The Challenge of Availability
The challenge of availability for curating net-based electronic literature lies
in the fact that it involves digital objects whose natural habitat is the
digital space of the web. Exhibits I have curated, for example, offer works that
are linked from the artist’s own site or some sort of online archive or
database. One can just as easily access them from the comfort of one’s own home
or office without even needing to visit a museum, gallery, or library to
experience them. Yet because of the unique presentation and interpretation that
a curated exhibit can offer, viewers can enhance their understanding of
electronic literature when they experience it in conjunction with other
exhibited work and in community with other viewers. In fact, those of us who
grew up playing video games are primed to interact with digital objects in the
presence of others in physical space. This experience can be extended beyond
gaming into other forms of interaction with digital objects, like works of
electronic literature exhibited a gallery or library. This line of argument
follows that of Vince Dziekan, Curator of
Leonardo
Electronic Almanac, who argues that curators can combine “stag[ed] virtual experiences” with “events that bring values, beliefs . . . into the public
domain”
[
Dziekan 2012, 63]. He arrives at his view through Mieke Bal’s notion of multimediality [
Dziekan 2012, 63] and André Malraux ‘s “museums without walls”
[
Dziekan 2012, 64], predicting that “contemporary [venues] of the future will exhibit the
virtual and the real alongside one another, crossing and overlapping
each one’s boundaries, creating an amazing visual and interactive
experience within and without walls”
[
Dziekan 2012, 66]. Multimediality, in this context, implies a shift from exhibit venues as “an arena for contemplation of the unique artwork and
its aesthetic immediacy to staging virtual experiences”
[
Dziekan 2012, 63] while “the museum without walls” suggests that
“the primary value of artworks . . . no longer reside[s]
in them as physical objects.” They can be regarded as “moments of art” rather than “works” of art [
Malraux 1974, 55].
In
The Tate Handbook, Iwona Blazwick and Simon
Wilson build on the idea that much is gained when approaching art as a system
that involves a synergistic relationship among the works, the space, visitors,
and curator. As they tell us, “[w]orks of art are rarely
encountered in isolation” but rather “are
experienced in relation to each other and articulated by the architectonics
of a building and the unconscious choreography of other people” (qtd.
in [
Dziekan 2012, 31]). Synthesizing these ideas, Dziekan
argues for a “dialectical approach” to curating that
move[s] away from what might be termed as a broadcast
model of distribution (entailing a one-way communication approach) by
introducing degrees of openness (access, participation) and feedback
(exchanges, transactions). . . . This shift entails ideological choices
that challenge the [museum’s, gallery’s, etc.] ability to respond to a
changing mandate, from one founded on its presentation role to that of
providing an infrastructure for aesthetic experience.
[Dziekan 2012, 70]
In effect, Dziekan envisions a “black box”
associated with performance and action rather than a “white
cube” associated with emptiness and neutrality [
Dziekan 2012, 68]. For him, multimedial exhibits are designed
to be experiential, participatory, and interactive, a space for “developing critically and creatively upon the
dialectical relationship between virtuality and the art of
exhibition”
[
Dziekan 2012, 70]. Seen in this light, multimedial design offers an approach to curating
that provides a strong foundation for exhibiting digital native objects that are
readily accessible online like net-based electronic literature.
I began thinking about the challenge of availability in 2009 when designing the
curatorial plan for the exhibit, mediartZ: Art as
Experiential, Art as Participatory, Art as Electronic. For example,
one of the works I selected for exhibit, This Is Being
Sexy by Doug Gast, is a web project that includes digital prints
that interrogates the “connection between object and
symbol” (Gast, This Is Being Sexy),
using the notion of what being sexy means to each of us as the
basis for exploration. The work encouraged visitors to send in photos of
themselves that would, then, be printed out and added to the exhibit. Along with
participatory works like Gast’s, I also hosted events that aimed to extend the
conversation about the art through curator’s and artists’ talks during the run
of the show.
I followed a similar strategy at another exhibit, Electronic
Literature & Its Emerging Forms, held at the Library of
Congress, where my co-curator Kathi Inman Berens and I programmed artists’
readings in the exhibit space during the lunch hour and hosted a keynote and
panel discussions at the closing of the show. We also encouraged audience
participation and interaction at the various stations we had designed for the
exhibit. At a Creation Station, for example, visitors could produce concrete
poetry on an old typewriter, an activity that helped to emphasize the concrete
poetry they had viewed at the Context Station. All of these elements served to
build experiential, participatory, and interactive components of an exhibit
whose electronic literary works were found online and, so, were readily
available beyond the walls of the Library of Congress.
The Challenge of Presentation
My second question focuses on obsolescence and the challenges it poses for
presenting works in exhibits –– what I refer to as the “challenge of
presentation.”
Christiane Paul addresses this issue for media art in her seminal essay, “The Myth of Immateriality.” Here she reminds us that “the digital is embedded in various layers of commercial
systems and technological industry that continuously define standards
for the materialities of any kind of hardware components”
[
Paul 2007, 252] and suggests that the constant upgrades of hardware and software may be
addressed, in varying degrees of practicalities, by collecting technologies
(hardware and software) for the purpose of display, emulating code on newer
systems, and migrating works to the next version [
Paul 2007, 269]. We can extrapolate much from her ideas but need to be aware of
the unique aspect of electronic literature as it has emerged with its own
theories and methods. Paul’s view that the “lowest common
denominator for defining new media art” is “its computability”
[
Paul 2007, 253] bears attention in that it signals a difference in aesthetics between
media art and electronic literature and explains why she values one strategy
(emulators) over others (collecting and migration). Unlike media art where
“media” is anchored in the tradition of cinema and
“art” is associated with terminologies found in fine art
and performance, electronic literature generates from a wide variety of
disciplines and practices, such as creative writing and media art, but also
Digital Humanities, which itself is described as a “mode of scholarship and institutional units for
collaborative, transdisciplinary, and computationally engaged research,
teaching, and dissemination”
[
Burdick et al. 2013, 122]. Additionally, electronic literature embraces the technological origins
of both coding and writing technologies, declaring this heritage in its genres’
naming convention, such as “hypertext fiction” or “kinetic poetry.”
Computability –– functions made manifest by characters expressed in written code
and which drives the words, images, video, animation, sounds, etc., of the work
is the point ––
is the common denominator
connecting hypertext fiction with flash poetry, generative poetry with
interactive fiction.
So, what is the best way to present electronic literary works
produced on systems that have been rendered obsolete? To answer this question, I
turn to Judy Malloy’s database narrative, Uncle
Roger, begun in 1986 and published on the ArtCom Electronic Network located in the WELL (“Whole Earth ‘Lectric Link”) in 1987. It was contemporary with the
Apple IIE and was, in fact, produced on this model. Version 1.0 was originally
written in BASIC and delivered as a serial novel comprised of 100 lexias over
the network. The version that was eventually sold commercially through the
ArtCom catalog, however, was Version 2.0. It
was made up of three 5 ¼ floppy disks on which Judy organized the material from
100 lexias of the previous version into three parts: “A
Party at Woodside,”
“The Blue Notebook,” and “Terminals.” Version 2.0 made it possible for readers to navigate the
story by selecting and typing keywords on the command line. Each combination
would result in a lexia or series of lexias relating to the keywords typed.
Typing “David” followed by “Jenny” in the next query, for example,
brings up episodes about the relationship between these two people: David’s
messy apartment that Jenny recalls, the picture of David’s former lover that
Jenny tears into tiny pieces and places back into his wallet.
Malloy sold Version 2.0 from her home as a hand-made artist package. As far as
she knows, only three copies of the complete work exists, two that she donated
to Duke University along with other materials that now comprise the Judy Malloy
Collection and one divided, at the moment, between Malloy and me. Recognizing
that people do not generally keep Apple IIe computers lying around their homes
and offices, Malloy produced a web version in 2012, referred to as “Version 3.0,” that runs on contemporary
computers.
[1]
However, for me to present the Version 2.0 at the
Pathfinders exhibit at the Modern Language Association conference
in Chicago, IL in January 2014, I was required to ask Malloy to lend me the
floppy I was missing (“Terminals”) and, then, ship my
Apple IIE to Chicago in order to show the work. Having access to
Uncle Roger online sounds like a better solution to
the problem of shipping a vintage computer across the U.S. and risking losing a
rare work of electronic literature in the mail, but let’s step back for a moment
and think about the qualities of the work that may be lost if I blithely present
Version 2.0 on any Apple IIE or Version 3.0 on a contemporary computer without
thinking critically in advance about my choices.
Uncle Roger centers on the semi-conductor chip
industry of Silicon Valley of the 1980s, a time in which floppy disks and Apple
IIE computers with its black screen and green dot matrix type were familiar
technologies. This particular computer is one of the most robust that Apple ever
produced, lasting 11 years on the market. When Malloy began posting
Uncle Roger on the WELL, the computer was only three
years old. In fact, Malloy wrote
Uncle Roger on a
version of the Apple IIE that constrained her lines to 50 characters, resulting
in a narrative poem and Malloy finding herself a narrative poet [
Malloy 2013]. Later iterations of the computer cause the lines to
wrap in ways Malloy did not plan for them to, but Version 3.0 running on a
contemporary computer keeps the line lengths in tact. What is lost in moving to
the newer version, however, is the look and feel of the period –– the cultural
context of the work itself. On the circa 1988 Apple monitor, the aesthetic of
computer and story design meet seamlessly, the time-stamp of the work’s
technology making sense in the context of the material presence of the computer.
Thus, in showing
Uncle Roger at the
Pathfinders exhibit at the MLA where over 5000
literary scholars convene, I needed to be aware that I was doing more than
showing content of a work –– I was actually providing a context for
understanding and interpreting it.
Additionally, as curator I am taxed with caring about (
curare literary means “to care”) the unique features of
Uncle Roger, such as its interactivity and ability to
compel audience participation. In fact, the work may very well be one of the
first social media narratives, presaging twitterature and other familiar
contemporary forms today. With Version 1.0 Malloy posted one to two lexias every
day, in serial style, to friends in her network, who then responded by chatting
with her about the story and riffing off to other topics. “Great stuff, Judy,” one reader wrote on December 2, “the ideas and the content are both up to ridiculously high
standards. Thanks for the fresh air.” Another: “What jacket are you wearing?”
[
Malloy 1987]. This means that readers of both Versions 2.0 and 3.0 are missing a
crucial feature of the work found in Version 1.0.
Translation theory holds that translation is ultimately a betrayal of the text by
the translator [
Keeley 2013, 54]. Tautologically speaking,
the best we can do to bring a work to a reader is just our best [
Weaver 1989, 119]. So, to exhibit Malloy’s work, I did indeed
ship my Apple IIE computer to Chicago since that particular computer wraps the
text properly and provides a better cultural context for the work than showing
the web version on the Mac Minis or iMacs I generally use for exhibits. I also
showed the videos from Malloy’s interviews that talk about the development of
the work and, so, situate it in context to its cultural legacy.
Background on the Exhibits
Because this essay also aims to raise awareness of curating as a form of
scholarship, I next provide a detailed look at the various exhibits of
electronic literature I have curated over the last six years, starting with the
2008 Electronic Literature Media Arts Show, Visionary
Landscapes.
Visionary Landscapes
Co-curated with John Barber, Visionary Landscapes
took place from May 29 to June 1 in Vancouver, WA and was organized in
conjunction with the Electronic Literature Organization conference, which Barber
and I also chaired for the organization. A juried show, it consisted of three
different venues: North Bank Artists Gallery located in downtown Vancouver
featured “electronic literature exhibits” by 17 artists or artist teams;
the Fireside Room at Clark College featured net art and videos by, again, 17
artists or teams; the Firstenberg Student Commons at the host university ––
Washington State University Vancouver (WSUV) –– featured early works of
electronic literature created by 18 different artists and produced prior to the
introduction of the internet browser. An invited show, this third exhibit
utilized vintage computers and media that were either part of my personal
collection or lent to me by colleagues. For the two juried shows, we received
entries from 120 artists, of which the judges selected 34.
The choice of venues was purposeful. The gallery, normally used to showcase fine
art, provided the opportunity to present electronic literature as both visual
and sonic art forms. Until our show, North Bank had never featured media art of
any kind. Its location downtown, with good foot traffic, made the work
accessible to a public unfamiliar with electronic literature. The Clark College
and WSUV meeting rooms, usually home to students and faculty congregating
between classes, placed electronic literature squarely in an informal academic
setting. The WSUV exhibit, with its vintage Macintosh computers and docents
standing ready to educate visitors about the work, especially, received much
attention and served as the catalyst for the article about the conference and
exhibit that ran on the front page of the weekend section of the Columbian newspaper.
Another important aspect of the three exhibits was the robust collateral
materials that accompanied them. The exhibit’s website provided information
about the artists’ works and venues. Designed by local artist, Jeanette Altmann
and coded by Barber, the website offered a good account of the event, from the
artists to the works and continues to serve as the exhibit’s archival site now
indexed in both the Electronic Literature Organization’s Directory and ELMCIP’s Knowledge Base.
We also developed a catalog for the early electronic literature exhibit that
documented the types of computers platforms on which the works were showcased as
a way of helping visitors to the exhibit to understand the material aspect of
the practice underlying the art. The desire to promote electronic literature to
a new audience also led to opening the exhibit to media artists and art forms
that were new and emergent. In that vein, we accepted and showcased, along with
animated narratives, flash poetry, hypertext fiction and the like, sound and
video installations, “twitterature,” and VJ/DJ performances.
The fact that we referred to the exhibit on the website and conference materials
as the “media art show” encapsulates this strategy.
mediartZ
A year later, in 2009, interested in the impact of the online presence of art,
art catalogs, and exhibits, I mounted
mediartZ: Art as
Experiential, Art as Participatory, Art as Electronic, which I
discussed previously in this essay. An invited show held at North Bank from
October 2-31,
mediartZ featured 10 media and
electronic literature artists whose video, animated narratives, sound work, and
net art found online or whose interactive live performances appeared as
documentation on the web. Interactive work and live performances were also part
of the exhibit. As such, the exhibit made the argument that in this era where
the art we choose to curate can already be accessed online, what makes an
exhibit of media art and electronic literature compelling is the way the curator
designs the exhibit [
Grigar 2013]. In that regard, the show
included live performances, audience participation through social media and
other technologies, artists’ talks, and lectures, to name a few strategies. The
kick off party of 450 people brought in one of the largest audiences for any
event at the gallery.
This was the first exhibit in which I applied curatorial approaches commonly
associated with fine art shows to an exhibit that highlighted electronic
literature and media art. Unlike Visionary
Landscapes where I placed computers on tables and made chairs
available for “reading” work, mediartz featured computers on pedestals normally used to hold
works of sculpture. I provided my first curatorial statement in association with
an exhibit and published it in the catalog I produced for the show. These
elements were intended to connect electronic literature to media art but more
importantly to promote both as art forms to a new audience, one who may not have
readily viewed them as art.
Electronic Literature
A year and a half later, I co-curated, with Lori Emerson and Kathi Inman Berens,
Electronic Literature at the Modern Language
Association 2012 convention. The show was a large undertaking that aimed to make
a statement about literature in the 21st century, a time in which computing
devices and electronic media had become both ubiquitous and well-integrated into
the fabric of contemporary culture. Envisioned as an invited show, it ran for
three days in the Washington State Convention Center in downtown Seattle, WA
where the 5000+ members of the MLA converged for their annual meeting. The
exhibit featured:
160 works by artists who create literary works involving
various forms and combinations of digital media, such as video,
animation, sound, virtual environments, and multimedia installations,
for desktop computers, mobile devices, and live performance. The works
presented at this exhibit have been carefully selected by the curators
because they represent a cross-section of born digital —
that is, works created on and meaningfully experience through a
computing device — from countries like Brazil, Canada, Australia,
Sweden, the UK, the US, and Spain, and highlight literary art produced
from the late 1980s to the present. Thus, the exhibit aims to provide
humanities scholars with the opportunity to experience, first-hand, this
emergent form of literature, one that we see as an important form of
expression in, as Jay David Bolter calls it, this “late age of print.”
[Grigar and Inman Berens 2013]
Named
Electronic Literature in order to
introduce the term to a potentially new audience, the exhibit coincided with the
20-year anniversary of the first session held at the MLA on the topic of
electronic literature, a panel, entitled “Hypertext,
Hypermedia: Defining a Fictional Form,” that featured Terry Harpold,
Michael Joyce, Carolyn Guyer, Judy Malloy, and Stuart Moulthrop.
Emerson, Inman Berens, and I set four goals for the exhibit:
- Introduce scholars to a broad cross-section of born digital literary
writing, both historic and current
- Provide scholarship and resources to scholars for the purpose of further
study of Electronic Literature
- Encourage those interested in the creative arts to produce Electronic
Literature
- Promote Electronic Literature in a manner that may encourage younger
generations to engage with reading literary works
The exhibit was, for me, the response to my own call to action issued in the
article, published in
ebr in 2008, “Electronic Literature: Where Is It?,” in which I
challenge scholars “to bring elit to the classroom, to help
promote it in the contemporary literary scene, and support artists who
produce it so that it can foster and bolster literary sensibilities and
literacies of future generations”
[
Grigar 2008]. But formulating an exhibit that would, indeed,
reach these goals, especially at the MLA where the notion of an exhibit of
literary art was new and many of the attendees had never before experienced
electronic literature, required a thoughtful strategy. We curators were,
therefore, tasked with educating an audience of literary scholars, from
classicists to contemporary literary theorists, about electronic literature and
with providing ready access to the various works and scholarship surrounding
electronic literature so that there were few, if any, impediments to including
it in classroom teaching and research activities. This meant we had to provide a
robust website, with whole pages devoted to “Scholarship,”
“Resources,” and the “Works” themselves, as well as curatorial statements that provided
insights into the curatorial design and the scholarship surrounding the
works.
Additionally, the new audience for whom we were designing the exhibit required us
to rethink the language we used for describing and organizing the show. In
structuring the exhibit, for example, we combined concepts found in fine art
with those common to Digital Humanities scholars, whom we viewed as our mostly
likely primary audience. This approach resulted in the works being divided into
the three categories we named “Works on Desktop,”
“Mobile-Geolocative Works,” and “Readings and Performances.” Moreover, instead of grouping works
within these categories by genres common to electronic literature (e.g.
hypertext poetry, interactive, fiction, generative text), we organized them on
Computer Stations called, for example, “Experiments with
Form,”
“Multimodal Narratives,”
“Multimodal Poetry” and “Literary
Games.” The Computer Stations were comprised of gallery pedestals
that were meant to signal to visitors that they had entered into an art space. A
large poster providing the list of works found on each computer station was
placed in close proximity to its corresponding station. Trained undergraduate
docents were on hand to meet visitors and assist them with the computers and/or
the literary works. A gallery count, a common practice at art galleries, was
kept to track visitors. Members of
Invisible
Seattle, an artists’ collective active in Seattle during the 1980s
and that produced in 1983 the “first crowdsourced novel”
[
Inman Berens 2013], attended the exhibit and provided the original costume for one of the
docents to wear. This performance, in keeping with the spirit of the collective,
brought a lot of attention and excitement to the exhibit. We also held an
evening of readings and performances by 10 artists or teams of artists at the
local literary center, Hugo House.
A report, published later at Authoring Software, was
generated to document the impact of our exhibit on scholarship and the field. In
it we logged 503 visitors to the exhibit site and an additional 107 at the Hugo
House event. Over the course of two months before and after the show, over 1600
visitors came to the website from 21 different countries. An additional 1000
people visited the curators’ individual pages or the “Readings and Performances” announcement page. The reach of our
social media campaign netted over 40,000 Friends of Fans. The event also was
referenced in five publications, including Kairos
and Digital Humanities Now. As we curators were
able to show in our “Impact Report,” the exhibit had
a significant impact on raising awareness of electronic literature among
literary scholars.
Electrifying Literature: Affordances and
Constraints
I followed up the MLA exhibit with a juried show, once again, for the Electronic
Literature Organization. This show, entitled
Electrifying
Literature: Affordances and Constraints, ran from June 20-23 in
Morgantown, VW in conjunction with the 2012 Electronic Literature Organization
conference. Co-curated with the conference chair Sandy Baldwin, the exhibit took
a cue from
Windows into Art, a fine and media art
exhibit I co-curated in 2009 with Vancouver artist Karen Madsen that took place
in downtown Vancouver in seven different locations. I envisioned the ELO exhibit
also distributed across the city in both public and academic spaces.
Electrifying Literature, however, was quite larger
than
Windows into Art, with 55 artists (and or
teams) distributed well over a mile along High Street and University Avenue
instead of 16 artists (or teams) distributed over a few blocks.
The sites –– the Monongalia Arts Center (MAC), the Arts Monongahela
Gallery, the WVU Downtown Library, WVU’s Colson Hall, & the Hazel Ruby
McQuain Amphitheater –– included a mix of indoor and outdoor space, public and
academic settings, and private and community art centers. Baldwin and I also
expanded the scope of the exhibit to include sonic art, experimental or
conceptual multimedia works, and locative works. Organizing the show in this way
allowed us to promote electronic literature beyond the ELO conference audience
in order to grow the organization and build support for education, particularly
for higher education and media art. Placing art at two downtown galleries and
the public amphitheater were attempts to reach this goal.
The curatorial design aimed to match each venue to the art and, then, place the
art within an appropriate, or specific, space inside the venue. For example, at
the gallery and art center, we used pedestals for the computer stations, while
at Colson Hall, home of the English Department, we placed computer stations on
tables and provided chairs for sitting down and studying the works. In terms of
site-specificity, we placed Jim Bizzocchi’s ambient video in the MAC at the turn
of the marble staircase leading to the second floor –– a space that allowed the
delicate sound of the water trickling over rocks found in his video to echo and
draw visitors’ attention as they entered the building. At the library we
installed “Three Rails Live,” a video created by
Scott Rettberg, Nick Montfort, and Roderick Coover at the bottom level of an
atrium space that carried sound up the stairwell but not into the study areas.
An exhibit website produced in advance of the event provided conference
attendees with detailed information about the artists, works, venues, as well as
with a site map and a curatorial statement outlining the vision for the exhibit.
Five trained undergraduate docents I brought with me and the five graduate
docents studying under Baldwin provided assistance to both exhibit visitors and
conference attendees. The exhibit also introduced a series of retrospectives,
the first ever offered at an ELO conference, featuring prominent artists whose
work has inspired others. Honored in this way were Alan Bigelow, J. R.
Carpenter, M.D. Coverley, Judy Malloy, and Jason Nelson.
Avenues of Access: An Exhibit & Online Archive of New
“Born Digital” Literature
The MLA invited Inman Berens, Emerson, and I back to curate an exhibit for its
2013 convention taking place from January 3-5. Emerson was unable to join us,
but Inman Berens and I, along with six undergraduate docents traveled to Boston,
MA to mount the show. This one, entitled
Avenues of Access:
An Exhibit & Online Archive of New “Born Digital”
Literature, was intended to differ from the previous MLA exhibit.
Playing off the theme of “access” stated in the MLA’s convention
title and having already established the previous year electronic literature as
an artifact for exploration by humanities scholars, Inman Berens and I aimed at
providing more opportunity for in-depth study of electronic literature. So,
rather than 160 works organized into 10 categories, as found in the previous
exhibit, we offered 30 organized into five. And instead of mounting computers on
pedestals, we placed them on large, round tables with accompanying chairs on
which to sit and comfortably study.
Also available was a special “Antecedent Station”
that showcased Ian Bogost’s literary game, A Slow
Year, and the book, 10 Print
Chr$(205.5+Rnd(1)); : Goto 10, written by Nick Montfort and nine
other scholars. Visitors were invited play Bogost’s game on an Atari Video
Computing System and run the book’s titular command themselves on a Commodore
computer. A “Creation Station” also made it possible
for visitors to construct their own poems with a JavaScript Poetry Generator. An
evening of readings and performances were held for the second year, this time at
Emerson College. Eight artists as well as authors of 10
PRINT performed for an audience of 200 people in the Bordy Theatre.
“The Impact Report” for the 2013 exhibit documents a
growing interest in electronic literature and an understanding of its potential
for creating new knowledge: 14 scholarly references, 12 reviews of works on
I ♥ E-Poetry, four reviews of the exhibit,
itself, in journals in the U.S. and Europe, and 10 essays and presentations by
the curators. Our findings also revealed that visitors purposefully sought the
exhibit out, expecting it to be offered at the convention and that when they
came, they “lingered for upwards of an hour, even two,
immersing themselves in the various generic stations and talking with
curators and other scholars about connections between their own research and
the exhibited e-lit.” We found that “the natural
affinity between e-literature and digital humanities manifested itself in
conversations that . . . spark[ed] scholarly collaboration on
projects, speaking invitations and publications” and discovered that “young scholars [were thinking about revising] their
courses of study and dissertation plans to account for electronic works
they encounter[ed] at MLA e-lit exhibits”
[
Grigar and Inman Berens 2013b].Following the exhibit, I received an invitation to give a public lecture
about curating electronic literature for the
Digital
Cultures series hosted at Bowling Green State University the
following May, reaching yet another audience for electronic literature.
Electronic Literature & Its Emerging Forms
Probably the most challenging exhibit I have ever mounted was Electronic Literature & Its Emerging Forms for the
Library of Congress, held from April 3-5, 2013. Co-curated with Inman Berens and
held in the magnificent Jefferson Building at the library, the exhibit ––
featuring a long bank of tables stacked with books from the library’s vast
holdings comprising a “Context Station,” five
computer stations featuring 27 works of electronic literature, and a second long
bank of tables comprising the Creation Station, daily artists readings, a rare
book exhibit, a keynote, and panel presentations –– also had one of the shortest
runs of any show I had ever done: only 15 hours. As expected from an exhibit
held at such a popular tourist site in Washington D.C., it also saw the most
traffic of any other exhibit I had curated: over 750 on-site and 5000 online
visitors, all within a few short hours. It was also the first show I had ever
mounted at a public library, and since it happened to be the most important
library in the U.S., the exhibit was designed to make the biggest splash
possible for electronic literature, its art and scholarship. No costs were
spared, and no holes were barred to achieve this big goal.
But it was also intended to achieve another, more subtle, goal –– that is, to
establish electronic literature as
Literature,
without any modifiers attached to its name. As I wrote in my curatorial
statement about the exhibit, it was designed to: build on scholarship by Eduardo
Kac and C. T. Funkhouser to
make the argument –– one expressed experientially rather
than in written form –– that electronic literature is a natural
outgrowth of literary experimentation and human expression with roots in
print literary forms and, so, constitutes an organic form generating
from the dynamic human spirit that is evolving, will continue to evolve
through time and medium. No matter the medium –– orality, writing,
print, electronic, mobile –– give an artist something, anything, to
create with –– air, animal skin, paper, computer screen –– and she or he
will find a way to use it for making art. This impulse is, after all, a
feature of our humanity.
[Grigar 2013b]
The overarching conceptual framework underpinning the exhibit centered,
therefore, on the experimental nature of electronic literature and its
connection to print literature, in general. There were five impulses toward
experimentation reflected in the stations: from concrete to kinetic, from cut up
to broken up, from pong to literary games, from the Great American Novel to
multimodal narratives, and from artists’ books to electronic art.
The curatorial design I produced served to visualize this point. The exhibit was
laid out into three main sections. Print books and other analog materials from
the library’s collections were displayed on the “Context
Station” located on the left hand side of the room.
The works of electronic literature were displayed on five “Electronic Literature Stations” arranged down the
middle of the room. Finally, writing supplies and other media were made
available for hands-on experiences on “Creation
Stations,” or maker stations, found on the right hand side of the
room. This layout encouraged a visitor, for example, to explore a concrete poem
by ee cummings found in a book at the Context Station, walk across the aisle to
the “Electronic Literature Station” directly across
from it and see Dan Waber’s kinetic poem, “Strings”
and, then, walk across the aisle to the “Creation
Station” where a typewriter and paper (with shapes already provided
for filling in with text) were available for making his or her own concrete
poem. Once again, I brought trained undergraduate docents with me to greet
visitors and assist them with the computers and works and to help with
monitoring the room and the media.
The exhibit was reviewed at I ♥ E-Poetry and by
The Huffington Post and referenced in eight
essays by scholars in the U.S. and Europe. As mentioned, over 750 visitors came
to the exhibit during its 15-hour run, with an additional 55 people attending
the keynote by Stuart Moulthrop and panel presentations by Nick Montfort, Matt
Kirschenbaum, Inman Berens and me that took place on Friday afternoon following
the exhibit’s closing. During the two months surrounding the show, the exhibit
averaged a weekly reach of close to 2500 visitors at its Facebook page. It was
featured in three Library of Congress publications, and the website remains
archived at the library.
Exploring the Electronic Literary Landscape of the Pacific
Northwest
I followed the Library of Congress exhibit two months later with a small show for
the Digital Humanities Summer Institute (DHSI), at Victoria, Canada, that was
open for one night only on June 6. Exploring the Electronic Literary Landscape
of the Pacific Northwest, co-curated with time-based media artist Brenda Grell,
consisted of nine works by six artists, all of whom were born and/or currently
working in the Pacific Northwest. This was the second DHSI I had attended, and
in the year between my experience in 2012 and 2013 the event had grown to 400
participants. Occurring alongside DHSI was the Federation for the Humanities and
Social Sciences’ “Congress,” which brought in hundreds more scholars to the
campus. So, our visitor base drew from a large number of people working in the
area of the humanities and Digital Humanities, many of whom had come
specifically to network with colleagues and learn more about digital
technologies needed for undertaking their research. Although some of these
scholars overlapped with those who frequent MLA conventions, the addition of the
Congress expanded the audience for electronic literature.
Held at the opening night reception for DHSI, the exhibit, for reasons stated
previously, garnered much traffic. In fact, in its short two-hour run, it saw
twice as many visitors as the MLA 2013 exhibit did in three days. The trained
undergraduate docents Grell and I brought with us proved a necessity and a
valuable resource. They helped field questions and assisted the hundreds of
visitors who crowded into the hallway that served as our exhibit space. The
event resulted in an invitation to Hamilton College, to give a workshop in the
spring 2014 about how to teach electronic literature, as well as an invitation
to teach a week-long course on the topic of electronic literature at DHSI 2014.
Pathfinders: 25 Years of Experimental Literary Art
The final exhibit I discuss is
Pathfinders: 25 Years of
Experimental Literary Art that took place at the MLA 2014 convention
from January 9-11 , 2014. Co-curated with Stuart Moulthrop, the exhibit
generated directly out of our research project,
Pathfinders: Documenting the Experience of Early Digital Literature.
The
Pathfinders exhibit featured the work
of the pioneering experimental literary artists of the late 1980s and early
1990s whose work Moulthrop and I preserved in the
Pathfinders project. The exhibit also highlighted innovative
contemporary artists experimenting today with computing technologies for
literary production. In sum, the exhibit made the argument that literature is
not relegated to paper and ink, but transcends all mediums and is expressed
through technologies available on hand [
Grigar and Moulthrop 2013].
The show was laid out into two main sections. The first presented three of the
four early works of digital literature that comprise the current preservation
efforts of the
Pathfinders project: John McDaid’s
Uncle Buddy’s Phantom Funhouse, Judy Malloy’s
Uncle Roger: The Blue Notebook, and Shelley
Jackson’s
Patchwork Girl. These works were made
available at the exhibit on the computers on which the works were originally
experienced by readers at the time of their publication. The computers are part
of my personal collection from the Electronic Literature Lab, the site where the
Pathfinders research took place. Also
highlighted in this section was the raw video footage of the artists’ traversals
that our research team produced for the
Pathfinders
project. The second section of the exhibit, entitled “Current Directions,” featured contemporary electronic
literature artists who have produced narratives, poetry, drama, and essays via
physical computing technologies, augmented reality, social media, mobile media
and other innovative approaches. The exhibit was devised to illustrate that just
as hypertext authoring systems like Storyspace and Hypercard were seen as new
technologies that allowed for highly experimental writing in the 1980s to early 1990s [
Bolter 1991], these contemporary technologies also lend themselves
to compelling experimental literary art. The idea of “experimental literary art” found in the title intentionally moved
electronic literature squarely into literature with no qualifiers needed to
explain the absence of print and the presence of the computer medium.