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Every new media work can be located somewhere along a axis whose
poles are archival at one end and performative at the other. Academic
production online weighs heavily at the archival end of the continuum.
Skills in textual editing can be translated to online editions. Furthermore,
the robust nature of online texts allows for an editor to do more—serving
several versions of a text with the ability to move between them with
ease and add footnotes and images with little concern for production
costs. So replete are examples that I can omit pointing to them in
this essay. As an archival resource, web technologies allow us to
improve upon what we already do. There is, however, the other side
of the new media axis which is hauntingly underused in scholarship.
Arguably, new media's unique contribution to the humanities is its
performative nature. The reason why the performative side of the web
has seen little academic use is simply because we have yet to think
of most literary and cultural texts as performative. The performative
nature of the web calls us to re-evaluate familiar texts on new ground.
So, how can we use the performativity of new media in humanities scholarship?
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Performance studies has made inroads into new media with responsive
spaces and distributed computing. Here, however, I will limit my discussion
to the ways literary texts—specifically Romantic poems—engage in a
performativity that is enhanced in web technology. The goal of this
paper is to better define immersive textuality. The term comes from
work I've done with Steve Jones and Neil Fraistat on Romantic Circles
Villa Diodati MOO. The MOO
provides a different means of thinking about texts; it is part of
the performative end of new media that works alongside more traditional
scholarly elements of Romantic Circles.[1]
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Through the early years (the mid-1990s), academic MOOing engaged
problems of textual identity. This is evident in the work of Amy Bruckman,
Sherry Turkle, and Jay Bolter. However, identity trouble is not the
only fascinating aspect of MOOs. The other possibility is that agency
does not reside solely in the user's avatar but also in the environment.
What traditionally has served as the background upon which human dramas
are played out can also have an active role in shaping characters,
conversations, and performance. To show how textual spaces realize
this possibility I created my first
literary MOO space in 1996. The goal of this site was to perform
walking tours inside William Wordsworth's poems.[2]
Wordsworth as quintessential Romantic poet acts like a performance
artist who creates an event, a happening, by his bodily motion through
a landscape and by attention to what unfolds during his walks. After
performing the event of his stroll with his body, Wordsworth writes
about it for the reader to experience in the act of reading. The poet
does not simply give the reader a description of what happened to
him; rather, through the language of poetry Wordsworth attempts to
create a transformation experience for the reader similar to the one
experienced by the poet in his rambles. Wordsworth's rambles fold
upon themselves as his physical wandering in landscape become the
rambling of writing which then create for readers a second landscape
and yet another experience. In each ramble, the space of the landscape
and the space of the poem transform the human participating within
them. Such transformations work well as MOO
performances. Think of a poem and a MOO space as architectured
space. Some words in a poem seem key. We want to circle them, interpret
and investigate them. In the MOO we want to type 'look X' to see the
word/object better or perform actions on objects. As the poem develops,
new spaces open, and in the MOO, we open new doors. As we read a poem
we react to it. In the MOO, as we occupy a space we react to the environment
by "speaking" or "emoting." The MOO allows us to interact with the
poem-text while all our actions produce new actions and reactions
from a robot or from other players in the MOO space. The text we type
becomes woven in with the MOO space. It is as if we entered into the
poem and added our commentary, or perhaps we are re-writing the poem
from within it.[3]
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Digital performance for the humanities has most recently gained
acceptance through Jerome McGann's work in The
Ivanhoe Game in its many instantiations. In Radiant Textuality
McGann creates the theoretical ground for performing a literary text
using a notion of "quantum poetics." He explains that in the game
mode, "action does not take place outside but inside the object of
attention" (218). As the reader is situated within the textual object
the relationship becomes one of "quantum poetics" by which neither
the reading subject nor the textual object provides a stable ground
for interpretation. Rather each shifts in relation to the other such
that there is no "outside" space, no Archimedian point, from which
to leverage an objective reading.
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Like McGann's quantum poetics, immersive textuality uses the performativity
of gaming rather than the archive as its model. In gaming, scholarship
one can find the play/risk/possibility that works outside of traditional
essays and books. While most scholarly inquiries have to adopt a singular
and unified argument from a point of view outside of the object of
study, the gaming genre can work from within the text itself and adopt
several perspectives. Through play comes learning and discovery rather
than the more conservative description of a singular coherent argument.
As McGann explains "its [gaming's] critical method is procedural rather
than expository" (219).
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While the Wordsworth MOO site that I created in 1996 provided a
proof of concept, it remains a fairly linear narrative with not much
game play. Furthermore the site exercised only a limited amount of
what is possible in MOO clients. Since the late 1990s, the text-based
chat of MOOs has expanded into a text and web interface using EnCore
software (for a web interface) on top of the core LambdaMOO program
(the traditional textual MOO core). EnCore allows whatever is possible
in web pages to be done in a MOO in addition to the fairly robust
computing capabilities already inherent in the object-oriented programming
environment of MOOs. After the Wordsworth space the challenge was
to build a MOO that would allow for more serious experiments in immersive
textuality. In order to construct the MOO for such work I needed to
select a literary text that could expand the boundaries of what is
possible or what has been done in MOOs. Conversely, for the space
to be useful as a literary tool, construction and play within the
space should allow the reader/player to think differently about the
literary text. The literary text should expand what is possible in
MOOs while MOOs should push textual interpretation in new directions.
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My goal was to select a text that had multiple story levels, disjunctive
narratives, and unstable character identities. Such literary problems
would test the capabilities of a literary MOO space. William Blake's
poetry met the criteria. Additionally, the relationship between image
and text in Blake and the multiple versions of his works provided
additional fields for exploration. Yet beyond all these rich literary
elements, Blake had already thought through the problem of creating
immersive environments. His characters are continually creating windows
and doors into new worlds or falling through space and time in such
a way that the fall creates both space and time. Through their immersive
interaction with one another and their surroundings, Blake's characters
forge the world upon which the narrative is staged. In like manner,
Blake wants the reader to immerse him/herself in the poem such that
"doors of perception" open for the reader, creating new worlds and
new possibilities. As he explains in a letter to Thomas Butts, while
walking across the hills "A frowning Thistle implores my stay/ . .
. With my inward Eye 'tis an old Man gray/ With my outward a Thistle
across my way" (Erdman 721). Upon striking the Thistle/man, "Then
Los appeared in all his power/ In the Sun he appeared descending before/
. . . Twas outward a Sun: inward Los in his might" (Erdman 722). The
walls between Blake's fiction and reality remain porous as characters
Los and the old man Urizen are another folded reality of sun and thistle.
Blake asks that his readers move as facilely between the folds of
the illuminated plates and the world in which they read his prophecies.
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One set of folds takes place for the characters in Blake's poetry
and another folding takes place between reader and text.[4]
In the first set of folds, characters gesture between the vegetative
world and the heavens of eternity. Examples include the Adam and Eve
figures Blake uses to illustrate Night
Thoughts and the neo-platonic Sea
of Time and Space. The bodies of the characters are the physical
fold of their divided state between this world and others. Between-ness
presents internal discord and unravels the character's sense of self.
Internal difference, self-differentiation, causes the character to
transform, to become other as shown by the tree-woman Daphane in Blake's
Notebook and in the Preludium of America. Transformations
abound and appear throughout Blake's work; striking examples include
Nebuchadnezzar, the swan-woman, and the butterfly women found in Jerusalem.
While characters' bodies are the site of folds and transformations,
so too is the reader's body. The frontispiece for Jerusalem
shows Los opening a door and entering the book. Of course, as the
reader opens the book, he or she joins Los in entering the narrative.
Readers also participate in perceptual transformations. For example,
in plate
8 of copy E of America a naked Adam figure sits atop a
hill. At his knee is an object that can be perceived as either a leaf
or a skull. Whether the object is skull or leaf is up to the reader's
interpretation.[5]
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To experiment with Blakean folds in MOOs I set up a team of Blake
MOOers including undergraduates at Georgia Tech in architecture and
computer science, a graduate student in the Information Design Technology
program, and several Blake scholars as consultants including Nelson
Hilton, David Baulch, and Donald Ault. The Blake MOO sites were constructed
in Romantic Circles's Villa Diodati MOO. Not only did the subject
matter make the Villa a proper home for the Blake MOO, but also previously
programmed supplementary features of this MOO helped the Blake MOOers
realize their goals. Collaboratively we began thinking about what
an immersive Blakean text would look like. The Milton space
serves as one response. Where the space has succeeded, it provides
an example of what is possible in immersive texutality. Its limitations
show directions yet to be pursued.
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In brief, Blake's Milton is about spiritual inspiration through
poetry and apocalyptic revelations that result from following such
inspiration. As the poem opens, Milton finds himself in a seemingly
heavenly world surrounded by the Eternals. A bard sings to the Eternals
about the fall of Satan. The Eternals are angered by the song and
the bard takes refuge inside Milton. The poet now possessed by the
bard awakens to the realization that he is in heaven alone, without
his female counterpart, his Emanation. To regain his Emanation, Milton
takes off the robe of promise and descends to earth in what he believes
will be his Eternal Death. Along the path of descent he must battle
Urizen and Satan and their female counterparts. He arrives on earth
and lands in William Blake's garden or alternately in Blake's left
foot. Blake is then possessed to write the poem Milton. Once
in the garden, Milton joins his female counterpart Ololon who, unbeknownst
to Milton, has also descended from the heavens to meet him. Together
they realize a spiritual apocalypse that transforms heaven and earth
and all the worlds folded between them.
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In constructing the Milton MOO space the design team wanted to emphasize
the problem of possession in Blake's poem. Possession in Blake fits
nicely with the aims of immersive textuality. The goal in immersive
textuality, similar to that of McGann's quantum poetics, is to create
a field of play that omits an outside objective space for contemplation.
In the Milton MOO site thought should take place as action within
the game space. Normally when reading the reader occupies a double
position—one inside the poem through the act of reading and a second
outside the poem in the "real world" beyond the book. However, Blake's
poem problematizes the second position and collapses it into the first.
He does so throughout the poem most commonly by placing "real" British
place names such as Lambeth or London next to fictional names such
as Beulah and Golgonooza. Real people such as Milton and Blake find
themselves alongside Palambron and Rintrah. Real life objects such
as hammers and looms take on epic proportions as the creative Hammer
of Los and the Wheels of Enitharmon. Such tropes are familiar to readers
of Blake. Yet, perhaps the most powerful and salient for an immersive
MOO is the title page to Milton. (Please see the
Blake Archive "Welcome Page" before continuing on to Milton
plate
1)
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This famous opening page shows Milton naked, having cast off the
robes of promise, and pushing with his right hand through the ether
as he begins the descent to the vegetative world. The reader upon
opening the book and beginning a descent into its pages places a hand
over the upper right hand corner to flip the page. Doing so, the reader's
hand is placed over Milton's hand so that the two perform a descent
at the same time. Whose hand it is flipping and descending is up for
grabs. Remember that Milton's hand is drawn with Blake's hand but
Blake has been possessed and commanded to write by Milton who is possessed
and inspired by the bard. The reader cannot enter the poem, that is
enter Milton, without having Milton enter the reader. The physicality
of reading allows Blake to collapse the reader's second position—outside
the poem—into part of the first position—being immersed in the poem's
field of play.
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The Milton MOO site realizes these same goals by problematizing
the relationship between the person typing and his or her player character
inside the MOO. In following commands to "inspire" Milton, is the
player another Bard or possessed by the MOO Bard? Through a series
of inspirations and possessions, the player loses his or her identity
and the player's name (object.name) changes to that of a character
in the poem. At each character change, the point of view, the surrounding,
and the spaces open or closed to the player change as well. To prevent
total disorientation and facilitate some ease of use in the MOO, all
of this information is graphically displayed in the Milton MOO. A
map of possible open space is available at the top of the EnCore
screen, and the identity currently occupied by the player is displayed
in a "You are" screen at the bottom of the page. The map of spaces
are threads that connect characters with MOO rooms. The thread image
reminds the reader of Enitharmon's weaving and the weaving of the
narrative, both of which culminate in Jesus's robes of blood at the
apocalyptic ending of poem and MOO.
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Several other special features of the Villa Diodati MOO help establish
different character points of view and allow the MOO to keep track
of where the player is and has been in the various space/time realms
of Blake's poem. The Villa Diodati has "event aware" rooms
that are sensitive to the entry and exit of players and other objects
as well as actions performed in the rooms. So, for example, if a player
gets possessed by Milton and so "is" Milton and enters the room called
"Field" the room gives him a description of Milton's descent to earth
and he (the player as Milton) must do battle with Urizen. The battle
is satirically stylized to give the feel of a cartoon or primitive
game. A simple pop-up screen allows the player to battle Urizen by
answering a series of questions about the poem and thus confirming
his state of inspiration. If the player is successful then the MOO
space changes into a new area for exploration. If the player loses
Milton is thrown back to the beginning of his adventure and must try
again. One of the technical innovations for the battle scene is the
ability of the Flash
pop-up screen to affect the EnCore MOO screen. If the character
Los enters the same room, he is served a different room description
and sees different objects in the room (by making use of EnCore's
_html function). "Field" for him and for Palambron is the agricultural
field of the Bard's story told when Milton is in Eternity. In this
case, Palambron, Satan, and Los must battle as if before the Great
Solemn Assembly. It is also possible for both Los and Milton to be
in the same room at the same time and see different worlds—a very
Blakean phenomenon.
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Successfully negotiating a room opens up new spaces to advance the
narrative and game play. At any moment the player is aware that there
are many other fields and levels not visible to him/her, and that
other spaces, once traveled through, will never be served and described
in the same way again. In constructing an immersive textual experience,
the goal is to create for the player a feeling of being situated within
deep spatial folds and a particular temporal moment. If such immersion
is successful, the player feels that each action is a performance—that
typing/textually performing creates an event structure that affects
the very architecture of the poem: what is encountered and where the
narrative might lead. The shifts in architecture mimic the way the
decisions of Blake's characters create new spaces. For example, Urizen's
fall in The Book of Urizen creates the space into which he
falls. In Milton, Satan's reaction to Palambron and the General
Assembly causes Enitharmon to create a "New Space to protect Satan
from punishment" (13:13, Erdman 107). The creation of space in the
poem gets performed not only by the character but also by the reader
since as the reader's eye scans the line "Created a New Space to protect
Satan from punishment," the space opens up in and through the act
of reading. Once again, the reader is a performer within the text
and within the MOO.
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In the final scene of the MOO site, the player loses all control
of the performance as a staged apocalypse unfolds. The EnCore screen
folds upon itself and is replace by a blood-red background recalling
Jesus's robes. Before this backdrop Milton and his Shadow are wed
to Ololon and a boat-like ark of the covenant sails them into the
horizon. The player feels powerless over his/her EnCore screen during
this scene. The actual EnCore screen is hidden behind an animated
double that tells the
final events of the poem. Such loss of control over one's computer
screen creates a horrid moment of anxiety. In this case, the Milton
MOO uses a problem familiar to the player to leap outside of the MOO
"into" the player's computer, monopolizing the screen. Again the player's
position as typist outside the poem is interrupted by the playing
experience, eclipsing the EnCore typing space and seemingly hijacking
the player's computer.
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The Milton MOO is a first glance at what is possible in immersive
textuality. Its strength lies in having no space exterior to the poem.
Just as Blake in his letter to Thomas Butts sees the thistle as an
old man and the sun as Los, for the MOO player the familiar computer
screen and keyboard become gateways for opening the doors of perception
rather than simply mundane tools. One of Blake's goals in his poetry
is to help the reader see the four-fold vision. The game play actualizes
these folds both for the player inside the game space and for his
vegetative (typing) self. Still many of these apocalyptic possibilities
for immersive textuality are yet to be realized. Milton MOO has the
infrastructure for creating many player options, housing multiple
players, and pursuing multiple narratives. Yet, at this stage, Milton's
path—as in the poem—remains fairly linear. Reflection takes place
at the level of understanding the architecture and programming one
is immersed within. If Milton MOO is built out to more levels of choice
and complexity, the very narrative itself can increasingly function
as a reflective tool. Additionally, at this stage of production only
the Milton perspective is fully playable. Other perspectives would
be fairly simple to add on and should be realized if Milton MOO will
have a life beyond its current instantiation. Such limitations only
point to the horizon of what is possible in the MOO space. Using immersion
and possession as forms of thought creates new possibilities for creative
critique both for Blake and for building MOO environments.
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