Thursday, April 11, 2013 Monday, January 7, 2013

Know Poems” by Jason Edward Lewis, Bruno Nadeau, Christian Gratton, David Jhave Johnston, J.R. Carpenter, Jason Camlot, Jerome Fletcher, and Loss Pequeño Glazier.

The first version of the Know app was named after, designed for, and published a single poem: Lewis’ “Buzz Aldrin Doesn’t Know Any Better.” For version 2.0, he commissioned five poets to produce new poems with the authoring system. Here are some noteworthy observations on how they mapped out the app’s parameters.

  • David Jhave Johnston went to two minimalist extremes: using single word lines to produce a legible sentence while limiting the effect of the touch interface to two words in “4 Pound” (depicted above), and by using touch to make words move on such wide orbits that they effectively disappear.
  • J.R. Carpenter uses the structure to create a kind of semantic word cloud full of binary opposites in “Twinned Notions,” and in “up from the deep” conceptually maps the interface as a sea of words which the reader can pull maritime themed verse out into readability with touch and drag gestures.
  • Jason Camlot’s “Debaucher’s Chivalric Villanelle” draws connections between the repetitive structure of the villanelle and the repetitions of lines that occur because of the challenges of having overlaid language that can be activated by touch.
  • Jerome Fletcher’s “K Now” (depicted above) uses larger orbits for the words to move, creating space for legibility without needing to touch the screen, though touching any word brings out entire lines to the foreground for readers to better appreciate their sonorous approximations.
  • Loss Pequeño Glazier’s colorful polyglot “What Dragonfly Doesn’t Savoir Faire” uses multiple colors to signal slightly different behavior from the orbiting words— the red ones remain in the foreground, but the blue ones rotate with the white ones, occasionally becoming obscured. He also provides different instructions for the drag function, subverting the expected response from the interface. (Note also that either the app or iOS are unable to recognize or reproduce the character for accented letters.)

The structure of a word cloud from which one can pull lines through touch is a remarkably versatile structure and it would benefit from a version that allows readers to explore it with their own texts and controls, as they did with the Speak app.

Sunday, January 6, 2013
“Speak Poems” by Jason Edward Lewis, Bruno Nadeau, Jim Andrews, David Jhave Johnston, J.R. Carpenter, and Aya Karpinska This suite of poems by several prominent writers in the e-lit community was written using the Speak app, an authoring system developed by Lewis and Nadeau. This is the first in the P.o.E.M.M series (Poems for Excitable Mobile Media), a series of apps designed to explore the expressive, artistic, and publication potential of Apple’s iOS computational environment, Store, and touchscreen devices. The app opens to “What They Speak When They Speak to Me,” Lewis & Nadeau’s original touchscreen poem for large installations. The app offers other poems as well as the option for readers to explore the system by entering texts. Considering the effort that goes into creating computational frameworks for e-lit works, it is a great idea to open them up for further writerly interventions. It is therefore worthwhile to see what four talented writers have done and how their own poetics and thematic concerns are expressed through this framework. The main observable variables are font and lines of text, which readers access in different portions and sequences. In “Character,”Jim Andrews writes meta textual lines from the personified poem’s voice that focus the reader’s attention on the interface. Jhave’s “Let Me Tell You What Happened” reveals fragments of a situation that most people would find difficult to speak about. Carpenter juxtaposes two very different conceptual frames evoked by her poem’s title, “Muddy Mouth.” Karpinska’s “The Color of Your Hair Is Dangerous” explores linguistic slippages resulting from speaking multiple languages. It is worth noting that all five poets (including Lewis) engage the theme of speech, structuring their lines to allow readers to intuit their structure. They help map out the framework’s rhetorical potential.

Speak Poems” by Jason Edward Lewis, Bruno Nadeau, Jim Andrews, David Jhave Johnston, J.R. Carpenter, and Aya Karpinska This suite of poems by several prominent writers in the e-lit community was written using the Speak app, an authoring system developed by Lewis and Nadeau. This is the first in the P.o.E.M.M series (Poems for Excitable Mobile Media), a series of apps designed to explore the expressive, artistic, and publication potential of Apple’s iOS computational environment, Store, and touchscreen devices. The app opens to “What They Speak When They Speak to Me,” Lewis & Nadeau’s original touchscreen poem for large installations. The app offers other poems as well as the option for readers to explore the system by entering texts. Considering the effort that goes into creating computational frameworks for e-lit works, it is a great idea to open them up for further writerly interventions. It is therefore worthwhile to see what four talented writers have done and how their own poetics and thematic concerns are expressed through this framework. The main observable variables are font and lines of text, which readers access in different portions and sequences. In “Character,”Jim Andrews writes meta textual lines from the personified poem’s voice that focus the reader’s attention on the interface. Jhave’s “Let Me Tell You What Happened” reveals fragments of a situation that most people would find difficult to speak about. Carpenter juxtaposes two very different conceptual frames evoked by her poem’s title, “Muddy Mouth.” Karpinska’s “The Color of Your Hair Is Dangerous” explores linguistic slippages resulting from speaking multiple languages. It is worth noting that all five poets (including Lewis) engage the theme of speech, structuring their lines to allow readers to intuit their structure. They help map out the framework’s rhetorical potential.

Tuesday, November 27, 2012 Saturday, November 24, 2012 Monday, July 30, 2012
“Strange Rain” by Eric Loyer
This haunting soothing work is made of equal parts narrative, game, and poem. Its different “play modes”— wordless, whispers, story, and feeds—allow audiences to experience it (respectively) as an interactive ambient musical art piece, a kinetic concrete poem, a story, or an artistic interface for Twitter. Except for the last, each mode is layered on the previous one, which helps train readers to successfully navigate the work. The added incentive of unlocking achievements through the Game Center, encourages readers to continue exploring the work by providing a sense of progress and a roadmap of curiosity and expectation.
The story is the most intriguing part because its speaker is a veritable Prufrock when it comes to facing the situation thrust upon him. Part of the interest is that the reader gets to control the thought process somewhat, and even whether he considers going into the house, ending the work. As readers play his thoughts like a musical instrument they discover more of the story, leading to different possible endings.
Loyer has designed helpful tutorials so newcomers can enjoy a productive exploration of the work and it’s interfaces. Like the speaker in the narrative poem, it’s easy to get caught in a rut in this piece. My suggestion: do the tutorials and explore achievements early on, learn the interface options that advance the game, and then turn those features off to lose yourself in this hypnotically immersive work.

“Strange Rain” by Eric Loyer

This haunting soothing work is made of equal parts narrative, game, and poem. Its different “play modes”— wordless, whispers, story, and feeds—allow audiences to experience it (respectively) as an interactive ambient musical art piece, a kinetic concrete poem, a story, or an artistic interface for Twitter. Except for the last, each mode is layered on the previous one, which helps train readers to successfully navigate the work. The added incentive of unlocking achievements through the Game Center, encourages readers to continue exploring the work by providing a sense of progress and a roadmap of curiosity and expectation.

The story is the most intriguing part because its speaker is a veritable Prufrock when it comes to facing the situation thrust upon him. Part of the interest is that the reader gets to control the thought process somewhat, and even whether he considers going into the house, ending the work. As readers play his thoughts like a musical instrument they discover more of the story, leading to different possible endings.

Loyer has designed helpful tutorials so newcomers can enjoy a productive exploration of the work and it’s interfaces. Like the speaker in the narrative poem, it’s easy to get caught in a rut in this piece. My suggestion: do the tutorials and explore achievements early on, learn the interface options that advance the game, and then turn those features off to lose yourself in this hypnotically immersive work.

Tuesday, July 24, 2012 Saturday, June 16, 2012 Friday, June 15, 2012 Thursday, June 14, 2012