Spatial hypertext has been getting a lot of attention on Flickr with the revival of the old Tinderbox group . Several generous people have provided beautiful maps, from Susan Gibb’s maps for her 100 Days project to Mike Wrenn’s maps of his planning and structuring a choose-your-own-adventure style work he created for NaNoWriMo.
Eastgate hopes the images will keep coming; they serve to highlight some of the interesting applications of hypertext, for both writers of print-lit and eLit—not to mention the infinite applications of hypertext for nonfiction.

Mike Wrenn's NaNoWriMo workspace. Several other views are open at the same time for maximum efficiency.
Over the next few days, HTLit will be reporting from Future of Digital Studies 2010 at the University of Florida. Mauro Carassai, a graduate student at UF, has organized an event which brings together an impressively strong program, including some of hypertext’s most esteemed authors and critics.
Mark Bernstein mentions his upcoming talk on NeoVictorian New Media and the problems with criticism and promises more information to come.
Jason Kottke points to very interesting timeline paintings by Ward Shelley.
Timelines have been a subject of curiosity and interest in the hypertext world for a long time. A two-dimensional portrait of time (and even a three-dimensional one) presents the problems of the depiction becoming detailed on an infinitely minute scale, or infinitely multiple, never being able to distinguish where one topic ends and another begins. They can become very complicated very quickly, and as Mark Bernstein once told me, “A timeline is only interesting if it is complicated!”
Hypertext helps with these problems, as it is able to reconcile some of the multiplicity through links, however timelines remain interesting to the field. And indeed, Shelley’s timelines are interesting because many of them resemble hypertext maps more than they do linear illustrations of time.
Shadow Unit s a serial Web fiction by Emma Bull, Elizabeth Bear, Sarah Monette and Will Shetterly. In addition to the episodes available on the main website (now in its third season), many of the series’ characters have Livejournal blogs, allowing fans to interact with the characters. The series crosses Criminal Minds with The X-Files, adding a dash of several other paranormal TV series.
The FBI's Behavioral Analysis Unit hunts humanity's nightmares. But there are nightmares humanity doesn't dream are real.
The Behavioral Analysis Unit sends those cases down the hall.
Welcome to Shadow Unit
Though many Web fictions are serialized, the insistence on likeness to television drama is interesting. Breaking the narrative into episodes and seasons seemed limiting. At the end of each season, however, writers release “bonus content,” analogous to DVD extras, including “deleted scenes.” What an excellent idea! This way, writers can go back and fill plot holes, expand on certain characters without interrupting the pace of the overall narrative, explore counterfactual plots, and answer some of the cries of fans.
The idea of including interactive character profiles is narratively engaging. I have not read through all of the seasons, but my curiosity was immediately piqued when a link to one of the character’s profiles had a note next to it that read “No longer updated.”
This series is a step toward the maturation of Web fiction, and its appropriation of television tactics is a welcome move toward more engaging living Web narrative. The latest episode is available in RSS, ePub, PRC (Kindle), and PDF format. Seasons one and two are available in ePub.
In revising some of the hypertexts she wrote during the 100 Days project, Susan Gibb noticed that some words were missing on one of the pages in a story. She remarks:
In straight narrative, this would tell me that nobody read the story. But in hypertext, they honestly could have read it and may have taken another path and missed this space.
It seems that, even with my own rereadings I’ve missed it too!
This post got me thinking about some questions regarding proofreading hypertext. Because the experience often depends upon the order in which different lexia are read, how difficult is it to anticipate how readers will interpret the text as they arrive through different paths? Is it more difficult to write and polish certain lexia while considering the reader’s ignorance of pertinent parts of the story?
I’d love to hear your responses; email me!
In all forms of art there is the compulsion of the artist to want to perfect her work, which may often delay the work’s release indefinitely. This example is even more true of technology-based arts, as the technology curve can sometimes outrun the work’s progress, rendering it obsolete before it’s ever revealed.
Clive Thompson of Wired explores the reasons for Duke Nukem’s perpetual delays and ultimate abandonment. The culprit in the game’s death, he suggests, was its designer’s inability to release an imperfect game. The article focuses on the gaming industry, but its lesson applies to software developers and technical artists alike:
It’s a dilemma all artists confront, of course. When do you stop creating and send your work out to face the public? Plenty of Hollywood directors have delayed for months, dithering in the editing room. But in videogames, the problem is particularly acute, because the longer you delay, the more genuinely antiquated your product begins to look — and the more likely it is that you’ll need to rip things down and start again. All game designers know this, so they pick a point to stop improving…
Listening to Susan Gibb’s “Lust” read by Finnegan Flawnt got me thinking about the idea of hypertext audio books. Superficially, the idea seems little more than a gimmick. The more I thought about it, the more it seemed like an interesting experiment.
Interaction is such an integral part of hypertext, would a complex linking structure be possible if interaction was taking place without a visual field? Even if those structures existed, would we be able to understand them the same way? What kind of voice-recognition platform might be designed to allow a work to interact with the user in an interesting way? The thought of a work and a user interacting back and forth through sound to create a narrative is worth exploring.
Sure, you might look like that person on the subway who talks to yourself, but you’ve been doing that for years on your Bluetooth phone. Why let it bother you now?
Richard Holeton’s slideshow fiction Custom Orthotics Changed My Life , available in the Spring 2010 issue of Kairos , provides an interesting blend of humor, tragedy, and triumph. The piece uses a slideshow typical of business meetings, complete with lots of charts and graphs to tell the story of a sad man who finds redemption with his first pair of orthotic shoe inserts.
Graphs of family discussions and changes in his son’s mood through adolescence are entertaining and remarkably good at conveying meaningful narrative. Surprisingly, the graphs are able to provide the characters with depth and believable motivations. The music, by Stanford undergraduate David Kettler, adds the appropriate emotional accompaniment
The Atlantic covers an initiative to develop preservation standards for old video games, a project now being undertaken at several universities including the University of Maryland, Stanford, the University of Michigan, and the University of Texas.
“Who knows?”, opines Atlantic columnist Clay Risen. “Two hundred years from now, Super Mario Bros. could be treated with as much respect as The Brothers Karamazov.” (I’m betting on the Brothers. — ed.)
Though preserving video games is a relatively recent undertaking, anxiety about the permanence of digital art has plagued hypertext for most of its life. Indeed, it was this very anxiety that led the Electronic Literature Organization to create its Preservation, Archiving and Dissemination Initiative (PAD) which planned to deliver an open-source clone of HyperCard.
2K Games recently released Bioshock 2, the followup to the 2007 masterpiece that introduced us to Andrew Ryan’s failed attempt at a utopian super-society. Where the first game offered a harsh criticism on ideas of objectivism, Bioshock 2’s villain hopes to save the fallen society with an obsessively altruistic approach.
Nods to such literary predecessors as steam punk, H.G. Wells and Ayn Rand are so prevalent, that the designers released a recommended reading list before the game’s release, including an additional section of nonfiction “for supernerds” which includes several works of philosophy. The 2k forums are even fostering a Bioshock bookclub.
So far responses to Bioshock 2 have been positive, delivering praise to the complex and interesting narrative that manages to deliver high-brow narrative in a blockbuster game.
Jesper Juul’s A Casual Revolution offers an excellent approach to the gaming industry’s shift toward more “casual” games like Bejeweled, Rock Band, and Wii Sports. Juul contrasts the design approach of more hardcore games with these newer casual games, revealing interesting insights about what brings so many players who detest “traditional” video games to spend hours with Farmville or The Sims.
Hypertext literature faces similar difficulties: many see it as too challenging or too time-consuming. As a hardcore gamer, I can certainly appreciate the refusal to lower one’s intellectual standards in order to make a narrative more attractive to a wider audience. But the numbers speak for themselves; companies that are embracing a casual audience are making millions of dollars, and some of the most successful games— Rock Band, Grand Theft Auto, World of Warcraft—are flexible hybrids that fit into both a casual and a hardcore mindset.
This possibility exists for hypertext too, if it decides that it wants to become more mainstream. However, if “serious” games are any indication, it might take us a long time to decide if that’s actually what we want.
Gene Golovchinsky points to an interesting article on how dictators use the social media to break up political demonstrations. The article refutes the general assumption is that Twitter and similar sites are used by protestors to secretly organize, arguing that government is just as likely to use these sites to find and persecute dissenters. Golovchinsky comments, “all technology is neutral. Hammers can be used to drive nails or bash skulls.”
Satnislas Dehaene’s Reading in the Brain: The Science and Evolution of Human Invention
explores how the brain converts words on a page to understandable meaning. In a review for the Wall Street Journal, Christopher Chabris writes,
Mr. Dehaene shows how the brain works around its lack of an evolved module for reading. It turns out that a reader, scanning a text for meaning, is drawing not on a "module" but on a large set of brain regions. Each probably evolved for other purposes, but they are now "recycled" by the demands of our culture for understanding printed text. Areas for understanding language, lodged near the front of the brain, are linked with others farther back that recognize visual details and process the distinctive sounds of human speech.
[This functionality] accounts for why the faddish "whole language" method of teaching reading has proved inferior to the traditional phonics approach: Only teaching letter-to-sound correspondences enables the brain's systems for vision and hearing to cooperate efficiently and decode words they have never encountered before, an ability that allows children to go beyond what they have been taught by others and to learn new words and ideas.
A fascinatingting article by Jed Birmingham follows the aging of Charles Bukowski and William Burroughs as they move into the computer revolution, focusing on how their work changed with the technology. Though the Birmingham is careful not to call Bukowski a pioneer of the level of Michael Joyce , he does note how innovations such the ability to quickly capture thoughts and edit/delete functions greatly influenced Bukowski’s work.
In late 1992, Bruce Kijewski approached Bukowski with the idea of electronic books. Bukowski was intrigued. He wrote back, “Yes, you have a strange project: electronic books. It might be the future as more and more people find that the computer is such a magic thing: time-saver, charmer, energizer.” […] But there are still reservations and a sense of nostalgia. The same letter to Kijewski continues, “But, still, when [the electronic book] comes I will still miss the old fashioned book.” Despite such statements, it is clear that Bukowski was a writer not afraid of, or pessimistic about, the future.
Occasioned by the opening of the Berg’s William Burroughs digital archive , the second part of article explores Burroughs’ relationship to the computer. It seems he did not use a computer to write. He embraced film, audio recording, and painting, but apparently he never experimented with writing and the computer to the level that Bukowski did.
As far back as the mid-1960s, Burroughs was aware of the possibilities of the computer and computer-generated poetry. In Insect Trust Gazette , Burroughs’ work appears alongside an early computer poem. In his interview with Conrad Knickerbocker in Paris Review, he stated that he had yet to experiment with the computer, but thought that such literature was valid and interesting, if it stood on its own merit. Yet as time passed — again, as far as I know — Burroughs never experimented with the computer. On one level this makes sense given the fact that Burroughs was well advanced in age and set in his ways by the time the personal computer was generally available. You might say you can’t teach an old dog new tricks, but Bukowski proves that you, in fact, can.

Model © 2008 The Regents of the University of California, Image © 2008 The Board of Visitors of the University of Virginia
In the style of other hypertext compendia, Rome Reborn provides the kind of in-depth look at the past that would not be possible without the marriage of computers and the humanities.
The project, lead by Bernard Frischer, aims to build the most detailed and accurate reconstruction of ancient Rome to date, basing the models on archaeological finds. Stunning images of both the interiors and exteriors of many of history’s most famous buildings are available on the project’s site. In the most recent iteration of the project, many of the hand-drawn buildings are given such details as modeled windows and doors in place of the previous method of using textures to project these features.
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