ABSTRACT FOR
ACH/ALLC CONFERENCE 2001
TYPE OF PROPOSAL: Paper
TITLE: Immersive Textuality: The Editing of Virtual Spaces
KEYWORDS: MOOs, Editing, Textual Theory
AUTHOR: Neil Fraistat
AFFILIATION: University of Maryland
E-MAIL: nf5@umail.umd.edu
AUTHOR: Steven E. Jones
AFFILIATION: Loyola University, Chicago
E-MAIL: stevenjones@mediaone.net
CONTACT ADDRESS:
Professor Neil Fraistat, Dept. of English, University of Maryland,
College Park, MD 20742
FAX NUMBER: 301-314-7539
PHONE NUMBER:
301-405-3817
Immersive Textuality: The Editing of Virtual Spaces
Neil Fraistat and Steven E. Jones
For some time now modern and postmodern installation artists have
experimented with situating text in physical gallery or museum
spaces, and with using text to create a sense of space within which
the text is (reflexively) interpreted, producing a prototypical form
of what we are calling "immersive textuality." But
this kind of experimental textualization of space and spatialization
of text is greatly facilitated by digital media. As Janet Murray has
noted in Hamlet on the Holodeck, digital environments are
inherently procedural, participatory, spatial, and encyclopedic. For
us, therefore, they provide the most vivid and powerful forms of
immersive textuality: from virtual reality, to videogames, to
hypertextual fiction and poetry, to MUDs and MOOs, to such imagined
forms as the bio-cybernetic interface in the film eXistenZ and
the Star Trek holodeck Murray invoked in the title of her
book. In our multimedia presentation we'll take up the theoretical
questions and practical issues raised by textual experiments in
virtual spaces, particularly MOOs, in which the text is embodied and
experienced spatially and architecturally, at the cognitive
intersection of its linguistic and graphic codes.
Michael Heim and others have anatomized and explored immersive
spaces, from the experimental installation art of the 1960s to Brenda
Laurel's Placeholder project, to the surrounding projective
environment of the CAVE, created at the Electronic Visualization
Laboratory of the University of Illinois, Chicago. But these
examples are part of an even longer history of immersive textuality.
We will present a genealogy of such spaces running through specific
historicized examples, from a freestanding fireplace screen
attributed to Lord Byron, covered in a dense collage of cut-out texts
and images, to a recent installation by the Russian artist Ilya
Kabakov at the Tate Modern, London--a drywall labyrinth recreating a
Moscow apartment in which are hung a series of hypertextual lexias
and images--to various experiments in MUDs and MOOs, including one of
our own pedagogical editions of a Romantic poem,
MOOzymandias.
Our more immediate point of departure is another experiment now
underway at the University of Virginia by Jerome J. McGann and
Johanna Drucker, who claim that the "general field of humanities
education and scholarship will not take up the use of digital
technology in any significant way until one can clearly demonstrate
that these tools have important contributions to make to the
exploration and explanation of aesthetic works"
(http://jefferson.village.virginia.edu/~jjm2f/Igamesummaryweb.htm). Their "Ivanhoe
Game" exploits the theatrical possibilities of digital
environments to create a space in which students are able, in effect,
to perform Scott's novel-making individual critical decisions that
change a collective database that is the story-world of the whole,
effectively producing a joint and constantly evolving narrative that,
in turn, conditions all subsequent critical decisions made by each
student-player. For McGann and Drucker, the "Ivanhoe
Game," ultimately, is not only a game involving critical
reflection and aesthetic interpretation, but also "a game for
studying and reflecting on those acts of critical reflection
themselves." And its very status as a game is crucial:
"Humanities scholarship without gameplay, even when the
scholarship explicitly devotes itself to self-reflection, inevitably
fails to engage with essential features of the
works it means to
study, including the workings of the mind engaged with such
works."
We are particularly interested in how such immersive digital
environments, with their performative and critically reflective
possibilities, might themselves be created and understood as textual
editions. Traditionally, editions take different forms for different
audiences of readers and editing protocols are determined in part by
those forms. Mostly
this has meant conceiving of a text as for a scholarly, classroom, or
popular audience. But the possibility of structuring virtual,
immersive spaces around or in service of a text suggests ways to go
beyond such distinctions--and even well beyond hypertext as it has
heretofore been executed--to produce a complex spatial experience: a
new kind of
"pedagogical edition" that students build, mutate, and
inhabit rather than merely read. With the advent of electronic
virtual learning spaces, the encoded protocols of texts, especially
imaginative texts, can be constructed and reconstructed
architecturally as part of the dynamic experience of reading and
learning the text.
We will show and
discuss our own experiments in immersive pedagogical editions
currently being conducted in the Villa Diodati MOO of Romantic
Circles, our peer-reviewed and peer-built Website focused on the
literature and culture of the British Romantic Period
<http://www.rc.umd.edu>. (At present, Romantic
Circles contains over 3,500 HTML pages and has received 4 1/2
million hits since last January by users in over 120 countries around
the world.) These experimental editions are being built in a new
"wing" of the Villa Diodati MOO dedicated to Romantic
Circles High School, a site built by and for high school students
and teachers around the country in collaboration with us, through the
support of a major grant from the NEH
(http://www.rc.umd.edu/rchs/index.html). Our focus will be on three projects: (1) the set of
seven MOO rooms and attendant virtual objects created by high school
seniors in San Diego in order to interpret Coleridge's seven-part
Rime of the Ancient Marinere; (2) a MOO-based, student
produced edition that renders and interprets the text of Mary
Shelley's Frankenstein in terms of the geography of its
various settings; and (3) our own effort to produce
Moozymandias, a model immersive pedagogical edition of Percy
Shelley's famous sonnet, "Ozymandias" that translates the
four nested narrative frames of the sonnet into a fourfold MOO space
replete with related virtual objects, images, and sounds, through
which students must travel to "read" the poem.
Ultimately, then,
our multimedia demonstration and meditation on immersive
textual spaces will pursue such theoretical questions as what
it might mean to edit such spaces, what are the "forms of
editions" they make possible (and might make possible in the
future), and what is the role of visual literacy and the image in
such "editions?" Through demonstrating a number of
practical examples of graphical MOO spaces, in particular, which
immerse the student in a virtual space of their own design, furnished
with programmed objects of their own creation, structured around
literary texts that first appeared historically in letterpress form,
we hope to raise far-reaching theoretical questions about editing,
textuality, and cognition in the digital age.