Dissonance
in Multi-Semiotic Landscapes in the Work Of Donna Leishman
Donna Roberta Leishman
Dundee University
Abstract
I come to the field of digital literature from the position of a visual artist. My formative training in illustration grounded an interest in sequential art and literary themes. My work draws on literary subject matters, contains chronological cause and effect, and strongly features protagonists. I am a thematic recycler similar to that described by H. Wozniak (2008) a re-framer of often folkloric motifs - with an aim to renew, revitalises, or debunk, the pre-existing content. Visuality, the auteur interface, and folk narratives are fundamental features in the communication of my aesthetic. How then these aspects function and their importance in terms creating a meta dissonance will be detailed and discussed in the paper, with reference to how such an approach sits within the context of interactive literary art.
1 The
Pictorial Literary
Recent practice exhibited at the Electronic Literature
Organization's Visionary Landscapes Media Arts Show has seen a move towards intrinsically multi-semiotic landscapes
using image, sound and words — typified by Roderick Coover's Something That Happened Only Once (discussed in this issue), Gail
Scott White's Nature On A Leash and
Talan Memmott's Twittering. This
semiotic slide fundamentally changes the types of communication and reception
of the messages. The traditional and oppositional word as perceived (learned)
and image as received has blurred. Today we often see pictorial icons with
illegible text, a crossover instigated in and by contemporary culture. Western
society's proliferation of image-based and time based communication allows for
an ever more sophisticated understanding of complex images turning combinations
of pictures and movement into visual icons.
Unlike words pictorial communication is essentially
driven by inherent ambiguity and has the potential for a personalisation and
stronger subjectivity. In the context of electronic literature this can lead to
potentially easier immersion and opportunities for stronger reader
self-identification.
Lineage
Examples of the pictorial in literature include
monastic illuminated manuscripts, William Blake's visionary imagistic poetry
(1783 -1827) and Alistair Gray's Lanark (1981), which contained drawings appropriated from the frontispiece of Hobbes's Leviathan (1651). Recent and entirely
pictorial examples are Craig Thompson's substantial memoir Blankets (2003) and Andrzej Klimowski's surrealist Horace Dorlan (2007).
In the majority of cases
the image functions in a supportive and confirmatory manner to the textual
meaning, ultimately subservient, often visualising the content. Even in such
instances the ability to create an identity for the words is a powerful
function. More interestingly, and best located in the field of editorial
illustration the pictorial can also add a layer of commentary, insert extra meaning, or
occasionally confound that which the textual content suggests. This latter mode
has influenced my thinking on the role of my image making versus the 'narrative
truth'.
The role of the visual in
my work is given primacy when establishing my aesthetic, alpha-numeric words
tend only to be used when explicit meaning is required (Figures 1-3).
Figure 1. Red
Riding Hood dream junction (1999).
Figure 2. Bluebeard's command (2002)
Figure 3. Protagonist's personal details revealed
(2004)
Red Riding
Hood (1999)
A goal of this project was to be interesting to both
male and female readers. A highly stylised comic imagery helped serve this and
bypass the technical limitations of dial up speed Internet connection typical
circa the late 1990's. In
developing my interpretation of Red an
eclectic mix of visual and literary referents were used. For example the Borderline era musician Madonna,
particularly the hydrogen peroxide hair, and black eyebrows fused with the
attitude of Yoshitomo Nara's malcontent innocents influenced her appearance.
Subtler references are Popeye The Sailor's forearms and within the dream
sequence —Worzel Gummidge's detachable headed Aunt Sally .
The 'secret' diary cites a variety of texts to help the reader construct her
emotional references. "Every night I cut my heart out but by morning it has
filled back up again." Laszlo de Alm‡sy from The English Patient (Minghella 1996). Lyrics from The Cure's Lovesong, Nick Cave's Let Love In, Radiohead's Karma Police, Depeche Mode's I Feel You, Slipknot's Diluted and Prosthetic and Mudshuvel's Staind.
These texts all help date her persona within current popular trends.
The Bloody
Chamber (2002)
I chose to portray this environment as an enclosed
and limited world. There are no horizons, nowhere in the distance to dream
about, no avenue for salvation. This helps to condense the relationships
between the characters triangularly between themselves and the location; this
limitation helps to give a feeling of claustrophobia.
Unlike Little
Red Riding Hood, The Bloody Chamber used a limited colour palette to highlight the symbolic use of Red. Although
visually re-imagined, the key narrative symbols can still be seen within this
retelling of The Bloody Chamber —
the key, the blood, and the private chamber. The decision to render the project
in shades of black and white was taken to highlight the idea of 'limitation'
and the usage of the colour red, would be seen as more conspicuous when placed
in a monochromatic colour range. The palate also suggests the mundanity or
melancholy of the narrative world. "Leishman
portrays a man (Bluebeard) who is utterly isolated and suffering from acute
loneliness." [Olshefski 2003]
This limitation of colour is only broken once and is
found within the final chamber. In there, I use pale blue to narrate the
presence of the outside world.
Deviant:
The Possession Of Christian Shaw (2004)
A decision was made to render Deviant: The
Possession of Christian Shaw (hitherto Deviant)
in detailed hand drawing and patterns rather than using the quicker intrinsic
software line tools. It was hoped that this would give a sense of both
sensuousness and preciousness as experienced by the quality of the line
combined with the movement, colour and sound. In the totality of the project,
it was devised as one picture, one prescribed landscape in which things appear,
grow, retract, and evolve. Another way to describe it is as a series of
tableaux — frozen moments in which narrative events can be drawn out by
coaxing interactions (Figure 4).
Figure 4. As tableauxs (2004)
Contemplating
Flight (2008)
As a work in progress project, Contemplating Flight builds upon comments on isolation and
stillness that can be found in previous works. The visual context of the
narrative is an interpretation of Bettelheim's forest as transformative space.
Drawing on the metaphor of growth (both positive and negative cancerous
connotations), the forest space is arterial / vein like (Figure 5) based on the
lobes and alveoli of the lungs (Figure 6). The protagonist birds are subtly anthromorphic in their eyes,
facial expressions and human feet and legs. The whiteness and minimality of
their appearance is an attempt to portray them as character signified 'blanks'
hollow of any historical associated imagery.

Figure 6. The forest (2008) / Figure 7. Lung Interior (courtesy of
Wikipedia)
4
Interaction, Interface
When discussing interactive media the paradigm of
clear hierarchy, articulation, and concrete outcomes is the prevailing one
hegemony in Human Computer Interaction and an argument could be made that this
attainment of understanding, of being clear, of being singular, underpins the
majority of commercial games production. In interactive electronic literature
this goal is proven to be problematic. A defining characteristic of the medium
are that its' messages resist or are fundamentally incapable (structurally) of
a unified communication, singularity, or consistency. This inherent nature
already sets up a challenging premise, removing the culturally conventional
desired closure, denouements, and perhaps any reader mastery of the
communication – thus exemplifying dissonance.
Both the established, and still emergent, technology
mediated possibilities of digital postmodern and structualist thinking, are
attractors to artists, who see the world in similar patterns. As stated I don't
originate narrative, but rather my inclination is to create interpretative
layers, multiplicity, and poly-dynamic meaning – which seems to be allied
to postmodernity where things are illusive, complex and unstable.
When reflecting on the place or purpose of an
aesthetic of dissonance, it is worth noting that dissonance refutes the primary
ideological assumption about technology — that it should work and make our
lives easier. Digital interactivity presupposes a fait accompli – that
links and connections will be successfully made. The tradition of faulty or
actively destructive interaction (see Jodi.org and donniedarkofilm.com) also
sits alongside the notion of 'post-digital', a term that refers to work that
actively rejects the hype of the first digital revolution (Cascone 2000) in
which purity, pristine sound, images, and perfect copies, are abandoned in
favour of errors, glitches, and artefacts that become not whole, but incomplete
and may conceptually decay – thus imbuing the work with a sort of
humanity/reality.
Readers find it difficult to grasp a singular or
overarching intention within my work, legitimate excuses can be laid down, the
multi-linear structuring, the layering of pictorial imagery, the experiments with
simultaneity, looping content, and the mix of recognisable and opaque narrative
sources. All aspects combine to offer a communication that is noisy (in the McLuhan
sense), complicated, and imbued with a sense of different authorial intent. I
select narrative sources that would suit this kind of flaying, ambiguity and
multiplicity.
I often start with what I do not want to achieve, rather than what I do – the standard provocative stance of a non-commercial
modern artist perhaps. This quote from Pierre Bourdieu (1979) communicates this
feeling well:
In matters of taste, more
than anywhere else, all determination is negation; and tastes are perhaps first
and foremost distastes, disgust provoked by horror or visceral intolerance of
the tastes of others.
I was opposed to early Flash or Generation Flash's (Manovich 2002) emphasis and interest in neo-minimalist abstraction, which
emerged strongly as a result of their personal experiments with programmatic
data visualisation. This ultimately led to a return to visual style over
conceptual substance. I also refuted the commercial gaming paradigm of win or lose. I found the latter too
simplistic and capitalistic a way to premise the emergence of new creative
fields — digital auteur interactive environments and intelligent gaming.
Within electronic literary experience a singular sense of success or narrative
comprehension is redundant. Finally I opposed formal conceptualism and
post-conceptualism where the work, imagery, and references are either removed
or significantly privileged or elite. Contrary to such orientations, my
aesthetic aims to explore and express hybridity and doubleness, digital vernacular, and new folk 'pop' concerns — inevitably
touching on issues of taste, class, identity and irreverence.
Red Riding
Hood
In terms of interface Red Riding Hood explored the concept of multiple browser windows as
animated panels which came from my increasingly multi window/tasking work
process and the medium of comics (Figure 8). These split 'frames' contained their
own individual timelines, but have a relationship to the parent or main window.
In Red Riding Hood there are the main
interface or launch window, the main story window, hidden domestic interior
window, secret diary window (inspired by the premonitional cuts scenes in
gaming) and the random dream sequence window. The maximum window reveal for the
reader is four. Inevitably closure over multiple timelines yields a
non-sequitur narrative experience for the reader.

Figure 8. Multitasking (1999)
The Bloody
Chamber
To compliment the re-imagined narrative world, I
designed a navigation system that allows the voyeuristic reader to view either
in minute detail or at a distance (Figure 9). Clicking the small magnifying
glass icons or pressing the designated keys on the keyboard achieves this.
These magnification icons are explicit in their usage as they sit within the
same space and retain their function through the entire project.
Both the husband and wife characters are imperfect
and are revealed to have equally flawed dysfunctional psychologies. This is
uncovered by the reader through the various windows and entrances within the
project. These interactive apertures of sight mirror the limited understanding
that the protagonists have of one another. The reader is that of a voyeur who
is in control of his or her own larger vantage point, as they can see both of
the protagonist's limited perspectives. This control means that they can see
the fuller metamorphosis of the original text. With The Bloody Chamber the reader is the enactor of the multi
perspectives, at times becoming the Bluebeard, the wife, a vehicle and
interpreter of the combined perspectives, and the narrator of the project — in
as much as they can chose their sequential path and the final outcome.
Figure 9. Scale in The Bloody Chamber (2002)
Deviant:
The Possession Of Christian Shaw (2004)
This project represents my first move towards a more
fully distributed characterisation, where the world interface is conceptualised
as an extension of the protagonist Christian. In historical documents Christian
was described as being between ten and eleven years old. Her youth is in part represented by the inherent
anti-logic of the readers interactions, the literal playfulness, and the
imaginative flora and fauna foster all combine to create sense of the child /
childishness (Figure 10). The primacy of 'the child' invokes the role of reader
as adult protector and jars with the yet to be discover historical narrative.
Figure 10. Close up of Deviant (2004)
Deviant was designed to push both the interpretation of the visual space, and the role
of the reader. Thus the physical fullscreen nature of the project was devised
(rather than reducing — suffusing memory load .
This large fullscreen format demands more memory and attention as the reader
attempts to comprehend the picture plane and its meaning.
Contemplating
Flight (2008)
This project elaborates on pushing readerly
perception of interaction hot spots. Like Deviant detail and small scale are used to focus the readers attention (Figure 11). It
also defies the filmic expectation of moving away from a sense to another,
rather it promotes a fixed perspective in which things grow and retract.
Figure 11. Close up of Contemplating Flight (2008)
4
Folkculture, Themes, Non Fiction, Objects
"History is a nightmare
from which we are all trying to awaken."
(Observation attributed to
James Joyce)
"Our identities belong
permanently to the conceptual world. They cannot be seen, heard, smelled,
touched or tasted. They are merely ideas."
(15:39 McCloud 1993)
Thematically my work questions social norms and paradimical behaviours
and in particular the representation of un-natural orders, and trapped or
repressed protagonists normally located within folk or history narratives.
In the typology of dissonance an inevitable point of
reference is the Gothic canon or Gothic tradition .
Particularly pertinent to dissonance is the notion of medieval dualities;
rationality and romanticism, metamorphosis and entropy. Today Gothic like
Horror is often deemed as somewhat juvenile given its propensity towards
fantasy — where fantasy is seen as escapism. Interestingly within Horror an
argument is made that fantasy has the potential for a coded and 'safe'
expression of the tension between social norms and subconscious desires (Wood
2001). This description of tension resonated with the aims within much of my
work and is similar to the problem of duration and intensity of semiotic
ambivalence which can be described as the point at which the reader is curious
and is willing to act on their curiosity i.e. I want to understand––after which two exits
present: I am satisfied or I am
unsatisfied. Only for a limited period will the reader sustain and pivot
between these reflective states. Alternatively if this act is too strenuous,
the reader may move on to having no ambivalence a null of not wanting to
achieve the meaning or alternatively, it may escalate into maximum ambivalence
a need to know (Josephs and Valsiner 1998). Note there is some evidence of this more gaming orientated behaviour
in the expert group readings of my doctoral project Deviant .
The thing about playing is
always the precariousness of the interplay of personal psychic reality and
control of actual objects. (Winnicott 1971)
A Gothically orientated expression needs the very
context of reality to decode that which is other and oppositional, to allow the fantastical immersion. Within my work the real can be located within both the 'psychic
reality' of the reader and as a literal representation within the hybrid text.
For example 'dressing' protagonists in viable clothes, mannerisms, and visual
environments that are in part familiar. Similar to the ethos of literary
minimalism I find that closely observed visual detail could help provide reader
correlation to a narrative reality that is more complex than fictive escapism.
Through experience and reflection, I have come to
realise, that I am keenly interested in characterisation of the narrative
environment and in the psychology of the protagonists, rather than the full
dynamics of the narrative / plot / chronology machine. In creating
characterisation, I use environmental pictorial landscapes, figurative
protagonists, invisible rules of engagement, and structural designs that shape
and inform the whole 'character'. I am interested in aesthetically flawed
protagonists whom I conceptualize as a double sign. These protagonists on the
initial or quick reading may confirm some of the reader's expectations, but
underneath, or as the narrative structure reveals they show either
multiplicity, a self-reflexive unease about their persona (see Laccetti 2007),
or occasionally explicit subversive tendencies.
Red Riding
Hood
In attempting any characterisation of Little Red Riding Hood, it pays to be
mindful of the forbearing imagery (Bonner 2006) as initiated by master
wood-engraver Thomas Bewick in 1803. This bank of interpretation was used as a
context from which my deviations and hybridizations resonate. Red is imbued
with a sense of mutable adolescent morality and poses questions around issues
of assumed and desired identity. Inserted in the project is a hidden diary
which if uncovered reveals a new pre-history to the tale including insights
into Red's motivation and desire for a radical transformation. In the
conclusive intimate bedroom scenes Red (as anti objectified female) directly
challenges our gaze as readers
(see Laccetti 2008). "
The Bloody
Chamber
The bride in The
Bloody Chamber has antecedents
are Eve and Pandora, emblems of female curiosity that subsequently unleashed
evil consequences onto the world. Feminist readings of this narrative have
repositioned her, not as a victim but as a survivor, as an empowered victor who
escapes (or kills) her brute of a husband (Carter, Atwood et al). In this
artwork I portray another repositioning, that being that both the husband and
wife characters are imperfect and are revealed to have equally flawed
dysfunctional psychologies.
The original story has distinct sexual overtones, of
power and subservience, of blood and murder, of beauty and beastliness. I
wanted to readapt these elements to include some of our contemporary and
modernist fears, whereby loneliness and a non-nurturing environment creates an
individual with distorted sense of sexuality. Within this version, both of the
protagonists are inherently alone. We see no family or friends but only them
seeing one another. This project infers a reciprocal relationship between the
objectifier and objectified.
Deviant:
The Possession Of Christian Shaw
I authored the title to read as: Deviant: The Possession of Christian Shaw. This was devised both as
a thematic indictor and also to highlight the subject matter e.g. 'Christian'
as a man/boy, 'Christian' as woman/girl, or possibly 'Christian' as an
adjective relating to Christianity. Another reading may link the church to the
term 'deviance'. The term 'possession' has connotations of mental illness
and/or supernatural acts of foreign control. The project refers to applicable
grand narratives such as the Scottish and New England (Salem) witch trails. It
also has links to historical horror and pulp archetypes of malevolent or evil
children e.g. Damien in the book /film The
Omen by Richard Donner in 1976.
The project is intentionally frustrating, reflecting
the notion that the events are 'trapped in history', trapped in historical
texts. The character of Christian cannot be physically helped, and I do not
present other more positive outcomes. Instead, I have designed the project to
utilise the reader's frustration as a springboard in which they realise the
horrors and travesty of the 'real' story.
The historical account was written by an anonymous
author, thus arguably turning the narrative into a work of un-interpretable fiction as the historical
author may or may not have been a first hand witness. The narrative turned
fiction is in itself now deviant, allowing for creative closure and personal
interpretations. This notion links to the larger argument of society's belief
in history as irrefutable truth. Within this situation a historical distortion
is also found within the contemporary 'living memory' of Christian Shaw, who is
mainly seen as a tainted and manipulative child and not as a heroine of the
Church (the view presented at the time of the said events).
Contemplating
Flight
As discussed previously, using the symbolically
charged image of a forest as a context, the artwork explores entrapment, the
expectancy for and lack of transformation. The protagonists are
anthropomorphically transposed as symbolic/totemic birds. This project plans to
use a bank of folkloric narratives to explore the paradigm of interaction as
empowerment. In this early iteration the first protagonist Rapunzel's gestational
mother is stilled by her insatiable 'hunger' for Rampion. The consequence of
being fed by the reader is that the forest captures her secret egg/Rapunzel.
Rapunzel, once fully-grown, is alone until/unless the reader's explorations
reveal another protagonist based on Hansel from Hansel and Gretel. The current conclusion shows these birds
inescapably trapped in mutual birdsong.
5
Conclusion: Balancing The Tension
Key issues in electronic literature, for the
non-expert reader, are how to maintain ambivalence, how to stop the expression
from becoming totally alien, and how to sustain intrigue overtime. The majority
of electronic literature, similar to my work uses structures, themes and/or
reader's positions that are challenging, unparadimical or highly experimental.
In such an instance the author risks losing the reader's attention and creating
a null condition. Dissonance can be thought of as akin to an unfolding mystery
(Ryan 2001). This familiar position comes with reader expectancies that can be
explored and played with. It also can lead to the beginnings of a commitment (I want to find the reason for the tension)
and a premise (I think I am in a normal
paradigm) that can be augmented or indeed subverted depending on the
conceptual goal of the artwork.
My work offsets this reader distancing by fostering
dissonance based on a hybrid
experience of familiar and unfamiliar, resting on the strength of visual
communication. A more visually orientated literary experience can foster a
better flexibility and a more easily, more accepted ambiguity, given the
inherent instability of pictorial signs. In multimodal expressions, the
constituent elements (image, sound, words, live action, animation, logic, interactivity etcÉ) can be
recombined and weighted, as the author desires. Such semiotic hybridism invokes
other streams of new discourse within electronic literature — digital
remixology (Amerika), poly-attentiveness (Raley), trans-literacy, and anti-text
hegemony (Thomas) and may herald a significant reconfiguration and/or a new direction for the field at large.
Notes
Professor Andrzej Klimowski and his collaborator
Danusia Schejbal have also recently produced a visual telling of The Master and Margarita by Mikhail
Bulgakov (published by Metro Media).
Editorial illustration can be described as illustration driven and placed
alongside journalistic content namely in broadsheet newspapers such as The New York Times, and The Guardian. Editorial illustration can
also be found in high-end or specialist magazines such as Penthouse, Wallpaper or Dazed & Confused. The illustrator is
commissioned by an art editor to interrogate and respond to the pre existing
content. Interestingly visual journalism has now been established as a sub/new
genre with the likes of Joe Sacco's War's
End (2005), a phenomenon that sits on the shoulders of Ralph Steadman and
Hunter S. Thompson's Gonzo journalism in the early 1970s.
Worzel Gummidge is a British children's
television programme that ran between 1979-81. Aunt Sally was a 'real' actress
dressed and painted as a fairground doll of the type used as a target for
throwing competitions. She considered herself to be of a superior class to
Worzel, a scarecrow and her frustrated suitor.
" This generation does not care if their work is called art or design. This
generation is no longer is interested in "media critique" which
preoccupied media artists of the last two decades; instead it is engaged in
software critique. This generation writes its own software code to create their
own cultural systems, instead of using samples of commercial media . The result
is the new modernism of data visualizations, vector nets, pixel-thin grids and
arrows: Bauhaus design in the service of information design. Instead the
Baroque assault of commercial media, Flash generation serves us the modernist
aesthetics and rationality of software." (Manovich 2002). «»
The concept of hybridity, an important concept in post-colonial theory, refers
to the mingling/ fusion of cultural signs and practices. In post-colonial
theory this would be from both the
colonizing and the colonized cultures. This mixing can be done from positions
of desperation, manipulation or good will. By which people adapt themselves to
the necessary change.
The ultimate goal of HCI is to enable fluid or intuitive interactions with the
particular computer system in question. In this fluid state the user would not
have to think about what menu to choose, or which mouse button to click, but
could naturally and fluently perform the necessary actions to achieve their
goals - the interface would then become transparent.
This ultimate goal is broken down into eight notional
golden rules of HCI:
- Strive for consistency.
- Provide shortcuts for experts.
- Offer informative feedback.
- Ensure closure of tasks.
- Avoid user errors.
- Provide easy reversal of actions.
- Support user control.
- Reduce memory load.
The Gothic Tradition can be attributed to the emergence of a particular
aesthetic around mid-12th century to the 16th century and once again in the
mid-18th century with the Gothic revival. The early 1980s music scene also
yielded a highly reductive and in some sense 'cartooned' version of the
Gothic (villain / heroine axis,
stereotypical over usage of black).
«». Accessed
August 2008.
"Literary minimal style, an obsessive concern for surface detail, a tendency to
ignore or eliminate distinctions among the people it renders and a studiedly
deterministic, at times nihilistic, vision of the world." [Robert Rebein 2001]
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Donna Leishman's work is a combination of critical writing and
practice-led research in digital art with a particular interest in the
intersection of narrative with internet based interactivity. Themes in
the research include developing and exploring the role of the
participant in these exchanges, developing a canon of practice that
gives equal weight to this relationship along side the visual language
and structural concerns. Others are: the avant-garde nature of the Net
practice as fostered in its inception circa 1990 how this holds forth in
the ever-increasing commercialisation of the internet. What stories are
being told and what possibilities the genre offers us culturally;
reframing history, using folkloric traditions, global and meta
archetypes. Donna's doctoral thesis (2004) explores and illustrates the
particular resonance found when teaming this folkloric content with
contemporary technologies. Donna currently teaches new media design at
Duncan of Jordanstone College of Art in Dundee, Scotland. Out with her
research, Donna was an Emmy award nominee for her work on The Rosie
O'Donnell Show. Her responsive animations have also been showcased in
both the New York Times and the Guardian Online.
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