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          Forepaper by
         Francisco
         Jose Ricardo and Elin Johanne SjursenBEHIND THE NARRATIVE INTERFACE
         -- ASPECTS OF STRUCTURE IN HYPERFICTIONfor Messenger
         Morphs the Media 99
 
         
          In hyperfiction, certain computational
         authorial techniques have been de rigueur, for instance,
         anchors that link to different story elements as a function
         of time or prior reader traversal; links whose names are
         themselves are a form of description of story intentions;
         re-visited lexias whose literal composition remains the
         same, but whose implication changes as the story evolves;
         etc.
         
          With the repetition of certain
         prominent techniques, it is clear that the envelope of
         representation is being pushed to limits that are not
         infinite. Authors are increasingly interpolating greater
         cleverness into content anatomy to compensate for the
         relative fixity of the interface and what it offers to the
         writer -- limitations of features that are as true of
         authoring systems like StorySpace as for web browsers. How
         much farther can we go?
         
          In light of this question, another
         perspective is relevant to the design of hyperfictional
         content. It involves managing the central role of what
         happens relatively far behind the interface, as a function
         of authorial design. In this back-end mode, the management
         of lexias becomes a management of objects and the story
         evolves, then, almost as a grammar, with the selective
         interaction of the objects under specific conditions -- this
         perspective no different than the approach of the database
         designer and the object oriented programmer who organize and
         manage an archive of objects. Here, we totally blur the line
         between the poetic in programming -- as the creation of
         autonomy in a program -- and hyperliterary authoring -- as
         the creation of autonomous themes, plots, and actants in a
         descriptive account. Both would join in aesthetic
         unification designed to promote the possibility of
         traversing a landscape between the unraveling and coupling
         of symbolic patterns.
         
          This also brings up an important
         distinction -- that between author time and reader time
         (like design time and run time modes in programming). In
         author time (analogous to design time) the material
         connections are made such as the reader will encounter them.
         This includes the entering of fixed text lexias, links to
         determinate locations, etc. In reader time, the connections
         evolve (analogous to run time) as a result of the reader's
         interaction with the work. In this mode (which is what we
         are presenting for consideration), the work is as much
         determined by realtime experience in conjunction with
         algorithms for organizing, matching, and presenting story
         contents -- the work is a greater manifestation of author
         time and reader time components than is currently the case
         with authoring and browsing systems. This is, again, the mix
         of content and structure in actual performance for the
         reader.
         
          What, then, are the aspects of story
         and structure that permit this unified approach to be
         envisioned, and its intersection to be implemented? We set
         up a matrix of comparison that links factors of the author
         function with variables in the back-end management of story
         elements -- that is, techniques and questions of character,
         setting, and plot that map onto computational techniques not
         present, prominent, or practical in current hyperauthoring
         venues. These include three areas of computational
         hermeneutics, story structure, and narrativity:
         
          Computational Hermeneutics
         
          For further consideration in the
         workshop
         
          Consideration of various forms of
         hermeneutic recall and computational storgage of elements in
         stories -- many as posed by the workshop participants in
         their own work.
         
          __Technique 1: Memory as archival.
         
         
          How are elements of the story made
         persistent? Discussion of how to divide the story and what
         archival methods can be implemented to for selective and
         simple recovery. The concept of recall in a story can be
         implemented by given variables and saved state features in
         authoring languages.
         
           
         
          __Technique 2: Association as
         retrieval.
         
          How are elements of the story matched?
         Beyond author time links, and keyword searches, there are
         semantic information retrieval techniques that can implement
         hermeneutic modes of historical relevance in a story. This
         has major implications for the play of possible
         interpretations, and is the inverse of technique 1
         above.
         
           
         
          Computational Story
         Structure
         
          For further consideration in the
         workshop
         
          The implication of how story
         linearities relate to deeper mythic intentions of the work
         -- for instance, via epic or sequel constructions. How
         mythemes as lexias are the basis for hyperfiction. Also, the
         philosophical question of where lies (and what remains of)
         authorial intention in a system where the user can generate
         her own techniques of traversal in reader time. And to the
         degree that this is a desirable state, what formalist
         narrative techniques are best implemented in author time
         versus reader time.
         
           
         
          __Technique 1: Formalist techniques of
         defamiliarization 
         
          (e.g., Shklovskii's 1929 Theory of
         Prose).
         
          These include repetition, parallelism,
         framing, embedding, juxtaposition in the story. Each of
         these has a programmatic equivalent in the back end in
         either a realtime (reader time) or "precooked" (author time)
         mode of authorship. In reader mode, parallelism (for
         example) can be determined by a semantic match of key terms
         in a given lexia to other lexias. In author time, these
         links pre-exist as part of the author's original content
         design.
         
           
         
          __Technique 2: structuralist
         Mythemes
         
          (Lévi-Strauss's 1958 the
         structural Analysis of Myth).
         
          These are basic and rearrangeable
         units of signification which can map into lexial sequences
         in hyperfiction. The idea here is that the story is a Markov
         chain of successive states like a raiload track. At specific
         points, the track can deviate toward another track. The
         mytheme metaphor means that interchangeability is always
         present, but also that certain units must proceed others, in
         order for a given sense of order to emerge. The mythemic
         metaphor is a high level version of the Todorov narrative
         grammar, which focuses on singular elements as factors in
         the outcome of the story. Being high level, the mythemic
         metaphor is already a part of StorySpace, for
         instance.
         
          Computational Narrativity
         
          For further consideration in the
         workshop
         
          What, for individual authors, are the
         major narrative components of hyperfiction, how do authors
         treat these, and what would be desirable if these components
         could be enhanced programmatically?
         
           
         
          __Technique 1: Narrative
         Grammar
         
          (e.g., Todorov's 1969 Grammaire du
         Décameron).
         
          In this analytic model, actions are
         assimilated into verbs, characters to nouns, attributes to
         adjectives. This is a virtual homology with objects in the
         programmatic sense. What a character is given to do, for
         instance, by the reader (who can, say, decide whether the
         character will go to a specific location, interact with a
         given person, or undertake some special act), reconfigures
         not only the subsequent story development, but also other
         characters and their attributes. Again, this level of high
         granularity provides a programming onus, but also a
         correspondingly much higher degree of interactive
         variability.
         
           
         
          __Technique 2: Greimas's syntactic
         structures and Barthes's narrative codes.
         
          (e.g., : Greimas's syntactic
         structures and barthes's s/z).
         
          Greimas's syntactic structures
         (characters being classified by function in the story) and
         Barthes's narrative codes (where story lexias are what is
         thus classified) are equally promising. For instance, the
         hermeneutic code of Barthes (cf. S/Z) which represents the
         imposition of an enigma in need of resolution in the story,
         can be explored as its own substory, whereby the user can
         follow the links of the enigma, to the omission of other
         plot sequences. This resembles the mytheme organization,
         although the mytheme presupposes that the story was created
         with a given underlying structure, whereas the narrative
         codes of Barthes do not seek a larger structure, and instead
         re-configures the story around reader-assigned strands of
         signification.
         
           
         
          Summary
         
          We will explore how these theoretical
         aspects of the story can be implemented programmatically,
         rather than at the level of what the interface alone offers
         (e.g., precooking the links in a story at "author" time) by
         pointing out areas of overlapping convergence between the
         narratological and the computational, so that the
         hyperauthor can look beyond the tools endemic to current
         environments and instead approach the production of more
         individual creations from the ground up.
         
          
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