense. Neither are
reproducible outside of the digital medium, nor are any of the other segments
on the Flying Letters. Instead they
affirm the new media’s need for their own particular philosophy and approach,
and provide convincing attempts to work out such a philosophy via concrete
prototypes.
One drawback to Maeda’s work is that
the interactions he showcases are extremely abstract. They point the way to a
new vocabulary, but his reluctance to simultaneously pursue content leaves the
user without any context in which to evaluate them. His reasons for this
abstraction – to focus on the form – are laudable, yet one yearns to see those
forms developed in concert with content that would be equal to them, to see
reactivity mean something. If an
aesthetic native to the digital medium does exist, it must prove itself capable
of communicating content of substance.
Jim Campbell, a San Francisco-based
installation artist, has proposed a different way of looking at interactive
work. He sees it as existing on a spectrum with controllable systems on one end
and responsive systems on the other.
The first endpoint emphasizes the user’s control over the system,
providing him with an easily definable and one-to-one synchronicity between his
actions and the reaction of the system. The “conversation” between the user and
the piece can be characterized as being command-and-comply. Campbell cites most
CD-ROM-based pieces and games as examples which inhabit.
At the other end lies work which the
user’s actions within the environment (not just a single point, such as a
mouse) are interpreted by the system in a surprising yet meaningful
manner–surprising in that the user cannot predict the exact consequences of an
action, meaningful in that the system is not responding in a completely random
manner but one which exhibits an overall direction and rationale. This type of
conversation can be characterizes as being much more like a dialogue, with the
user and the system both posing questions to one another. The user’s attention
is not on manipulating the system, but in having an interesting experience with
it. (Campbell 1996)
An experiment of Dynamic Poetry
project, Aura (section 5.4.1), provides a good example of
the experiential end of the spectrum. On approaching Aura, thought it is clear to the user that his actions are causing
a reaction by the system, the mapping between the two is quite ambiguous.
However, instead of being frustrating, this ambiguity is integral to the
piece’s cloak of ritual mystery and the careful way one should approach
ritualistic objects.
Like Maeda, Campbell addresses time.
“If the new element to film was time,” he says, “then...the new element to
interactivity is the present.” (ibid.)
Many interactive pieces react at their own pace, not that of the user’s.
Sometimes that reaction is too slow, such as with CD-ROMs, but it can be too
fast as well. Truly responsive systems, however, interact with the user right
here, right now, at a speed which neither puts the user to sleep nor baffles
him.
Campbell’s interest is in
transcending the traditional computer science command-and-control paradigm
which leave users frustrated and bored. Maeda’s interest is in transcending the
tradition-bound presentational methods of analog media which fail to exploit
the particular strengths of the digital environment. In the course of the
Dynamic Poetry project I have sought to revise my own definition of
interactivity in ways similar to that of Maeda and Campbell, and in ways which
make the interactive distance between a book and the Star Trek holodeck
meaningful and operational.
Using the experimental work I
undertook as a concrete grounding, and using Campbell’s characterization of
interactivity as a dialogue, I have come to a definition which deconstructs
interactivity into a dual perspective. Dynamics
refers to the way in which the system “sees” the world, i.e. which objects activate under what conditions. Response refers to the way the user sees the world, i.e. what kind of
activity occurs when he undertakes actions.
As it is integral to all activity at the interface, I will also propose
a definition of time which is
articulated specifically for the digital environment.
4.2 Dynamics
Dynamics describes an interaction from the viewpoint of the
program. For the purposes of this discussion, the program can be thought of as
a set of instructions which dictate what happens when to which objects. The
term can be used either globally to describe the general character of a piece
or locally to describe the character of particular components of a piece.
The dynamics of an object (again,
whether a whole piece or element) can be constructive,
reactive, active or static. To use the dialogue analogy, a
static object does not contribute to the conversation in any way other than its
presence. An active object is one which holds forth in a monologue. A reactive
object does what its conversational partner asks it to do. At the other end, a
constructive object engages in a full-blown conversation from which both
partners take away new thoughts.
4.2.1 Constructive
An element which possesses constructive dynamics is
one which allows the user to add to or subtract from it. Such alterations,
where the user changes the “dataspace” of the piece by typing in text or
excising out an image or recording in video, become integrated into the piece.
The interaction between the user and the piece is in the form of an exchange.
WordNozzle (section 5.2) is an example of a piece which
is highly constructive. The user creates a text-pouch which then serves as the
source for the text. He then has full control over the appearance and placement
of that text as it sprays out of the nozzle. The constructive option is open to
the user at all times, allowing him to fully determine the final product.
4.2.2 Reactive
A reactive element responds to the
user’s actions, though not to the extent that a user can change its
composition. Most multimedia, and indeed, most digital media is composed of
elements which exhibit a reactive dynamic. Though similar to Maeda’s use of the
term, I define the term more extensively. The reaction may or may not follow a
virtual physics; in line with the main thesis of this paper, it definitely
possesses a semantic which supports the content of the piece.
Most of the experiments in the
Dynamic Poetry project contain substantial reactive elements. An example are
the stanzas in Dying Lying Rotting (section 5.3.2) which require the user to
zoom into them to read further. Another example in that poem are the gliding
stanzas, which can be moved by the user and which divulge more lines when the
user repositions them.
4.2.3 Active
An active element changes its physical appearance
over time, independent of the user’s actions. In the simplest example, an
animation, once begun, undergoes change in a purely active manner. Active
elements–and pieces which are composed of active elements–function much like a
movie does once it is started. The action unfolds at a predetermined rate and
in a predetermined direction. Telecommunication
(section 5.3.5) is an active piece,
with the various stanzas in constant motion.
4.2.4 Static
A static piece exhibits no change. I
have included mainly to establish one endpoint on the dynamic range, and in
order to cover products such as fractal painting and hyper-layered images which
are particularly digital but which do not change appearance or composition.
4.3 Response
Response describes the means by
which the dynamics of an element are initiated or maintained. This perspective
contains dependent, independent , hybrid and non-responsive elements, where “dependent” means “dependent on the
user’s input.” As with dynamics, response is applied to both individual
elements and to a piece in its entirety.
4.3.1 Dependent
A dependent element relies solely on
the user’s input to determine the action it exhibits. This term covers a
significant portion of current digital pieces, in which the user clicks his way
through a series of scenes.
Most of the experiments done for the
Dynamic Poetry project contain dependent elements. Telecommunications (section
5.3.3) consists entirely of dependent elements: each stanza only moves when
activated by the mouse passing over it, and the speed of movement is directly
related to the position of the mouse relative to original point of
intersection.
4.3.3 Independent
An element which is independent acts
without any input from the user. Breeder
(section 5.3.1) is a good example of piece whose response in completely
independent. The individual words already “know” how to interact with one
another, and initiate that interaction on their own. Their syntactic
communication and visual assemblage takes place regardless of the active
involvement of the user.
4.3.2 Hybrid
Hybrid
refers to elements which act both independently of and dependently on the
user’s input. Hybrid elements often seem the most life-like, or natural, as
they reflect an organisms ability to take independent action and to respond to
action that it is taken on it. It also captures longer term complex dynamics,
in which an element ages or transforms itself according to an internal clock
all the while accepting external input which materially effects it.
The candle in Aura (section 5.4.1)
responds in a hybrid manner. When no user interacts with it, it burns merrily
away, randomly switching between different video clips in order to simulate the
erratic movement of a flame caught in subtle cross-drafts. When a user enters
the environment, the candle switches modes and responds to the user’s movement.
Extinguishing the candle and relighting it are completely dependent on the
user’s actions.
4.3.4 Non-Responsive
This category is substantially identical with static.
It establishes the point against which other forms of response are measured,
i.e., no response.
4.4 Time
Time in this context refers to the
clock which determines the rate at which action takes place, i.e., how often an
element advances from any state t to any other state t + 1. Time can be characterized as cycle-time to real-time
to interaction time.
4.4.1 Cycle-time
Cycle-time is the speed at which the Central Processing Unit
(CPU) itself runs. In the present generation of personal computers, this rate
can be anywhere from 60 MHz to 200 MHz-plus (MHz = thousands of cycles per
minute). Technicalities aside, the main effect of increasing cycle-time is that
any given set of actions performed by the computer will be completed within a
smaller amount of real-time. An event programmed to occur at the beginning of
the main event loop of a program will happen approximately twice more often on
a 200 MHz machine than on a 100 MHz machine. Telecommunication (section
5.3.3) is an example of piece which
operates exclusively in cycle-time; this mode was chosen to reflect the poems
concern about the effect of technology, and the speed of technology, on
interpersonal communication.
4.4.2 Real-time
Real-time
is the time is the time in which we, as people, operate, and is effectively the
base to which the other times are compared. Depending on the action, real-time
may be perceived to be faster or slower than cycle-time. Rotating a half-bitten
apple through 180° will often take longer in cycle-time (as a rendered object)
than in real-time (as a material object) because of the processing power needed
to perform the math involved; copying a document in real-time will almost be
always be slower than copying it in cycle-time. Dying Lying Rotting (section 5.3.2) operates in real-time, as the
lifetime of the gliding stanzas are tied, code-wise, to the real-time clock of
the machine. Regardless of whatever speed at which the host CPU is running,
those stanzas should always live for the same amount of real-time.
4.4.3 Interactive-time
Finally, there is interaction-time, which equates a cycle
to every interaction undertaken by the user. In such a sense, time does not
move forward until the user takes some action. Each time the user acts, time
passes. Though not implemented, I considered using interaction-time in Cross Purposes (section 5.3.4.) Each
time the user interacted with a particular stanza, its complementary stanza
would age by one increment. Eventually, if one particular stanza was viewed
quite often, its complement would disappear from screen. The poem’s commentary
about point-of-view would be reinforced, as the user concentrated on one
viewpoint to the extent that the other one disappeared.
These three sorts of time are not
exclusive. A piece could make use of all three, for varying reasons. Exploring
the semantics of the different times, both singly and together, should provide
further avenues of fruitful experimentation.
Like Maeda and Campbell’s efforts,
this characterization is not meant to be exclusive nor definitive. Rather it is
an attempt to give greater definition to an amorphous term in the hopes that
others will be able to use it as inspiration for thinking about and creating in
the digital environment.
This
section describes the experiments conducted for the Dynamic Poetry project work.
Each experiment’s visual appearance and interactive characteristics are
described, and the result is discussed.[4] Except for Aura,
which I completed before any of the rest, Life
is Bait, I created between WordNozzle:
desktop version and Dying Lying
Rotting, and WordNozzle: installation
version, which I made last, the pieces are presented in chronological
order. This ordering shows the progression of my ideas about and understanding
of the notion of a digital poetry based on interactive text.
Within the chronological ordering is
a thematic grouping. “Conversions” refers to my first explorations of the
design space. The two pieces discussed reflect an attempt at converting
existing poems into a form more suitable to a digital environment. I came to
regard this repurposing approach, i.e., taking a creation which was made for
one medium and recasting it into another, as inappropriate. The remaining
experiments are poems composed specifically for the digital medium. The next
section, “Concrete Poetry Revisited,” deals with the two manifestations of the WordNozzle concept. Among other things, WordNozzle was an attempt to update the Concrete Poetry approach to visual
language in a way sympathetic to the new medium. The section following
“Concrete Poetry Revisited,” entitled “A Digital Poetry,” deals with the final
series of Dynamic Poems. These pieces are the fruit of all the other
experimentation and the theoretical framework of interaction developed in the
process.
Finally, in “Beyond the Word,” I
present Aura and Life is Bait, two experiments which are not based around
interactive type but which do explore some of the space delineated by an
interest in developing pieces native to the digital medium.
Flash and Scratch were directly inspired by Poetry in Motion, a CD-ROM anthology of
poetry put out by the Voyager Company.
The inspiration was positive, in that I had been impressed by Voyager’s
willingness to explore the presentation of poetry in the digital realm; and it was negative, as the various media used
in the presentation of the poems – text, video, image and sound – are not well
integrated with one another, and the design of the textual element in
particular is negligible. Flash and Scratch are based on two different poems
from the Poetry in Motion volume,
Amiri Baraka’s “Wailers” and John Berrigan’s “Whitman in Black.” They are
designed to develop a rich textual presentation. In the end, though they bring
to light many issues which fueled subsequent experiments, in and of themselves
they are not completely successful. The difficulties I encountered in trying to
graft interactivity onto these print-native poems led the project away from
repurposing efforts and further motivated the argument for native media argument
advanced in this thesis.
5.1.1 Flash
I & II
[Dynamic Poetry Experiments:DP Direct Access:Flash I/Flash II]
description
Flash I & II were aimed at
increasing integration between media elements and imbuing the text with
interactivity. To the first end, I
moved away from the original discreetly blocked layout find in the Poetry in Motion original. (Figure 17)
Instead, I used a single large still for the background to create an
all-encompassing visual atmosphere. The
QuickTime movie of Baraka performing “Wailers” is brushed into the left-hand
side of the screen in an attempt to negate the strong border effect of the
standard QuickTime window.
In Flash I the text is not bound to any particular place on the
screen. (Figure 18) In fact, the text
itself is the cursor and can roam anywhere.
If the user moves the cursor up or to the right, the text displayed at
the pen moves forward through the poem in one line chunks; if the user moves it
down or to the left, the poem moves backwards in the same increments. (Figure
19)
In Flash II the text is again
unanchored, but instead of scrolling through the poem a word at a time,
individual lines of the poem are scattered around the screen. (Figure 20) By
moving the cursor over a line, the user activates the subsequent line, causing
it to move underneath its predecessor. This can be done until the poem is fully
reconfigured into its original linear form. (Figure 21)
discussion
Flash I & II present
the user with an interface which is visually more integrated and interactively
more dynamic and responsive than the original version. The video is no longer a
separate or alternative means of experiencing the poem, but of a piece with the
text. In Flash I, the text only
reveals itself as the user interacts with the poem, forcing him to take an
active role in the reading of it. In Flash
II, the user is again asked to play a role in constructing his experience
of the poem, but here the reading takes on a more playful feel. The user
composes two-line segments, then three-line segments, onward until the entire
poem is reconfigured. This action creates a montage-like impression, with the
sensible-but-not-quite-meaningful parts slowly resolving into a coherent whole.
In a sense, the user “discovered” the poem instead of simply reading it. In
both pieces, the combination of active and reactive, dependent and independent
elements created a rich encounter with the piece.
However, this increase of activity
brought along its own problems. In Flash I, the user never saw the complete
text of the poem, so the notion of forward and backward did not mean much. Being exposed to one line at a time –
especially when not in a single sequential direction – hindered the user’s
ability to maintain the relationships between non-adjacent lines. With Flash
II, the playfulness of the interface became its defining feature, leaving
the user feeling like he was having to jump through hoops simply to read it. In
both versions the audio accompanying the video was so strong that it led the
experience, and when users found that not only did the cursor-text not
necessarily relate to what was being spoken currently, but that it also had no effect
on the progression of the video component, they became frustrated by the
illusion of more control than actually existed.
description
Like
the two versions of Flash, Scratch is
an experiment in improving the visual presentation and interactive level of an
existing piece, the Poetry in Motion
segment on Tom Berrigan’s Whitman in
Black. (Figure 22) I paid
particular attention to two areas in which Flash
is weak: giving the user access to an overview of the poem and providing
mouse-based control over the progression of the audio and video. The latter
concern had a particularly strong impact on the design, and led to the
“discovery” of using the random access capabilities of the digital video to
“scratch” the audio track in a way similar to that used by DJ’s.
Scratch
begins with an introductory screen which allows the user to select a view of
the poem as it was originally written, in standard linear form. The user can
also choose to see an interview with the poet.
The third choice takes the user to the piece proper.
Compared to the clean, minimal Flash , the visual chaos of Scratch is quite striking. (Figure 23)
The video has been almost completely obscured beneath accreted words, with only
brief glimpses of movement to give away its presence. In contrast to Flash, I chose to concentrate on the
sound in Scratch. because the visual
aspect of Berrigan performing is
uninteresting compared to Baraka’s. The visual component of Berrigan’s video
remains visible only to an extent sufficient to evoke its presence, leaving the
sound to occupy the most prominent place in the user’s perception.
The user can perform any one of
three actions. He can move the cursor
over the video area and treat it like a miniature Flash; if he stays within that area, movement up and to the right
spools through the lines of the poem in a forward direction, the opposite
movements would have the opposite effect.
If he moves out of the video spot and clicks on the textured surface,
the first line of the poem pops out.
Successive clicks spit out each successive lines. If he clicks on a line that has been laid
down already, the audio/video would “scratch”, or relocate, to the line’s
position and commence playing from that spot. If he lays down all the lines of
the poem, he can access any line at any moment. (Figure 24)
Finally, after the user lays down
however many lines he wishes, he can click on the replay button. The video then plays in the order that the
lines appear from the top of the screen to the bottom. The result is a
re-sequencing of the entire piece.
discussion
Scratch is more successful than Flash, though not ultimately successful in the sense of being
poetically self-sufficient piece. The access to “Whitman in Black” as
originally written helps enormously in understanding the entire piece, and the
complex behavior connected to direct control of the audio/video stream moves
the user from being a passive observer of the spoken version of the poem to
being an active participant in its flow. On the other hand, the opportunity for
this interaction are not made clear to the user. Once they are, however, the
people who used it seemed quite fascinated by the ability to scratch with the words
and reassemble the piece.
Several elements of Scratch’s interactive abilities are not
obvious. Why move the mouse up or right
to spool forward through the lines of
the poem (while over the video clip)?
Why does the cursor spit out different-sized type, and what is the
interactive meaning of the size change?
Why does the vertical relationship between the lines’ orientation effect
the order of re-sequencing but their horizontal relationship does not? Why is it not possible to perform a natural
extension of the resequencing function by rearranging the lines once they have
been laid on the page?
The scratching reaction powerfully
involved users in the structure and sound of the poem, and is a device which
deserves further refinement. Such refinement, though, must be in the context of
a poem in which that sort of deconstruction and (re)assemblage of lines is
integrated into its thrust. “Whitman in Black” is, if anything, about a man–Walt
Whitman–at one with his New York environment. The scratching interferes with
this sense to the point of actively working against it. Resequencing has
similar unwanted poetic consequences, breaking down the ordering of lines which
were crafted carefully into a specified position within the poem. It is either
with a more sympathetic type of poetry, such as Burrough’s cut-ups or various
forms of found poetry, or within the context of a poem created from the first
moment with such a component in mind that scratching will prove its usefulness.
As
discussed in Chapter 3, a significant influence on the entire Dynamic Poetry
project is the work of the Concrete Poets, and by heritage, the Futurists and
Dada. Both the spirit of revolution and artistic timeliness invoked in these
movements, and the dedication to equalizing the visual and linguistic
dimensions provide inspiration for WordNozzle.
The starting point for this project was when I found myself increasingly
frustrated by the cumbersome methods for experimenting with typography
available in most commercial graphics programs. In such software, the user must
often type in the words, highlight them, pull one menu to select the font,
another to select the size, yet another to select the style, and yet a fourth to
select a color. This is a slow and enervating process, and not conducive to
rapid, free-from experimentation with type.
Simultaneously, I was researching
the Concrete poets. The techniques which they employed were yet more
time-consuming and intolerant of revision. Realizing this not only granted some
perspective on the current tools and they might be improved, but also
engendered a curiosity about what sort of digital environment would be
appealing to a Concrete poet. WordNozzle
represents an attempt to improve the tools and create such an environment.
WordNozzle is equal parts digital graffiti and concrete poetry,
an experiment in “painting” with letters, words and paragraphs. It was designed to let the user spit out
characters, words, paragraphs, entire manifestos, even, in a continuous stream,
while also allowing him continuous control over the appearance. Two main
versions of WordNozzle exit, one
suitable for desktop use and distributed as shareware via floppy or on-line
download, and the other as an installation piece presented in 1996 at the Royal
College of Art.
Both versions allow the user to
manipulate standard parameters such as font, size and color. The desktop
version possesses more extensive file input-output capabilities, including
saving the canvas and the ability to up-load text files into the nozzle. The
installation piece replaced the standard desktop-plus-mouse environment with a
large-screen-plus-firehose interface. Each version is described and discussed
individually below.
description
Upon
beginning, the user is shown a title screen while the program loads the fonts
particular to the user’s computer. The program then fades onto the main screen.
(Figure 25) As soon as the user clicks anywhere, he is prompted to choose a
text as the source for the nozzle. This
text, or more appropriately, text-stream, is “injected” into the hose and the
first word appears at the nozzle. At this point, the writer can change the
appearance of the word by using the characteristics palette to the left of the
writing surface.
By moving the word over the area
marked “font” and letting it “hover” there, he can cycle through all the fonts
available on the system, applying in turn each font to the word. To select a
particular font, he removes the word from that area. By letting the word hover
over the area marked “size”, he can increase the point-size by moving slightly
above “size” and decrease it by moving slightly below “size”. Selection occurs
in the same way as with choosing a font, i.e., by moving out of the “size”
area. To change the greyscale shade of
the current word, he moves it over the greyscale spectrum at the top of the
screen, pulling down and out of the spectrum when the word exhibits the desired
shade.
File input-output is handled in the
lower part of the left-hand side. Positioning the current word over “wipe canvas” and then clicking clears the
screen. The current position in the text-stream is maintained in this action.
Doing the same over “load text” allows the user to select another text document
as the text-stream. Clicking on “save image” lets the user name and save the
canvas as a PICT file. This is an image-file format common to most graphic and
word-processing applications on the Macintosh and allows the user to use what
he has created as a graphic element.
discussion
The
basic functionality of WordNozzle – manipulating the font, size, color and
location of type – can be found in most desktop publishing and graphics
packages. Yet the ability to treat the
text-stream more like an ink or paint flow, while maintaining control over
discrete words, circumvents the cumbersome, modal manipulation and lay-out
methods common to such packages. This
flow successfully takes the focus off the tools and their manipulation and
places it on the words themselves.
The visual quality of the interface
works well in creating a seamless space within which both the writing surface,
the parameter controls and the design can all exist. The parameter controls
dissolve into the grain of the background, the disappearance of the cursor
removes the usual windows-based intermediary between the user and the object
being used, and the grainy, layered, off-kilter typography embedded in the
background encourages experimentation.[5]
WordNozzle
successfully handles both the issue of creating a flexible experimental tool
and providing an environment in which one can create new forms of Concrete
Poetry. In the latter context the piece raises the interesting issue of
composition and authorial control.
As designed, WordNozzle requires two distinct authorial stages. The first is in
the composition of text-streams to feed the nozzle. At this stage the author
chooses the basic ingredients of a poem–words–but does not necessarily have
control over their final sequencing or relative layout. Even though they are
sprayed from the nozzle in a linear order, the compositor’s control over
location gives him the final say in how the poem is actually read. Similarly,
the compositor does not necessarily control the ingredients with which he is
working. In some cases, the author and the compositor are one and the same, and
WordNozzle becomes akin to a
performative medium. The author uses it as a means of displaying his words; he
can choose to do this in the same way every time, or vary this aspect at each
performance. The situation is analogous to a poet who reads his poetry for an
audience and changes the reading each time he does so.
However, in the case where the two
roles are taken by different people, a situation occurs which is much more
similar to a mixing d.j.. who utilizes samples of music already composed by
others. Such an artist works at a level one-stepped removed from that of the
musicians, but is capable of creating new and meaningful compositions out of
the music he finds. The compositor is in a similar position, to the point that
the text-streams he mixes do not even have to be composed specifically for this
purpose. WordNozzle does not care
whether the text-stream is composed of verse or the READ ME file from the
compositor’s word processing program, or the contents of an electronic mail
box, or any other text document.
One of the several causes for the
lack of an audience interested in the postmodern conceit of non-linear
narratives and works which are continually open to authorial input from a
multitude of voices is the desire for a clear voice or point-of-view which
leads the reader through a carefully constructed linguistic edifice. WordNozzle’s compositing stage runs the
danger of succumbing to the same weakness. When I go searching for a poem by
Walt Whitman, I want the poem written by Walt Whitman, not somebody’s
“remixing” of Walt Whitman. But there are times which I am actually interested
in something which takes Whitman’s words and builds upon them, amplifies them
or distorts them in a way that may shed light on the original, or the subject
matter of the original or some completely different matter.
Yet there is still the uncomfortable
feeling that I am doing violence to Whitman’s text by re-using it in such a
matter. Beyond that discomfort is the critical issue of whether his text is the
type of text best suited to such treatment, i.e., whether the particular
content embodied in the words and Whitman’s poetic structuring of the words is
amiable to the re-forming which WordNozzle
supports and encourages. For these reasons I see the writing of new
text-streams to feed WordNozzle as of
paramount importance, for they can be created specifically with WordNozzle in mind. Users–and
readers–will always be free to locate authorship where they will, but if they
do not have to struggle against the ghost of an author who has created a tight
structure in service of a specific range of meaning, that freedom will only be
enlarged.
description
The
most significant difference between the installation version and the desktop
version is that the installation expands the software into a body-sized version
with an input device much more in keeping with the piece as a whole. The
personal computer monitor of the previous version is transformed into a
rear-projected large-screen measuring 1m x .75 m. The mouse is replaced by a
fire-hose and nozzle procured from the supplier to the London Fire Brigade.
(Figure 26)[6] The user controls the movement of the words by
pointing the nozzle; he controls the flow of text by using the top mounted
handle on the nozzle as a valve. (Figure 27) Pulling back on the handle
increases the flow of text, while pushing forward decreases it to the point
where the flow eventually stops and the user can simply moving a single word
around the screen. (Figure 28)
The screen itself looks very similar
to that for the desktop version, with slight modifications to the left-side
input-output area. As this is designed as a public installation with short,
5-minute interactions in mind, there was no need – and no way to facilitate
downloading files for users to take with them. Thus the “save image”
functionality has been removed. In order to simplify the interaction for the
short time-frame, all the control interaction consists of hovering, i.e., like
with the “font” and “size” controls, the user hovers over “wipe canvas” and
“load text” to activate them (instead of clicking on them as with the desktop
version.) If he hovers over “wipe canvas” for more than a second, it activates.
If he hovers over “load text” for more than a second, then a window pops up in
the middle of the canvas. Within the window, the names of the files available
for uploading into the nozzle appear in succession. To select one, the user
simply moves off of “load text” and the text whose title was the last to show
is selected.
discussion
I
transformed WordNozzle into this form
for several reasons. I wished to explore its performative aspects, to see how
satisfying it is for users to work with words which are selected for them. I
wished to investigate the marriage of whole-body based input devices with the
screen-based virtuality, and in so doing extend my understanding of the
mechanics and electronics required to pull control away from the keyboard and
mouse. Finally, I wanted to see if very large text had the emotional impact and
pull that I suspected it had. Generally,
user interaction tended to take three phases. The first phase consisted of the
user accustoming himself to the notion that the fire-hose was functional and to
the slight reaction lag which using it entailed. The next phase consisted of
him exploring the interface – changing font and size, selecting colors, wiping
the canvas, etc. The final phase consisted of him actively playing with the
piece and the feel of the interaction. All of this happened relatively quickly
(though in some cases people did get stuck at the first or second stage.)
Judging from the number of people who interacted with the installation and
their willingness to learn the peculiarities of the interface, the piece was
successful as a means of letting people “perform” with a given set of
text-streams. Furthermore, users were intrigued by the use of the nozzle and
the connection between its physicality and the virtuality on the screen.
On the large-screen, the words were
quite powerful. This could be seen in the way that companions of the
nozzle-holder would often urge them on, to see what was next to come out of the
nozzle, to see what the results of large-scale adjustments in size would be,
etc. In addition, the scale brought forth the richness in texture obtained in
the simple layering of words of different greyscale. It encouraged me to think about recasting the piece on an
even large scale, say that of an entire wall.
With
Flash and Scratch, I took poetry created by others for a print environment
and repurposed it for the digital environment. With WordNozzle, I used poetry written by myself, originally for a print
environment as well. In all three cases, the fragmentation caused by these new
ways of presentation failed to do the poems themselves justice. The need to
write poetry which, from the first creative moment, is destined for a digital
environment had been made increasingly clear.
Breeders
represents the first move in that direction, and the rest of the poems
described in this section represent the further working out of issues involved
in creating poetry specifically for and within a digital environment. In Breeders I designed the basic software
engine to handle the chunks of text and then improved it with each subsequent
piece. This engine makes use of object-oriented programming (OOP) practices to
handle the complexity of action within the environment, and led me to adopt a
behavioral approach to creating the interaction within the poems. Thus,
individual words are treated as individual entities with a certain kind of
“life” in the environment which is determined by the behavior which I assign to
them. Once they come into being, I no longer need to worry about controlling
their actions–they “know” how to act. In effect, I set the starting conditions
and yell “Go!” The words-as-objects take care of themselves from then on.
In order to craft these
environments, I developed a process for approaching the simultaneous demands of
interactive form and poetic content. Though I have embodied the process in four
steps, the reader should be aware that they often do not follow one another in
a clean progression but reflect and modify each other at all times.
1. What
behaviors are interesting in the context? Given the thematic arc of the
poem, what should the text do? Which
parts should be dynamic, which parts should be responsive, and in what ways?
2. What
metaphor best describes the behavior? If chunks of text are going to change
capability and appearance over time, should we think of that as “aging”
(organic process on animate subjects)?
Or “weathering” (organic process on inanimate objects)? Or “fatiguing”
(in/organic process on both)?
3. What visual
appearance and changes in visual appearance correspond to a particular
behavior? If a chunk of text “ages”, how does the user see that? how much
of its history (and perhaps its future) should be made apparent?
4. How does one embody such qualitative behaviors in code? It is one thing to talk about “weathering”; it is yet another to find away to do that in computer code.
At
different moments during the process, a different one of these questions would
come to the foreground and demand attention.
For instance, I initially spent substantial time in the first question,
brainstorming about what I might want text to do. As part of that, I was constantly considering question two,
brainstorming metaphors to keep myself clear on what I was thinking. For example, when I decided to implement the
narrative-place behaviour in Breeder: No
Discussion, I moved on to the third question. As I became more familiar
with the capabilities of Director's implementation of OOP, I returned to the
first and second categories to update my thoughts on the behaviors. All the while, I was thinking about the
visual appearance but delayed expanding on those details until the piece was
working well enough to see what the simple dynamics of the environment
were. At that point, the third question
came heavily to the fore and was one of the catalysts for collaborating with
Neil Wilson on Articulate.
It was also necessary to develop a
vocabulary which would succinctly capture the behavior of these texts. In some
cases, I used descriptive terms from traditional poetics; in others, new terms
were employed. Below is a brief glossary:
Chunk Descriptors – describe discrete entities within the environment
line: an ordered set of words
stanza: any collection of lines which make up a discreet,
though not independent, unit of meaning; the lines which compose a stanza may
be sequentially or randomly displayed.
anchor: a stanza or set of stanzas always present on the
screen.
in-betweens:
lines which appear interleaved
between other lines, where the in-betweens are of a significantly smaller type
size than the dominant lines.
text-pouch: any text object that serves as a source or is
accessed by these poems.
Dynamic Behavior – describe the actions which chunks can take
march: when the
words of a line or stanza appear one at a time, one after another.
stream: quick movement of a line or stanza across the screen
in an uneven, though directed, manner.
glide: slow movement of a line or stanza in an even,
directed manner.
scramble: a line or stanza which moves about the screen in a
highly random fashion
gather: when several lines or stanzas flock to a common
location; that location may be spatially fixed or moving.
vector: the direction and speed of movement possessed by an
object.
The reader will find it helpful to refer to this list while reading through the project reviews which follow.
5.3.1
Breeder
[Dynamic Poetry Experiments:DP Direct Access:Breeder]
description
The
goal of Breeder was to create a whole
canvas composed of pieces of text interacting with each other, and with the
user, in different ways and in an ongoing manner. It attempts to approach the intersection of text and
interactivity through an overarching biological metaphor. Employing such a metaphor to bridge the gap
between the inorganic determinacy of silicon and the phenomenological vagaries
of the flesh is nothing new; the world of computers has seen “genetic breeding”
of algorithms, of visual stimuli (like Kai’s Power Tools’ Convolver), and of intelligent software agents. The main ideas that I wish to pull from the
metaphor are those of behavior (the
actions exhibited by an entity in
response to stimuli) and inheritance (the transmission of
behavior to new entities.) Several
prototypes using the basic Breeder
engine were made; I have included Breeder:
No Discussion on the CD-ROM.
Breeder: Glide. The
first iteration focused on creating a basic environment. Working with a text-pouch created from three
poems I wrote as a series a few years ago, I wanted to dynamically juxtapose
individual words. On initialization, Glide randomly samples the text-pouch,
chooses words to seed the environment, places them at a randomly chosen edge of
the bounding box and then glides each word into the environment. Each word is exists as an object which knows
its text-content, its speed, its direction and its age. When a word falls outside the boundaries of
an invisible box, the it and the object associated with it are forgotten and a
new one is created. Upon creation, it
randomly samples the text-pouch,
Breeder: No Discussion.
The second iteration attempted to implement what I have chosen to call narrative-place behavior. Narrative-place describes a word which
“knows” that it is part of a larger piece, knows its location within that piece
and searches for the other entities that come before and after it in that piece.
When it finds them, it combines with them to form longer and longer phrases
until the entire piece is reconstructed. The text used in No Discussion is a fragment that runs “the between popping with a
loud, empty bang of disconnection, no direction.”
In No Discussion, as any particular word is sampled from the (linearly
ordered) text-pouch, the word that immediately precedes it and the word that
immediately follows it are recorded as part of its knowledge. As a word-object glides across the
environment, it inspects all the other words with which it comes into
contact. If the contact-word is one of
its neighbors, the word-object grabs its contents to create a phrase. If the contact-word precedes the
word-object, the subsequent phrase regards the previous word of the
contact-word as its new previous word.
If the contact-word follows the word-object, the subsequent phrase
regards the following word of the contact-word as its new following word.
As
time passes, the previous and following word of each original word and
subsequently built-up phrase migrates further and further away, until
eventually the full text is reassembled.
The number of words which would complete this progression is dependent
on the course of the random sampling function and the randomly chosen course of
words through the environment.
To help speed things along if the
environment becomes saturated with incomplete phrases which cannot find any
additional points of linkage, the environment is seeded from time to time with
random words.
Breeder: Glass The third iteration experiments,
briefly, with putting sound to the environment. Fellow Computer Related Design student Lukas Girling pointed out
that the rhythms of the text movement reminded him of music from Philip Glass’ Einstein on the Beach. After listening to the opera, I agreed
with Mr. Girling. The rhythm created by the combination of steady movement and
random speed and direction contained distinct echoes of Glass’ play between
almost droning repetition and rhythmic variance. I combined the two, culling two samples from the opera which were
then continuously looped as the environment evolved. The visual and aural dimensions complement each other, pointing
the way to more complex interactions between the text, voice and music.
discussion
A
quick technical note: the software-hardware combination I used to implement
these pieces is not capable of simultaneously handling more than a dozen moving
chunks with any degree of visual elegance. As more chunks are added above that
level, the movement slows down to the point that it is not only unappealing but
uninteresting as well. For this reason, Breeder
only operates on a portion of a text-pouch. The piece that is on the CD-ROM
serves as a miniature study of what an entire, complete piece would be like.
Glide
is akin to found poetry or William S. Burroughs cut-ups. The sense of the
piece lies not in the denotations of the words themselves but in the
connotation of their constantly shifting amalgamation and the efforts of the
user to synthesize this. The duty of the poet in this case is to provide raw
material which is highly suggestive and to choose the range of visual
realization which these words possess to aid in that. Glide does not follow one particular thematic arc, but rather many,
and with a visual dynamism which keeps the user engaged.
No
Discussion possesses more of a direction, though one which is necessarily
kept brief because of the technical constraints discussed above. The poem deals
with a family in a continual process of breaking apart and coming back
together, and the difficulty discussing the reasons for this happening. The
dynamics of the poem work in tension with the movement direction of the words,
which capture a feeling of not being able to connect, not being able to
reassemble the familial cohesiveness: the words assemble themselves in a way
that the family cannot. The contrast is pointed and poignant.
Glass
served to show the possibilities of adding sound to a piece. As such, it
was successful but does not warrant further discussion in and of itself.
The biological metaphor used in the Breeder series proved to be a powerful
shorthand for conceptualizing text-based interactivity. I quickly came to the
conclusion that I wanted the text to have personality, down to the word level
at least and perhaps to the character level if possible. That personality could be a literal
reflection of the denotative content of the word(s) in question, or it could be
connected to the connotative suggestion, or it could be in some ways at odd
with these senses. It interested me in pushing the grammatical control over
words we constantly have to exercise down
into the physical representation of the word itself.
Some of the other behaviors which
are inspired by this work and which warrant further exploration are:
semantic
evolution: if/how the
character-content of the word changed over time.
lifespan: if/how the word “weathered” subsequent
viewing/interactions.
spatial
stability: if/how the word migrated
in two dimensions.
pathology: if/how the word interacted with other words, either
with hostility, neutrality or affection.
knowledge
acquisition: if/how a text chunk
increases what it knows about itself (etymology, other instantiations, etc.)
and about its environment (what other text chunks coexist with it, what other
“species” there are and how to talk to them...) A text-chunk could search a
network for occurrences of itself, collecting pointers as it goes. As it collects them, it visibly swells. When it’s poked – either by another chunk of
text or by the user – it can disgorge that information, getting thinner as it
does so.
hierarchy: if/how some text chunks would be privileged over
others. Privilege could take the form
of network access, or what sorts of other info-bits it could communicate with,
or what its capacity is, or etymological age, or frequency of use...This
behavior would be one of those most interesting to implement within the
breeding metaphor, as an offspring could inherent knowledge, but not privilege,
or privilege, but not knowledge. Or
both, if we want to create some spoiled-rotten text.
After these initial prototypes had
been completed, I spent time with fellow Computer Related Design student Neil
Wilson, who has a background in typography, conceptualizing a font that would
support the unorthodox behavior I was imagining. The result, Articulate, is a based on single
characters having an articulation that allows them to hook up with other
characters to create words, and from there to create phrases, and from there to
create sentences. They also have a texture which makes it possible to color
them in various ways, ways which can be used to signal the presence of various
characteristics. As connections are
made, these colorings will change to reflect the combined characteristics of
the new phrase. The combination of Breeders’
non-visually mature but interactive prototype and Articulate’s visually mature but non-interactive images illustrate
what could be done given more development and a powerful computing environment.
5.3.2 Dying Lying Rotting
[Dynamic Poetry
Experiments:DP Direct Access:Dying Lying Rotting]
description
Dying Lying Rotting consists of an introductory title sequence and a
main screen. The main screen possesses two main elements. Three stanzas are
positioned in the center of the screen, reading in the standard top-to-bottom,
right-to-left format. These form the anchor of the poem. Each of the anchors,
in a black, medium-sized font, has a rhyming line picked out in bold. In
between each line of the stanzas can be seen, too small to legible but large
enough to be recognized as type, more lines of text.
Around the anchors glide a phrase
from each of four additional stanzas. Their movement, unlike the completely
random movement found in Breeder, is
axial, consisting of either purely vertical or horizontal travel. Each one
moves from one side of the screen to the other, and then reappears at some
other edge and makes the journey again at a slightly different speed. Each of
these stanzas is set in a different font, and, as the user begins the piece,
they each possess a hard, bright red color.
As time passes, one notices
something peculiar about these gliding stanzas. If an individual glider does
not encounter any of the other gliders, it dims. If it does come into contact
with another one, one of the two becomes slightly brighter while the other
becomes slightly dimmer. Eventually, it becomes evident that in particular pairings, one phrase always
becomes brighter while the other phrase always becomes dimmer. If the poem is
left running for long enough, then three of the gliding stanzas will get to the
point where they are so dim they're invisible, while one has increased to
maximum brightness. (Figure 30)
The user can grab any one of these
gliders and move it about the stage. When he drops it, more text is displayed.
This new text remains fixed as the glider resumes its movement.
If the user grabs one of the anchor
stanzas, he finds that it zooms in and out. If he zooms into it, then the small
lines in the white space in-between the lines of the large text grow larger and
larger, to the point where they can be read. The text of the anchor stanza also
grows larger. If the reader zooms out the opposite occurs, to the point where
the major anchor lines become so small that they themselves become unreadable.
(Figure 31)
Finally, a set of controls is
located on the bottom of the screen. "Restart" begins the poem again;
"Age" increases the rate at which the gliding stanzas move and the
rate at which they fade; "Save" saves the current state of the poem;
"Pause" freezes all movement and halts the poem clock.
discussion
Dying Lying Rotting deals with a young man “talking” to his grandfather
at his grandfather’s funeral. The anchor stanzas make it clear that the young
man possesses a fair amount of resentment towards the older man; the reader
finds out more about the nature and causes of that resentment through
interacting with the gliders and zooming into the anchors.
As more is read, it becomes clear
that the conflict between the two was based just as much in straightforward
generational differences as personality differences. The younger man feels that
the older man has strangled the family for years, insisting on imposing his
traditional views on everybody. The older man’s deflection of the younger man’s
enthusiasm for change is summed up in the line “you are nothing more than your
years, and even they, in comparison to mine, are nothing.”
The behavior of the gliders echo
this conflict. These stanzas each have an age associated with it, which is
based on the chronological order of the events they represent. So, for
instance, the gliding stanza “December 13, 1988” is the “youngest”, as it takes
place earliest, and “open coffin” is the oldest, as it takes place at the
latest point in time. The younger stanzas grab “life” from the older ones
whenever they encounter each other, keeping them youthful (and bright) and
making the older ones yet older (and dim.)
As a first attempt at creating a
fully realized piece based on the Breeder
paradigm, Dying Lying Rotting succeeds
in some ways and does not in others. The two-fold aging dynamic that exists
between the gliding stanzas, where they all get older in general yet the ones
which are younger can steal time from those which are older, subtly supports
the themes of aging, dying and the rise of youth to replace that which has
died. The stillness of the anchor stanzas in contrast to the constant movement
of the gliding stanzas reflect as well the frenetic-ness of youth compared to
the stillness of great age. The user’s moving of the gliders and zooming of the
anchors serves to draw him into the poem and to encourage him to look “behind”
what is immediately there.
On reflection, the interaction
between the gliding stanzas should be made more visually explicit. I considered
having the letterforms decay with age, but not only did this quickly render
them difficult to read, but the visual effect was actually too strong, suggesting
that to age is to decay. The sense I wanted, in which a young man attempts to
thwart and drain away the power of the older man, required something less
drastic. Nonetheless, the fading behavior employed, though more subtle, opens
up an interpretive space which is too wide.
The zooming of the in-betweens in
the anchor stanzas, while an interaction which seemed to please readers,
ultimately failed to fit into the thematic content of the piece. I have
retained them in this latest version in order to create a contrast between a
dynamic movement that does work (albeit with flaws) as an integral part of the
poem, e.g., the aging, and one that does not. The piece may benefit by being
separated into two pieces, one of which deals with the anger and utilizes the anchors
and the other of which deals with the inter-generational exchange and utilizes
the gliding stanzas.
5.3.3 Telecommunication
[Dynamic Poetry
Experiments:DP Direct Access:Telecommunication]
description
After
moving through the title screen and entering Telecommunication, the user is presented with an empty black
screen. After a moment, the first stanza streams on-screen from the right,
traveling quickly. In fairly short order, another seven stanzas appear, one after
another, all streaming from right-to-left. As they stream across the screen,
they also march through their lines. All based on the same font, each stanza
can be distinguished by variations in gray-scale and slight degrees of
letterform deconstruction. (Figure 32)
After all eight of the stanzas have
made their entrance, “SILENCE”, the
sole anchor of this piece, written in large type and colored blood-red, fades
completely into view. It moves slowly across the screen, much more slowly then
the stanzas, and does not march.
If a stanza comes into proximity to
the anchor, the rate of its march decelerates. The closer the stanza gets, the
slower the march gets. If one of these actually intersects “SILENCE”, its march
slows to the point of one word per two seconds.
After a period of approximately five
minutes, the stanzas repeat the opening movement, but in reverse. One by one,
they stop streaming and marching. “SILENCE” continues its movement, until, finally, the reader is left
with the black background with only the anchor moving, slowly, on it. This will
continue until the reader quits the poem.
discussion
Telecommunication deals with the how the speed and responsiveness of
communication affects a friendship. The anchor acts like a black-hole, attracting
the streaming stanzas to it whenever they get within a certain range. And, like
a black-hole, time “slows” down and these streams move and march more slowly
the closer they get to the anchor. This singularity-effect is intended to echo
the arc of the poem, which concerns a friendship, once co-present, now
long-distance, which is slowly dissolving into the silence of distance.
The individual stanzas are snatches
of the correspondence between these two people, one male and one female, as it
progresses from face-to-face to telephone to email and, finally, to letter, as
the geographic distance between them widens with time. The slowing-down of the
stanzas, both speed- and march-wise, reflects the way in which these people, in
the lulls between (and, finally, the absence of) communicative acts, replay
previous conversations in their heads – an act of remembrance as well as an act
of prognostication, as each attempts to figure out what is going wrong. In the
silence, all they have are what has been said, and they linger over those
words.
The global temporal arc reflects the
diminishment of communication. The piece begins with a flurry of conversation,
then SILENCE enters, and, slowly, the quantity of that communication
diminishes, until it ceases together, leaving the reader in visual silence.
5.3.4 Cross
Purposes
[Dynamic Poetry Experiments:DP Direct Access:Cross Purposes]
description
Cross Purposes presents the
user with a grid of text, with lines reading from right to left crossing, at
right angles, lines reading top to bottom by character. Each line is a stanza.
If the user wipes the cursor across the screen quickly, small red dots will
appear adjacent to each stanza and then disappear. If the user settles on a
particular stanza, the red dot appears and remains. If the user then moves the
cursor along the dominant axis of that stanza, it moves in that direction and
an arrow appears in place of the dot, pointing appropriately. The further away
the cursor gets from the arrow, the faster the stanza moves. Reversing
direction slows the movement until, on returning to the arrow, movement stops
and the arrow turns back into a dot. The cursor has returned to its point of
contact with the stanza, and thus its relative origin. Moving the cursor in the
opposite direction moves the stanza in the opposite direction, with the same
acceleration/ deceleration relative to the point of intersection. (Figure 33)
In this way, the poem is read. The
user shuffles the stanza backward and forward, downward and upward, sometimes
singly, sometimes in axial pairs.
discussion
Like
Telecommunication, Cross Purposes is a poem with two
voices. But where the other poem is a 'conversation' between two people, and
deals with the break-down of that conversation, this one is much more akin to a
double monologue in which the individuals describe the selfsame events from
very different perspectives.
The voices are distinguished from
one another in traditional ways – tone, diction, vocabulary – as well as by the
strong contrast in the rectilinear visual presence of the poem. One voice
exists in the vertically-oriented text, while the other exists in the
horizontally-oriented text. Furthermore, the font for each is slightly
different (two sans serif fonts, Geometric
and Arbitrary.) Each stanza in one
voice has a twin stanza in the other voice, both of them talking about the same
event or idea, but in very different ways. The difference in perspectives is
presented as a very strong visual conflict between the vertical and the
horizontal.
This representation creates a
problem, however. Because of training which teaches us to read in a horizontal
manner first and in a vertical manner second, the horizontal voice is
privileged over the vertical movement. As asking the user to move the lines
around is akin to asking him to get involved in the exchange, the layout of
those lines is tantamount to asking him to “listen” to one voice more than
another. Though this was not the intent of this poem, one can see how it might
be used to strong effect in a different sort of piece.
The
following two pieces, Aura and Life is Bait, do not fit strictly within
the purview of Dynamic Poetry, yet they both exemplify different aspects of
digital media which this thesis has sought to explicate.
Aura
represents an extreme example of “digital art”, a piece which makes no
reference to its reliance on the computer-as-machine. The complex real-time
interaction between the user, its sensors and its display is only possible
within the digital medium, yet my collaborators and I had no desire to draw
attention to this fact. Instead, we aimed to create a piece which possessed an
atmosphere and “weight” of interaction distinctly at odds with the clunky and
complicated interaction often found in digital work. Furthermore, we removed
all the input-devices we have come to associated with the computer – keyboard,
mouse, cathode ray tube – and which narrow the point of physical interaction
down to the fingertips and the eye and replaced them with the user’s entire
body. Instead of a hunt for manipulative leverage, the interaction was meant to
be one of reverent encounter with an interesting presence.
Life
is Bait is a showcase for both formal and content explorations.
Content-wise, my collaborator and I were interested in exploring how well the
medium could encourage exploration of a complex, highly emotional
socio-political issue. Formally, we wanted to deconstruct the screen
environment, fragmenting the singular, television-like presentation and
desktop-lockout common to multimedia in particular. Combined, these goals led
us to a design which supported an age-old debate format – pro versus con, with
moderator – within an innovative aesthetic format.
Taken together, these two pieces –
even if they do not revolve around poetry – explore parts of the digital media
terrain similar to the other pieces discussed in this thesis.
5.4.1
Aura
[Dynamic Poetry Experiments:DP Direct Access:Aura]
Aura represents a collaboration between Elaine Brechin, Robert Strong and
myself, all Computer Related Design students. The piece was originally created
for the Rituality CRD first-year
show, and was then re-designed on commission from the London-based arts
sponsor, ArtAngel, for its Self-Storage
installation exhibit. I discuss the latter incarnation below.
description
Aura consists of a small platform on
which rests a plinth. At the top of the plinth is a stylized match in a small
cradle straddling a striking block. Hanging above the plinth is a piece of
translucent paper upon which a video image
of a burning candle is rear-projected. From the user’s perspective, Aura’s main visual presence is that of a
burning candle floating in space, surrounded by a simple alter a few steps
high.
Upon approaching the candle, the
user can see his body movements subtly effecting the flame, as if the wind of
his passing was blowing towards it. Once on top of the platform and directly in
front of the candle, he can blow on it and thereby extinguish it. If he then
takes up the match and strikes it on the block, the candle re-lights. (Figure
34)
Aura
was located in the lowest, farthest
corner from the entrance to the Self-Storage
exhibit. This distance, and its relative isolation from the other
installations, gave the approach to it a pilgrimage-type effect. One at a time,
visitors were let into a very tall, narrow corridor which was dark except for
the red glow. When they came to the end of this corridor, they could turn
right. They then saw another tall, thin corridor, except that this one was much
longer than the original one and had huge tubing running down the left-hand
side. At the end of this corridor, they could see the candle flickering. As
they got closer, they could see that it “sat” atop an alter that could be
reached by climbing four short steps. Once up there, they could interact with
it as described above. (Figure 35)
discussion
Aura plays with the tensions between
a computer's complexity and a candle's simplicity, between the materiality of
the machine and the ephemerality of fire and light, between the developing
rituals of silicon culture and the aging ceremonies of previous times. As a whole, the piece suggests an altar or
some other place of focused movement, reverence and supplication.
Aura
was designed with several goals in mind. First and foremost my colleagues and I
wished to provide two types of interactions simultaneously. One is the focused,
intentional interaction of traditional
human computer interfaces. You
have a goal, blowing out or lighting the candle, and the interface gives you
the capability to achieve that goal and visually suggests how to go about it.
The other type of interaction is one is not often embodied in the digital
environment, a result of the machinery's will to complexity and the binary
coldness of numbers. This is the
casual, unmeant interaction one gets with delicate objects in the natural
world–the slight movement of leaves as you hurry passed, the head-movement of a
bird in a tree as it watches you walk underneath its perch. Combining both of these forms of interacting
allowed the piece to be both actor and object, and the observer/user to be both
actor and audience.
Secondly we wanted to explore
alternative means of input and output. Part of the original brief which spawned
the piece was to create an interaction which in no way relied on the user
utilizing a keyboard or mouse. We took it one step further by also removing the
ubiquitous monitor as well. The user approaches Aura with the entire body, uses his breath to trigger the main
event (blowing out the candle) and a very physical object to complete the cycle
(the match on the striking block to relight the candle.)
Finally, we wished to design a piece
which illustrated the concept of digital art as opposed to computer art.
(Section 2.2 to defines this distinction.) Many of the people who interacted
with the piece in the Self-Storage
exhibit expressed surprise when it was pointed out to them that it was driven
by a computer. Both the design of the environment and the feel of the
interaction led them to postulate some other mechanism, from holograms to trick
videos. We took that reaction as a sign that not only had we succeeded in
removing an oppressive sense of “computerness” from the interaction but had
also succeeded in our other goals as well.
[Dynamic Poetry Experiments:DP Direct Access:Life is Bait]
Life is Bait represents a collaboration between Paul Trevor, a
London-based professional photographer, and myself. The piece was commissioned
by the British Arts Council for its “Emotional Computing” series. Content
requirements were to produce a piece which explored the ability of the medium
to evoke an emotional response. Technical requirements were to deliver a
program which fit within 1.4 Mb of space and was fully self-running, so that
the Arts Council could easily distribute it on a floppy or over the Internet.
description
Life is Bait opens with the transcript of a news broadcast
summarizing the issues at hand in the McLibel trial taking place here in
London, in which two activists are being sued by McDonald’s for libel. The text
scrolls from bottom-to-top as a very distorted voice reads out the contents.
After the text finishes, two simple screens appear, one after another,
providing some more background information and details about how to use the
software. After the user has clicked through these, the screen then shrinks
down to about 1/3 screen size, and goes through a series of child-like scripts,
with people yelling out different things that “Life is...” on the soundtrack,
until, finally, it gets to “Life is... Bait.” Then the screen goes blank, and
the user is launched into the core screen(s).
The heart of Life is Bait consists of four windows, the one large one and three
more which are about 2/3 its size. (Figure 36) Initially, the smaller windows,
labeled “McDonald’s”, “McLibel Two”, and “Neutral”, are empty. The large
window, labeled “Bait”, has a multitude of visual elements moving around inside
of it. When the user clicks on any of these elements, he gets a proxy of it
attached to his cursor. If he then drags-and-drops it into one of the smaller
window, a text-field appears in the smaller window. Dragging the same object
into all three different windows produces three different texts, each of which
represent the views expressed by that particular party to the action.
Finally, at the upper right-hand
corner of the Bait window are two buttons. One, “quit”, is for obvious purpose.
The other one, “Ref”, when pressed, calls up a window in which reference
information – contact addresses, the text of documents enter into court, etc. –
can be viewed.
discussion
The
title, Life is Bait, is an attempt to
capture the consumer culture environment, in which we are bombarded from all
sides with temptations and lures to buy something. Often, this “bait “ is cast
in terms that make the purchase appear beneficial to an individual’s life, and,
furthermore, make the producer of the product out as deeply concerned for the
individual’s well-being. Mr. Trevor and I feel that, more often than not, this
concern is hypocritical and short-lived, lasting only long enough to extract
money and, in the end, resulting in events that are actually detrimental to the
health of the individual, the culture and the ecology.
As a visual metaphor of all this
bait floating about, we created the main box as a “collage of temptation”. In
the same way the consumer is tempted to buy and buy, we wanted to tempt the
user to fully explore the issues we had to present. I had worked out the basic
dynamics of the collage in two pervious pieces, making it relatively
straightforward to insert the appropriate
content once we had done the research.
Life
is Bait served as a vehicle for commenting on two design issues which I
feel contribute heavily to the current state of content-lag. The first is what
I call the “Television Assumption.” Users and creators screen-based digital
media tend to assume that the spatial and surface coverage constraints of
television should be carried over to the environment simply because they both
use screens. Thus, most new media fills up every available inch of a 640 x 480
dpi screen, regardless of content or interaction. But, new media users can
ignore the technological imperatives television was subject too, such as the
need for a standard format for capture, transmission and reception.
Furthermore, “filling the frame” is merely an accepted aesthetic norm, not a necessary
one.
Yet the size of the windows, their
number and shape should be related to the amount and kind of information being
presented. This conviction led directly to us using multiple and smaller
windows in Life is Bait. The number
of digital objects we could use in the piece was severely limited by the 1.4 Mb
storage limitation. This, along with the “bait” theme, led us to design the
piece as a teaser, a small bite of the much larger issues. The size of the
different windows in the piece is a direct result.
The other issue is what I term the
“Narrative Assumption.” New media users and creators commonly use a single
space for presentation, even for the presentation of fairly complex and
multifaceted issues. They combine with a need to hijack the screen and demand
the user’s undivided attention. Such methods are well-suited to the television
screen and the film-theater, but ill-fit the much more flexible and
multi-tasking medium of digital media. This conviction led us to separate each
“voice” into its own window, encouraging the user to really see them as
different points-of-view telling different stories. This also encouraged us to
not hide the desktop, leaving our piece as just one among the many events
happening in the computer space.
5.5 Minor Reflections
5.5.1
New Poetic Forms
Interesting
transformations on classical forms of poetry can be achieved by using time
instead of space to support repetition.
For instance, instead of a villanelle with its use of repeated lines and
strict numbering of lines, I can imagine a form which dictates that a
particular word or phrase disappear and reappear at certain intervals, or move
across the screen in a certain direction or of a certain speed. Or the overall
time of a poem could be used in place of number of lines (such as in a haiku or
sonnet) to define the form. A piece like Telecommunication
could be the template of such a form.
A communal form could develop in
which writer 1 begins with a blank writing surface and builds up an original
poem. Writers 2, 3, 4,... n then take
up the poem, either sequentially or in parallel, and re-write it, subject to
the constraint that they cannot add any more words to the text-pouch. All the writers’ poems could exist
simultaneously as layers of the same “meta-poem.”
In general, the formal structure of
beginnings, middles and endings is a prime arena of experimentation. The poems
I have written here have beginnings, but no real middles or endings other than,
in some cases, that determined by the clock. But I can imagine a piece with no
beginning. Every time the reader boots it up, he confronts a slightly different
screen. Yet the ending would always be the same. A parallel case can be made
for a poem with only one middle, but countless beginnings and endings. The
middle acts as a plateau in the interactive flow, like a caesura, to which the
poem constantly returns. The timing of the cycle could be based on any of the
three times discussed in Chapter 4.
Creating
punctuation that works with the various dynamic styles developed so far has
proven to be extremely difficult. In Cross
Purposes, I chose to do without punctuation because the vertical
orientation of half the stanzas tended to isolate periods, commas and question
marks from the phrases they were meant to punctuate. Instead, I chose to use
spacing to delineate phrases from each other and relied on the writing to make the
points usually made by question marks.
With WordNozzle, similar problems surfaced. Since words come out singly
and the composition of any phrase could be altered at any time by the visual
layout of the piece, punctuation at first seemed superfluous. But while
experimenting with the tool, it became clear that punctuation marks, by
themselves, were quite powerful and useful to retain. Suddenly, a period no
longer meant “this sentence ends here. stop.” It simply meant “stop”,
regardless of the sentence to which it belonged originally. A comma no longer
meant “this clause ends here, take a moment’s pause.” Like the period, it was
shorn of its context and became a rather imperative “take a breath.”
One avenue which I did not have time
to explore fully is that of using time very precisely to replace rhythmic
indicators such as periods and commas. For instance, in Telecommunications, instead of displaying these marks within the
text, they could be used as invisible indicators which tell the program how
long to pause the march at a particular word, or how quickly to march through a
particular phrase.
Finally, the various pieces within
the project show clearly that the horizontal, linear imperative of written text
makes using punctuation in any other way either confusing or comical. The
creative vocabulary developed for dynamic poetry will have to include
provisions for innovative forms of punctuation, whether it be the use of visual
space or timing or some other method. As punctuation, like letterforms, relies
on wide-spread convention, developing such forms which will be robust enough to
survive into common usage will prove to be challenging.
6.1
Conclusion
The
growth of new media is an unruly phenomenon. This thesis has sought to show how
an understanding of past media shifts involve content-lag as creators struggle to assimilate new affordances. One
of the main factors effecting content-lag is the retention of familiar ways of
seeing and making which cause participants to overlook fresh possibilities. In
the present state of evolution in the digital medium, one particular area that
has suffered from such a lack of attention is text.
This thesis drew on the experiments
performed in the visual realm by pioneers such as the Futurists and the
Concrete poets as inspiration for what can be done within a dynamic and
interactive context. The experiments in digital poetry I conducted as part of
this investigation form a body of suggestions about how to infuse digital text
with the same energy and creativity already being expended on digital image and
sound. This energy is needed if we are to progress towards pulling text in
general and poetry in particular into the digital age.
By identifying content-lag as an
analytical category and encouraging others to apply it to digital media, those
who work within it can reflect on their work and the direction in which it is
leading the media. Hopefully, this reflection will inspire them to develop
robust expressive forms which are in some essential aspects native to the media.
Within the framework of content-lag,
I argue that the concept of interactivity possesses a perverse combination of
ubiquity and senselessness which interferes with the development of a rich
understanding of what is possible in the digital environment. Maeda’s
reactivity and Campbell dialogue models serve as examples of how to re-think
interactivity, and led me to extend their approaches. My model takes a dual
perspective on the issue, where dynamics refers to the way in which the system sees
the world and response refers to the
way in which the user sees the system. Each perspective has several aspects.
Dynamics can be thought of as constructive,
reactive, active or static. Response can be thought of as dependent, independent or a hybrid of
both.
In addition to dynamics and
response, I re-evaluate the time dimension within the digital environment. I
propose that time possesses three aspects: cycle-time,
real-time and interactive-time.
These terms describe the different speeds at which the user experiences his
interaction with the computer-based piece.
Taken together, these approaches
will hopefully catalyze other designers and artists working with digital media
to strive for ways in which to transcend the present hollow obsession with
interactivity. In the end, though content-lag is a not an avoidable phenomenon,
we can work in ways which may shorten its duration. By choosing, at least some
of the time, to forego the most obvious uses of the technology and push, hard,
on the characteristics unique to digital media, we will find not only those
points at which it breaks. Sometimes we will find those points at which it
speaks like nothing has ever spoken before.
6.2
Future Directions
More
work needs to be done in developing dynamic poetry into a viable form of
artistic expression. One of the strengths of the digital medium – which I have
not approached – is that it is agnostic towards form. Bits are bits, and
whether they come out as sound, image, moving image or text is the choice of
the artist/designer. Future directions to explore include integrating those
elements into dynamic poems.
Many of the experiments undertaken
in the current project exist in a two-dimensional screen space. By combining
the mastery of the third-dimension represented by the work such as that done at
the Visual Language Workshop with the novel applications of the Dynamic Poetry
project, the writing space available to the poet becomes much larger and, in
some ways, more complex. Giving the poetry spatial depth will certainly be a
fruitful avenue of exploration.
Another dimension not presently
investigated involves modulating the level at which the poet exerts control.
The Dynamic Poetry project concentrates largely on the level of the phrase, and
to a somewhat lesser extent the word. Yet letterforms themselves are ripe for a
remaking into interactive objects, as are entire documents.
In a similar vein, the agent-like
behavioral approach taken in Breeders
warrants a more sustained and computationally intense treatment. A scheme of
character- and word-based personality could be developed which supported a
radical form of text-based dynamic cut-up and collage, and which would have
benefits for more practically-oriented work on handling large scale information
spaces. A Dynamic Text Markup Language
(DTML) could serve as a meta-language for describing and reproducing textual behavior.
In essence DTML could follow the lines of Standard Generalized Markup Language
(SGML), Hypertext Markup Language (HTML) and Virtual Reality Markup Language
(VRML), all of which have proven enormously powerful as protocols for creating
and maintaining the visual appearance of data as it flows from platform to
platform, network to network and medium to medium.
Finally, the application of
additional poetic talent to the form will greatly advance it. Though I have
made a sincere and partially successful attempt to write pieces which have all the
power and grace of a skilled poet, my abilities in this area pale compared to
some. The participation of others is crucial to creating a viable poetic genre
within the new media. As Eisenstein might say - the world awaits its first
digital poet!
This
appendix presents some of the interesting technical issues encountered in the
course of the Dynamic Poetry project. As Computer Related Design is not about
developing fundamentally new algorithms, “interesting” in this case means code
and circuit design which can be modified and re-used by others working within a
Director-like scripting environment and with a need for some basic structures
for alternative input devices.
This section is necessarily of a
technical nature. Code examples have been modified to make them more readable
to the non-coder and circuit examples have been simplified. I have tried to
make these illustrations as clear as possible but have not endeavored to
provide a basic course in programming or circuit design.
Aura
Aura used a combination of household-grade motion detectors and simple
contact switches to support user interaction. Both kinds of input were run
through a keyboard whose keys had been modified by interposing an external
switch. When one of these external switches was closed, the keyboard sent a
signal to the computer that the key corresponding to that switch had been
pressed. Director is designed to capture keypresses, so the software waited for
certain keypresses to occur and took appropriate action.
Seven key-switches were used. Two
were wired to the motion detectors so that whenever they detected movement
instead of sounding an alarm they closed the circuit. The Director script
mapped these two key-switches to two video segments which showed the burning
candle wafting either to the right or the left. For example, when the user
moved towards the left-hand side of the space, the motion detector on that side
detected the movement. This resulted in the “L” key-switch being activated.
This in turn resulted in Director swapping the current video segment out for
the segment which showed the candle moving to the left.
Four key-switches were wired on one
side to the thin antenna which hung down from the horizontal poles which
supported the rear-projection paper. On the other side they were wired to the
metal ringlets in each corner of the paper. In this way the wire not only
suspended the paper, but when the paper was pushed gently backwards, the
ringlets made contact with the antenna and closed the circuit. A user blowing
on the paper would accomplish this. These key-switches were mapped to a segment
of video which depicted the burning candle being blown heavily and eventually
going out. To add a slightly more realistic feel, approximately every 1 in 8
times it would map to a video segment which showed the candle being heavily
blown and not quite going out.
The final key-switch was attached to
a pressure switch hidden under the metal strip on the top of the striking
block. When the user struck the match, it pushed down on this switch, closed
the circuit and activated the key-switch. These action was mapped to a segment
of the video which depicted the candle relighting.
In between action on the part of the
user the program randomly switched between five different segments showing the
candle burning.
WordNozzle
This
discussion will be in two parts. First I will present three portions of code
from the basic software engine. Then I will discuss the circuit designed to
enable the nozzle in the installation version.
The software contains two segments
of code which might be of interest to others working with Lingo. One series of
handlers deals with uploading text files and storing them for random and linear
access. The difficulties here were 1) storing the text in such a way as to
provide very fast access to any point in the stream, and 2) finding a way
around Director's in-built limit of 48 sprite channels in order to allow
unlimited text flow.
-- TEXT
LOADING AND SPRAYING HANDLERS
--
--
getTextStream prompts the user to choose a text file. If the user does
--
choose one, the contents are put into a global variable called gText.
-- All
subseqent calls for text extract content from gText. Using a list
--
allows access which is fast than if stored within a field cast member
-- and
far fast than if repeatedly accessed from the file itself.
on getTextStream
-- gText : global variable which holds
text
-- newFileChosen : global variable which
flags whether a new file has been
-- chosen by the user
global gText, newFileChosen
-- FileIO is an extension of Lingo which
handles file input/output operations.
--
This call presents the user with a dialogue box asking him to choose
--
a new text file. If a new file is chosen, a pointer to it is put into
--
TextSourceObj, the file contents are put into gText and the flag
--
newFileChosen is set to true.
put
FileIO(mnew, "?read", "TEXT") into TextSourceObj
if
objectP(TextSourceObj) then
put
SourceObj(mReadFile) into gText
put
1 into newFileChosen
else
put
0 into newFileChosen
end
if
if
objectP(sourceObj) then SourceObj(mDispose)
end
getTextStream
--
sprayCanvas calls sprayNozzle and primeNozzle to handle spraying a word on the
--
canvas
on sprayCanvas
sprayNozzle
primeNozzle
end
sprayCanvas
--
sprayNozzle actually places the current word in the correct place
on sprayNozzle
--
NozzOffset : the number of the sprite channel currently being used
--
AnchorH, AnchorV : cooridnates of where the mouse was clicked
-- (the
mouseLoc won’t do as it may have moved slightly in the time
-- it
has taken to process all of this.)
global
NozzOffset, AnchorH, AnchorV
set
the loch of sprite NozzOffset to AnchorH
set
the locv of sprite NozzOffset to AnchorV
put
nozzOffset + 1 into NozzOffset
updateStage
end sprayNozzle
--
primeNozzle handles advancing through the text-stream and setting
-- the
appearance of the words. It does this after checking to see
-- if
the amount of sprite channels reserved for words has been
--
exceeded. If so, takes a picture of the canvas, swaps that
--
picture into the background and resets the sprite counter to the
-- first
available sprite channel. It then performs a recursive call
-- to
actually prime the next word.
on primeNozzle
-- NozzOffset : position within the
text-stream gText.
-- fontSize, gColor, gStyle, gFont:
determine the visual characteristics
-- of the current word
-- gString : the current word
-- gNextText : the next word in the
text-stream
global
NozzOffset, fontSize, gColor, gStyle, gFont, NumTextChunks
global
gString, gNextText
-- skipNextText advances the pointer
into the text-stream by one chunk
-- and sets the global variables gString
and gNextText
skipToNext
-- if there are sprite channels
remaining, then set the new word at
-- the end of the nozzle and adjust its
appearance
if
NozzOffset <= NumTextChunks then
put
gString into cast NozzOffset
set
the textFont of cast NozzOffset to gFont
set
the textSize of field NozzOffset to fontSize
set
the textAlign of field NozzOffset to "left"
set
the foreColor of cast NozzOffset to gColor
set
the textStyle of cast NozzOffset to gStyle
set
the visible of sprite nozzOffset to true
--
setTextWidth adjust the length of the text field to accomodate
--
the changes in appearance
setTextWidth(NozzOffset)
updateStage
else
--
SavePage takes an image of the canvas and makes that image the new
--
canvas
SavePage
--
4 is the lowest sprite channel available for use
put
4 into NozzOffset
--
moveOffStage moves all the sprites from channel 5 above off of the
--
screen
moveOffStage((nozzOffset
+ 1), numTextChunks)
updatestage
PrimeNozzle
end
if
put
gNextText into field "nextTextField"
end primeNozzle
This second code segment is a
routine built to circumvent a Lingo bug. If the length of the text in a
text-field is increased during run-time or the point size of the text is
increased by more than 10 points, Lingo will oftentimes not increase the size
of the field. This results in words which are visibly truncated. Every time the
appearance of a word is adjusted, the code below is called to make sure that it
is correctly displayed.
--
setTextWidth sets the length of a text-field to one which fits the
-- word
which is stored in whichCast and which is represented by
--
gString. This is required because Director often does not update
-- the
text field correctly.
on setTextWidth whichCast
global
gString,gFont,fontsize,gStyle
-- strWidth is an XCMD which takes takes
the content, font, size and style of a
-- string and returns the width in
pixels of that word
put
strWidth(gString,gFont,fontsize,gStyle) into newwidth
-- if strWidth is passed incorrect
parameters it retuns ERROR
if
word 1 of newwidth = "Error" then
put
"ERROR at newwidth switch in ms4:utilities 3:"&&newwidth
else
--
an additional 4 pixels is added just to be sure
put
value(newwidth) + 4 into newwidth
put
the rect of cast whichCast into rectList
--
this sets the third value of rectList to newwidth; the third value
--
represents right horizontal coordinate
setAt
rectList, 3, newwidth
set
the rect of cast whichCast = rectList
--
the registration point of text fields cannot be changed to anything
--
other than the topleft; all the rest of this code is to
--
find the proper offset so that the field appears in the
--
correct place. Otherwise it appears shifted down and
--
to the right
put
the loch of sprite whichCast into oregh
put
the locv of sprite whichCast into oregv
put
(the height of cast whichCast)/2 into halfheight
put
(the width of cast whichCast)/2 into halfwidth
put
oregh + halfwidth into centerh
put
oregv + halfheight into centerv
put
(the width of cast whichCast)/2 into newhalfwidth
set
the loch of sprite whichCast to (centerh - newhalfwidth)
set
the locv of sprite whichCast to (centerv - halfheight)
end
if
end setTextWidth
The third segment is a generic handler, traverseList, which deals with
traversing a list. WordNozzle makes
extensive use of lists to handle information about the fonts and styles available
on the host system. The following code allows the programmer to move up or down
any list by passing the list itself, the direction of movement desired, and a
starting point. Lists are treated as non-terminating, i.e., when either end of
the list is reached, the code 'wraps' around to the other end.
--
traverseList allows a programmer to move up or down a
-- list
from any given starting point. It's chief utility
-- lies
in its ability to treat the list as non-terminating,
-- i.e.,
it appears that it has no beginning or end. Could
-- be
easily modified into a more general case in which
-- the
caller can choose whether it is terminating or
--
non-terminating and the caller can choose how many
--
positions within the list he wants to move.
--
whichList : a list
--
whichDirection : "up" or "down". These terms are
--
relative and the programmer must keep track of what
-- they
mean for his particular case.
--
startingPoint : the point in the list from which
--
direction is determined
on traverseList whichList, whichDirection,
startingPoint
-- going down list
if
whichDirection = "down" then
-- check if at head of list; move to
tail if true
if
(getPos(whichList, startingPoint)) = 1 then
put
getAt(whichList, count(whichList)) into newValue
else
-- move down list by 1
put
getAt(whichList, ((getPos(whichList, startingPoint)) - 1)) into newValue
end if
-- going
up list
else if whichDirection = "up"
then
-- check if at tail of list; move to head if true
if
startingPoint= getLast(whichList) then
put
getAt(whichList, 1) into newValue
else
-- move up list by 1
put
getAt(whichList, ((getPos(whichList, startingPoint)) + 1)) into newValue
end if
-- if
whichDirectin is neither "up" nor "down" report an error
else
put
"error with whichDirection switch in traverseList:"&&whichDirection
end
if
return
newValue
end
traverseList
The greatest challenge in creating the installation
version lay in designing a system which would track the nozzle in
two-dimensional space and not be effected by movement in the third dimension.
Various ready-built systems exist on the market but all were either too
expensive or required hardware incompatible with the Macintosh. Michael Field of
the Computer Related Design research staff volunteered to lead the design and
implementation of a tracker which relied on infra-red sensing.
The electronics were designed around
a programmable integrated circuit (PIC) which was programmed by Mr. Field and
myself. Figure 37 shows a overview of the electronics. Figure 38 shows the
circuit diagram.
For an overview of the program
cycle, see Figure 39. Briefly, a high-powered infra-red transmitter is placed
in the end of the nozzle. (Figure 40) It emits a continuous stream of pulses.
Four infra-red receptors placed around the edge of the screen read and store
the background light levels. The emitter is powered up and emits a pulse. The
receptors are synchronized to take a “live” reading as this happens. The background
levels are then subtracted from the live reading to remove any noise created by
the ambient light in the room. The result is passed back to the Macintosh along
a serial cable where it is used by the WordNozzle
software.
Once received by the WordNozzle software, a series of
mathematical manipulations are done to interpret the values received. (Figure
41) The difference between the two horizontal values will become the x value,
while the difference between the two vertical values will become the y value.
Normalization is performed first to compensate for scale and then again to
translate the four values into two values.
Next comes a geometry filter to compensate for the fall-off which occurs
in the far-corners of the receptor matrix. Finally, the x and y values are
translated from Cartesian space to Macintosh graphics world space, i.e., the
origin is moved from 0,0 resting in the middle of the screen to 0,0 resting in
the top-left.
Simultaneously a potentiometer set
into the handle of the nozzle is also monitored. The further forward the
handle, the more resistance possessed by the potentiometer and vice versa.
These readings are then mapped such that if the handle was all the way forward
and the current was near zero, no spraying occurred. As the handle is moved
backwards, the resistance dropped, the current increased and this is mapped to
higher and higher rates of spray.
Life
is Bait
Life is Bait uses the core Breeder
software engine to handle the display, movement and selection of images
which appear in the main window. As that code is presented in the Breeder implementation section, I will
focus here a group of handlers which were developed specifically to support the
multi-window, drag-and-drop environment of Life
is Bait.
Though Director supports the opening of multiple
movies at once, and thus the simultaneous existence of multiple windows, it
requires that the programmer use the standard Macintosh window styles. Because
we were interested in avoiding the static, television-framed style so common to
windowing environments, we decided that it was unacceptable to use the standard
window styles. This was possible as Director does allow the programmer to
change the position of any window from within the code.
First attempts to use an update loop
to track the user's mouse position as he dragged and redraw the window at each
new position were not succesful because 1) window redraw is too slow and 2)
system redraw was locked out, e.g., as the window is being redrawn the background
of its previous location would not be redrawn. A visually inelegant and
interactionally confusing method.
A custom XObject, dragRect, written
by Jeff James for a project I did several years ago provided the kernal of a
solution. This XObject, when triggered by a mousedown, will draw a marquee at
any specified rect, move that rect with the mouse as it is being dragged, and
return the coordinates at which the marquee was dropped. The majority of the
following code is used to translate between the global coordinates used by the
general windowing system and the local coordinates which were employed in order
to make the whole environment independant of screen-size.
--
WINDOW DRAGGING HANDLERS
--
--
dragWindow emulates the MacOS's window moving functionality
--
within the Director environment. When the move spot is
--
grabbed, a marquee outline of the window is made. As the
-- user
drags the mouse, the marquee moves along with it.
-- When
the user drops the mouse the window is redrawn in
-- the
new location
--
whichWindow : the name of the window being moved
on dragWindow whichWindow
-- baitRect : global containing the rect
of the
-- main window. All calculations are
done using
-- the origin point of the main window
point.
-- This method is used to ensure that
the
-- calculations are screen-size
indedpendent.
global baitRect
put
the rect of window whichWindow into windowRect
put
baitRect into dragger
-- calculate the offset of the window
from the
-- reference window.
put
stageOffset(dragger, windowRect) into dragger
-- forces the cursor to the center of
the drag icon
put
cursorCenter(dragger) into dragger
put
getAt(dragger,1) into lH
put
getAt(dragger,2) into lV
put
getAt(dragger,3) into rH
put
getAt(dragger,4) into rV
put
lh&","&lv&","&rh&","&rv
into dRect
put
lH into oH
put
lV into oV
-- dragRect is an XObject which handles
the display
-- and movement of the marquee. Returns
the number
-- of pixels moved in the horizontal and
vertical
-- directions.
put
dragRect(dRect, "noclipping") into locOffset
-- calculates the new rect of the moved
window from the
-- amount of horizontal and vertical
displacement
-- undergone while in dragRect. Returns
a new rect
-- in 'local' terms, i.e., relevant to
the main
-- window.
put
localFromOffset(dragger, locOffset, oH, oV) into localRect
-- local coordinates have to be
converted into global
-- coordinates, as this is the framework
that Director
-- understands when setting the rect of
a window.
put
localToGlobalRect(localRect, windowRect) into globalRect
set
the rect of window whichWindow to globalRect
end
dragWindow
on stageOffset babyRect, windowRect
put getAt(babyRect, 1) into hDiff
put getAt(babyRect, 2) into vDiff
put getAt(babyRect, 1) - hDiff into lH
put getAt(babyRect, 2) - vDiff into lV
put getAt(babyRect, 3) - hDiff into rH
put getAt(babyRect, 4) - vDiff into rV
set productRect = rect(lH, lV, rH, rV)
return productRect
end
stageOffset
on cursorCenter rectList
put
baitRect into outlineRect
put 10 into dragoffH
put 10 into dragoffV
put getAt(rectList, 1) - dragoffH into lH
put getAt(rectList, 2) - dragoffV into lV
put getAt(rectList, 3) - dragoffH into rH
put getAt(rectList, 4) - dragoffV into rV
put getAt(rectList, 4) into rV
set productRect = rect(lH, lV, rH, rV)
return productRect
end
cursorCenter
on localFromOffset whichRect, addition,
oH, oV
put getAt(whichRect, 1) into lH
put getAt(whichRect, 2) into lV
put getAt(whichRect, 3) into rH
put getAt(whichRect, 4) into rV
put rH - lH into widthH
put
value(item 1 of addition) into cH
put
value(item 2 of addition) into cV
put cH - oH into mH
put cV - oV into mV
put (rH + mH) - dragoffH into rH
put (rV + mV) - dragoffV into rV
put (lH + mH) - dragoffH into lH
put (lV + mV) - dragoffV into lV
set productRect = rect(lH, lV, rH, rV)
return productRect
end
addToRect
on localToGlobalRect babyRect, parentRect
put getAt(parentRect, 1) + getAt(babyRect,
1) into lH
put getAt(parentRect, 2) + getAt(babyRect,
2) into lV
put getAt(parentRect, 1) + getAt(babyRect,
3) into rH
put getAt(parentRect, 2) + getAt(babyRect,
4) into rV
set productRect = rect(lH, lV, rH, rV)
return productRect
end localToGlobalRect
The next set of handlers support drag-and-drop
between windows. This functionality is in no way supported from within Director
and required the use of another XObject, called dragPicture and written by
Geoff Smith, also of Interval Research.
DragPicture allows a programmer to designate a PICT image which will
follow the cursor and return the coordinates at which it is dropped. By
combining this XObject with code which translates between local-and-global
coordinates and code which communicates between the various windows, one can
build a reasonable facsimile of the standard Macintosh OS drag-and-drop
functionality within Director.
--
DRAG-AND-DROP HANDLERS
--
--
dragThing tracks which sprite is being dragged and determines if its
--
release point is within a window. If it is, it tells that window to display
-- the
dragged object at the point where it was dropped.
--
Though Life is Bait only displays
text in the target windows, the handler
-- will
handle either text or PICT images.
on dragThing whichSprite
put 8 into ink
if whichSprite <> 3 then
-- dragPicture is an XObject which
displays the image as it is being
-- dragged and returns the point, in
global coordinates, at which
-- it is dropped.
put
dragPicture(mnew) into dragObj
put
the castnum of sprite whichSprite into whichCast
put
((the width of cast whichCast) / 2 * -1) into offH
put
((the height of cast whichCast) / 2 * -1) into offV
put
the name of cast whichCast into whichName
put dragObj(mDrag, the picture of cast
whichCast, offH, offV, ink) into releasePoint
put item 1 of releasePoint
put
item 2 of releasePoint
put
point(value(item 1 of releasePoint), value(item 2 of releasepoint)) into
newPoint
-- withinAWindow determines if the
release point is within a window boundary
put
withinAWindow(newPoint) into hit
if
hit then
--
talkToMovie tells the window to display the appropriate text/image
talkToMovie(hit,
newPoint, whichSprite)
end if
end if
end
dragThing
--
withinAWindow determines whether the point designated by
--
releasePoint is within the boundaries of a window which
-- is
part of the system
on withinAWindow releasePoint
put 0 into returnvalue
set windowL = [davidMovie, goliathMovie,
jezebelMovie]
repeat with n = 1 to count(windowL)
put
getAt(windowL, n) into whichMovie
put
the rect of window whichMovie into windowRect
if
inside(releasePoint, windowRect) then
put n into returnvalue
end
if
end repeat
return returnValue
end
--
globalToLocalRect takes a point designated in global terms
-- in
globalPoint and returns its offset into a localWindowRect
-- in
terms local to the localWindowRect.
on globalToLocalPoint globalPoint,
localWindowRect
put getAt(localWindowRect, 1) into windowtop
put getAt(localWindowRect, 2) into windowleft
put getAt(globalPoint, 1) into pointH
put getAt(globalPoint, 2) into pointV
put pointH - windowtop into insetH
put pointV - windowleft into insetV
set productPoint = point(insetH, insetV)
return productPoint
end
globalToLocalRect
--
talkToMovie tells the movie whichMovie to display
--
sprite whichSprite at the local point releasePoint
on talkToMovie whichMovie, releasePoint,
whichSprite
if whichMovie = 1 then
put
davidMovie into targetMovie
put
the rect of window davidMovie into targetRect
else if whichMovie = 2 then -- similar for
goliath
else if whichMovie = 3 then -- similar if
jezebel
else -- return 0 to report error
end if
put globalToLocalPoint(releasePoint,
targetRect) into localizedPoint
if the castnum of sprite whichSprite > 49
and the castnum of sprite whichSprite < 76 then
transferText(whichSprite,
targetMovie)
else
transferIcon(whichSprite,
targetMovie, localizedPoint)
end if
end
talkToMovie
on transferText whichSprite, whichWindow
put the castnum of sprite whichSprite
into thisCastNum
put the name of cast thisCastNum into
thisCastName
put word 1 of thisCastName into
thisCastName
put
"thisCastName:"&&thisCastName
if whichWindow = "jezebel"
then
put
thisCastName&&"jezebel" into thisText
put
jezebelOutline into characterOutline
else -- similar if whichWindow = 'david'
else -- similar if whichWindow =
"goliath"
end if
copyToClipBoard cast (the number of cast
thisText)
moveToFront window whichWindow
tell
window whichWindow
puppetsprite
targetsprite, true
pasteClipBoardInto cast 61
set the castNum of sprite targetSprite to 61
set
the loch of sprite targetSprite to 1
set
the locv of sprite targetSprite to 30
set
the rect of cast 61 to rect(getAt(characterOutline,1),
getAt(characterOutline,2),(getAt(characterOutline, 3) - 15),
(getAt(characterOutline, 4) - 20))
set
the ink of sprite targetSprite to 36
set
the forecolor of field 61 to 0
set
the textAlign of field 61 to "left"
updateStage
end
tell
end
transferText
on transferIcon whichSprite, whichWindow,
localizedPoint
put the rect of sprite whichSprite into
targetRect
copyToClipBoard cast (the castnum of sprite whichSprite)
moveToFront window whichWindow
tell window whichWindow
set
the visible of sprite targetsprite to false
pasteClipBoardInto
cast targetCast
puppetsprite targetsprite, true
set
the rect of sprite targetSprite to targetRect
set
the loch of sprite targetsprite to getAt(localizedPoint, 1)
set
the locv of sprite targetsprite to getAt(localizedPoint, 2)
set
the ink of sprite targetSprite to 8
set
the visible of sprite targetsprite to true
set
the castnum of sprite targetsprite to targetCast
updateStage
end tell
end transferIcon
Breeder
Breeder was
envisioned as an environment in which hundreds of text-chunks–be they
character-, word- or phrase-sized–could each function inidivudally and with
each other without the constant intervention of the programmer or user. This
required that each chunk possess behavioural characteristics which determined
how it appeared, how it moved, what happened when it encountered another chunk,
what happened when it encountered the boundaries of its environment, etc. The
appropriate approach for such programming is an objecect-oriented one. Among
its many benefits, object-oriented programming (OOP) allows the programmer to
create in memory a cluster of information which is designated as belonging to a
particular object. This information is persistent. Thus the programmer, instead
of having to constantly make reference to multiple data strcutures to determine
what is happening with widget X, can simply 'ask' widget X. It also allows the
programmer to create a class of objects which details functionality that he
wishes to be common to all members of that class and other functionality which
can be particular to any individual member.
Lingo supports a weak version of OOP
functionality with its parent-child scripting. Breeder uses parent-child scripting to handle its constantly
changing, multiple object environment. The base class of objects developed for
this is the Maggot class (so called because of the swarming behaviour they
exhibit.)
--
MAGGOT CLASS DEFINITION / PARENT SCRIPT
--
--
property
listPos, myCast, mySprite, mysize, myfont, mystyle, mydirection,
myspeed,nextmeme, prevmeme, meme, myCastOffset, fatmeme, faceoffset
on birth me, lPos, mSprite
global
gSpeed, myFontsL, firstfill, gMaggotNum, gBoxSprite
global
boxwidth, boxheight, boxtop, boxbottom, boxleft, boxright, boxH, boxV
global
gFirstMaggotSprite, gLastMaggotSprite, gFirstTextCast, gLastTextCast,
TextCastNum
--
<housekeeping>
-- randomly choose a text-chunk from the
cast
put
((gFirstTextCast - 1) + random(TextCastNum + 1)) into myCastOffset
-- parse the contents of the new
text-chunk to determine
-- what should go into meme, prevmeme
and nextmeme
put
field myCastOffset into fatmeme
put
word 1 of fatmeme into prevmeme
put
stripMeme(fatmeme) into meme
put
word (the number of words in fatmeme) of fatmeme into nextmeme
--
set direction vector, where the first member of the
-- the list mydirection represents
horizontal direction
-- and the second member is vertial
direction
put
[] into mydirection
put
random(2) into htemp
if
htemp = 1 then append mydirection, htemp
else
append mydirection, -1
put
random(2) into vtemp
if
vtemp = 1 then append mydirection, vtemp
else
append mydirection, -1
-- set speed, where the first member of
the
-- the list myspeed represents the
number of units
-- moved horizontally in any given cycle
and
-- the second member is the number moved
-- vertiaclly.
put [] into myspeed
append
myspeed, random(gSpeed)
append
myspeed, random(gSpeed)
-- locate the object at a point on the
edge of the
-- bounding box which is complimentary
to its
-- direction, e.g., if an object general
direction
-- is up and right (mydirection =
[-1,1]), have it
-- start in the bottom left-hand area of
the bounding
-- box.
set
the loch of sprite mySprite to boxH + (0 - ( getAt(mydirection,1)
* random(boxwidth/2)))
set
the locv of sprite mySprite to boxV + (0 - (getAt(mydirection,2) *
random(boxheight/2)))
set
the visible of sprite mySprite to true
return
me
end
--
moveMaggot determines what happens with an object during each
--
cycle. In this particular case, it combines speed and direction
--
information to first move an object. Then it checks to see
-- if
the object has encountered any other objects. If so,
-- it
calls a handler which deals with object interaction.
on moveMaggot me
global boxtop, boxbottom, boxleft, boxright,
gBoxSprite, gMaggotNum, gNomadSprite
-- in
some cases the environment can get 'stranded' when single
-- words
have been combined in such a way that no more combinations
-- can
occur but the phrase remains incomplete. If no compatible
--
objects are find within a certain amount of time, then a nomad
-- word
is randomly chosen to re-start the process of combining.
if the timer > 600 then
puppetsprite gNomadSprite, True
makeNomad
set the timer to 150
end if
put the mySprite of me into tsprite
if sprite tsprite intersects gBoxSprite then
-- does math necessary to actually move
an object according to its
-- speed and direction characteristics.
put getAt(the mydirection of me, 1) into
hD
put getAt(the myspeed of me, 1) into hS
set the loch of sprite tSprite to (the
loch of sprite tSprite + (hD * hS))
put getAt(the mydirection of me, 2) into
vD
put getAt(the myspeed of me, 2) into vS
set the locv of sprite tSprite to (the
locv of sprite tSprite + (vD * vS)
-- the following lines are where ANY
desired behavioural characterisitcs
-- be inserted by the programmer. After
a check to make sure that it is
-- not interacting with itself, the
object then calls compatibleMaggot
-- to see if the object it has encountered
has either a previous
-- string or next string with which to
make an inverse match. This
-- handler is presently written to
randmly choose another object
-- to check for encounter and
compatibility; this is done because
-- otherwise the interactions would
happen to quickly to observe. But
-- it can be easily rewritten to cycle
through all the other objects,
-- using a repeat loop to march through
the object list.
if the mySprite of me <>
gNomadSprite then
put random(count(maggotL)) into n
put (the mySprite of (getAt(MaggotL,
n))) into target
if sprite (the mySprite of me)
intersects target then
compatibleMaggots(me, getAt(MaggotL,
n))
end if
end if
return [1,0,0]
else
return [0, the mySprite of me, the listPos
of me]
end if
updateStage
end
--
compatibleMaggot compares two Maggot objects to see
-- if
either their next and previous, or their previous
-- and
next memes match up. If they do, then they can
-- be
combined to form a phrase.
on compatibleMaggots me, mate
global gSpace, thisone, gNomadSprite
put false into killmate
put the meme of me into mymeme
put the prevmeme of me into myprev
put the nextmeme of me into mynext
put the fatmeme of mate into itsfatmeme
put word 1 of itsfatmeme into itsfirst
put the number of words in itsfatmeme into
num
put word num of itsfatmeme into itslast
put the meme of mate into itsmeme
if myprev = word (the number of words of
itsmeme) of itsmeme then
put the loch of sprite mySprite into oH
put the locv of sprite mySprite into oV
set the loch of sprite mySprite to -200
set the locv of sprite mySprite to -200
put itsmeme&&gSpace before mymeme
put mymeme into field the faceoffset of me
setTextWidth(faceOffset, the mySprite of
me)
put
itsfirst&&mymeme&&mynext into myfatmeme
put myfatmeme into field the myCastOffset
of me
set the meme of me to mymeme
set the fatmeme of me to myfatmeme
set the prevmeme of me to the prevmeme of
mate
put true into killmate
else -- do same except checking for
compatiblity between
mynext
and the first word of the encountered object
end if
if killmate then -- dispose of the object
end
Telecommunication
For
the most part, Telecommunication uses
the Breeder engine. However I
developed the beginnings of a timer class which uses Lingo’s pseudo-OOP
functionality to create timers. I found as the Dynamic Poetry project went on
that I was becoming more interested in controlling the dynamics of a piece in
multiple times, e.g., processor-time, real-time, interaction-time. Real-timing
can be a chore in Lingo, as its built-in timer, called “the timer”, it is very
confusing to use, returns results in ticks as opposed to seconds or minutes,
and is awkward when you want to keep track of more than one timestream. The
timer class below addresses these problems by letting the programmer
instantiate each timer as an object which “knows” when it is started, when it
is stopped and can, when queried, return the amount of time elapsed since it
was started in either seconds or minutes, and reset itself.
-- TIMER
CLASS DEFINITION / PARENT SCRIPT
--
-- Timer
creats an object which keeps track time. It supports
--
starting, stopping, resetting a timer, as well as returning
--
values as either seconds or minutes. It could be easily
--
extended to handle lap and countdown functionality.
property
startTime, presentTime, stopTime, timeElapsed, units
--
timebase : “s” for seconds or “m” for minutes.
on birth me, timebase
if timebase = "s" then put 60 into
units
else if timebase = "m" then put
3600 into units
else if voidP(timebase) then put 3600 into
units
else put "ERROR Incorrect timebase: use
M = minutes or S = seconds"
put the ticks/units into startTime
put
"startTime:"&&startTime
return me
end
on getElapsed me
put the ticks/units into presentTime
put
"presentTime:"&&presentTime
put presentTime - startTime into timeElapsed
put
"timeElapsed:"&&timeElapsed
return timeElapsed
end
on restartTimer me
put the ticks/units into startTime
end
Telecommunication
also led me to write a short but very useful piece of code which, given two
objects A and B, will handle moving object A to object B. As presently written
it does not find the shortest path but rather the closes both the horizontal
and vertical distance in equal measure until the distance along one dimension
is zero. Then it closes the distance on the remaining dimension. Extending it
to find the shortest path – or even specified paths – should not be difficult.
--
moveYtoX will move an object Y to the location of object X.
--
-- xObj
: the sprite number of object X
-- yObj
: the sprite number of object Y
--
xHoffset : the amount of distance you wish the horizontal location of
-- y to
be offset from the horizontal location of x.
--
xVoffset : the amount of distance you wish the vertical location of
-- y to
be offset from the vertical location of x.
-- speed : the number of pixels you wish Y to move with each cycle.
on moveYtoX xObj, yObj, xHoffset,
xVoffset, speed
put the loc of sprite xObj into xLoc
put getAt(xLoc,1) into xH
put getAt(xLoc,2) into xV
put xH + xHoffset into xH
put xV + xVoffset into xV
put the loc of sprite yObj into yLoc
put getAt(yLoc,1) into yH
put getAt(yLoc,2) into yV
if xH > yH then put 1 into hDir
else put -1 into hDir
if xV > yV then put 1 into vDir
else put -1 into vDir
put 1 into moveH
put 1 into moveV
repeat while moveH or moveV
if not
(yH < xH + speed and yH > xH - speed) then
set the locH of sprite yObj to yH +
(hdir * speed)
put the locH of sprite yObj into yH
else
put 0 into moveH
end if
if not ( yV < xV + speed and yV > xV
- speed) then
set the locV of sprite yObj to yV +
(vdir * speed)
put the locV of sprite yObj into yV
else
put 0 into moveV
end if
updateStage
end repeat
end
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of Time-Varying Typographic Forms.” Master’s thesis, Massachusetts Institute of
Technology, 1995.
[1] I have chosen to employ the word ‘user’ to describe anybody who interacts with the software in question. In some case, the user may be interacting as a reader, in some places as a writer, in others as both, and in yet other cases simply as someone who is using a piece of software. Most times the intended meaning of the word can be disambiguated by context; where it cannot be I make special note.
[2] Citing Phaedrus 275A.
[3] Translated from the German.
[4] As has been mentioned previously, a discussion of the technical details of the various pieces can be found in Appendix A.
[5] Even though not accessible in the present interface, the WordNozzle software engine is capable of handling a spectrum of flow. That is to say, it is possible to switch between a linear text-flow, in which the words from the text-stream are accessed in their linear order; or random text-flow, in which words are picked at random from the text-stream; or random, exclusive text-flow, in which words are again picked randomly, but with no repeats. The software also supports switching between letter-sized, word-sized, sentence-sized, paragraph-sized and entire text-sized chunks.
[6] The photos depict the color version, which I initially installed for the opening night. Afterwards, however, I re-installed the standard greyscale version.