Digital Humanities

Examining Narrative Possibilities in Hyper-text Fiction: A Study Beyond the Territory of Print Fiction in Quibbling and Patchwork Girl

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Pooja Bhuyan1*  & Rajashree Dutta2 
1,2 Asst. Professor, Sibsagar Girls’ College, Sivasagar, Assam, India. *Corresponding author.

Rupkatha Journal, Vol. 16, Issue 3, 2024. https://doi.org/10.21659/rupkatha.v16n3.05
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Abstract

The paper is an attempt to examine the narrative elements present in the hyper-fictions Quibbling by Carolyn Guyer and Patchwork Girl by Shelley Jackson. In doing so, it shall consider how the narrative functions through different nodes and links in hypertext fiction, an element varied from traditional print fiction. In the process of this examination, the theories that signify narrative fluidity are taken into consideration. The reading shall examine how the role of the author and the reader switch places in advancing the hypertext narratives. It is an attempt to show how hyper-fiction closes the gap between the theory of post-structuralism and its practice. The essay also shall focus on the etymological journey of hyper-fiction with reference to its technological advancements as well as the contribution of its print precursors in channelling its development as a full-fledged and novel narrative form. The paper shall not only be analytical of the narrative of hyper-fiction, but it shall also focus on opening up further discussions of the area.

Keywords: Hypertext, hyper-fiction, digital literature, narratives.

Conflicts of Interest: The authors declared no conflicts of interest.
Ethical Consideration: Informed consent was obtained from all the participants of the study.
Funding: No funding was received for this research.
Article History: Received: 01 September 2024. Revised: 28 November 2024. Accepted: 29 November 2024. First published: 30 November 2024.
Copyright: © 2024 by the author/s.
License: License Aesthetix Media Services, India. Distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Published by: Aesthetix Media Services, India 
Citation:Bhuyan, P. & Dutta,R. (2024). Examining Narrative Possibilities in Hyper-text Fiction: A Study Beyond the Territory of Print Fiction in Quibbling and Patchwork Girl. Rupkatha Journal 16:3. https://doi.org/10.21659/rupkatha.v16n3.05

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Aspects and Dimensions in Collaborative Approach: To Improve Research Discovery in Digital Arts and Digital Humanities

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Mustari Bosra1, Sumarsih2, Somantri Manap3, and Wamaungo Juma Abdu4
1Department of History Education, Faculty of Social Sciences, Universitas Negeri Makassar, Indonesia. Email: mustalibosra@gmail.com. ORCID: 0000-0003-3802-8722
2Department of Educational Administration, Faculty of Training and Teacher Education, Universitas Bengkulu, Indonesia. ORCID: 0000-0002-1709-1987
3Department of Educational Administration, Faculty of Training and Teacher Education, Universitas Bengkulu, Indonesia. ORCID: 0000-0002-5636-2137
4EDURES Global Link, Majalengka, Indonesia. ORCID: 0000-0001-7354-9254

Rupkatha Journal, Vol. 14, Issue 4, December, 2022. https://doi.org/10.21659/rupkatha.v14n4.30
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ABSTRACT

Utilizing casual local area assessment and insight contraptions, as well as the improvement of the field of automated workmanship since 2013, this paper expects to look at the design, examples, and subjects of cross-public joint efforts in Digital Humanities research. This contains works from the Web of Science Core Collection as of December 2018 in the field of computerized humanities. The discoveries demonstrate the fact that there is a lot of global cooperation in the field of computerized humanities research; the conveyance among nations is lopsided. In this article, we explicitly audited the accounts and discoveries that have been made during the advancement of this specific field of examination, looking at how much they can or ought to be re-examined considering the post-computerized culture where we get ourselves as a part of post-humanistic thinking. This study utilized various informatics procedures and advances to distinguish the examples, subjects, and designs of the global joint effort in digital humanities research and digital art.

Keywords: Digital humanities, Digital art, Collaboration, Visual resource, Post digital society, Research topic

Studying the Factors of Virtual Museum Design on the Visitors’ Intention and Satisfaction

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Ju Seung-Wan1, Zou Kang2 and Wang Dong3
1Department of Distribution Management, Tongmyong University, Busan, Korea. ORCID: 0000-0002-2905-9386. Email: gauace@naver.com
2Department of Oriental Culture of Tongmyong University, Busan, Korea. ORCID: 0000-0003-3888-1467
3Department of Department of Visual Design of Tongmyong University, Busan, Korea. ORCID: 0000-0001-6237-2596.

Rupkatha Journal, Vol. 14, Issue 4, December, 2022. https://doi.org/10.21659/rupkatha.v14n4.22
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Abstract

This study is to suggest a plan for attracting visitors who are a requisite for the survival of museums by combining design factors that visitors can most easily recognize in virtual museums and linking the satisfaction of visitors through the research on the relationship between the design factors of virtual museums in national museums and the satisfaction of visitors. To meet the purpose of the study, the theoretical basis of virtual museum, design factor, satisfaction, and intention to visit was examined through domestic and foreign literature and previous studies. Based on this, research the model and research hypothesis were set up and verified through empirical research. For a more empirical study, after the suitability of the questionnaire through previous studies was examined, 400 questionnaires were distributed to visitors who visited the enterprise exhibition hall in the metropolitan area of Korea. Of these, 340 were used as the final analysis data. The collected questionnaires were analyzed by demographic analysis, descriptive statistics analysis, validity and reliability analysis, correlation analysis, and multiple regression analysis using SPSS Ver. 25. Based on the results of the empirical statistical analysis, the study set the direction of the research considering the realistic meaning of the research results. Through the empirical analysis of this study, it was found that the satisfaction with the design factors of colour, graphics, and letters visitors to the virtual museum lead the s to a positive intention of visiting the museum based on the future existence and operation. Therefore, while the promotion of museum collections or museum-related products is very important when the operation or opening of a virtual museum is intended, the persons concerned should recognize that improvement of design factors is an important thing to induce the audience’s on-site visit. In this regard, this study implies that it found out that design factors are important aspects attracting visitors and suggested the direction of maintenance and operation of museums. In future studies, it is required to expand the selection of objects for the operation and maintenance of private museums, not national museums. In addition to the design factors presented in this study, it is necessary to research to maximize the efficiency of the virtual museum operation through the verification of various design-related factors.

Keywords: Virtual Museum, Design, Design Elements, Satisfaction, Visiting Intention.

Multimedisation of Contemporary Art in the Context of Globalisation and European Integration

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Svitlana Derkach1, Myroslava Melnyk2, Volodymyr Fisher3, Volodymyr Moiseienko4 & Oleh Chystiakov5

1, 2, 3, 4, 5 Department of Variety Directing and Mass Festivals, Kyiv National University of Culture and Arts, Kyiv, Ukraine. Email: mmelnyk@nuos.pro

Rupkatha Journal, Vol. 14, Issue 2, April-June, 2022, Pages  https://doi.org/10.21659/rupkatha.v14n2.23

First published: June 26, 2022 | Area: Digital Humanities | License: CC BY-NC 4.0

(This article is published under Volume 14, Number 2, 2022)
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Abstract

Modernity has given humanity such a quality of public life as globalisation in its various spheres. As the common root of this concept with the word “globe” suggests, it refers to an object that unites the whole world, including its most remote, unexplored corners into a single whole. The positive side of this phenomenon is the universal involvement in progressive trends in the history (meaning its modern stage) of mankind, the opportunity to acquire sources of fresh knowledge about the world, improvement of the quality of being in general. This also applies to such a sphere of consciousness as art, in particular, to its samples that emerged in the late 20th and early 21st centuries. As is known, it absorbed the whole huge complex of achievements of the cultural fund of previous eras, integrated various, sometimes very distant artistic traditions, schools, and their stylistic orientation into a single whole, also bringing its own new and unique word – extraordinary complexity, ambiguity, paradoxicity, and unpredictability of content. The energy of the experiment penetrates into the sphere of contemporary art as its integral quality, the most important component. In this regard, the interaction of artistic creativity with engineering science, including the latest achievements of information and communication technology software, becomes logically conditioned and natural. They are also designed to provide considerable assistance to the authors of works of modern culture in terms of the updated design of ideas and their presentation to the audience in a unique innovative format. Thus, the problem of studying the multimedisation of contemporary art in the context of globalisation and European integration becomes natural and urgent.

Keywords: integration of art and technical sciences; stages of computerisation of culture; digitalisation of artistic creativity; objects of innovation; interdisciplinary synthesis.

Introduction

Multimedia, as it is known, is an integral complex developed by components such as hardware and software that provide the creation of texts, graphic structures, sound series and blocks, including visual images (Prokopenko et al., 2019; Smirnov, 2021). Of no small importance is also the factor of the possibility of not only contemplation (a linear way of implementing a project), but also a person’s direct participation in creating a complex media composition in real time (a nonlinear or interactive way of implementing a project). An example of the latter is computer games. As for the complete set of media equipment for the updated and qualitatively modernised presentation of samples of high culture, both past and present, it has passed a certain path of evolution, which was facilitated by the active work of researchers aimed at finding and creating devices for recording, storing, and processing information with unlimited possibilities.

In the depths of mass culture, the prerequisites for the multimedisation of artistic creativity were born, which led to its qualitatively new appearance and the possibilities of functioning in society. The most powerful incentive for this process was the emergence and distribution of the portable Portapak video camera in the 1960s, which allowed its owner to become a director of a new format with wider opportunities for fixing the environment and further “editing” its objects (Eliner, 2013).

Recording audio data in the form of files on various media using a personal computer appeared in the early 1990s. However, the large volume of material and the limited size of available information storage devices did not allow using this type of source fixation to the full. The development of algorithms for encoding and compressing audio information gave rise to the widespread of digital audio file format. The main difference between these models of data fixation, storage and transmission from the previous info media was the absence of restrictions on the mandatory compliance of the audio source with the media format. An audio file recorded once could be saved and transferred by copying to many other devices, such as hard and optical disks, flashcards. The most important foundation for a breakthrough in this area was the creation of such models of digital media as CDs. In April 1982, Philips demonstrated the first player designed for them, and their production was opened in the same year. The CD-ROM was a model of a new sample designed to record and save audio, video recordings, and media information in general. It became a breakthrough in the field of creating modernised media, replacing phonograph records (Levyk et al., 2020).

In January 1998, the DVD Forum’s Working Group 4 (WG4) presented a draft DVD-Audio standard that allows recording phonograms with a different number of audio channels. The final version of the DVD-Audio 1.0 model was approved in February 1999 and presented in March of the same year. From 1998, Sony and Philips began to promote an alternative Super Audio CD to the market. It combines several formats in a single medium. With the Direct Stream Transfer lossless compression scheme developed by Philips, this disc allows one to store stereo material in a time volume of up to 74 minutes, up to six channels of DSD material simultaneously. At the end of 1999, Pioneer released the first DVD-Audio player in Japan. In July 2000, Matsushita produced universal DVD-Audio and DVD-Video players under the trademarks Panasonic, Technics, Pioneer, JVC, Yamaha.

In January 2004, Sony introduced the Hi-MD media carrier format as a further development of the MiniDisc model. It could store one gigabyte of information and be used not only for audio recording, but also for storing documents, videos, and photographs. Thus, the renewal of the engineering and technical base, which provides ample opportunities for fixing, saving, and processing information, including a radical transformation of its content in general, served as a platform for expanding the scope of contemporary art, both in terms of the character of its images, themes, ideas, plots, and in the field of broadcasting material of innovative art projects. Information and communication technologies appeared to be, on the one hand, a means of integrating different cultures into a single space, on the other hand, they provided access to discoveries and achievements in the field of software to an unusually wide range of users around the world (Haydanka, 2020; Levyk et al., 2020; Prokopenko & Omelyanenko, 2020). This, as a result, became a prerequisite for Euro integration of cultural traditions, more broadly, globalisation in general.

Materials and methods

Modernity has offered mankind a rich arsenal of information and communication technology software. As is known, over a certain period of time, it was developed, updated and accumulated components that had a direct impact on the level of complexity and perfection that the computer sphere demonstrates today. The process of origin and further development, the interaction of such different fields as artistic creativity and the technical sector, served as the main material for the research undertaken by the author in this publication. As methods of studying information sources, temporal analysis (a review of the evolution of the interaction of works of art and multimedia), system analysis (a set of categories updated as a result of a combination of cultural samples and software, including revolutionary in internal structure), the principle of generalisation of the information obtained concerning the multimedisation of contemporary art were applied.

The way of modernisation of cultural works, connected with the computer design of their individual components, unfolded progressively, both in quantitative and qualitative terms. Multimedisation, as a voluminous complex phenomenon, has a rich and interesting history of its development and enrichment. The beginning of this process was the phonograph silent film. The first was responsible for fixing and transmitting the sound source, the second for recording, preserving, and broadcasting visual images (from short films to longer and voluminous ones). Later, as is known, there was a successful unification of audio and video series into a complete complex, the quality of which gradually improved due to progress in the development of engineering technologies. Cinematography has allowed almost all types of art performance (rites and rituals, theatrical productions, musical performance in all its varieties, and the performance of speakers) to be translated into a new format of the engineering industry. It was its modernisation, the discovery of information and communication technologies, digital software that led to those modern examples of multimedia art that are available to the audience now. At the early stage of the introduction of electronic media into artistic practice, the emphasis was on the character of audio design (sound accompaniment of art projects). Its qualitative updating and improvement produced the necessary “new expressiveness” effect, offered the possibility of showing new (related, among other things, to the world of fiction) images (Romaniuk, 2016). Afterwards, the latest software became responsible for creating the visual side of works of art. The fact that a modern electronic engineering system implies, as one of its properties, a communicative aspect, appears to be direct evidence and link in the integration of Russian culture into the Euro Union, more broadly, its active participation in such a phenomenon of the late 20th – early 21st centuries as globalisation (Aleksandrova et al., 2018; Sabadash et al., 2020). The gradual qualitative improvement of devices, components of audio and video recording, the creation of complex equipment and algorithms for recreating the picture of the world by means of digital software have provided humanity with the opportunity to learn art in all its depth, complexity, and immensity. Multimedisation not only allows artists of the present time to implement the most daring experiments in the field of creativity, reflection of reality, embodiments of ideas, but also ensures the universal dissemination of works, their creation by companies uniting representatives of various cultures, peoples, artistic traditions (Kokbas et al., 2020). In this regard, the objective phenomenon of modernity – Euro integration and globalisation – discloses its positive, deeply progressive side.

It is also necessary to consider the factor of the indispensable presence of a responsible attitude to the content of works of art that are currently emerging. The means of the engineering and technical base (including its latest models) are designed to serve the maintenance and continuous renewal of the humanistic component of the existence of the world society (Stepanchuk et al., 2016). Following the classical standards of the high culture of the past is a mission for the authors of the 21st century, contributing not only to the preservation of the great creations of past eras but also to the creation of a meaningful, deeply innovative culture that promotes progress in both the material and spiritual spheres of human life (Orazbayeva & Nurgali, 2017; Turysbek et al., 2021).

Results

Being an inherently unique phenomenon, multimedisation took the form that it is today through the gradual implementation and enrichment of its individual components in the context of world creative practice: video and audio series; technical processing of material obtained in the external environment; synthesis of all aspects of an art project into a single whole. The present time testifies that technological progress, including, also, the factor of multimedisation of modern art, has become a deep and solid base for communication, interaction, unification of individual countries and nationalities, due to new opportunities to learn and discover the whole world, unknown and distant, to improve the quality of life in general (Khrypko et al., 2020).

Stages of multimedisation of art: fixation and broadcasting of artistic creativity by means of video engineering (silent film); fixation and broadcasting of artistic creativity by means of audio engineering (radio operas, radio performances, radio concerts); fixation and broadcasting of artistic creativity by means of both video and audio engineering (sound cinema, television); fixation and broadcasting of individual elements and images associated with the idea of embodying an unreal, fantastic world by means of computer engineering; showing an artistic (modern type) composition that is based entirely on the achievements of digital technology software; showing an artistic composition synthesising computer graphics and classical elements of art.

Thus, the course of the renewal of the art sphere is a voluminous and meaningful evolution of its appearance, inextricably linked with the modernisation of the engineering and technical base, which ensures the recording and preservation (in the present period – long-term) of the developments of artists, creative groups, and entire peoples.

In reviewing materials devoted to the study of the problems of multimedisation of culture, the integration of individual artistic traditions into the world community (Euro integration, more broadly – globalisation), the categories of objects that play a key role in this area were determined, since each of them is an integral part of the general context of the phenomenon under consideration. Table 1 demonstrates the complex of the leading elements of the modernisation of art in the conditions of technological progress and the emergence of communicative sources to a new level.

Table 1. The modernising value of the multimedisation

Multimedisation as a process and areas of its transformative impact
Professional branches and specialities: art design, media design, sound design, software design. Spheres of public cultural life: media art. Genres: animated films, movies and television films, media art projects of the latest sample: installations and hyperliterature. Engineering and technical base: the latest equipment related to discoveries concerning software, means of fixation, storage, and processing of the material. The perception of cultural values and artistic thinking: the movement towards direct dialogue between the authors of art projects and the audience, the expansion of ideas about the cultural heritage of mankind and distant artistic traditions through the use of information and communication technologies.

Multimedisation of cultural objects and, in particular, contemporary art is inextricably linked with the opening of new branches of specialised activity of representatives of the field of art (art design, sound design, media design, software design). They arose as a response to the need for professional development of the latest achievements of information and communication technology software, to modernise the presentation of art samples and improve their fixation, storage, and in some cases – restoration, processing, radical transformation to obtain the necessary effects of exposure to all possible means of expression.

There are also absolutely new socio-cultural niches that did not exist before – media art. Modernisation of the technology of creation, design, and broadcasting of samples of contemporary art has led to the establishment of a new branch in the life of society – media art, which includes ample opportunities to familiarise the audience with various types of artistic practices. Such practices are orators’ performances, ceremonies and ritual actions, theatrical performances, musical performance (solo, collective, vocal, mixed instrumental), synthetic compositions combining the listed types of artistic reflection of reality.

In accordance with the evolution of the engineering and technological base, genres that embody the present (animated films, films and television films, media art projects of the latest model: installations and hyperliterature) appear. They represent a holistic and organic synthesis of such components as the performance of an actor or musician, sound and visual series, director’s dramaturgy and the actual technique of processing all available material by a group of specialists involved in the creation of an art project. Engineering and technical support is being modernised, providing new inventions that allow the implementation of the largest art projects in terms of volume and complexity. The newest components contributing to the fixation, storage, processing, and transmission of works of modern artistic practice include the latest models of compact discs, flashcards, portable and large stationary laptops, mobile devices. It is also important to update the internal content of technical means by expanding their capabilities regarding the volume of received and stored information and ways of processing it.

An updated type of thinking is emerging, based on the development of intellectual imagery and sensory modelling. This fact is due to the eternal desire of the creative personality to expand the scope of opportunities for self-fulfilment, the implementation of new ideas, the disclosure of broad horizons in the conventional field of activity. In many ways, the process of “mental revolution”, “modernisation of perception and thinking” is due to the active use by modern authors of the principle of experimentation in creativity. The latest digital technologies provide unlimited possibilities in this regard. A logically conditioned phenomenon of interdisciplinary relations appears, the leading sides of which are such different spheres as artistic creativity and engineering and technical field. Finally, the very process of perception of cultural samples by the audience, its interaction with the participants of art projects is transformed in the area of the implementation of the “dialogue of the parties”. Thus, listeners and viewers begin to take an active part in the construction of a compositional plot and its implementation. Examples of such interaction are various kinds of installations, where observers can change the layout of the composition at will, both indoors and outdoors. The reader can also take the initiative, during a virtual acquaintance with the works of hyperliterature, adjusting the course of the plot and creating its final result.

The result of all the above is the development of such a unique phenomenon as multimedisation of culture. It, according to I. Eliner (2009), permeates the entire information space, all social systems, no boundaries affect it. Its solid foundation includes the principle of dialogue, communication and interrelationships between representatives of various, sometimes very distant artistic traditions and schools provided by modern multimedia (Figure 1). Media culture is a phenomenon that embodies a comprehensive type of modern artistic practice, directly related to the processes of Euro integration and globalisation. It serves as an indicator of cognition of the mentality and, in particular, the creative traditions of other peoples.

Figure 1. The constituent elements of multimedia culture

The Euro integration contributes to the deep and comprehensive assimilation of the artistic traditions of the peoples of Europe (both past and present) by national representatives of culture, and to the familiarisation, comprehensive study and disclosure of the achievements of national creativity by people inhabiting other countries (Kostiukevych et al., 2020). It offers the possibility of using the latest information and communication technologies to a huge number of users, which contributes to the popularisation of culture all over the world. The latest engineering developments, including those aimed at creating ultramodern compositions, contribute to globalisation, both in a purely technological and ideological-humanistic context.

Discussion

Globalisation and, in particular, the modernisation of the artistic sphere, is one of those objects that modern specialists actively study. Thus, the issue of scientific and cultural cooperation in the context of the integration of individual countries into the world community is considered in the study by E. Myronchuk (2019). The author explores the role and promising areas of transformation of international scientific cooperation in the context of globalisation. The leading forms and methods of international scientific exchange in the modern world system are characterised there. The mechanisms of internationalisation of international scientific and innovative interaction and its consideration as an instrument ensuring the rapid transition of the national economy to stable, intensive, full-scale development are analysed.

International cooperation in the field of innovation is also gaining one of the leading places in the field of modern research. In particular, researchers consider its role in the functioning of organisations and institutions, in the work of an individual and a group of individuals, entire countries. The authors also provide meta-principles as guidelines (instructions) for maintaining safe and successful international cooperation in the field of science and technology (Klueting et al., 2021).

Culture and globalisation are phenomena inseparable from each other at the present time. The evidence of this is the study of I. Oyekola (2018).

Recently, much attention has been paid to issues related to globalisation and culture, especially since the beginning of the 21st century. The main concern is the impact of globalisation on the creation and regulation of “world culture”, and the contribution of culture to the process of globalisation. From the very beginning, it should be noted that globalisation is both a cause and a consequence of cultural diversity and cultural similarity. Consequently, the continuous spread of cultures generates three possibilities. Firstly, a strong culture dominates the smaller ones (convergent thesis). Secondly, cultural interaction leaves the identity of each culture untouched (or unaffected), thereby creating a real gap between the cultures of the world (divergent thesis). Thirdly, the mixing of cultures generates a unique culture (combined thesis). To solve these problems, questions of explaining the general phenomenon of culture and globalisation are raised, and then the listed three options for the spread of culture around the world are discussed. (Oyekola, 2018).

Globalisation and the culture of education are becoming the leading subject of A. Verbrugge’s (2010) research. They are also addressed by I. Rifai: “Globalisation affects world society in economic, social, political, cultural, and many other aspects. With powerful technological advances, this impact has intensified in the last few years. This is a considerable moment for the educational sector as well. The study presents various dimensions of globalisation, taken from different sources, and suggests conclusions that the leaders of the educational sphere can make to manage the challenges of a globalised world. Countries have no choice but to adapt to the changes that have suddenly hit them economically, politically, and culturally. Education is seen as a way to interact with this phenomenon. A thorough analysis of the scale of globalisation and its consequences can be a positive start in terms of efforts to develop appropriate policies related to the development of education. Localisation and individualisation should be considered as two main aspects of globalisation in general and learning in particular (Rifai, 2013; Yereskova et al., 2020). The theory of culture in the life of modern society is becoming an actual subject of study by specialists of the present time. Thus, the role of common cultural models, the problems of their design and the possibilities of providing information to a wide audience are explored by A. Smith and T. French (2003).

Cultural interface as a phenomenon is covered by: M. Azeem, A. Tariq, F. Javed, and M. Butt (2015): “The World Wide Web has reduced the distance between its users, but it is still difficult to find a common interface model for everyone. People living in different parts of the world represent different cultures, religions, and traditions. It is necessary to develop a universal user interface that is in accordance with the user’s culture. The study provides a detailed overview of recent research in the field of the influence of culture on the design of metaphors and examines the problems and issues related to the localisation of metaphors in different cultures”.

World culture in metaphors is analysed by the researcher Z. Kövecses (2010). The leading subject of the researcher’s publication appears to be a “conceptual metaphor” consisting of a set of correspondences or mappings between the “source” and the “target” domain. The renewal of consciousness through culture, including through its multimedisation, comes to the fore in the publication of a group of specialists: J. Kwon, A. Glenberg and M. Varnum (2020): “In this study, we explore the dynamic relationship between culture, body, and embodied cognition from the standpoint that mental processes cannot be separated from our physical actions, body morphology, sensorimotor systems, and physiological characteristics. Firstly, the embodiment scheme can be useful for investigating the emergence of cultural psychological variations. Culture is a product of a cognitive system that primarily developed to control the body through its surroundings, and therefore must be sensitive to the natural and stable features of the environment that restrain bodily processes. Consideration of the environmental impact on collective sensorimotor experiences can provide useful information about how psychological variations occur at the group level. Moreover, embodied processes play an important role in cultural transmission, due to which such variations are preserved. Secondly, we argue that the consideration of the influence of culture on bodily processes can offer a new understanding of embodied cognition. Culture defines physical activity and changes existing assumptions about the interactions of the body and the environment, shaping the physical and social realities of people. Culture also shapes people’s chronic sensorimotor experiences through norms that regulate how we dispose of our bodies and how we should feel. Thirdly, we assert that culture-related embodied processes can ultimately facilitate the exchange of meaning within a group, determining how an action should be understood in different contexts. Finally, we show that this structure, combining culture, ecology, and embodied cognition, is capable of generating new hypotheses and providing a set of new predictions and conclusions arising from this synthesis”.

Globalisation (and the implementation of localisation principles in its depths) using the latest achievements of computer technology software is covered in the study of J. Byrne (2009). The specialist discussed the work of an entire industry, striving to ensure that engineering devices overcome the gap between different languages and cultures, imperceptible to users of the global Internet. This structure can be represented by the abbreviation GILT, consisting of globalisation, internationalisation, localisation, and translation. It is a consolidated process through which companies put into effect the procedures and mechanisms necessary for effective functioning in the global market.

Culture and information and communication technologies (globalisation and interfaces) are investigated in the study by the authors: E. Duncker, J. Sheikh, and B. Fields (2013). Experts give an overview of cross-cultural interface design solutions combining cross-language information retrieval and cross-cultural design. According to researchers, internationalisation does not require changing the user interface. It provides a general way of understanding this phenomenon on a global scale without changing its design in relation to each of the individual cultures. Multimedisation (and the important role of music) in the field of mobile phone applications is also becoming an object of research. In particular, the features of the most common audio and video formats are discussed (Xin, 2009).

Cultural thinking in the context of globalisation is analysed in detail in the study of O. Polishchuk. Thus, the specialist introduces readers to such categories of the sphere under consideration as “artistic and imaginative thinking”, “design thinking”. The author also warns against the trend of technicalisation of culture, urging to preserve the best humanistic traditions of both Ukraine and the world powers, observing the laws of harmony inherent in art in general (Polishchuk, 2021). The role of innovative technologies in the development of social, political, economic, and cultural life of society is of crucial importance for researchers of the problem stated in the title of this publication. The motivation for a positive attitude, with regard to software, which becomes a means of redistributing ideas, cultural achievements, and means of preserving progress, is covered in the publication by L. Kalinichenko (2011).

The protection of society and humanistic values, their role in ensuring progress are highlighted in the study of P. Ostolski (2021). In particular, the researcher determines the functional value of individual elements of culture that contribute to maintaining security in the life of society (Buribayev et al., 2020). They are represented by such components as the intellectual sphere, emotional potential, ethical values. According to the author, they are capable of updating their content and expanding their scope.

The responsiveness of culture in the context of globalisation and Euro integration is considered in the study by D. Alt and N. Raichel (2021). The aim of the authors is to cover the development of cultural evaluation of various artistic traditions belonging to other nationalities. Intercultural integration, in particular the creation of multicultural teams, is being studied to discover the most effective ways of cooperation between specialists in various fields at the international level (D’Iribarne et al., 2020).

The unification of multicultures into an integral group – as a factor of the success of training of all participants of this community is also analysed in modern science. In particular, the cultural patterns underlying the team learning model and having a direct impact on the processes and conditions of learning in a team are investigated (Cseh, 2003; Bidaishiyeva et al., 2018; Bhate et al., 2021). Intercultural dialogue is the key to economic stability and progress, as evidenced by the study of specialists: A. Bhate, L. McCusker, and M. Prasad [40]. The role of social networks in the functioning of culture is studied by B. Erickson (2021). Thus, upon analysing the fate of individuals through social networks, the author gets a visual picture of the probability of future events in the life of society. However, the problem of multimedisation of contemporary art in the context of globalisation and Euro integration is still open and requires thorough research.

Conclusions

As evidenced by the material of this publication, the modern era has offered to the world such bright phenomena as the integration of art and technical sciences (interdisciplinary synthesis of areas and spheres of activity); computerisation of culture; digitalisation of artistic creativity, in particular the modern art sector. Having become an object of innovation, the considered branch of humanitarian thinking raised the interest of various traditions in relation to each other, contributed to familiarisation with outstanding examples of their heritage and, as a result, unification into a single information and technical space (Euro integration, more broadly – globalisation).

The process of multimedisation has been going on gradually for over a hundred years. It began with the invention of silent film. No less urgent was the problem of providing high-quality audio accompaniment of works of art and, primarily, samples of the art performance. This stimulated the powerful development of the sound industry, as a result of which mankind acquired various models of engineering devices designed to fix, store, expand, and process artistic sources. The idea of synthesising technological achievements in the field of the visual and sound design of compositions appeared to be progressive. Finally, the use of images, scenes, and integral storylines created using digital technology software appeared to be a breakthrough in the field of intellectual activity of mankind. The result of the technical renovation of works of art was the emergence of specialities that did not exist before sound design, software design, art design, engineering design. A whole branch in the life of society originates – media art. Genres such as installation, hyperplot (more broadly, the area called hyperliterature), art projects are born. The broadcast of works of art is being updated, aimed at creating a direct dialogue between the participants of the media performance and the audience. All of the above leads to the expansion of the boundaries of perception by the viewer and listener of the creations presented by various authors at the present time.

Undoubtedly, the multimedisation of contemporary art is a phenomenon created by the combined efforts of various countries, schools, and trends. This, in turn, is a reflection of globalisation and, at the same time, the basis that contributes to its further development. There are a number of unexplored, unique, rich and long in history of cultures, the discovery and renewal of which are also possible due to technological progress and the integration of individual nationalities into the world community, the future of which will ensure respect for the high artistic ideals of other nations.

Declaration of Conflict of Interests

The author(s) declared no potential conflicts of interest.

Funding

No funding has been received for the publication of this article. It is published free of any charge.

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Computer Artist Manuel Felguerez: A Brief Interview on the Pioneering Origins of Geometry Painting

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Reynaldo Thompson & Manuel Felguerez

Reynaldo Thompson (professor researcher) Universidad de Guanajuato. Department of Art and Enterprise. Email: thompson@ugto.mx

Manuel Felguerez (artist) email: museomf@hotmail.com

Rupkatha Journal, Vol. 14, Issue 2, April-June, 2022, Pages  https://doi.org/10.21659/rupkatha.v14n2.05

First published: June 18, 2022 | Area: Aesthetic Studies | License: CC BY-NC 4.0

(This article is published under Volume 14, Number2, 2022)
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Computer Artist Manuel Felguerez: A Brief Interview on the Pioneering Origins of Geometry Painting

Abstract

This interview cum memoir of Manuel Felguerez, by the author, describes the development of two projects in the words of the Mexican artist Manuel Felguerez himself. Felguerez speaks of his experience as a Latin American artist, his encounter with digital technology in the united states and the trajectory of art that his work takes during an intense and experimental period of creativity in the seventies. Felguerez’s explorations were embodied in two books, El espacio multiple (Paz 1988) and “The Aesthetic Machine” La máquina estética (Felguerez y Sasson 1983).   The project involved the use of computers for the composition of incipient new media paintings, sculptures and engravings.  After the project was concluded, the author avoided the use of computers again, and for different reasons. The value of this interview of a pioneering artist in contemporary America lies in the insider’s view of the situation in the art world, the artist’s first-person revealings and confessions and the deep personal life of the artist as an individual.

Keywords: algorithm, computer, geometry painting, sculpture

This interview was taken in 2020, at Felguerez home in Mexico City. Felguerez is always kind enough to respond to your questions and reflect on his artwork. Felguerez started talking as he was asked about the beginnings and well-springs of his first inspiration for creating a work with computers:

“The origin of my artistic work in relation to technology is a bit casual. When I was a teacher at the School of Plastic Arts at the National Autonomous University of Mexico (UNAM), I was assigned the task of teaching thirty hours of class every week.  You could call it a handful, or a plethora. I almost wasted the day at school. One day along with two other teachers I decided to ask the Technical Council for permission to give us ten hours each week, to dedicate just to research.  The Technical Council first said they agreed; however, the next day when we arrived at the school, and despite the Technical Council’s approval, we saw that other professors of the University cooked a scandal, and started demonstrating with banners and signs against this decision of the council. Someone said: “Teacher investigator, teacher aviator”.

The protesting teachers were afraid that this permission for independent research meant that it afforded an escape from teaching activity.  Because of the scale of the protest, the Technical Council retracted and finally cancelled the permit.  But the higher authorities of the University called the Coordination of Humanities and found out about the developments.  The. Committee then called us back and said: “…. look, a University organ that refuses to allow time for research is not worthy of being an organ of the University”.   Since then any teacher who joined the University with an appointment of a full-time position could do research as well.  That was like winning the lottery.

So, we had to make a formal request for the research hours. But then we were questioned, as to what we were going to investigate? I thought about a topic that was in the air; namely, one about the possibility of using the computer as a working instrument, one that is based on the layman’s grand idea that the computer is a device that calculates with a great speed.  Since I was interested in geometry, and mathematics, I set out to apply the possibility of the computer to produce or devise a project on art. I didn’t know what to call it at that time – an abstract artwork? But that was the origin. The project was based on two texts, one was called El espacio multiple (The Multiple Space) written by Octavio Paz in 1988. Following El espacio multiple, I proposed that the real plane does not exist, so that each geometric space could generate itself from a flat square or a relief to ultimately form a sculpture. This meant that if I made a half-circle and lifted it then I made a cone. This way I’m already creating a visual relief but if I grab it at the back and repeat the same or change the direction of accumulation, I could transform the whole geometrical base into other shapes and form a sculpture.

So I started working with the idea.  The first thing that I did was to analyze pictures.  I started a project with an architect friend and tried to solve a simple problem by asking ourselves the basic question of whether an abstract picture naturally has a prevenient top and bottom. We wonder how we know if it is “up” or “down”, and we started to analyze such pictures.  I do not remember if it was Rudolph Arnheim who forwarded a theory that says that in a painting there is a balance and that equilibrium implies a point at the center of the painting and hence each form that is made has a distance from the center and at the same time a relative specific weight. Turning an object into a zone of rays, and putting all the shapes in a box means that you could calculate its speed – the speed of rotation of an object.  If I let the painting move around its supposed gravitational center, it would start by turning in one direction.  As it stops it would tend to weigh more on one side than on the other. In order to find equilibrium, the painting would again start to rotate at a certain speed, oscillating between ends until it reached a kind of rest. That speed could act as a fingerprint. It could indicate my sense of a personal composition (since I initiated the balancing for a certain object in space).  I resolved this question of the speed of rotation in my paintings, and therefore, when I started doing the first experiments with a computer, I did more research to know about the visual trajectories of my personal ways of composing art.  Everything that fell off from a predictive pattern I erased; and everything that coincided I kept.  These patterns were not traces of what I had invented: only a kind of (template) form existed in my previous painting. So already, as if by chance, any random elements that the computer-generated from my interventions were then repeated in my new compositions, and hence it was not totally random.  As I kept searching, I kind of failed in my anticipations – the pre-existing patterns did not necessarily materialize into an aesthetically satisfactory shape but they gave me an idea, of new unknown compositions.  I remember for instance that drawing a circle on the computer was a very odd thing because it was like a collection of hundred lines that had a little peak on each intersection.

When I was doing all those experiments, I also decided to continue to write a book to justify three years of my work.  In the book titled The Aesthetic Machine (1983), on which I worked with Mayer Sasson who was studying distribution grids of electricity for New York City, working as an expert in the American Electric Power company.  He was a director and an expert in programming. And he was the one who gave me the idea of trying to see what happened while applying systems identification, for predictions. Systems analysis consists mostly of reiterations – like if I tried explaining with the example of a comet which approaches earth. Astronomers may observe it for 15 or 20 days, as it could be possible to identify what its behavior will be like in space in the next three hundred years or three thousand years, or even three million years. By extrapolating predictive analysis to my work, I wondered if I could discover what the fate of my artwork would be after 25 years from a given moment. The analysis would allow guessing what would happen to it in the future.  It’s like science fiction.  If I continued designing along that path, I could guess how my paintings would look like in the future. Well, we started to apply the computer’s results. I sent all my proposals from my Harvard computer to Mayer, who received them in New York and processed them and returned the results. One day he finally told me he had already completed writing the program. With my wife, I ??went to number one Broadway, where the offices had a large window of about 30 meters, and was a space full of machines with some people dressed in sky blue. These guys in blue operated the computers: they connected the results of the computer analysis on a plotter, and I began to see drawings like my own, though not exactly as if what I would consciously draw. The images flitted across at a speed of one per second. It produced a brutal emotion that showed that the experiment had somehow been successful. We continued working on that project for a while but we thought that the program had to be optimized. I mean that aesthetically my sensitivity led me to evaluate a drawing each time I ran the computer.  I had the drawings and every day I also corrected, I watched them and graded them for the best options.  I gave the highest grade of ten, then nine, eight and so to break down to zero. The next day I did the same with the options produced by the computer.

Well, since I had all that stuff, I asked myself, now what do I do with this? There I have them, I’m not sure what they meant: more than 4000 possibilities of my paintings in an imaginary parallel universe. If I were a merchant I would have set up something like an original cigar factory. But I was an artist. Well first I said, I have to pass this on as something that genuinely looks like art. As they were geometric drawings I called them ideograms but they were really ideas, but they were ideas for painting or sculpture.  I had to make paintings or sculptures with them.  Right there in Boston I made a ball of squares already with colors and everything, that along with some sculptures and models were going to end up in an exhibition at the Carpenter Center for the Visual Arts, in a building designed by Le Corbusier in Harvard. It seemed like the cycle was closed and I had already exhausted a mechanism that was like a puzzle: it was a mechanism with which I could change a square or a circle, or what could also produce infinite possibilities of harmonic color according to my creative prototype of colors.  All I did was use that kind of color that was already mechanized; once the first one was done, it needed nothing more than moving it so the computer could have done it too. But I didn’t get into that anymore. I said, if I grab and throw a 100-meter line by hand and make that the guiding line of my drawing, what will come out of the computer is something with lines like when you make a signature that is only yours, a personal line. Then embracing the options of color, and forms of the compositions produced with lines, I started thinking about musicalizing it. So, I wrote the book and took a decision, I do not know if it was good or bad at the time. I closed the computer and never opened it again. I have not opened it again, because it absorbed me – it was very exciting, it was everything I could hope for, but the beauty of the painting was in the accident. I said to myself that I either go down a path of subjectivity or I stay with the computer. If I keep the computer, then I may become a very famous technician in the field of artistic management of the computer, but life is going to fall away.

To recap, I received the Guggenheim Scholarship for Harvard in 1975. In Mexico I already began the exploration for El Espacio Multiple three years before, in 1971, 1972. I remember that computers were like wardrobes. There was IBM. They had black robes with a little slit to pass punched cards. At that time I learned Fortran 4. It was my language. All that was what I started with. During the seventies, my work was totally geometric. The computer was very much present in that period but from the eighties, I went in another direction. The drawings of that period are in my drawers now. Some of the paintings in my studio are from the seventies, some were converted to sculpture, and some other artworks were exhibited elsewhere in the world, in museums and private collections. I made paintings based on the compositions predicted by the computer, but they were, in a sense, also real paintings. The drawings came out of the computer, but after that, the full modificatory process the computer-generated compositions and artworks emerged like any normal painting.  But this was an era of my works in which little by little I also started changing. It began very simply but I was filling my works with pictorial elements until they no longer knew where they came from.

So here I recount my days in Boston with Mayer Sasson. I gave several interviews in American magazines and my work became very popular at that time.  Here in Mexico, in the Centro Multimedia there is a room that bears my name for this research.  Sometimes some researchers come from other places and countries to ask me about the project. This might mean something was left out, but from my side, it seems that going back to such work meant it was like being resigned to the computer once again. Yet I think of moving forward.

References

Felguérez, M., & Sasson, M. (1983). La máquina estética (Vol. 4). Universidad Nacional Autonoma de Mexico.

Paz, O. (1998). El espacio múltiple.

Sentiment Analysis for a Humanist Framework: How Emotions are Recognized and Interpreted in the Age of Social Media

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Rafael Guzman Cabrera
Department of Electrical Engineering, University of Guanajuato, Mexico. Email: guzmanc81@gmail.com

Rupkatha Journal, Vol. 14, Issue 2, April-June, 2022, Pages  https://doi.org/10.21659/rupkatha.v14n2.01

First published: June 18, 2022 | Area: Aesthetic Studies | License: CC BY-NC 4.0

(This article is published under Volume 14, Number2, 2022)
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Sentiment Analysis for a Humanist Framework: How Emotions are Recognized and Interpreted in the Age of Social Media

Abstract

Language is in constant evolution – this theory has been demonstrated most aptly and comprehensively by Marshall McLuhan. Specialisation in the different areas of knowledge, especially technology, has contributed to this process. Technological advances and the development of so-called intelligent devices allow interaction through voice interfaces, text, or gesture and in its most advanced forms by means of the incorporation of artificial intelligence-generated linguistic communications in human-machine interfaces. In recent years, the ways of communication or watching news have changed, now we do it by means of the internet and through different options of the social networks. We interact with people and react to their communications by means of divergent ways of language formation. It is increasingly common to express opinions through social networks and the internet. So much so that now we know that it is possible to analyse a person’s sentiment from his or her communications of opinion issued in social networks? The question is, can we determine, for example, whether the opinion has a positive or negative emotive charge only by analysing the written or inscribed texts of such formats of communication? This paper presents a brief description of how technological evolution has created an x-factor of language, that is expressed, appropriated and re-used in machine learning modules, artificial intelligence, and automatic sentiment analysis.

Keywords: Artificial intelligence, Language evolution, Sentiment analysis.

  1. Introduction

The evolution of the human language is one of the most important and interesting post-humanist questions about the human ability to think and interact with the world and the environment (Nowak, Komarova, & Niyogi, 2002). The earliest records of language come from the Denisova cave inhabitants of southern Siberia, some 175,000 years ago (Barnard, 2016). We don’t know if they spoke or developed a language or protolanguage. A protolanguage is a language reconstructed on coincidences and common features of a family of original languages. There are several theories about the first stages of protolanguage (Tecumseh and Donald 2010). Generally, four models are recognized for a protolanguage template: lexical, musical, mimetic and gestural. Again, every language, whether spoken or written, evolves to have grammar as a defining feature. Grammar is essentially syntax: the part of language that lies between the sound system that makes up speech (phonology) and the part that carries meaning and is called semantics. Heine and Kuteva (2007) propose a six-stage scheme for the evolution of grammar: nouns, verbs, adjectives and adverbs, pronouns, and demonstratives and finally negations. Their model further suggests that language evolved gradually, and that the lexicon evolved before syntax.  Since the early 1990s, there has been an increasingly productive study of language, with advancements in many different sectors, and an encouraging increase in exchange and interdisciplinary collaboration (Fitch 2005). Currently we normally see the way we interact with other people, in our communications includes not only the older methods of communication that were available to humanity for thousands of years but also forms or signals derived from communications technologies, some of which include communications across formats like social networks or e-mail correspondences. But what kind of technologies did we leave behind to get here? When did we stop using other ways to communicate? Where did postal mail go, and telegrams and faxes that even relatively recently were used on a daily basis?

We have witnessed a technological revolution that has put our reach of technological resources far in advance so that we have changed our way of interacting with others in so many ways. As a consequence of this change there has also been a change in the nature or structure of language (especially inscription); now we can use emoticons or abbreviations that literally say nothing, but we still use them to express ourselves. The paper mode of communications has changed from paper material surfaces or inscribable surfaces to digitally simulated platforms or screens. Surprisingly, we went from talking on mobile phones to writing text messages through social networks in platforms that we now call social media. Yet it also suggests a new medium of communication such as some of those that McLuhan had barely begun to identify (McLuhan 2003). When we actually talk and interact with a person, either in person or by means of using some technological resource, we also perceive their mood or their “sentiment” either by looking at their gestures, expressions, modulation, and tone of voice, or a whole range of other characteristics that we use to express ourselves. The big question is: is it possible to perceive such feelings from a written text-format alone, like a text that incorporates not just words, but extra morphological semantics like those engendered through emoticons, GIFs, memes, visual codes, digits etc, or new sets of phraseology? The rest of this paper tackles the question of the languages in the latest media, specifically social networks, which constrain us to meet and interact with people by looking at the textual equivalent of their emotions and not at their physical bodies. What are the written expressions and resources that help us to identify the feeling of a person through a written expression? This question also leads us to directly understand how a systematic classification and understanding of emotional cues might be undertaken so that machine learning modules can predict these emotions?

  1. Artificial Intelligence

The evolution of technology had a decisive impact on the way we live today, particularly the development of computer hardware. Just 70 years ago, researchers wondered if a machine could ever think for itself. Over time the question was changed to whether it could come to think by being manipulated by physical symbols sensitive to the structure that they had. In those times they managed to understand the great power of systems that were governed by established rules, but what if the systems were automated? Automation could turn a reading process from being an abstract computational system into a real physical system (Fernández-López, 2011). To determine if a machine uses artificial intelligence or to put it in simple words if a machine is intelligent, Alan M. Turing’s proof was taken as a reference (Millican, 2021), which indicates that any recursively computable function can be calculated in a finite time by means of a machine that manipulates simple symbols. This was Turing’s universal machine. A Turing machine is a device that negotiates with symbols on a strip of tape according to a table of intervening rules. Despite its simplicity, a Turing machine can be adapted to simulate the logic of any computer algorithm and is particularly useful in procuring the functions of a central processing unit within a computer. This implies that a symbol manipulating machine should be able to have intelligent consciousness, where positive results could be obtained since these machines could perform a series of cognitively intelligible activities, as for example the solution of algebraic problems, or of arithmetic, or engagement in meaning interpretative human dialogue or games like checkers and chess. Thanks to the emergence of larger hardware memories, we could evolve more efficient and faster machines that could go ahead and engage with human language systems.

For its part Hubert L. Dreyfus, one of the main characters who argued against the fact that a machine could have its own consciousness, published a book in the 1970s where he criticised the modules of machine cognition (or interpretation) and mentioned that the consciousness was reserved to the capabilities and common sense that people possess, Dreyfus didn’t deny that a machine could be made to think, but said that this could be based only on the manipulation of symbols, that is, by means of programs (Su & Luvaanjalba, 2021). In the 80s Jon Searle proposed a thought experiment called ‘the Chinese room’ which posits that a machine is incapable of thinking, since the human mind doesn’t function like a computer program, nor can a computer program behave like a human mind (Tabares Cardona, 2021). The Chinese room consists of a room, isolated from the outside, in which there is a person who doesn’t know the Chinese language but who, through a hole, can receive sheets of paper with texts written in this language, and if inside the room the person has manuals and dictionaries with which he is able to relate the characters to write a response, without having to study the language but applying rules then, for each set of input characters, the person would be capable of issuing an answer without understanding the language. In the same way, a machine will work with inputs and obtain outputs, even if it doesn’t ‘understand’ them. Therefore, a machine that applies rules is incapable of having consciousness, but we humans can also be, retroactively arguing, a Chinese room full of rules.

The main objective of the Chinese room is to deny that the mind is similar to a computer program, demonstrating that a machine can perform an action without understanding what it does and why it does so, since its logic only operates with symbols without understanding the content involved. Such a machine could easily pass the Turing test by pretending that the machine understands the language. Artificial intelligence consists of a simulation of some activities of the nervous system by means of machines: this refers to the fact that some of the processes that are performed in the brain can be analysed as computational processes. An example would be that rule-guided machines wouldn’t have the distractions of goals to be achieved- as it happens to human beings who are always faced with emotional distractions and destinies of their interactions. These destinies may be simple happinesses from a stream of pain or simple tirednesses. The interface between the brain and the computer allows measuring brain activities, processing and creating communication channels with the environment. We can define a system capable of translating aspects of the nervous system into a model of interactions with the virtual world.

  1. Machine Learning

Learning refers to a broad spectrum of situations in which the learner increases his knowledge or skills to accomplish a task. Learning applies inferences to certain information and constructs an appropriate representation of some relevant aspect of reality or some process (Moreno, 1994). A common metaphor around machine learning – within Artificial Intelligence – is to consider problem solving as a type of learning that consists – once a type of problem has been solved – in being able to recognize the problematic situation and react using the learned strategy (Klahr & Kotovsky, 2013). A classic example is the problem of the farmer, who, accompanied by a fox, a goose and a sack of grain must cross a river on a barge in which there is only the and one more, but if he leaves the goose with the fox, the fox will eat it and if he leaves the grain with the goose, the goose will eat it. Here the problem must be recognized, and decisions made that allow everyone to reach the other side of the river. In this sense, we have different classifications or types of learning, we will briefly describe the most used in the state of the art: supervised, unsupervised, and deep learning.

Supervised learning (Nguyen Cong, Rivero Pérez, & Morell, 2015) has the purpose of obtaining a distance metric function, usually represented mathematically as the Mahalanobis distance between two instances and their corresponding classes for a specific application, and based on using information from the training set. Most algorithms that learn a distance function try to solve an optimization problem with constraints. On the other hand, unsupervised learning (Tello & Informáticos, 2007) obtains a model that fits the observations, because there is no a priori knowledge. A usual problem of this type of learning falls on decision-making itself, and whether they are correct or not, for this, grouping techniques with logic are used. Data collected is like other data, and thus can be treated collectively as a group. Clustering is a form of unsupervised classification where, in contrast to the supervised group, the class labels are not known (there are no previously defined classes) and the number of groups may not be known either. Fuzzy clustering is a method frequently used in pattern recognition (Fan, Zhen, & Xie, 2003). In recent years, deep learning has been widely used. It consists of a set of algorithms that attempt to model high-level abstractions using computational architectures. Such structures may support nonlinear and iterative transformations of data expressed in matrix or tensor form. In simple terms, deep learning implies the mastery, transformation, and use of this knowledge to solve real problems (Valenzuela Granados, 2021). Independently of the type of learning, the objective is the same: to have a system that is capable of learning from experience and one that can include the conditions of the environment to successfully perform its task. When we talk about the identification of sentiments in written texts it is important, in this sense, to have instances manually labelled by an expert, that allow machine learning techniques to identify trends, associations, patterns, and collocations in the text that allow associating these features with the type of sentiment labelled in the instance under study.

  1. Social Networks

Currently, microblogging websites have become digital spaces of varied information, where users post information in real-time and opinions are expressed by means of texts that implicitly carry an emotional charge. Statements thus become a positive or negative opinion about people, products, or services. Several companies, organisations and institutions have made use of this type of media to obtain feedback, promote themselves, or to turn the opinion of users into an improvement network (Rani, Gill, & Gulia, 2021). Being able to know the opinions of the users of a product or service will guide the decision-making to achieve an improved sales profile of a company, by identifying areas of opportunity and improvement within it. Twitter in recent years has recorded a growth in the so-called “social panoramas”, used in a transmission system, as well as conversation tools. Twitter is the social network that is currently used for the development of numerous investigations of sentiment analysis (also known as opinion mining), where sentiment analysis is defined as the process of determining opinions based on attitudes, valuations, and emotions about specific topics. In this context, an opinion is a positive or negative evaluation of a product, service, organisation, person, or any other type of entity about which some feeling can be expressed (Cambria, Xing, Thelwall, & Welsch). Due to the importance of sentiment analysis for business and society, it has been extended from computer science to management and social sciences (Coba, Barrera, & Sánchez, 2022). Since, if opinions on the network are successfully collected and analysed, they allow not only to understand and explain many complex social phenomena, but also to predict them. The emotions that users express in Tweets are related to the person’s sentiment, and the polarity (positive, negative, and neutral) is the measure of the emotions expressed in a phrase.  Generally, the polarity goes from negative (-1) to positive (1) through neutral (0), where this last value means that no sentiment or opinion has been expressed.

  1. Sentiment Analysis

Khamphakdee & Seresangtakul (2021) describe sentiment analysis as a task that is responsible for identifying and classifying different points of views and opinions about something without being specific: it can be an object, a person, an activity, etc.  Analysis is based on Natural Language Processing (NLP). The main objective is the analysis of opinions and their classification based on the identified sentiment: positive or negative. There is also the possibility that they don’t exist and would be classified as neutral. The possible applications can be as useful as they would be different. In recent years such analysis has been a very attractive and interesting field of research, creating a classification set that can be performed in the polarity of sentiment as mentioned above added to this can be added a classification of primary sentiments such as joy, sadness, anger, fear, and others. Antonakaki and colleagues (2021) present some techniques used for the review of sentiment analysis, such as those which will help us to automatically determine the emotional polarity in a text with Artificial Intelligence, i.e., develop programs or learning algorithms and knowledge generation capable of learning to solve problems.

The authors in Jiménez-Zafra, Cruz-Díaz, Taboada, & Martín-Valdivia (2021) tell us about the ways of adapting a semantic orientation system to be able to perform the analysis of sentiment in a new language, building support vector machine (SVM) classifiers. We must bear in mind that a classification system, used to find ‘feelings’ in written expressions, based on machine learning, can be trained in any language. Another technique used for sentiment analysis review is Semantic Orientation, which oversees extracting opinions (Appel, Chiclana, Carter, & Fujita, 2021). Appel and colleagues explain that the semantic orientation of a word can become positive when it is shown with praise words, or negative when a criticism-word is identified. Semantics uses a learning technique that doesn’t necessarily need to be supervised since it doesn’t require initial training. This type of unsupervised learning uses different lexical rules in sentiment classification.

There are also 3 levels of classification for sentiment analysis:

  • Document-based
  • Sentence-based
  • Word/phrase-based.

The first level is document-based, where the document is understood in a unique way and the whole document is thus classified according to a feeling for the whole document. The sentence-based level is responsible for classifying each sentence in a document or text: machine learning is generally used to detect subjective sentences. Finally, the word/phrase level is essential since the word is the smallest unit containing meaning in the entire text and is therefore indicative of the most detailed of the levels. In the Sentiment Analysis method, a machine learning approach based on a training and testing, using one set of collections to differentiate between text features (training) and another for classifier accuracy (testing) may be used. Our research has repeatedly used such techniques. Some of the classifiers we have used were Support Vector Machine (SVM), Nayve Bayes (NB) and Maximum Entropy (ME). Nayve Bayes is a classifier commonly used to classify text documents based on a probability model, for estimating the probability of a given group with a text document as input. The Support Vector Machine (SVM) classifier is also proposed for solving problems in pattern recognition. It is a learning model with algorithms that is responsible for data analysis. The two classifiers were top-rated in the machine learning approach to data mining and sentiment classification.

Sentiment analysis starts with the collection of data on a website or social network, mostly by taking advantage of the data that already exists publicly. The data can be classified according to the input of information from such sources as forums, blogs, articles, news, or social networks. For forums, the research is based on publications, and for this data collection is based on the access information of the users since they must be registered to be able to participate in them. A main advantage here is that most of the forums are dedicated to a single topic. Reviews focus a lot on opinions that describe good and bad attributes whether in products or services, such as movies. In social sentiment analysis classification depends a lot on the use of keywords in the texts. To finish with this part of the methodologies implemented to carry out sentiment analysis in texts, I want to refer to two projects in which I had the opportunity to participate. In Sánchez, Cabrera, Carrillo, & Castro (in preprint 2022) we conducted analysis of sentiments, with a methodology that allowed us to identify the polarity of a text in Spanish according to the emotion of its authors: this polarity could be identified with 3 labels: positive, negative, and neutral, and the emotions that could be identified being of 5 kinds: anger, fear, joy, sadness and love.

As the first point of the methodology, use is made of the corpus labeled SemEval 2018 “Task1: Affect in tweets”, first a cleaning process of the tweets is performed, eliminating: emoticons, punctuation signs and special signs to subsequently separate the tweets into words, and using POS (part of speech), we place a label and word lemma (base form of the word). With this information a text classification model is created. This model receives (matches with input signal) an instance and categorizes it as: anger, fear, joy, sadness, or love, corresponding to the emotion that was identified for each instance. This is possible because the training corpus is labelled according to the emotion and can be used to train the system; once the system is trained it can receive new instances and identify the emotion. Once the emotion has been identified, polarity identification is performed, whose objective is to obtain a positive, negative, or neutral classification. This stage is performed through the extraction of the POS tags, here a search is performed for each lemma within the ML-Senticon lexicon, to obtain its respective positive or negative classification. Another research (Guzmán Cabrera & Hernández Farias, 2020) presents an exploration of diverse lexical resources that support the task of sentiment analysis. For the development of the methodology as a first point a series of experiments based only on the content of the tweets was presented in our projects. For this we used five configurations, in each one the pre-processing to be performed was increased, the first of them was without performing any type of pre-processing, the second consisted of tokenizing the text, eliminating empty words, conversion to lowercase and to terms that exceed a frequency threshold. Two approaches to lexical resources were used, the first one was a basic approach based on the creation of lists of terms associated with two polarities: positive and negative. And the other approach labelled a word with a score that reflects its value with respect to a particular aspect. The authors in our group selected a set of fourteen lexical resources divided into two main groups, those that include information strongly related to sentiment and emotions and those in which psycholinguistic information was also considered. It is undoubtedly a very exciting area of explorations and there is much more to write about. The important thing is to show that both the identification of sentiment and polarity can be performed in written texts and that these resources become necessary given the popularity of social networks and the daily posting of opinions on them. Surely language will continue to evolve, and, in a few years, everyone would be discussing some other strategies for performing sentiment identification.

Conclusion

Computational sentiment analysis betokens a process that helps us determine the emotion with which a series of words is defined, and it consists of evaluating attitudes and opinions from word-tokens to obtain information that helps in identifying the reaction of users for a product or service, or by extension any piece of communication. In general, the idea of sentiment analysis was partly elaborated for the development of better products and services, based on the opinions that were found in the different areas of communications. Yet a lot remains to be discovered. But the final take for any interpretative process is to understand how any thinking entity, b it a machine or human arrives at the meaning of texts, what kind of flow chart is really relevant and expedient and how such insights change our notion of interpretation in the academic theoretical literature. What do machines teach us about reading?

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Khamphakdee, N., & Seresangtakul, P. (2021). Sentiment Analysis for Thai Language in Hotel Domain Using Machine Learning Algorithms. Acta Informatica Pragensia, 10(2), 155-171.

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Summarizing Epic

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287 views

Frederick Turner

Founders Chair Professor (Former), School of Arts and Humanities, University of Texas at Dallas. Email: frederick.turner@gmail.com

 Volume 13, Number 4, 2021 I Full-Text PDF

DOI: 10.21659/rupkatha.v13n4.02

Abstract

It is claimed that the literary humanities are profoundly compromised and may even be irrelevant, that the appeal of literature is quixotic and anachronistic at best. I argue that there is life in the old dog yet.  In the genre we set aside and dismissed, i.e., epic, the oldest one of all, may be found the revival of literary studies; and close by is the whole burgeoning, vital, and chaotic world of current popular epic, of big-screen action and fantastic cybernetic games, that sorely needs a rooting and a clarifying guide.

 Keywords: Epic, Gaming, Storyteller, Theory

The Ideological Limits of Digital Poetics

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1.7K views

Tirtha Prasad Mukhopadhyay

Professor and Research Fellow, University of Guanajuato, Mexico. Email: chiefeditor@rupkatha.com

 Volume 13, Number 4, 2021 I Full-Text PDF

DOI: 10.21659/rupkatha.v13n4.01

 Abstract

Digital poetics has emerged as a genre following the development of machine augmented literatures. An algorithm could generate transient but successful emotive appraisals that characterize human poetry. Production of cybertext is enabled by the presence of advanced Anglophone Synset compilations, text summarization and development-constrained specifics of the corpora. Digital poetics in regional non-Anglophone languages thus remain marginalized owing to language dependency across the world’s media divide. Whereas such hierarchies are inevitable in a technologically divided world the recognition of these problems and logical solutions may help foment innovation, entrepreneurship and affirmative opportunities for underdeveloped economies.

Keywords: Digital Poetics, Cybertext, Hypertext,  Indowordnet

Reading Hypertext as Cyborg: The Case of Patchwork Girl

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383 views

Jaya Sarkar

Ph.D. Scholar, Department of Humanities & Social Sciences, BITS Pilani (Hyderabad Campus). ORCID: 0000-0001-6851-6976. Email: jaya1sarkar@gmail.com

 Volume 12, Number 5, 2020 I Full Text PDF

DOI: 10.21659/rupkatha.v12n5.rioc1s2n2

 Abstract

This essay examines Patchwork Girl by Shelley Jackson to reveal how hypertext functions like the posthuman concept of the cyborg defined by Haraway as “a condensed image of bothimagination and material reality.” For the theoretical framework, I draw on Katherine Hayles and Rosi Braidotti’s theories of Posthumanism and cyborg subjectivity, among other Postmodernist Feminist ideas of the body and visual culture. Using these theories, my essay will answer the central question that underlies how this new revisionist and interactive medium of storytelling parodies the traditional roles of the author and the reader. Interpreting a ‘cyborg’ hypertext requires a “cyborg reader,” not only because the reader shares a posthuman connection with the narrative in terms of involving their gestures through touch and click, but also because the hypertext forces the reader to adopt a gaze that is equally modular and fragmentary. My paper argues that just like the medium of hypertext itself, the author and the reader become a part of the cyborg subjectivity.

Keywords: Posthumanism, Cyborg, Hypertext, Haraway, Patchwork Girl, Frankenstein.