Lectronic Lascaux: a Literary Salon
Literary Salon Proposal, Spring 1997
Adrian Banard, Jennifer Glos, Hannes Vilhjalmsson
Abstract
This document proposes ideas for a literary salon which uses technologies to explore, expand, and change the way people have historically interacted in such public spaces. It outlines six main projects, which cover such forms of communication as written, gestural, verbal. They explore communication with strangers, friends, self, simultaneously, and over time.
Vision Statement
Communication in order to link people:
Integration/Unified Design
Our design is table-centered. Each of the projects is run from or occurs at a table, different tables have different projects, and therefore, different personalities. At most cafes, one table might be small and isolated and stuck in a corner, and another would be large with a big, fluffy couch. Physically, tables are different properties and you choose one according to the experience/ambience you want that day. Accordingly, we will digitally augment the tables to match their physical personalities.
Project Specifics: Six proposals
Modularity: The literary salon is an ambitious proposal, and our ideas for what we want it to be are ambitious as well. We have, therefore, tried to break down into modules each of our six presented projects, from an immediately implementable proposal which gives some proof of concept, through what we really want each project to be. Or we have given "easier to implement" options.
1. "Laughing Jokes", "MysteryTraces," and "RecipeRemarks"
Scenario
Written language allows people to communicate through an intermediary (pen and paper) over time and distance. A women can feel close to her great-grandmother, who she never met, by coming across her diary. An author can reach millions of people hes never met through his book. Two sisters, living across the world from each other, can keep in touch via email.
We chose to break this down into 3 projects which look at how we can enhance and play with different genres.
LaughingJokes
Sara sits by the table by the window, where the sun is shining in, and opens the joke book. It opens to a new joke about an elephant and a pickle and Sara, not expecting the ending, gasps and laughs. She then flips to a long joke, and as she reads it, she begins to hear around her laughter intermingled as invisible readers reach the punchline at different times. Sara is already smiling from the laughter and, when she reaches the end, adds her own as she laughs. She then types in a new joke of her own and looks forward to returning the following Sunday to listen to others laughter at her joke.
MysteryTraces
By the fireplace, theres a table which is hidden in a dark alcove. On the bookshelves near it are mystery novels and the game of "Clue." Nearby hangs a portrait of Sherlock Holmes. Alex, who loves mysteries, sits down and pulls up the mystery hes been reading the last few times hes come to the lit-salon. Last night he thought he figured out who did it. He opens to his digital bookmark and clicks to link an audio segment. He speaks aloud: "The butler must have done it because of the missing shoe." He continues reading, and 2 pages later theres an audio link from "Phantom" who Alex knows from experience is often an excellent sleuth. To his dismay, Phantom counters Alexs claim and points out, with evidence, that the butler is being set-up by the maid...and so it continues.
RecipeRemarks
Marc orders the veggie delight sandwich an sits down with his meal at one of the tables. To his surprise, after placing his plate on the table, the recipe for the sandwich appears on the screen. In the margins are comments written in by various people -- "try ordering it with the the honey mustard and hold the onions." There are options for Marc to add his own comments on the page, which he does after finishing the sandwich: "Great!"
Feasibility/Implementation
LaughingJokes
MysteryTraces
RecipeRemarks
Resources
Research Goals
2. Shadow Talk
However, in this literary salon, there are many ways to communicate beyond written text, as the next project will describe.
Scenario
Christina sits at a table near the wall and notices a ball embedded into the tabletop in the upper right corner. She curiously touches the ball and feels how she can rotate it. As she does so, a shadow on the wall beside her springs to life, advancing towards another table further down. Christina quickly rotates the ball back into the original position, making the shadow retreat back to her table. Underneath the table, there is a keyboard. Christina types "Hello" and again, the shadow animates a talking head and a greeting gesture, this time in place. Mike, at the other table, has been observing this and reaches for the ball on his tabletop, making another shadow appear. Mike makes his shadow walk towards the first one, and types in a greeting on the keyboard. Soon, Mike and Christina are talking away, with their shadows animating their input and engagement.
Feasibility/Implementation
Resources
Research Goals
3. Word Quilt
Scenario
Jonathan is sitting alone at a table, mellow and drinking his coffee. Hes people-watching: laughing as Christina and Mike interact through their shadows, seeing two people alone at two different tables, both rapidly typing, probably to each other. He looks up and sees a quiltwork of words which are appearing and disappearing, reflecting the interactions in the room. It is almost hypotizing, watching the words change.
Words, fragments, utterances rearranged automatically into a visual quilt according to discourse rules.
Feasibility/Implementation
Resources
Research Goals
4. "MugMarks" and "TableGrafiti": implementations of "active objects"
Scenario
On the popular television show "Cheers," the theme song describes the bar as the place "where everybody knows your name." This is an important element of bars/coffeehouses/salons: becoming a "regular" so that youre remembered by others there. MugMarks proposes that rather than only being remembered by the people, a visitor is remembered by the place itself, by the physical environment. If then one returns 30 years later, and everyone they knew was gone, the place would still remember them.
Kim goes up to the lit-salon counter and orders Earl Grey tea. The bartender gives her a mug that he thinks shell like: a large whale mug, where the handle is of a whales tail. Every mug at the salon is unique, always eliciting comments from the patrons. Each mug has a history to it as well, which Kim is soon to discover. She takes her mug and sits at one of the small tables for two. She places her mug down on the mug holder and fishes out some reading material she brought. When she picks up the mug, shes astonished to discover that it left behind a mark, like a water mark, but in this case, the mark is a round image of a persons face which fades away as she looks at it. Intrigued, she places the mug down again for a moment and picks it up. Again, a MugMark has been left behind, this time of another person.
MugMarks augment the concept of physical traces being left on an environment (scratches on wood, stains on the tables) with digital traces which can give different types of information. MugMarks show someone a bit of history of their mug -- who has drunk from it before.
Further elements:
Variations on MugMarks: some easier to implement alternatives that are, perhaps, just as appealing! Both of these remove the need for the sensing equipment (the hardest part). We also might chose to have MugMarks at one table, and TableGraffeti at another.
Feasibility/Implementation
Options (of varying difficulty) for each step:
1) Take digital photo of person
2) Link the photo to the mug
3) Identify the mug on the table
4) Display the photo
Resources
Mugs
Digital camera
Sensor technology
Projector
Research Goals
Exploring an active role of objects in the lit-salon environment. How can "active objects" provide: history, memory, stories, link people? How can they make the environment richer? MugMarks provide a history of a mug, and therefore, some history of the salon. It also may serve to link people, and to trigger memories of a previous visit.
5. Ghostly Tablemates
Scenario
One of the trademarks of the cafe or the bar is its sometimes private, sometimes social nature. Some groups of people in a cafe are there to talk among themselves, but other groups or individuals are there to meet new people. The physical layout reflects this confusion. There are individual tables, and while at a table, it is conventional to ignore the people at the surrounding tables, if one intends to be private. But at the same time, conversation is easily heard from one table to the next. Often a regular will overhear something of interest at another table, and will join in or comment. Single customers are especially a target for such interest. It is not considered impolite to ask a person who is sitting alone if you can sit with them. Occasionally coffeehouses encourage this, by having really large tables, which allows a number of non-affiliated parties to share a table.
Janet goes into the lit-salon carrying Discipline and Punish. Shes here to read today. She grabs some espresso and sits at a small well-lit table in the corner. Halfway down the first page, and halfway through the coffee, she realizes that theres something funny about the table. She can see another pair of arms, and another book, on the surface of the table. It must be projected there by the light. She cant make out the title. One arm grabs a cup and proceeds to lift it out of focus. Janet turns around, and scans the coffeehouse for the culprit, finding her at the other end, at a similar small table. Janet laughs. The other woman looks up, startled, and says "hello?". Janet can hear her as if she actually were sitting at the other side of the table. Janet asks, "What are you reading?"
The purpose of Ghostly Tablemates is to extend this concept of the "shared table", by connecting two tables through projected video and sound. As anyone who has used a speakerphone knows, a space which is connected but not actually present forms a sort of half-space, distant yet still within the conversation. Like two people can sit at a big table and strike up a conversation, two parties can sit at separate tables and choose to interact or ignore each other, engaging in a public or private presentation.
Elements:
In the scenario above, a video shot was taken from above and projected from above. Instead, it could be taken and projected from the side (if there is a convenient wall handy), allowing the tablemates to see each others faces in a ghostly manner.
It is not necessary to have both sound and video. Sound only, or video only, may actually be more comfortable for the participants, as it is a further remove.
If the system is set at one-person tables, it is a safe one-on-one interaction, as described above. But if it is set at two large tables, it becomes a way of joining parties. A large group could actually all share the same conversation space by sitting at two such tables, a feat impossible in normal coffeehouses.
Who determines which tables are connected? It could be a sneaky bartender, who would bring together like people as in the example above. Or it could be set, so people know which tables talk to which other tables. Or it could be automated, reacting to the situation appropriately.
Feasibility/Implementation
The main concern in this project is handling the hardware. Video cameras and projectors are needed, along with microphones, amplifiers, and small speakers. Also, if it is going to be possible to change the connections between tables, then some sort of audio/visual line switcher will be necessary. If a computer is going to control the switching, then the computer will need to be able to control the switcher and be able to sense some relevant things, like how many people are sitting at a table. There would be minimal programming necessary, except for implementing the computer/sensor and computer/switcher interfaces.
Resources
Video cameras
Video projectors
Microphones
Small speakers
Connecting cables and amplifiers
Switcher
If there is computer-controlled switching:
Sensor technology
Computer
Research Goals
How do people construct public/private conventions in a new space, like the speakerphone? What level of connection is necessary to force people to consider it rude to share the space? When there are two "halves" to a conversation, how does one address one half specifically? If only part of a body can be seen, or the body is seen at a strange angle, how are conversation dynamics affected? Does placing the technology between people make them more uncomfortable (like talking to an answering machine)?
6. Circle Writing
Scenario
Telling your friend a story and writing a story down are two very different experiences. Telling the story involves thinking fast, entertaining the listeners, and responding to comments or feedback the audience provides in the course of the story. Writing is a long exercise of composition, and feedback doesnt happen until the story is largely written. But what if writing were the same intense experience that oral storytelling provides? And what better place to do such writing than a literary salon?
Miguel wanders into the litsalon with some friends. They order and sit down. The guys immediately go off on the Celtics. Miguel has no such interest, and looks around the cafe. The next table has a display mounted in it with a keyboard and a pen attached with a wire. This must be one of those cybercafe places. Theres a message blinking on the display: Angie is telling a story. Intrigued, Miguel goes over and clicks on the message. A long text comes up and scrolls past. At the end, Miguel sees keystrokes appearing on the display: "When I was young he introduced me to the magic of the music box. We sat on the por" He realizes that Angie is typing it in as he reads it. He scrolls back and starts reading from the beginning. Its a story about her grandfather in India. Theres a little drawing of a music box on the first page, in the margin. There are other comments too, like "What about your grandmother?" Miguel picks up the pen and draws some notes coming out of the music box. He goes to the end of the story in progress. He laughs when he reads about Angies uncle, who would dance drunk outside her house. He draws a smily face in the margin and under it, "Why did he get so drunk?"
This Circle Writing system would enable others to read and comment "in the margins" of a story or essay which is being written. The storyteller can then edit or redirect their telling to include or respond to these comments, much like an oral storyteller will respond to comments by clarifying or incorporating the comment.
Elements:
This example only had the storyteller typing at the end, but our storytelling need not be so linear. If it is possible to edit the story-in-progress, then the teller could immediately respond to a comment without breaking the flow of the story to go back to the commented part.
The "listeners" dont have to be actual people. A computer could pretend to be a listener and put its own comments in the margin.
The stories dont have to go away when they are finished, but could be stored with the comments for reading later. The way to bring up an old story could be to associate it with the mug of the person who wrote it. Perhaps future readers could also add their comments, and the story slowly turns into the electronic equivalent of a dog-eared book full of underlinings and questions in different pen colors.
Feasibility/Implementation
The storytelling system would likely run on several networked computers. There is a significant amount of programming involved in displaying the story along with its (possibly pictorial) comments, and providing the appropriate editing mechanisms. If there is a "screen pen", interfacing with it would also take some programming.
While it is preferable to have a pen with which one can directly draw on the display, a similar effect could be achieved by placing the story in an environment similar to a bitmap editor if we cannot get the pens.
Adding a computer listener would not be difficult. SAGE and Rosebud already do similar things, and the methods they use could be adapted to this situation.
Resources
Several networked computers
Screen pens
Mounting equipment for placing display in table
Research Goals
Creating a writing situation which contains all the interactivity of oral storytelling. Seeing how people respond and adapt to a new narrative interaction. Testing out computer simulation of listeners, and the effectiveness of various programs at prompting the storyteller or asking relevant questions.