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Research Reports (By Posting Date)

Research reports focus on high-priority items in “Objects for Study.” Reports are written in a standard format designed both to synopsize the topic and to offer a preliminary evaluation of the opportunities it suggests for Transliteracies’s goal of improving online reading.

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World Without Oil (ARG)

SummaryWorld Without Oil was an alternate reality game developed by Ken Eklund and Jane McGonigal, ITVS (Independent Television Service) Interactive and funded by the Corporation for Public Broadcasting.  Originally played between April 30 and June 1, 2007, World Without Oil was conceived as both an ARG and a “serious game,” in the sense of  the Woodrow Wilson International Center for Scholars 2002 Serious Games Initiative.  The game’s tag line—“Play it before you live it”—emphasized the what-if nature of the game: players were encouraged to explore what would change in their own realities in the event of a massive oil shortage.  Game makers provided rough parameters for the in-game reality (the price of oil, fuel availability) as well as character content (blogs, videos), but the game was aggressively user-driven.  The gamers’ task was to imagine the consequences of a massive oil crisis, communicate about their experience and explore creative strategies for dealing with the attendant difficulties.

Description:  After game designer Jane McGonigal dropped hints about her next project far in advance of its start date, ARG players at Unfiction.com discovered the site www.worldwithoutoil.com.  The website showed the text of a chat between eight “team members,” as well as descriptions of each of them.  Players learned the eight characters’ (known as “Eight To Save Our Country,” or 8TSOC) backstory:  they had met while stranded in a Denver airport during a blizzard, and struck up a friendship.  While at the airport they also encountered a character named Nico, who gave them reason to believe a serious oil shortage would strike the U.S. on April 30th (the game’s start date).

Given access to the characters’ screen names, players soon found their livejournals, blogs, and AIM handles, and began to make contact.  Players who communicated with the characters often found themselves pointed toward real-world, out-of-game articles and websites about energy shortages, survivalism, and oil dependence.  When the game officially started, on April 30th, the worldwithoutoil.com site went live in earnest, with links to character and player blogs, fictional in-game news stories, player-submitted videos and images, and an oil price counter.  It became apparent that the game world would run on an accelerated timeline:  one real-world day would equal a week of in-game time.

Much of the game’s content was player-produced; the website featured links to videos, stories, diary entries and images submitted by players who were countenancing, however virtually, the disruption of an energy crisis.  Players were also encouraged to come up with their own game missions, and the best ideas were awarded points in the form of carbon offsets. Adopted player missions included activities like “ped parties” (social events planned to occur within walkable/bikeable distances from homes), guerilla gardening, local food meals and finding commuting solutions for friends.

According to its own published FAQ, by the game’s end it had more than 1900 players.

Research Context:  Like most ARGs, World Without Oil forges a somewhat de-centralized network of participation, leveraging social networking sites, blogs, chat applications and image and video sharing services in order to connect its geographically diverse players.  Perhaps unlike classic ARGs, however, World Without Oil began with a conspicuously open-ended objective.  Its goal was playful; rather than the solution to a mystery or the accomplishment of a defined task, the object of WWO was to exercise imaginative power.  In contrast to some ARGs’ harnessing of collective intelligence in order to solve puzzles with pre-defined answers, players of WWO generated what the game makers called (in the game’s own FAQ) “the wisdom of crowds”:  a large collection of musings and ideas from which effective solutions could rise.  In WWO, the game was not to find what was hidden, but to imagine the virtual.

Without a concrete goal, and presented with an issue that had no absolute solution, players were free to imagine the proportions of an unmanageable crisis—and free to offer and practice micro-solutions.  The game was undertaken in a spirit of optimism, and while players were encouraged not to discount the sobering enormity of the problem it supposed, attention was focused (via character rhetoric and mission content, for example) on the creation of small strategies.  Game designer Jane McGonigal has written and spoken repeatedly in support of the idea that games and the power of play can be harnessed to address serious problems, and that perspective was clearly in evidence in WWO.  While many games that take on serious subject matter do so in order to heighten awareness of a threat or an injustice, WWO asked its players to investigate practical changes that might be effective during a debilitating oil crisis.  It is perhaps for this intersection—of serious game subject matter and ARG-like strategy—that the game is most notable.

Technical Analysis:  The technologies used by World Without Oil were largely the same as those leveraged by more traditional ARGs—blogging services, Twitter, photosharing services, etc.  Players communicated with each other and with game characters through multiple channels.  The game’s homepage—www.worldwithoutoil.com—served a more central hub than is available in many ARGs; that is, a single site that linked to almost all game content.

Evaluation of Opportunities/Limitations for the Transliteracies Topic:  World Without Oil  is notable for its divergence from traditional ARG structure and style.  Though ARG-like in its convergence of real-world and game-world realities, the game’s “serious game” credentials and lack of conventional puzzle-solving activity mark it as distinct from other ARGs. ARGs in general are player-directed to the extent that, though the general structure of the game is outlined by gamemasters, play itself is performed and made actual by the gamers themselves, and is subject to their own logic or desires; in WWO, there was perhaps even less guidance or expectation on the part of gamemasters, and more latitude given to gamers to construct their own experience(s).  Designer Ken Eklund described it this way:  “In World Without Oil, the players pretty much wrote the story collaboratively. As a result, in WWO there is no abstraction, no external reward, no comfort zone of  ‘Oh good, I found what the gamemasters wanted me to find.’ There is only the person directly inside the ‘what if?’ reality, and the journey is inward.”(1)   Put another way, ARG experience often centers on finding or uncovering points in an already-sketched (though mutable) plot, though the path through the plot-points are undecided.  WWO more closely resembled an improvisation:  players were asked to invest in a set of hypothetical circumstances and act accordingly, urged to create their own plots rather than asked to uncover those intended by the gamemasters.

ARGs conventionally ask for this sort of investiture in the game world, one that recalls Coleridge’s  willing suspension of disbelief (TINAG, an acronym for “this is not a game,” is a common watchword within the genre).  However, in WWO this engagement with the game’s premise required and empowered players to direct the game itself, rather than to do the more traditional work of uncovering a mysterious narrative. While ARG players are always both producers and consumers of game content and game experience, WWO displayed an innovative emphasis on players as cooperative producers and co-designers.  Most ARGs can be said to offer authorship to players primarily in terms of execution and performance, and only secondarily in terms of design.  In WWO, however, gamers were the ones doing the informing, reporting to gamemasters from a fictional present they themselves devised, inventing and giving account of the particulars of life inside an oil crisis.

Finally, in WWO, player action was part of a consideration of a pressing environmental, political and social issue.  “Acting accordingly,” then, provided an opportunity for changes to everyday practice more pointed than those prompted by conventional ARGs.  Part of ARGs’ appeal is their use of objects and practices that exist both in-game and out-of-game—for example, an actual poster for an upcoming movie contains a secret message or a puzzle clue for game players even as it fulfills its function as a piece of “real world” advertising.  In World Without Oil, the practices and objects splitting the in-game/out-of-game boundary were not only related to an issue of tremendous import, but involved the minutiae of everyday lives—highlighting, certainly, the problematics of oil dependence, but also allowing the game access to the intimate area of quotidian praxis.

(1) “The Future of Alternate Reality Games.” WWO Lives.  July 19, 2007.  August 28, 2008

Resources for Further Study:

World Without Oil

WWO lives:  Ken Eklund’s ongoing WWO blog

Jane McGonigal at GDC:  “Reality is Broken” (and how games can fix it)

The Lost Experience

Research Report by Renee Hudson
(created 06/03/08; version 1.0)
[Status: Draft]

Related Categories: Alternative Interfaces | Collective Reading

Original Object for Study description

Summary:
Between seasons two and three of the television show Lost, ABC launched “The Lost Experience,” an Alternate Reality Game (ARG) designed to maintain viewer interest in the show. “The Lost Experience,” like many ARGs, incorporated a variety of media into its implementation. Players were encouraged to watch commercials that aired during the last episodes of season two in order to be notified of relevant websites that would provide clues to the game. In addition to websites, users watched mini-movies, read advertisements, and a tie-in novel. They were also directed towards recordings and podcasts over the course of “The Lost Experience.” While the game itself is a multi-media experience, this report will focus on the textual elements that played a crucial role in the game. (more…)

CommentPress

Research Report by Kim Knight
(created 5/07/08; version 1.0)
[Status: Draft]

Related Categories: Blogging and Content Management Systems | Social Networking Systems | Tools for Online Reading

Original Object for Study description

Summary:

CommentPress was developed by the Institute for the Future of the Book as part of their ongoing experiments with “networked books”. First instituted in 2006 as part of McKenzie Wark’s GAM3R 7H3ORY 1.1 publication, the software was developed to work with WordPress and intended to reconfigure the nature of blog discussions. CommentPress allows respondents to post comments in the margin of the text, on a paragraph-by-paragraph or “whole page” basis. This breaks down the top-down hieararchy typical of blogs whereby a main post is positioned vertically above any commentary. Instead a reader may view the text and commentary at the same time.

Version 1.0 of CommentPress was released to the general public in July 2007 and the software has been used to generate discussion around Master’s Theses, scholarly articles, and books. (more…)

El Muro

Research Report by Kate Marshall
(created 6/01/07; version 1.0)

Related Categories: Alternative Interfaces | Art Installations

Original Object for Study description

Summary:
A self-inscribing wall, El Muro is an installation piece designed by Willy Sengewald and Richard The in 2004 as part of the “Sensitive Skin” project at the Berlin University of the Arts Digital Media course. The large monolith of El Muro stands alone in a darkened room, and produces graffiti on its surface that appears to write itself. The project calls for the dividing lines of urban and architectural space to be read – and re-read – as built expressions of political reality and as communications media. The walls to which El Muro refers not only include the borders of Berlin, Israel-Palestine, and US-Mexico, but also the anonymous urban walls that become advertising and graffiti canvases, as well as the wall as an abstract architectural element. In each case, the support structures of the built world become self-reflexive reading interfaces. (more…)

Moving Canvas

Research Report by Kate Marshall
(created 06/01/07; version 1.0)

Related Categories: Alternative Interfaces | Art Installations

Original Object for Study description

Summary:
Moving Canvas, a combination of technologies and installations designed by Frédéric Eyl, Gunnar Green, and Richard The, involves the placement of an LED projection device (“Parasite”) on the side of a commuter subway train. The device is enclosed in a suitcase equipped with suction cups, and its projection aligned with the subway walls. The ensuing display projects words and images on the tunnel walls, viewable through the train windows. Cinematic time and commuter time combine radically as bodies and messages literally communicate through the subway tunnels.

The project was developed in 2005 as part of a digital media class at the Berlin University of the Arts, and exhibited with the university’s “Here/There” project. Moving Canvas takes another look at the problem of here and there by asking what lies between. (more…)

Interface Ecology

Summary:
Interface ecology is a theoretical framework for the study of relationships between interfaces; its objects range from social to computer interfaces. The practice of interface ecology is characterized by three intertwined objectives: the analysis of interfaces as cultural artifacts from an ecosystems approach, the production of systems and interfaces that elevate the role of human expression, and the translation between disparate cultures and disciplines. This approach was first theorized by Andruid Kerne through his own interdisciplinary work in performance art and computer science at New York University (1997-2001). He has published on interface ecology primarily within computer science and digital art forums from this period to the present. Five years ago, Kerne established the Interface Ecology Lab at Texas A&M University. (more…)

Ben Fry, Valence (2001)

Research Report by Brooke Belisle
(created 05/21/07; version 1.0)
[Status: Draft]

Related Categories:

Original Object for Study description

Summary:
Valence is a software program written by Ben Fry to dynamically render complex information as a visual, three-dimensional, and relational representation. It has been produced and installed in multiple versions that take various inputs. The original version, which ‘reads’ novels, was installed in 2001 at Ars Electronica in Austria and appeared in the film Minority Report. The latest version, which visualizes genetic information, was installed in 2002 at the Whitney Biennial in New York and appeared in the film Hulk. Images and quick time movies of various instantiations of Valence can be viewed at Fry’s website. (more…)

Remembrance of Media Past (Ayhan Aytes)

Summary:
Remembrance of Media Past engages with cultural archetypes as motivations for designing interfaces in contemporary media. I chose to take illuminated manuscripts as a central focus of my research because they were perhaps the most significant medium of complex information structures before the introduction of the mechanical reproduction beginning with the Gutenberg era. In its final articulation, the project components attempt to link these antecedent cultural interfaces to more current approaches to complex information structures. (more…)

Peter Cho, “Typotopo”

Research Report by Kate Marshall
(created 4/27/07; version 1.0)
[Status: Draft]

Related Categories: Text Visualization | Text and Multimedia

Original Object for Study description

Summary:
Peter Cho’s body of typographic experiments, collected on Typotopo, visually explore the constituent parts of language and narrative. Cho’s work presents a range of graphic design innovations that use digital technology to access forms of letters or forms of texts. The text visualizations showcased on Typotopo ask not only how technology influences typography, but also what happens to the act of reading when letters, words, and narratives are experienced in interactive, dynamic environments.

(more…)

WordsEye: An Automatic Text-to-Scene Conversion System

Research Report by Nicole Starosielski
(created 3/13/07; version 1.0)
[Status: Draft]

Related Categories: Text and Multimedia | Alternative Interfaces | Text visualization

Summary:

WordsEye is a text-to-scene conversion tool that allows users to construct a computer modeled scene through the use of simple text. Users describe an environment, objects, actions and images, and WordsEye parses and conducts a syntactic and semantic analysis of these written statements. The program assigns depictors for each semantic element and its characteristics and then assembles a three-dimensional scene that approximates the user’s written description. This scene can then be modified and rendered as a static two-dimensional image. (more…)

Noah Wardrip-Fruin’s News Reader (2003) (with David Durand, Brion Moss, and Elaine Froehlich)

Research Report by Brooke Belisle
(created 2/21/07; version 1.0)
[Status: Draft]

Related Categories: New Approaches to Reading Print Texts, New Reading Interfaces

Original Object for Study description

“It is difficult to get the news…”

Summary:
In 2003, New Radio and Performing Arts commissioned two artworks by Noah Wardrip-Fruin for their website, Turbulence.org. [1] Wardrip-Fruin produced Regime Change and News Reader, both of which he titled “Textual Instruments.” News Reader offers an interface for reading current news stories, and for what Wardrip-Fruin calls “playing” these stories or “playing” the online news environment. [2]As the user interacts with the news stories by clicking highlighted text, the stories multiply and warp in unpredictable ways. (more…)

LibraryThing

Research Report by Kimberly Knight
(created 2/19/07; version 1.0)

Related Categories: Text Visualization | Social Networking Systems | Online Knowledge Bases

Original Object for Study description

Summary:
LibraryThing is an online knowledge base and social networking tool for bibliophiles. The website allows users to catalog their personal libraries. By entering in their own books, users can locate others with similar libraries, find suggestions for books they might like, or even get “unsuggestions” for the books that are least like their own. Users can organize their collections according to self-defined tags and also view how others have tagged the same books. (more…)

Brian Kim Stefans, “The Dreamlife of Letters” (2000)

Research Report by Kim Knight
(created 2/18/07; version 1.0)

Related Categories: New Reading Interfaces | Text and Multimedia | Collective Reading

Original Object for Study description

Summary:
“The Dreamlife of Letters” is a flash poem by Brian Kim Stefans. Published in 2000, the piece is based upon an appropriated poem by Rachel Blau DuPlessis and takes the viewer through the mobile and unstable “dreamlife” of letters. The words of DuPlessis’ poem have been grouped together according to their first letter and animated in such a way that the passive viewer can only watch as the text moves around the screen. Influenced by the traditions of concrete poetry and ambient poetics, the piece foregrounds language not only as a medium of meaning, but also as a medium of design. (more…)

CaveWriting and the CAVE Simulator

Research Report by Nicole Starosielski
(created 2/6/07; version 1.0)
[Status: Draft]

Related Categories: Immersive Text Environments | Alternative Interfaces

Original Object for Study description

Summary:

Cave Writing is an interdisciplinary artistic practice developed at Brown University for the CAVE simulator, a virtual reality environment typically used for scientific visualization. Cave Writing began in 2002 when hypertext fiction writer Robert Coover initiated a series of workshops in Brown University’s CAVE that brought together faculty, students, artists and scientists in the development of creative projects integrating text, visual imagery, narrative and sound. Several notable projects from the workshop include Screen, developed by Noah Wardrip-Fruin, et al., John Cayley’s Torus and William Gillespie’s Word Museum. The release of CaveWriting 2006, a spatial hypertext authoring system designed by workshop developers, allows authors to directly manipulate text, imagery and 3D models in a graphical front-end environment. CaveWriting now expands beyond the physical limits of the CAVE simulator, making it relatively easy for anyone with a compatible personal computer to experiment and explore writing and reading in three dimensional environments. (more…)

Giselle Beiguelman, “esc for escape” (2004)

Research Report by Lisa Swanstrom
(created 12/15/06)
[Status: Draft]

Related Categories: Text Encoding | Text and Multimedia | Art Installations

Original Object for Study description

Summary:
“Tell us: What was the most scary, funniest, unforgettable error message of your life?” So asks Giselle Beiguelman’s “esc for escape,” (2004) a multifaceted art project that solicits and archives error messages from computer users around the globe and re-expresses them in a variety of contexts and media. The project includes a public exhibition of error messages on electronic billboards in São Paulo, Brazil; a repository of selected error messages published on the web, entitled “The Book of Errors”; “The Monastery,” an archive of all error messages related to the project; a dvd of the project; a project blog; as well as several “trailers,” which offer ironic visualizations of various error messages by the artist. (Can this sentence be broken up into 2?) In addition to providing a playful space for people to express their most “unforgettable” error messages, the project offers a subtle—yet sustained and sophisticated—commentary about the relationship between computer code and natural language in relation to the digital age. (more…)

Semantic Web

Research Report by Angus Forbes
(created 10/6/06; version 1.0)
[Status: Draft]

Related Categories: Software / Coding Innovations, Search and Data Mining Innovations

Original Object for Study description

Summary:
The World Wide Web Consortium (W3C) uses the term “the semantic web” as an umbrella identifier to refer to a number of initiatives that enable developers and archivists to add rich, meaningful metadata to digital resources. According to the W3C, the major reason for theses initiatives to tag information with explicit meaning is to make “it easier for machines to automatically process and integrate information” [1]. The semantic web adds depth to the existing web protocols running over the application layer of the internet without involving any changes to its more basic architecture. Currently, the main feature that organizes the web is the “link”—any document (or resource) can link to any other. Additionally, each link is coupled with a method (or protocol) to present the resource to the user or application that followed that link (e.g., by clicking on it). That is, the web in one sense is completely non-hierarchical and unstructured. The only structural meaning of links between two web pages (or other resources) is simply that one of them refers to the other (and possibly vice versa); all other meanings are entirely contextual and must be interpreted by humans. The goal of the semantic web is to provide a richer structure of relationships to define formally some of the meanings that link resources. And in particular, to provide an extensible uniform structure that can be easily interpreted by search engines and other software tools. The W3C describes a number of potential practical applications that could make use of semantic web technologies, including enhanced search engines for multimedia collections, automated categorization, intelligent agents, web service discovery, and content mapping between disparate electronic resources [2]. (more…)

Collex

Summary:
Collex is a tool developed at the University of Virginia’s Applied Research in Patacriticism lab (ARP) and currently operated in conjunction with NINES (Networked Interface for Nineteenth-century Electronic Scholarship). Described as an “interpretive hub,” (Nowviskie) Collex acts as an interface for nine different peer-reviewed, scholarly databases. The interface allows users to access all nine databases in one search, while results retain the unique characteristics of each individual source. Additionally, users can create exhibits for their own personal use, or they may submit exhibits to be shared with all users. As such, Collex and its relationship to data evolves as users interact with it, relying on folksonomy and user-generated relationships to construct new ways of viewing the information it contains therein. (more…)

FaceBook.com

Research Report by Katrina Kimport
(created 3/31/06; version 1.0)

Related Categories: Online reading and society; Social Networking

Original Object for Study description

Summary:
First launched in February of 2004, Facebook.com (initially known as Thefacebook.com) is an online networking website that allows users to create their own profiles and link to and view the profiles of others. Facebook is unique in that its online communities are based on offline university communities and membership is restricted to users with a .edu email address.

Facebook is the second fastest growing website and is particularly popular with young adults currently enrolled in or recently graduated from college. Because Facebook users are organized by college affiliation, users have a clear offline presence. The site thus offers the opportunity to investigate the relationship between offline communities and their online counterparts. (more…)

InfoDesign: Understanding by Design

Research Report by Mike Godwin
(created 8/30/06; version 1.0)
[Status: Draft]

Related Categories: Related Blogs

Original Object for Study description

Summary:
InfoDesign: Understanding by Design, is a blog devoted to the relatively new discipline of Information Design. The blog, maintained by a small team of people, is widely touted as one of the most comprehensive views of the growing field of Information Design. New posts appear approximately weekly, compiling links to pertinent articles, people, companies, organizations, degree programs, publications, events, and job postings. Like any blog, there is little native content on InfoDesign to review, as it is primarily links to articles and websites. For the Transliteracies project, InfoDesign is relevant in two capacities: as a guide to the field of Information Design – a young academic and professional field devoted largely to improving online reading, and as an index to the most important topics within the field. Every link to a news article is categorized, and each of these categories – there are 35 currently – are browsable. These 35 categories read as a list of what’s important in information design right now, and each will be reviewed for relevance to the Transliteracies project. (more…)

The Coh-Metrix Project

Research Report by Kim Knight
(created 8/22/06; version 1.1 updated 9/15/06)

Related Categories: Cognitive Approaches to Reading

Original Object for Study description

Summary:
The Coh-Metrix Project is a research project concerned with predicting the readability of texts in order to facilitate textual comprehension. The underlying assumption of the project is that current “readability” tests, based upon word and sentence length, are inadequate to truly predict textual coherence. Coherence in this context is defined as a mental representation that results from an interaction between the reader’s skills and goals, and textual cohesion. The Coh-Metrix project proposes the creation of two tools that will provide a more nuanced prediction of textual cohesion than current indices allow: 1. Coh-Metrix computes the cohesion of a text based on complex cohesion metrics. 2. CohGIT locates where gaps in textual cohesion occur, facilitating textual improvement. The project relies upon an interdisciplinary approach to reading practices, drawing upon “psychology, linguistics, education, literary theory, cognitive science, mathematics, and artificial intelligence” (McNamara, Louwerse, & Graesser 5). (more…)

Andrew Elfenbein, “Cognitive Science and the History of Reading” (2006)

Research Report by Kim Knight
(created 8/18/06; version 1.0)

Related Categories: Cognitive Approaches to Reading | Past Reading Practices

Original Object for Study description

Elfenbein, Andrew. “Cognitive Science and the History of Reading.” PMLA 121.2 (2006) 484 – 500.

Summary:
Elfenbein uses the strategies and terms of cognitive approaches to the study of reading to analyze the varied critical response to Robert Browning’s Men and Women, published in 1855. He argues for a critical practice that joins the complexity of literary criticism with the scientific attention to microprocesses of reading. His aim is to reveal that microprocesses, although always individually inflected, are locatable in various cultures and time periods. (more…)

MediaWiki

Research Report by Mike Godwin
(created 8/13/06; version 1.0)
[Status: Draft]

Related Categories: Blog and Content Management Systems (CMS) | Online Knowledge Bases

Original Object for Study description

Summary:
The wiki is an increasingly popular content management system for organizing widely distributed collaborations over the internet. This report will describe the relevant history and evolution of the wiki, and then consider the technology, interface, and design of MediaWiki as an example of what a wiki is today. While there are literally dozens of implementations of the wiki format, MediaWiki is unique as the engine responsible for the operation of Wikipedia – currently the largest wiki—and as the software supported by the non-profit Wikimedia Foundation Inc. (more…)

Computing with Words (Lofti Zadeh’s Fuzzy Logic and Natural Language/Perception Processing)

Research Report by Angus Forbes
(created 8/11/06; version 1.0)
[Status: Draft]

Related Categories: Software / Coding Innovations

Original Object for Study description

Summary:
Fuzzy logic is a system of logic which applies meaning to imprecise concepts. Rather than simply labeling a statement as either “true” or “false,” as traditional binary logic does, a statement is instead mapped along a continuum of values. These mappings are interconnected with other mapped statements, ultimately yielding applicable functions and rules despite the imprecision of the concepts on which the rules were based.

Fuzzy logic was developed initially by the engineer Lotfi Zadeh in the late Sixties as a method to create control systems whose inputs were made up from imprecise data. More recently, Zadeh has conceived of a merger of natural language processing and fuzzy logic called Computing with Words, and also of an associated Computational Theory of Perception as a preliminary way of thinking about how to compute and reason with perceptual information. (more…)

Haptic Visuality (Laura U. Marks’s Touch: Sensuous Theory and Multisensory Media)

Research Report by Angus Forbes
(created 8/11/06; version 1.0)
[Status: Draft]

Related Categories: Cognitive Approaches to Reading

Original Object for Study description

Summary:
In the last decade, the critical discourse of new media studies has shifted its focus from the virtual to the physical; from an abstract, decontextualized space to the embodied experience of augmented reality. Digital media have come to pervade everyday life and new media criticism has increasingly encouraged culturally specific, materialist and multisensory approaches. Laura Marks’s formulation of haptic visuality offers one such approach. As a way of seeing and knowing which calls upon multiple senses, haptic visuality offers a method of sensory analysis which does not depend on the presence of literal touch, smell, taste or hearing. While many sensory analyses focus on the evocation of and interaction between these literal senses (for example, the study of tactile interfaces, kinesthetics and textures), Marks’s concept of haptic visuality provides an alternative framework for discussing online new media works (too often understood as “simply” visual) in relation to multiple senses, affect and embodiment. (more…)

Desktop Theater

Research Report by Jason Farman
(created 8/11/06; version 1.0)
[Status: Draft]

Related Categories: Text and Multimedia | Collective Reading

Original Object for Study description

Summary:
Desktop Theater was initiated as an alternate form of Internet chat that took place in the popular 2-D avatar-based chat room called The Palace. Started in 1997 by Adriene Jenik and Lisa Brenneis, Desktop Theater sought to extend the metaphor of chat room-as-public-space to creating a type of “street theater” through the avatars in a public chat room on The Palace’s servers. Several “actors” meet at a preset time in an agreed upon locale in The Palace, each donning a specific avatar for the performance. They perform a specific dramatic text through a cut-and-paste method that displays the text in a bubble above the avatar’s head. Other chatters enter the scene and often engage the actors, becoming part of the performance, or create their own conversations in the mise-en-scène of The Palace chat room, contextualizing the performance as an online form of street theater. (more…)

Tilty Tables

Research Report by Nathan Blake
(created 8/08/06; version 1.0)
[Status: Draft]

Related Categories: Hardware Innovations | Alternative Interfaces | New Reading Interfaces Working Group