If you
follow its ironical and charming imperative by clicking
"Do the text", you will
witness how the words leave their place, spread
over the screen to the right
and to the bottom, getting totally
confused in the process. As
long as you don't click "Stop the text",
and "Discipline the text" to
restore the default arrangement, the
white words expand the space
more and more; they get practically lost
in the blackness of the screen,
on which you can track them by scrolling vertically and
horizontally. The poem
continues to write itself until
the user ceases the "Do the
text" command with a stop click:
interaction as
waiting.
The irony intermedially
results from the contrast between the
naming of the lost original
disposition (which the reader reads)
and the result of restoring it
(which the reader sees): I drifter
from the scene, says the poem
when it is in proper order, but ends up
all the more in the void when
you try to help it. As if the order of
the lines went against the real
order of being, an order of permanent shifts
and of the unspeakable. As the
theory of différance, whose playful
adaption "Seattle Drift" seems
to be, tells us, to name something is
to reduce it.
"Enigma n" keeps the
principle and the programmation (DHTML) of
"Seattle Drift," although it is
much shorter and remains, despite all
its motion, within the limits
of the visible screen. You find the
word "meaning" and the
clickable option "Prod meaning / Stir meaning
/ Tame meaning". This meaning
is generated by letters dancing over
the screen, an action which can
be modified or stopped with additional
options (Swat / Speed / Spell). Clicking "Spell"
results in
>meaning<, whose anagrammatical relation to
>enigma n< has become
quite obvious.
Anagrammtical games
traditionally belong to the tools of experimental
/ concrete poetry. In the
digital medium, it is helped by the
temporality of the performance:
through the perpetual motion of
letterswhich concrete
poetry couldn't achieve on paperthe
relation between them
continually changes, so that the formal
"meaning is an enigma" is
modified with the attribute "unsolvable".
The letters have not only ended
up in an arbitrary combinationwhich one could
followthey also change it perpetually, so that
even the anagrammatically
useless letter "n" acquires a more profound meaning: as the
unknown variable.
To inject more meaning into
this riddle on meaning, you might
declare itin comparison
with its static variant on paperthe
transition from Saussure to
Derrida: the act of giving something a
meaning is not only
anti-substantial and relational, it is also an
infinite process because every
signified ends up being the signifier
of another signified. The
transcendental signifier, which
Saussure still allows, only
materializes when the semantic play has
been stopped. The
self-description of the poetry in the
end"enigma n is a
philosophical poetry toy for poets and philosophers from
the age of 4
up"actually allows such a laborious interpretation.
And if Andrews calls
"Seattle Drift" a metareflexive text which embodies
itself (see the source code),
this all the more applies to Enigma n:
Stylistically, the
piece is similar to the pop-up poems (though not
in behavior) in that the
text talks about itself. I like this
approach because it focusses
attention on the questions and also
allows me to develop
character. The character is the text itself,
and the character commenting
on its own nature and behavior, though
embodying that nature and
behavior also, beyond it but within it,
like the rest of
us.
2.
Just as ironical as "Seattle
Drift" and "Enigma n", but more visually
oriented is Arteroids, a
"literary computer game for the Web".
It allows you to shoot down
words. Pressing the key S, A, K, L, you can
move the red word "Poetry" on
the screen, and with the space bar you can
shoot at the green words slowly
crawling over the screen. If you hit
one, it bursts into its
component letter which rearrange on the
screen.
here the bullet targets
>and<
The more words one shoots,
the more points one collects. But, be on
your guard, there are villian
attackers, the blue words which
directly (and much faster than
the green ones) approach your own word
"Poetry". Although they bear
the same name, they seek, as 'kamikaze
words,' collisions if you don't
succeed in shooting them down before
they destroy the red "Poetry."
Trying to evade the blue words doesn't
help since they follow their target just like modern
weapons. Of course, the red
"Poetry" reincarnates after its
colorful, eye-candy explosion.
But you loose points.
poetry (blue) destroys poetry
(red)
If you don't like the
default setup, you may compose the words on the
screen yourself. For green and
blue you can take, among others:
"What's inside"; "I am the
other"; "I am of two minds; coretext;
write me ..." For the red word
there is a form for your own input,
as with the other texts. Below the text-box for the red
line, it reads: "Identity"; so those who are
courageous may type in their
own name.
What sense does this 'poetic
shoot-them-up game' make? First, it's an
irony on all other
shoot-them-up games. Normally, you shoot people or
chicken (as in moorhuhn.de):
But words?! Arteroids
makes the words the enemies or the victims,
respectively.
Secondly, the more skillful
you play, the more words you read/understand, until
you will be able to construct
sentences: "The battle of Poetry
against itself and the forces
of dullness", and "poetry poetry all is poetry destroyed and
created." The attempt to
decipher these words (sometimes twisted by 180
degrees) absorbs the
attention one needs to fight attackers:
reading is threatening your
life, like on any battlefield. The text
can be accessed through an
ability which usually is thought to be the
opposite of poetry: the talent
to evade the enemy and hit him. The
rhetoric of shoot-them-up-games
is getting appropriated, deconstructed
and semantically redefined. And what else does poetry
do but alienate the
clichés and expectations of the language
system in a different
approach?
But you may as well take the
battle and the deconstruction
very literally. There are the words
which get disassembled by
poetry into new complexes which are rather
visually appealing than
cognitive and semantic. What seems to be a fixed
word looses its ordinary shape
as soon as it has been hit by the
projectile of poetry. Rilke
once put this basic feeling into one of his early
poems:
Ich fürchte
mich so vor der Menschen Wort.
Sie sprechen alles so
deutlich aus;
Und dieses heißt Hund und jendes heißt
Haus,
und hier ist Beginn und das Ende ist dort.
(I fear people's words so
much.
They name everything so strict;
And this means dog and that means house;
and here's the beginning and there's the end.)
After being hit by the
poetry-bullet these so strictly set words are no longer
what they used to be.
Poetry overcame. The destruction of the old precedes
the new perspective on things.
Andrews expands concrete poetry with
the syntax of time and
interaction. Just like Gomringer tells what
wind is simply by the
arrangement of the word wind
in his poem, and just as
Jandl visualizes the Niagara Falls only through the
vertical space between
the letters "niagaaaaaaaaaaaaaaaa" and "ra felle",
Andrews articulates his message
on the surface of the materiality of
the signs.
This materiality is sinister
though, for it includes much more than
only the graphical existence of
signs. While traditional concrete poetry
may work with color, it can't
mediate the information that the
word "poetry" falls back into a
simple red after its colorful explosion
(in red-yellow letters). The
falling back itself of course follows the
logic of such shoot-them-up
games, however, the specific colorfulness of the
explosion does notand it
truely is a visual experience. As a player,
you would want to get hit all
the time because the explosion of one's
own word is what's most
beautiful here.
Is this, too, a sign? Or is
the richness of color only an arbitrary
design decision? Here you are
confronted with the very old hermeneutical
question: What did the poet/programmer want to tell
us? Well, perhaps, that
one shouldn't always fight back. That one
shouldn't always look for
access to the outside world. And this is different from
the deconstruction
described above. Because thes deconstruction is based on a
clearly defined action/narrative
and only substitutes one arrangement by another.
Perhaps the true love of the
poet lies in refraining from all
possessive energy and wholly
expose himself to the world. Not
accidentally, Rilke's mourning
on those strong in giving names ends
with the claim to
abstain:
Ich will immer
warnen und wehren: Bleibt fern.
Die Dinge singen hör
ich so gern.
Ihr rührt sie an: sie sind starr und stumm.
Ihr bringt mir alle die Dinge um.
(I always want to warn
and defend: Stay away.
I like so much to hear the things singing.
You touch them; they are fixed and mute.
You are killing all the things.
Even more explicitly, Rilke
pronounced being an object, being married with things in his
later poetry:
Und ich gehe und
ich weiß nicht weiter,
ich vergaß, was ich zu sagen kam,
alles will, ich soll ein Streiter
werden, und ich bin ein Bräutigam.
(And I go and I don't
know how to proceed,
I forgot what I had come to say,
everything wants me to become a fighter,
and I am a bridegroom.
You don't win in the
victory, but in the defeat.
This all is not sure, of
course. Not more at least than the thoughts provoked
by abstract paintings. In both
cases, it all boils down to a question
of the cognitive energy set
free by the work beyond its occasional
visual quality, be it a black
square or a word bursting. With the
according background, one may
associate Rilke and Deconstructionism.
Others, whose background is
rather a shooting booth of an amusement
park, will simply use the
poetry to shoot the blue and green words
and hope they both would rather
be persons or at least chicken.
3.
While Andrews explores in
"Seattle Drift" and "Arteroids" the
new possibilites of concrete
poetry under the conditions of their
being digital, with his
piece NIO he turns to sound
poetry and visual music. His focus is again on interaction,
and beyond that on the
integration of the acoustic medium and the reinforcement of
the intermedia factor:
"I'm trying to synthesize and transform image,
sound, and text, not simply
juxtapose them", says Andrews on his
website;
"my work is all about synthesis of arts and media", he
states in an interview.
NIO is a collection of sound
loops which can be combined at will by
the user. Its 16 sound loops
are represented with 16 letters
or icons arranged in a circle. If you click them, you
activate the sound belonging to
it. An animation or composition of
the icons involved is to be
seen in the middle of the circle while
music plays. The sounds, which
all have the same length, have been
recorded with Cakewalk and
edited in Sound Forge. The animated images
are made in Flash. The
underlying program is written in Lingo and
functions as an engine/player
which synchronizes the various layers of sound
sequences and
animations.
In any state, you can
activate only 6 of the 16 sound loops. A
restriction of the program? Or
does Andrews have pedagocical intentions,
making his pupils follow an aesthetics of reduction?
Perhps too many sound loops
involved would obscure the fact that some of the
animations are a visual rhythms
to the sound, others phonetizations of it.
Andrews calls NIO "a kind of
lettristic dance" (interview), an
"alternative music video"
(Art
of Interactive Audio)
and emphasizes that it
subverts a conventional dominance:
Most programming
languages are set up so that the visual dominates and
controls the audio. In Nio, when a new sound begins
playing, it causes the animations to change, which is a
case of the audio controlling
the visual.
But NIO is a remarkable
example not only of the fusion of text,
image and sound. It is, as
Andrews emphasizes in the interview, also
a progress in relation to the
restricted interactive possibilites in
the preceeding
projects:
in Seattle Drift,
you can 'Do the text' or 'Stop the text' or
'Discipline the text'. I
wanted the actions that you could take to
be personally and
literarillllllly [sic] meaningful.
With this stress on
interaction, the project follows the rhetoric of
the hypertext: You no longer
get your text/music ready-made from
the author/composer, but you
arrange it yourself according to options provided by the
other. Is what always failed to
be convincing in literature better in
respect to music and
images?
Andrews himself explains in
his essays Stir
Frys and Cut Ups
on hypertext and cut up
aesthetics: "one of the things you'd like in a
cut up is meaningful
association, not just widely combinatorial
permutation." Most hypertexts
only provide infinite possibilities of
combinations whose
meaningfulness can't be assured simply because
even the author cannot preview
all variations. (Raymond Queneau
calculated for the 100 000 billion variants of his
sonnet combination "Cent
Mille Milliards de poèmes" (!961) more than
190 Million years of
ceaseless reading.) Can Andrews really hope for
meaningful
associations?
NIO's advantage is that it
speaks to different senses. While a lack of
clearly composed narrative
links hurts in hypertext, it is a
refreshing possibility here to
enrich the a capella with variations
which perfectly integrate into
the whole. Also, the geometrical shapes
which move in front of the
reader's eye like a screen saver are visually pleasing. The
"lettristic dance" is not about
meaning, it is, like dance in
general, an example of the "aesthetics
of the sensual" which Andrew
Darley describes as a tendency for the
semantic and visual arts (like
film) in his book "Visual Digital
Culture". Jim Andrews'
audiovisual projects increase the interactive
character at the cost of the
semantic aspect. They are no longer
about semantic interpretation,
unlike his works of kinetic-concrete
poetry, but about
experimenting. The acitivity of the users as
player replaces their activity
as reader.
The involvement of the
player and tinker, though, is what Andrews aims at,
as he says in the
interview:
One of the things
about Nio is that it can deal with layers of
rhythmic music. So you can
take songs and chop them up into loops
(even better if you have
different recordings of the vocals, drums,
etc) and then allow people
to rearrange the music arbitrarily or
with constraints. And you
can associate one or more animations
(which themselves may be
interactive) with each of the pieces of
the song, so that you end up
with a very different sort of music
video for the Web than we
have seen so far and perhaps a different
song than you started out
with. Very interactive and engagingly
compositional both sonically
and visually, hopefully.
The pioneer of this concept
is Brian Eno, who in 1995, in an interview
published in the online
magazine "Wired," outlined what he calls "unfinished
music" [1]
rather than interactive music:
What people are
going to be selling more of in the future is not
pieces of music, but systems
by which people can customize
listening experiences for
themselves. Change some of the parameters
and see what you get. So, in
that sense, musicians would be
offering unfinished pieces
of music - pieces of
raw material, but highly evolved raw material, that
has a strong flavor
to it already. [...] Such an experience falls
in a nice new place -
between art and science and playing. This is
where I expect artists to be
working more and more in the future.
Andrews subscribes to this
vision of stochastic music. In May 2001, he
initiated a discussion on Eno's
thoughts on Webartery.
NIO is Andrews' practical answer, which indeed blurs the
boundaries between program and
art. "Nio is part 'tool' and part heap of art", Andrews
writes. In the next
version, he wants to offer 60 instead of the 16
sounds currently
available. Those who want may replace the 16 sounds
by others. Since August
2001, the source
code of NIO is
public: "if people use
the code, it increases my value as a programmer and
artist." So everyone may create
their own a capellas with their own
sound loops, with Andrews'
voice staying the background voice (for the inventor of the
program wil, as everyone knows, always be the
first author before the user).
Those who prefer to remain on the
surface of the screen have to
live with what Andrews has to offer;
perhaps they come to like NIO's
"verse two," which allows
you to put the 16 sound loops into four groups and play
the composition in this
order.