| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Narrative and Hypertext

Page history last edited by PBworks 16 years, 8 months ago

Transmedia Story Creation

Module 10: Narrative and Hypertext

 

By Marc Love and Debbie Andrisani 


Module Outline

 

 


Associated Readings

 

  •  Wardrip-Fruin, Noah and Harrigan, Pat. “Part V- Hypertext & Interactives” and “Part VI – The Pixel/The Line,” First Person: New Media As Story, Performance, and Game, MIT Press, 2004.
  •   Joyce, Michael. “Siren Shapes: Exploratory and Constructive Hypertexts,” Academic Computing, 1988. Republished with

     an Introduction by Wardrip-Fruin, Noah and Montfort, Nick, The New Media Reader, The MIT Press, 2003.


Background

 

Part V

 

Part V, “Hypertexts & Interactives” contains three essays that present, defend and explore varying types of hypertexts.

 

The first essay titled, “Card Shark and Thespis: Exotic Tools for Hypertext Narrative,” named respectively after the hypertexts that they present, offers what Bernstein and Greco (B & G) call “a strange system, a hypertext environment that might let us step back from Storyspace and the web…” (170). Card Shark is a hypertext system designed to place the participant in control of making connections between the nodes, which contain various lexia. Unlike traditional hypertexts, which according to B &G are comparatively “simpler, more elegant, more flexible, [and] more widely available,” Card Shark, as suggested by its title, literally deals out the story and allows the participant to choose which node or card, will be presented next (170). The choice of which node to utilize is advertised by simple conditions set as titles containing verbs such as assert, require, retract, etc. As a result, the story will finish with certain nodes having never appeared. The authors assert that their use of nodes, unlike traditional nodes that may “maintain coherence and causality,” are designed to leave gaps in the text and at times “startle” the participant.

 

Adding to the Card Sharks unorthodox use of transitions, there is no cyclic nature present. In fact, the hypertext was designed create more of an interesting scenario, which of course remains coherent based on the design of the lexia, that seeks to avoid placing attention on the artists’ design and the structural nature of the system.

 

“Thespis,” B & G’s second hypertext, uses the same foundation as Card Shark with the addition of “actors” being present. What is meant by this is that the characters in the text are granted emotional attributes from the beginning that are meant to collectively represent life and social situations in the same way –as you may guessed via the title– that theatre does. Though the characters are static by nature, it is the interactions and situations thrust upon them that act as the attention grabbing mechanism of the story. In this respect, the platform, which is a visual landscape consisting of a particular scene, is no different that a set of a stage play where there is only one area/stage to use as the setting. Interestingly enough, B & G make is clear that this method of storytelling is in fact hypertext because there is no “assigned mission… and many consequences can be imagined” (176). The use of “cards,” as described in the Card Shark section, adds a new dimension to the possibilities of Thespis by creating the opportunity for new characters, tangible plots, and settings to be introduced into the mix of the story. Ultimately, the story, as presented through the actors, hold many possibilities which would be quite difficult to reproduce.

 

Following B & G’s essay, Andrew Stern responds by comparing the foundational operations found in both Card Shark and Thespis to his one interactive drama, “Façade.” Stern illuminates the fact that B & G’s hypertexts are not intelligent and as a result, are a less sophisticated hypertext. This statement hits on the idea of distinguishing a hypertext and game. Stern defends this separation by stating the key difference is that the use of artificial intelligence (AI) in Façade is solely to bring out “the appearance of intentionality and individuality” (168). Stern spends a significant amount of time defending the use of first person interaction with AI in hypertexts in rebuttal of B & G’s statement that “Illusions that place the reader on stage necessarily founder when promised freedom of action is contradicted by the limitations of the simulated environment” (171). Stern’s view point is that participants’ interactions with AI, though limiting in many senses and restricted by technological and artistic restraints, “can in fact match at least some of our aspirations” and is worth the vast amount of effort that designers of hypertexts like Façade must put into generation “recovery” situations in which the system must respond though at a loss as to what the participant is requesting. The complexity of design found in Façade makes it a perfect contrast to B & G’s hypertexts as it reveals the level of sophistication, usability, and overall capability of the latter as a, at it’s best, participant initiated “theatrical” hypertext system.

 

The second essay, “Moving Through Me as I Move,” by Stephanie Strickland, presents a rather abstract format for hypertext—hypertext poetry. In summation, Strickland exonerates the stenographer as being more than just a writer, reader and monitor, but consideres her an “operator of an appliance” (184). With this statement, she is referring to a method of hypertext that presents unconventional displays of text on a screen that requires a reader to interpret, similar to the experience offered by some modern art. In essence, this form of hypertext has no rules but instead thrives on endless creativity and digital art which, as Raley replies, approaches “a mode of perception that still awaits future realization”; or, as Utterback replies, lacks unintentional mark-making supplied by participants, which is “at the very least a sign of our human presence… [and] The lack of these marks in the digital realm informs much of what feels sterile about our travels there” (186). You decide.

 

The final and third essay, “The Pleasures of Immersion and Interaction,” by Douglas & Hargadon, is a very entertaining bit that examines the fundamentals of human interest across a broad ranges of media. Below are some of the key thoughts elaborated on in this essay:

 

  • Main question asked: “What keeps us turning the pages…” (192)?
  • Not much attention has been given to the affective aspects of reading in contrast to the pleasures of reading (193).
  • We must understand what gives pleasure to reading (193).
  • Schemas are the building blocks for the world as we learn to know it (194).
  • McDonald’s, movies, and other schema used in scripts stimulate reader perceptions (195).
  • Participants can become equally immersed in a novel or video game (197).
  • Rules seem to be a universal component to all media of interest to people. Examples are simple video games, such as “Pong,” to complex modern ones in which rules are not obvious and must be discovered (197).
  • Pleasure emerges from being able to discern schema which may also reveal the rules and/or puzzle pieces (198).
  • The thrill of discovering and finding puzzles pieces alludes to the possibilities of going beyond the perceived narrative frame, a quality which relates to participant immersion.

 

 Part VI

 

The readings in Part VI – The Pixel/The Line emphasize the use of the entire body, specifically the senses, in interacting with text. The authors in this section include: (1) a poet (Cayley) who compares graphic artists with literal artists (writers),  (2) a designer of interactive physical interfaces (Utterback) who creates whole-body experiences for interacting with text, and (3) an artist (Seaman) who creates textual/musical works that provide meaningful experiences with text using the senses of the body, the physical environment, and computers. The ideas presented by these authors go beyond the so-called interactivity of electronic texts to show us that the next phase of interactivity with text has already begun. 

 

Cayley discusses the relationship between graphic art (pixel) and literal art (letters) and notes that there are “profound differences in the way our culture treats pixel and line” (209).  Society tends to be less critical and more accepting/appreciative of different art styles, but has harsher standards for judging writing. Therefore, Cayley incorporates art into his poetry using a morphing exercise. This exercise demonstrates that letters are the smallest recognizable unit of writing – not the pixel, which is too small to hold any meaning, nor the line, which can be ambiguous when taken out of context. 

 

Utterback presents many examples of poetic interaction with text, including two of her own installations – Text Rain and Drawing from Life.  In Text Rain (Figure 1), participants engage in a tactile interaction with text as colored letters, words, and phrases rain down on their bodies. They are almost able to feel the words or lines from a poem, which is about bodies and language, as they fall on their bodies. In Drawing From Life (Figure 2), participants view themselves as an amalgamation of the letters A, T, G, and C, which are color-coded and correspond to the first letters of the four proteins that constitute DNA.  In this instance, the participant’s body becomes the art.

 

     

                       Figure 1.  Text Rain Installation                                                  Figure 2.  Drawing From Life Installation

 

Seaman envisions interactions among text, multiple senses of the human body, and computer code, which are recombined in a myriad of different ways. In an example provided by Gromala, a participant is hooked up to biofeedback device that displays text in a font that changes to match the participant’s moods as he/she types, as well as changes in body functions: the font throbs to mimic heartbeat and “grows tendrils and spikes” to indicate excitability. Seaman also discusses new forms of authorship, which he predicts will occur accidentally, as well as on purpose, when virtual spaces with different purposes are networked together. 

 

Joyce’s article, which was written pre-WWW, introduces the visionary concepts of how users interact with hypermedia and hypertext.  He coins the terms exploratory hypertext where the user “creates, changes, and recovers” interactions with information, and constructive hypertext where the user “develops a body of information” based on their “needs and interests”(616).  In the context of the WWW, these concepts are easily transferable to current patterns of usage. The first user is creating, editing, and researching information, much like authoring a website.  The second user is gathering specific information, much like a student who is researching a topic for a paper. 

 


Analysis

 

Part V

 

What Part V of “First Person” does not include is a detailed focus on the fundamentals or specifics of narratology. Instead, this section dealt with the mechanics and systems, a.k.a. vessels, by which narration can travel through. The essays contained in this section have offered a wealth of insight into the study of hypertexts. The many versions elaborated on (Card Shark, Façade, Stenographer Poetry) contrast the popular conceptions of hypertext fiction. What we are seeing in these chapters is a new wave of potential for media vessels. In all frankness, though these variations of story-telling systems are all hypertexts, in all practicality, many people would first associate them with other genres such as video games, digital theatre, or, as I have mentioned above, abstract art forms. The third essay in the bunch did much to sum up the underlying concepts and theoretical frameworks that fuel creativity in the hypertext genre. Keeping the reader immersed or interactive in the story is above and beyond the ultimate goal. Below I bluntly will analyze exactly how this goal was approached by each of the example hypertexts.

 

In the first essay’s example, “Card Shark,” the reader is placed in a position by which his or her choice of cards (nodes containing text/story bits) should bring about the elements of spontaneity, surprise, satisfaction, quizzicality, indifference, and conflict. The mixture of these elements, all hitting various points on the human emotional rollercoaster, result in an activity somewhere between the experience of playing solitaire and the anticipation of finding out the new “hot gossip”: both are entertaining and welcome immersion. The next level hypertext, that which incorporates caricature, plays even harder on the emotions. “Thespis” is basically a board game soap opera. What is meant by this is that the emphasis of this hypertext is not on the participant, whom after choosing a card assumes a role no different than a TV viewer, but on the drama that is taking place. Therefore, the hypertext is employing the following elements which relate to participant immersion: dramatic engagement, often unanticipated story development, and mystery or “gaps” requiring comprehension. The last of these, “gaps,” is a technique long employed by fiction writers. In fact, Hemingway’s famous quote that “it’s not what I include but what I exclude that makes the story interesting” is precisely what is going on in both of these mentioned hypertexts. Leaving out transitions grants the reader the freedom to interpret, which is a state of being related to immersive behavior.

 

The second essay’s examples regarding abstract hypertext poetry could be thought of as a kaleidoscope in the sense that the presentation is bedazzling, intensifying, and, quite possibly, euphoric. The visual appeal for this variation of hypertexts is very important to it having an effect on the viewing. This can be experienced by visiting the web link found in the Additional Resources section. This device for immersion has been used in film and more recently Windows Media Player’s graphical enhancements that move to the rhythm of music. Extending beyond the graphics, this variation of hypertext allows the reader to create his or her own rhythm by operating the links at will. Though this system for captivating the reader does have elements of the formerly discussed, such as tangent links that when followed may result in contextual “gaps,” it is largely reliant on the participant’s tolerance, interest, and engagement with the graphical interface and its causal or non-causal relation to the text itself.

 

In conclusion, Part V has brought us into the realm of hypertexts by attempting to provoke our thoughts regarding the various delivery methods that are available and yet to come. One of this section’s reverberating points was that a participant may experience the same degree of immersion from a rotting paperback novel and a 3-D videogame; however, the results are highly subjective for many reasons. And to add to this last statement, I wish to propose the idea that while today’s video games may be more complicated than those introduced in the 80s, children are more interested in the process of figuring out how to the discover the rules of the games, which in many cases put forth what seems like an extraordinary effort to keep “all of the rules” unknown to the participant for as long as possible, while in contrast games in which the rules are immediately know seem to bore younger generation subjects more easily.

 

Part VI

 

A reader’s ability to interact with the text in a story in a meaningful way guarantees immersion, perhaps to the same degree that one becomes immersed in a good game. Cayley shows us that when text is presented as literal art (i.e., morphing) interactivity goes beyond the eye and engages the mind in an effort to makes sense of the art. Morphing in both graphic art and linear art engages us interactively simply because our eyes strive to make sense of an incomplete word, phrase, or image. This is especially true for literal art since the manipulation of pixels and lines in graphic art will still produce an image with some coherence simply because art is subjective.  Cayley also uses color, texture, and overlays letters to create ‘text art,’ which has implications for learning simply because, like games, the ‘time on task’ is greatly enhanced.  The text art becomes a work to be appreciated, as well as a riddle to be solved. 

 

Utterback gives us examples of fun ways of interacting with text using our whole body, which not only guarantees immersion, but also promotes creativity.  This idea of stimulating the entire body with the text from a story (or poem) opens up the possibility of a greater understanding of story, especially in identifying with and empathizing with the characters.

 

Seaman is the most prophetic when it comes to the future of interactive text. He believes that our interaction with text will ultimately engage multiple senses, beyond sight and sound. He also believes that “hybrid functionalities” will develop as “virtual spaces become networked” and “different potentialities of use collide or become intentionally conjoined.” This idea has materialized in Seaman’s own work  – “The Hybrid Generator,” which is a tool that allows the creation of a hybrid invention by incorporating the characteristics of two existing inventions. Seaman also foresees computers becoming more object-oriented, allowing the recombining of various media elements in a virtual environment with the elements functioning as “operational language-vehicles.” Interacting with text to this degree will likely provide multiple interpretations of the written word, spawning greater creativity and innovation in narrative.

 

Can we expect the ideas put forth by these three authors to become commonplace? The same question was probably asked when Joyce’s article was published over 20 years ago.  Joyce’s assertion that “users could not create hypertext annotations and links” may have been the foundation for Wikipedia. I suspect that Seaman’s assertion that media elements will be recombined in virtual environments to produce hybrid functionalities will also become a reality.

 


Additional Resources

 

Part V

 

  1.  Learn more about “Card Shark” and “Thespis” (the theatrical hypertext discussed in the first essay) at the authors’ website:

    http://markbernstein.org/talks/HT01.html

  2. Experience “A Paradigm for Interaction”; or, a rather abstract form of poetry hypertext created by the author of the second essay, Stephanie Strickland: http://califia.us/SI/stone1.htm

  3. Play the original “Pong” video game while observing of the presence of “rules” and the potential for immersion and pleasure as described by Douglas and Hargadon in the third essay:http://www.slinkycity.com/pong-game.html

 

Part VI

 

1.      The Machine is Us/ing Us by Michael Wesch, Assistant Professor of Cultural Anthropology at Kansas Sate University at  http://www.youtube.com/watch?v=6gmP4nk0EOE. (This video explores the evolution of text from paper and pencil, through hypertext and hypermedia, with a look at current trends such as Wikipedia and YouTube).

2.      Text Rain by Camille Utterback at http://www.youtube.com/watch?v=toWFvXHghDk (This video shows users interacting with the Text Rain installation.)

3.      Geo-Explorer Table by Onomy Labs, in collaboration with Churchill Navigation and TerraColor at http://www.youtube.com/watch?v=bl8OCg3Xoe4 (This video demonstrates how the Tilty Table concept can be applied to geography by allowing users to interact with a international map in order to locate specific landmarks and geographic locations.)

4.      ARS Electronica 2006 Thermoesthesia by João Apolinário & Kátia Sá at http://www.youtube.com/watch?v=fMwOSM_G1Ys  (This video shows a tactile interaction between the heat generated by the body and the display of colors/forms.)

5.      Typo Games by Vincent Vella at http://typogametool.nadinefiege.de/index2.html (This is a unusual interaction with letters that uses both your input and Flash.)

6.      Face Value: Notes on Social Media and Self Exchange by Nino Rodriguez at  http://www.mindspring.com/~ninor/.    (This interactive work uses images, color, and text and challenges you to create meaningful social and psychological statements.)

 


 References

 

  • Wardrip-Fruin, Noah and Harrigan, Pat. “Part V- Hypertext & Interactives” and “Part VI – The Pixel/The Line,” First Person: New Media As Story, Performance, and Game, MIT Press, 2004.
  • Joyce, Michael. “Siren Shapes: Exploratory and Constructive Hypertexts,” Academic Computing, 1988. Republished with an Introduction by Wardrip-Fruin, Noah and Montfort, Nick, The New Media Reader, The MIT Press, 2003.
  • Electronic Book Review by EBR Public at http://www.electronicbookreview.com/thread/firstperson/multitiered

 

 


[Back to the Course Wiki]

   

Comments (0)

You don't have permission to comment on this page.