Dynamic Poetry

 

Introductory Remarks to a Digital Medium

 

 

 

 

by

 

Jason E. Lewis

 

B.A. German Studies, Stanford University 1990

B.S. Symbolic Systems, Stanford University 1991

 

 

 

 

Submitted to the School of Design for Industry in partial fulfillment for the Requirements of the Degree of

 

Master of Philosophy in Design

 

at the

Royal College of Art

 

 

December 13, 1996

 


Dynamic Poetry

 

Introductory Remarks to a Digital Medium

 

 

by

 

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.

 

 

 

Abstract

           

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.


Acknowledgments

 

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.

 

1.4 A Comment About Scope

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.

 

1.5 The Structure of this Thesis

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.

 

1.6 About the CD-ROM and the Software

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.


Chapter   2  New Media

 

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)

 

 

2.1 Paradigm Shifts

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. 

 

2.1.1 Manuscript to Print

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)