from interface to interspace

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Page 1: From Interface to Interspace

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processing machines we call computers.” [5] Haylescontinues, “To account for this traffic I propose materialmetaphor, a term that foregrounds the traffic betweenwords and physical artifacts.” [5] Hayles describes thecomputer as an inscription technology and makes theclaim that

the physical form of the literary artifact alwaysaffects what the words (and other semioticcomponents) mean. Literary works that strengthen,foreground, and thematize the connections betweenthemselves as material artifacts and the imaginativerealm of verbal/semiotic signifiers they instantiateopen a window on the larger connections that uniteliterature as a verbal art to its material forms. Toname such works, I propose “technotexts,” a termthat connects the technology that produces texts tothe texts’ verbal constructions. [5]

After a few hundred years of dominance by one species of writing machine—the book—we are in a Cambrianexplosion of new species. First we experienced the

electromagnetic proliferation of new media possibilities,then the digital computer, and now the cross-breeding of the two. The computational platform is evolving rapidly.Emergent forms of literature, (A)life, and language issuefrom the technotextual environment. The life-forms andlife-cycles of species of media and genres of technotextscreated in this evolutionary abundance are prone not onlyto rapid mutation or ‘generational upgrades’ (the languageequally of 1st  and 2nd generation electronic literature and1st  to nth  generations of processors) but to sudden massextinctions. Both Bruce Sterling’s Dead Media Project[13] and Tolkeinesque pronouncements of the passage of the “Golden Age of Hypertext” are inventory reports fromthe fossil factory. This swarming media ecology is

clearly not for the faint of heart; the temptation to retreatto the relative safety (!) of printed words on paper issometimes irresistible. And just as we attained some levelof comfort with keyboard, mouse, and desktop metaphoron screen, lulled by successive re-mediations into theillusion that we’re dealing with a more flexible typewriterand a vertical piece of paper, how we write, in terms of the physical acts by which we maneuver the devices of our inscription technologies, seems on the edge of radicalchange.

HOW WE WRITE

Consideration of  how we write, in the sense of bringingnew genres, means, and multi-sensory components (new

materials, in both the substantial and insubstantialmeaning of the word) introduces a dizzying variety of semiotic objects and systems, in addition to the writtenand spoken words of natural language, to the technotext.These additional materials and means include thespecialized writing in   the environments of computerprograms (Flash, Photoshop) and the writing of computerprograms that then, behind the scenes (or screens) writeour technotexts. This teeming, unstable evolutionary soupshows no sign of settling into a stable set of genres,

means, and components. These accelerated Darwiniansurvival stresses deeply affect how we write  as asubjective experience. The date-stamps of the shelf-life of any given technology have a chilling effect onexpectations of immortality. The clear trend towardfluidity (if not meltdown) in formerly less fungiblenotions of authorship, collaboration, intellectual property,and obsolescence contribute to the angst of the shreddedremains of the solo artist as romantic ego. To ignore themateriality on either side of the technotext is to lose,literally, our grounding, or what there is left of it in thisshifting terrain. And it may be to miss a key point: in theanxieties of multiple online identities, flickeringsignifiers, and obsolescence, not only of our works but of our theories about them, there are at least some signs of re-embodiment on the horizon, an invitation to—quitephysically—dance with our machines.

LiveGlide: the 3D interspace.

 How we write  involves a physical relationship withinscription technologies. Hayles defines an inscriptiontechnology as follows: “In order to count as aninscription technology, a device must initiate materialchanges that can be read as marks.” [5] The three-dimensional interspace is already long with us in arcadeand computer games, and game-systems. New inputdevices for gamers such as variations on the dataglove are

beginning to take hold in the mass market.2  How ourbodies and minds participate in new ways with the newinput devices is explored in the 3D LiveGlide interface.We are exploring a variety of input devices: a joystick, aP5 gamer’s dataglove, and, most recently, a small MIDIboard with four mode buttons and eight sliders to inscribethree-dimensional morphing Glide signs in a three-dimensional space of inscription. The choice of inputdevice is not an expression of gratuitous gadget fetishismbut, in fact, a search for a more sensual and intuitive

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has to do with the nature of conscious attention. Thelearned interface recedes to the background of focalawareness.6  Language-as-interface between world andhuman mind is a non-trivial piece of learning, for child oradult. Once learned, it becomes relatively invisible. Andfew things are more enticingly opaque than anundecipherable text, once recognized as holdingmeaning.7

DIMENSIONS OF DIMENSIONALITYThe unifying vision (inseparable from the materialmetaphor) of the Glide project today, moving into the 3 rd

spatial dimension, can be expressed as a search forincreased dimensionality in language that can offer newsymbolic tools for human communication, differentmeans of making meaning, perhaps new channels throughwhich we can tell others what we’ve seen, felt, and knownor tried to know. The Glide interactive applications, orplayspaces, invite the user to create and interprettechnotexts. The Collabyrinth and the Oracle [13] areenvironments in which the user can experiment withGlide writing and reading in two dimensions.

The nature of the medium of the computer as simulationengine is essential to understanding the genesis of Glide’stechnowriting, its evolution from two to three dimensions,and its expansion into the time dimension. Hayles states,

In the new millennium, the digital computer hasemerged as the most powerful simulation engineever built. Computers are much more thanhardware or software. In their general form,computers are simulation engines producingenvironments, from objects that sit on desktops tonetworks spanning the globe. To construct anenvironment is, of course, to anticipate and

structure the user’s interaction with it and in thissense to construct the user as well as the interface.When the simulated environment takes literary andnarrative form, potent possibilities arise forreflexive loops that present the user with animaginative fictional world while simultaneouslyengaging her with a range of sensory inputs thatstructure bodily interactions to reinforce, resist, orotherwise interact with the cognitive creation of theimagined world. The MINDBODY is engaged, notmerely mind or body alone. Hence the force of material metaphors, for they control, direct, andamplify this traffic between the physical actions thework calls forth and structures, and the imaginative

world the artifact creates with all its verbal, visual,acoustic, kinesthetic, and functional properties. [5]

The computer as a simulation engine suggested, thenenabled, an environment in which the dimensions (scope,aspects) and spatial dimensions of language itself couldbe explored. To talk about writing in the 3rd dimension isto speculate about a possibility for which no symbolicsystem in use can serve as a comparison. Our writingsystems—those in use and those for which examples have

survived—are inscribed in linear sequences (right-left orup-down straight lines, or the occasional circle or spiral)on essentially flat (or flattened for reading, as the Chinesescroll) two-dimensional surfaces (stone, bone, claytablets, papyrus, paper, and the electronic “desktop”).The first Glide experiments were two-dimensional, withlinearly drawn glyphs on flat surfaces. Immediately, theease of moving the symbols around in a vector graphicsprogram on a computer screen, in addition to thesimplicity of the strokes that combined into glyphs led toa freedom that first stacked glyphs in vertical lines, butsoon expanded their connections to the sides. Once linkswere formed, vertical, horizontal, and diagonal pathwayswere visible. The symmetry (and mirror-imaging) of theshapes lacks a bias for left/right or up/down, allowing theeye to flow with equal ease along all paths, once one hasreleased the bias of alphabetic writings. Thesecharacteristics (multiple paths, linkings) invite thedescriptive vocabulary of hypertext. Thinking about Glideas a hypertextual language, and finding parallels inhypertext theory has generated valuable insights,

especially as to the nature and semantic possibilities of thelink. Adding the time dimension to these spatially two-dimensional forms occurred when the gestural origin of Glide in the narrative context of The Maze Game,connected with years of work in the multi-sensorydimensions of the medium of the computer. Multimedia’sdeveloped vocabularies and techniques of morphing,‘tweening, color-cycling, scaling, rotating, skewing, andzooming, used in animations, simulations, geometric andmathematical modeling and transformations, fractalgeneration, and wave-form production, made the move of morphing one sign into another, moving them across thescreen, and dynamically changing their visual properties(scale, stroke width, color) a spontaneous gesture.

Wondering about the meaning of this move—what does atransforming sign mean, and how did it achieve thatmeaning—unfolded in the writing of the novel, inworking with my programmer collaborators in designingand building the interactive environments, in theoreticalreading, and in using those environments in repeatedcycles of writing and reading the shifting glyphs.

The move to the 3rd  dimension involves a furtherdeparture from writing as we know it. In the LiveGlideinterspace, the inscriptions of this three-dimensionalwriting are objects—three-dimensional forms inscribedin a three-dimensional world-space. Using a joystick,data-glove, or MIDI board shifts the physical action of 

writing to the gestural with greater degrees of freedom of movement. Movements of the hand are mapped tomovement through the world-space and also controlsmeaning, in choice of glyphs and other visual properties.Freedom from the keyboard makes the abandonment of the alphabet explicit. The dance with the machine ismore, or differently, sensual. The forms, once written,can be read. Reading is navigation, re-tracing the path of inscription, moving around the forms, or moving theforms around . One can place oneself inside or outside the

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inscription (1st  or 3rd  person viewpoint). The visualqualities can be changed in the act of reading, which isakin to adding layers of interpretation, or different“readings.” Any reading, with its unique set of qualities,can also be saved, and “re-read.” Reading becomesexplicitly performative; Liveglide as a technology of inscription is an instrument to be played. The forms canappear on a gradient from invisible to completely opaque.They can, in the act of writing, double back onthemselves, interpenetrating themselves in sinuous knots.This translucency and permeability of forms increases theperception of depth and multi-layeredness; LiveGlideexplicitly transgresses the opaque whiteness of a pagecrossed by marching black figures. The starkness of black and white can be further transgressed by ripplingcolor. The place of inscription is no longer a surface, buta volume; not a wall, but a world. In moving from twodimensions to three, LiveGlide leaves interface forinterspace, the tunneling forms in search of furtherdimensions.

ENDNOTES1. “Enabled,” glosses over the actual process; as anyoneseriously engaged in the techno-mud-wrestling that ittakes to learn complex programs, much less create one’sown specialized widgets can attest. In machine relations,as in love, power struggles are usually present.2. As a teaser, The game Black and White, with which theP5 bend and sensor technology (brought to you by acompany fittingly called Essential Reality) has beenlinked, places the player in the viewpoint not merely of macho dude with big bad guns to shoot but “sets playersin the role of God, ruling over lands populated withvillagers of potential worshippers. Players must first winthe belief of villagers by impressing them with miracles

and godly acts. Later, they will provide him with apersonal pet; an emotional creature that has a life of itsown, but wants more than anything to please its master.The player must rule as a benevolent or malevolent god.Whichever path he chooses affects his creature, hissubjects and even the landscape of his kingdom.” [17]The hand of the player (encased in technology) isrepresented in the three-dimensional game world as the(humanoid) hand of God. Additionally, the hand’s visualrepresentation changes from glowing to scaly, dependingon whether you lean toward benevolent or malevolentgodliness.3. One more example of increased physicality andmobility in our machine/human relations can be seen in

the current generation of arcade games where the playersare using their full bodies in a dance on plates on the flooras their interface to the computer game. The beastie-boysand girls no longer slouch. They romp and stomp,dancing with the avatars on screen, proclaiming yetanother possibility for transforming how we navigatethrough a narrative three-dimensional world.4. I can post my eye-witness war reports directly to theWWW, even adding movies from a mini-cam on akeychain. The materiality of the medium makes all the

difference as to who can write, when, from where, and towhom. Control of information (by a government, forinstance) is far more difficult when the communications(of phones and computers) have escaped the wiredinfrastructure. Peace protest actions mobilized by small,fast-moving and organizing groups connected by wirelesscommunications are confounding police efforts to containtheir agile civil disobedience.5.Again, the variety of input devices goes beyond thekeyboard-mouse-screen axis to the touch-screen, the PDAstylus, cell phone text messaging, and the tablet PC.6. The movement is from work to play. “Hegirascope,”once the rhythms of dynamic changes are adjusted to, is acompletely different experience than the first sense of anout-of-control wild ride. (That initial “out-of-control wildride” is a feature, not a bug in light of the total experienceof that work.) The wild ride also features in arcade games,and in online role playing games (RPGs) as one fights tostay alive while learning the rudiments of game-play.7. The Phaistos disc, Linear A, the Easter Island script(Rongo-Rongo) and the Voynich manuscript are examples

of yet-undeciphered scripts into which much effort hasbeen toward translation.

REFERENCES

1. Aarseth, Espen J. Cybertext: Perspectives onErgodic Literature. Baltimore: The Johns HopkinsUniversity Press, 1997.

2. Armstrong, David F., William C. Stokoe, andSherman E. Wilcox. Gesture and the Nature of Language. Cambridge: Cambridge UniversityPress, 1995.

3. Armstrong, David F. Original Signs: Gesture,Sign, and the Sources of Language. Washington,DC: Gallaudet University Press, 2002.

4. Casti, John L. Would-Be Worlds: How Simulationis Changing the Frontiers of Science. New York:John Wiley & Sons, Inc., 1997. p. 188.

5. Hayles, N. Katherine. Writing Machines.Cambridge: MIT Press, 2002. pp. 15; 21-33; 43;48.

6. Memmott, Talan. Lexia to Perplexia.http://trace.ntu.ac.uk/newmedia/lexia/. Access:February 1, 2003.

7. Monfort, Nick. Winchester’s Nightmare.Interactive fiction, described and downloadable athttp://nickm.com/if/wn_description.html. Access:February 1, 2003.

8. Moulthrop, Stuart. "Hegirascope." (October 1997)http://raven.ubalt.edu/staff/moulthrop/hypertexts/hgs/hegirascope.html Access: February 1, 2003.

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9. Porush, David. “Fictions as Dissipative Structures:Prigogine’s Theory and Postmodernism’sRoadshow.” Chaos and Order: ComplexDynamics in Literature and Science. Ed. N.Katherine Hayles. Chicago: University of ChicagoPress, 1991. 54—84.

10. Porush, David. “The Anthropic CosmologyPrinciple and Literary Theory.” Conference of theSociety for Literature and Science. Boston,Massachusetts. November 19, 1993.

11. Shlain, Leonard. The Alphabet Versus theGoddess: The Conflict Between Word and Image.New York: Penguin Group, 1998.

12. Slattery, Diana Reed. The Maze Game. Kingston:Deep Listening Publications, 2003.

13. Slattery, Diana Reed. The Glide Oracle and TheGlide Collabyrinth..http://www.academy.rpi.edu/glide/. Access:

February 1, 2003.

14. Sterling, Bruce. The Dead Media Project.http://www.deadmedia.org/. Access: February 1,2003.

15. Utterback, Camille. “Text Rain.”http://fargo.itp.tsoa.nyu.edu/~camille/textrain.html.Access: February 1, 2003.

16. “A GSM Mobile Phone Communication with adiver in Action.”http://www.rd.francetelecom.fr/en/galerie/download/netune_e1.pdf . Access: February 1, 2003.

17. http://biz.yahoo.com/bw/021203/30192_1.html.Access: February 1, 2003