| Chapter 3 | |
| 3.0 Summary of what was revealed | |
| The intentions of this thesis were to investigate the interplay between narrative, image and interaction, and ultimately develop new practice, which primarily within the experiencing of the artwork articulates a new contribution to the field of study. The dual literature and contemporary practice reviews highlighted this as desired output. The predominant research in the field was not focused on the production of new projects but used various forms of literary and critical theory to search out new interpretations and structural understanding of the artefacts in question. Similarly the reviews revealed a strong set of visual hegemonies in which my own practice sits in-between, and as such my work can be said to function with a uniqueness. The interstitial paradigm was then used to support the practice, as parallels were drawn not only in the aesthetics of the work but also the politic of the communication - that being, problematised, tricky and demanding. | |
| The research questions were developed to reveal creative possibilities and explicate the often embedded or hidden insights into how responsive practice is developed from the practitioner's perspective. Research question A was focused on the structural possibilities available when the artist withdraws from using conventional interaction mechanisms learnt within the context of traditional and new media narrative forms. The outcomes of the question i.e. proposing that the visuality is equal to the formal structuring of the system, fed into the more practice integrated research question B. Question B reflects the ultimate goal of the thesis, that being how to create an emotionally rich visual immersive experience that still counters the standardized HCI intuitions of the participants and all the while generating multiple readings around the narrative content? | |
| The combined and concluded outcomes of both research questions are situated in the new artwork Deviant: The Possession of Christian Shaw. What follows below is a summary of the findings from the project, which are supported by the external participants comments, analysis of what the thesis has achieved and possible vistas for the future. | |
| Aesthetics Techniques | |
| 1. | Difference and the digital surprise |
| I've
shown a new model of responsive communication exchange, one that uses a
combination of disturbance, subtlety and difference. This creates a particular
atmosphere that is successful in immersing the participant in the artwork.
The "difference" or unconventionality was by far the most controversial
aspect as revealed by the expert
participants |
|
| 2. | Intimacy |
| "I
personally felt, she being a child, that it was something that threatened
her--and not that she might be a threat to others, though those are co-ordinate.
I think the piece is extraordinary at building up the sense of secret bad
stuff happening that 'the authorities' have no authority over. By contrast
Red
Riding Hood |
|
| One
of Deviant's
|
|
| 3. | The Visual Vocabulary |
| 3a. | Layering |
| The
presentation of the Deviant
|
|
| 3b. | Pixel detail |
| A
unanimously held opinion about the project was that, in visual terms, the
project is successfully
compelling (Koskimaa |
|
| I
propose that within my practice, the non-photographic
|
|
| The simplicity in the drawing (sited in the contour and line) created the opportunity for a universal identification [5] with the character of Christian Shaw. This association can be mapped onto a generalised concept of pre-pubescent children - s/he could be someone we all know, s/he could even have been us. The duality of this comic sensibility and the at pixel level detailing created a sense of preciousness and authorial commitment to the project -- as revealed by a close inspection -- all the detailing was done, digitally stitched if you will -- by hand. This handcrafting adds a dichotic element to the visual vocabulary -- of being both digital and I propose somatic, i.e., corporeal. | |
| 4. | Approach to narrative |
| Deviant
manages to suture a total disjuncture between narrative immediacy and the
fractures caused by no back buttons and multiple perspectives by utilising
conflict resolution
[6] and an enmeshed
narrative skeleton |
|
| By employing the former, I utilised the participant's predications that the artwork will reveal at its conclusion the key to the mystery. This drove the participants onwards with a sense of some safely - i.e. being inside a mystery is a standard they recognise. This small feeling of safety (although misplaced) allowed some of them to mentally explore the environment. | |
| By
employing a narrative skeleton -- an essentially linear supportive base
-- I can create a type of narrative coherency that still allows for multiplicity
of sequence and ambiguity. I call the narrative skeleton enmeshed, as the
structures and opportunities that surround this skeleton disturb or challenge
the linear drive. Much of the participant's conflict came from this sense
of confusion; as outside the narrative skeleton the narrative in the practice
lost it's authority. Narrative flow became a narrative emulsion, a low-charged
visual lyricism rather than a traditional narrative. This, combined with
the sonorous elements, created an atmosphere of dissonance
|
|
| Further
conflict also came to play as the participants became aware of the possibility
of conditionally linked, i.e., limited or hidden areas within the artwork,
especially when they moved forward and couldn't move back, in the narrative
skeleton |
|
| 5. | Memory -- Attention and Re-reading |
| Within
Deviant (more so than The
Bloody Chamber |
|
| To reiterate, the participant's interactions within the narrative sections of the project did not offer new outcomes. They only revealed one telling. I asked the participant to imagine new narrative meaning and possibilities for themselves (as demonstrated by the expert participant group) and to reconsider their standing within the project. Deviant used ambiguous and false positions of complicity. This was a repositioning of the participant role where s/he is antithetically both an empowered explorer but de-powered in terms of altering the physical outcomes of the project. | |
| Deviant
was
designed to push both the role of the participant and the interpretative
level of the visual space. Thus, as mentioned elsewhere
|
|
| 3.1 Conclusion: the argument | |
| To
summarize, Deviant is an interactive system created to help instigate
the participants' enquiry into the historical representation of Christian
Shaw. Within the fabric of the project, I challenged: |
|
| - | The standardised interaction of HCI languages. |
| - | Some of the specific conventions of cybertext / hypertext fiction readings (back buttons / easy re-readings). |
| - | The expected goal orientated "making a difference" tasks. |
| - | And
offered an uncommon participant role in a new narrative experience. I propose that this system utilises a conflict resolution tension combined with what I term digressive narrativity. |
| Together,
Deviant
|
|
| This fragital together with disturbance acted as new immersive aesthetic. This I propose is the new knowledge revealed by the research as presented in this thesis. | |
| 3.2 Vistas for the future | |
| What are the possible future applications for interstitial responsive multiple state systems? | |
| A question of context | |
| The
expert reviews of my practice indicated a problematic context [9]
for responsive environments that are not seen to be goal orientated [10]
games (note an interstitial ideology needs some sense of context in which
to sit between). This I propose suggests two things. First, the lack of
a compiled culture of responsive visual literature or prominently visual
hypertexts which sit outside of the cybertext or digital games domains
[11] is a possible cause (Contemporary
Artwork Review |
|
| Second, the ascendancy and vibrancy of games studies is perhaps pervading the perception of all responsive practice. I propose that this, if true, would be a worrying instance of convergence. Convergence flies in the face of the inherent hybridity and emergent nature of Internet artworks. I suggest either a broadening of the meaning of "game" [13], or a more coherent culture of non-gaming responsive practices. | |
| Deconstruction is a hard act to follow | |
| As
stated elsewhere
|
|
| It
was not my aim to use the expert
participants |
|
| This thesis contributes insights primarily into how such practices are developed from the artist's perspective and then secondly offers insights into how the artwork was received. I believe that knowing more about the participant's experiences can further inform the development of these types of practices by building on its strengths. | |
| Developing further: | |
| 1. | Spatial connections |
| I propose that further development could be done in investigating the pictorial layering technique. Such depth hierarchies promote different kinds of relationships between the spatially laid out narrative objects. This type of communication potentially has links with the developing strains of comic theory i.e. with parallels in modular / global coherence and multidirectional reading patterns [3]. | |
| 2. | The fragital: digital but somatic |
| The
fragital aesthetic can be further developed. This aesthetic as located within
Deviant
|
|
| 3. | Ethical complicity |
| Deviant creates fraudulent but effective participant positions of complicity and feelings of responsibility over the protagonist Christian Shaw. This (as Frasca has been calling for [17]) brings fourth opportunities to develop socially, ethically and politically useful experiences as critical comments. I propose the complicit am-I-at-fault? role can be developed further. This could be an interesting and diametric move when compared to the "hero" roles offered by the majority of the mainstream game releases. | |
| Recap | |
| The
project Deviant
|
|
| Expansion |
| 1. | "All
discourse
of interactive artefacts, when first encountered, tends to the entropic
|
|
| 2. | I create my practice using a mouse (to draw, build, animate) observing it on the screen and present it to the wider audience over the Internet. I intentionally create ambiguities and mix anachronistic referents to allow indeterminacy to come to play in both the understanding of the imagery and in the structural access to the narrative. I cannot fully control what the participant will interpret the world and events *as*. | |
| The participant chooses to engage with my work through the Internet, observing the screen and using a mouse (or a tracking pad). Similar to my loosening of authorial control -- the participant will sense that there are significant amounts of self-led explorations and interpretations required within the project. This I propose reflects a more equal communication -- or sharing of ideas. | ||
| ----------------------->
Loosening (not full abandonment) of authorial control
Participant
more observably and self determinately explores/interprets <----- |
||
| 3. | The
spatiality of layering and the multiple framed "pop-in" windows
|
|
![]() |
||
| Screengrab
of a layering combination from tableau 1. |
||
| 4. | Forbidden,
secret
spaces exact a kind of excitement, as would any taboo situation. Secret
places tempt the participant into them. Forests are the most common of the
secret places (think fairytales). The forest is both the place of danger
and abandonment but also of refuge and enchantment. The forest contains
demarcated areas and non-paths. Forests, dense foliages and faunas refer
to natural organic processes. |
|
| 5. | Universal
Identification [McCloud 1993; p.114] In summary of McCloud, the more detail a picture provides, the more "realistic" we perceive it to be. However, the more detail a picture includes, the less universal an image is. The simpler an image, the more people it can be said to describe. Thus, for McCloud a cartoon achieves universality through abstraction of detail, letting the viewer focus on a few key elements. McCloud goes on to theorize that when interacting with another person, you see their exterior self in full detail. You also retain a "sketchy" awareness of your own self during that interaction -- what your eyes, mouth, and hands are doing. Thus a detailed, realistic photo represents the "other"; a simplified image (i.e. a cartoon) invites identification with the self. |
|
| Associated with the idea of universal identification is Marshal McLuhan's proposition that mediums can be divided into hot and cool categories [McLuhan 1994 p160]. A hot medium is high definition, low on interactivity, specialised, and usually limited to one sense. Examples of hot media he gives are radio, film, and books. Cool media -- such as television or comics, are on the other hand low in definition, interactive, generalized, and engage more senses. | ||
| A
cool medium requires that the participant must fill in the blanks, or put
another way, use considerable sense construction to complete the message.
I propose that in responsive environments, this universal identification
(although a cool trait in itself) may soothe the coolness or the shock of
the artwork's inherent difficulty. |
||
| 6. | "Among
the architectures described
the only one that places interactivity
in the service of narrative desire is the mystery-story structures (fig.10),
because the reader's actions discover, rather than create, the object of
this desire, and because the story to be investigated is itself unilinear,
determinate, and external to the interactive machinery." [Ryan 2001
p259] |
|
| 7. |
Within
Deviant, the use of visual perception and memory is key, the volume
of pictorially important links to be found within the tableaux are highlighted
either by being warm in hue or the fact that they are new objects. Similarly,
the non-important objects are repeatedly shown in the same position after
each significant narrative intersection passes. This it was hoped would
in effect neutralise these objects as they become familiar and memorized.
The fullscreen scale nature of the presented interface is used to create
some visual resting spaces (locales that are empty or minimal) so as not
to completely overload the participant's visual perception, all the while
retaining the intensity of the detailing. |
|
| 8. | "Of
the three types of immersion [temporal, spatial, emotional], the spatial
variety evidently has the most to gain from the built-in spatiality of pictures.
It seems safe to predict that the interactive texts of the future will make
much more extensive use of visual resources than the literary hypertexts
of the present, and it would therefore be unfair to pass judgements of immersivity
on purely verbal attempts to convey an experience of space". [Ryan
2001; p.236]
Ryan goes
on to propose that practitioners: |
|
| 9. | As
I mention elsewhere
|
|
| 10. | Agon
[Caillois 1958]. Games based on competition; such as sports (soccer,
tennis), board games (chess, Go) or TV quiz games (Jeopardy). |
|
| 11. | The two domains (cybertext and games studies) are placed together as there exists a more than causal link between the two: Espen Aarseth. Aarseth is a central force in creating and spear heading the discipline of games studies -- he is Associate Professor / Principal Researcher of Copenhagen's Center for Computer Games Research (opened in 2003). However in his previous academic pursuits, he was acknowledged as the founder of cybertext studies [see Aarseth 1997], whereby his specialisations were located in text-based and ergodic literature. | |
| I
propose the quality and visibility of Aarseth's work in games studies has
brought a gaming mindset to the fore in the contemporary reading of responsive
practice. This pervasive perspective is combined with the impact of a new
generation of participants and theorists. This new generation has -- in
ever increasing volumes -- had first hand experience of digital gaming and
not perhaps Internet practices that are aligned to the fine arts. |
||
| 12. | Such
as Ubu.com |
|
| 13. | The
game vs. play vs. play as-an-instrument. As the artist behind Deviant when I say I did not perceive or create the project as a game, it is because of my non expert definition of what a game is. My definition is much the same as Eric Zimmerman's: |
|
| "A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome"[a]. |
| Defining the required constituents of a game -- is like many other terms in this field of study --much debated. Game designer and researcher Greg Costikyan who believes in open-ended outcomes defines a game as: |
| "A form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal" [b]. |
| Whilst games studies researcher Jesper Juul posits: |
| "A game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable" [c]. |
| Normative definitions of a game share an emphasis on both the rules and the outcomes of the process. | |
| Playing within a rule-based system implies that interacting with the system can reveal the rules of behaviour. Within Deviant the rules are anti-rules or significantly gratuitous [d] [Laurel 1991] rules, which are set-up to confute conventional interaction tropes --Deviant's global rule is to defy expected rules. | |
|
The
outcomes of the game -- as well as the rules -- are also important. Achieving
(winning) or not achieving (losing) the pre-set goal (s) are the most
common outcomes. More rare is the game that emphasises the procedural
act of pursuing and not attaining a goal. Goals are conventionally mapped
onto conclusions, as detailed elsewhere
|
|
| In this respect Deviant is in conflict with the two most commonly held aspects of what defines a game, "rules and goals". To take this idea further "Deviant is a game true or false?", I have analysed the project in respect to Juul's criteria for defining games [Juul 2003]. He established six qualities. What follows below are details of how Deviant sits within each category: |
| Thus by Juul's criteria Deviant is not a game. | |
| However, I do accept that Deviant does offer significant amounts of free-play, and could thus be analogous with a toy, especially in the digressive spaces and in the playful rollovers. Deviant also uses a sense of conflict (but has no traditional goal) to drive the participant [Zimmerman], these mixed qualities are in keeping with the hybrid nature of Deviant. |
| 14. | Communication
is "transparent" to the participants when nothing is intended
to distract from the sender's communicative goal. It is suggested that this
model has an ability to manipulate the receiver, in that mass communication
becomes a primary process of reality construction and maintenance. In such
a situation, positions of inequality, dominance and subservience can be
produced and reproduced in society whilst at the same time made to appear
"natural". This acceptance and reproduction of the transmitted
reading happens passively -- without the participant being consciously aware
of the exchange. |
|
| 15. |
As a group (see below) apart from their individual specialisations, they are familiar with the general discourses in digital textuality, in which post-structuralism, de-construction and post-modernity are the key theoretical paradigms. The
participants and the method |
|
| 16. | The strongest strains of Internet-based sociological and anthropologic study are within the areas of virtual identities [Turkle 1997], gender studies [Cassell & Jenkins 1998], or the pedagogic use of videogames. | |
| What
I propose is for the collation of the experiences as felt by the participants.
From my own experience, most Internet artists receive varying types of email
feedback (some cursory, some highly insightful, some enquiring). An appeal
could be put out for such artists to submit this feedback to sit alongside
the artworks in question; this would provide a rich anthropological insight
into the participant's relationship with the artwork. This type of data
could be placed alongside and used in comparison to scholarly critiques
and readings. |
||
| 17. | Certainly since (if not before) his thesis Videogames of the Oppressed -- Videogames as a means for critical thinking and debate [Frasca 2001], Gonzalo Frasca has been advocating the development of videogames as critical tools for thinking. Given Frasca's commitment and standing in the field of ludology / games studies he can be regarded as a significant voice in this emergent field. | |
| To engage in both the discourse and practice of critical games Frasca (ludology.org (2000- pres)) has set up: | ||
| A
research weblog with fellow researcher Ian Bogost (Georgia Institute of
Technology) called Water Cooler Games: "Water Cooler Games is a site
about video games with an agenda. It is about games that go beyond entertainment.
Water Cooler Games explores the emerging field of games want to do more
than simply being fun: they want to make a point, share knowledge, change
opinions. This includes new genres such as advergaming, newsgaming, political
games, simulations and edutainment. If you think that video games have a
strong potential for communication, persuasion and education, come and join
our discussion by the Water Cooler." [From: watercoolergames.org/about.shtml
|
||
| Is
a partner / producer in the following companies: Newsgaming.com, which develops the emergent practice of videogames based on news events. "Traditionally, videogames have focused on fantasy rather than reality, but we believe that they can be a great tool for better understanding our world. Since newsgaming is so new, it has to find a voice of its own. Therefore, most of our games will be in part experimental."[From: newsgaming.com/faq.htm |
||
| Powerfulrobot.com,
which develops more commercial (opposed to newgamings more experimental
games): "Powerful Robot is a games company aimed at companies that
need to go beyond entertainment
If your company has something important
to say, say it with a game." [From: powerfulrobot.com
|
||
| And
persuasivegames.com, (as the name suggests) this company specialises in
the development of games that persuade the participants into action as a
form of marketing. "Our games influence players to take action through
gameplay. Games communicate differently than other media; they not only
deliver messages, but also simulate experiences. While often thought to
be just a leisure activity, games can also become rhetorical tools."
[From: persuasivegames.com/AboutUs.html
|
||
| O. | The
term "Entropy
refers to experiences of sequences which are unpredictable,
where options are open and remain open, possibly appearing to be discontinuous
or disconnected, in which surprise, the new and the novel are commonplace.
Convention is challenged or established locally or newly; things are, or
seem, chaotic, even to the point of being, or appearing, gratuitous."
[Peacock 2000; p.23] |
|