Beyond Hypertexting the Hypertext: Annotated and GIS Adaptations of Joyce's Ulysses as Case Studies for User Experience and Engagement
Emily Norton, Library, Research & Instruction, University of South Florida, Tampa, Florida, USA (emilynorton@usf.edu)
Published in HT '23: 34th ACM Conference on Hypertext and Social Media · DOI: 10.1145/3603163.3609051 · License: © Copyright held by the owner/author(s). Publication rights licensed to ACM.
Authors: Emily Norton
Keywords: Hypertext, Ulysses, annotations, digital humanities, digital literature, geographic information systems, hypertext wiki, information literacy, spatiality, user experience
Session: Authoring, Reading, Publishing: Web reading
Conference: HT '23
Abstract
There are several hypermedia and geographic information system (GIS) based digital projects centered on James Joyce's Modernist novel Ulysses that aim to provide readers with better comprehension of the text. These digital projects use hypertext annotations, interactive maps, and/or extended reality (XR) to allow users to embed themselves in the setting and narrative, creating a greater possibility of reader enjoyment and engagement. My goal is to synthesize and contextualize the existing hypertext, hypermedia, GIS, XR, and other digital adaptations of Joyce's Ulysses, as well as discuss the history of the novel as a hypertextual work. I propose the development of a digital Ulysses project that applies hypertext/hypermedia, GIS, and wiki technology to provide users with easier access to all the materials necessary to contextualize the novel and add their own interpretations. This conceptual project will have larger implications in the world of digital humanities pedagogy and information literacy, as it radically alters the ways in which users process and access information that contributes to their understanding of literature.
1 Introduction: Ulysses as a Hypertext
As a novel that is considered the defining work of the Modernist literature movement, James Joyce’s Ulysses has been the subject of critical scrutiny and public discourse since its publication in 1922. The novel is considered to be an example of a pre-digital hypertext, making frequent allusions to other texts, cultural events, and even itself. One of the reasons that Ulysses is wellsuited to being adapted into hypertext format is due to its interpretation as an inherently hypertextual, or intertextual, novel. Jacques Derrida suggested that Ulysses was “decades in advance, to compute you, control you, forbid you the slightest inaugural syllable because you can say nothing that is not programmed on this 1000th generation computer” [1]. This argument that the language and text of the novel is inherently linked to other texts has been a rich source of critical inquiry. Donald Theall reasserts this notion that Joyce’s writing is a precursor to digital hypertext, and that “by examining his use of pre-digital hyperlinks involving memory and mimesis, this aspect of his creative process provides an interesting way of examining how his virtual or imaginary hypermedia is a pre-digital prophecy of contemporary virtuality and hypermedia” [2]. The intertextual links, which Jessica Mason in Intertextuality in Practice describes as “the result of authorial design, either consciously placed or unconsciously influenced, abstract or specific, and readers either notice them or not” [3] creates an emphasis on the expert of a text, who has the ability to recognize and then interpret these links. If a reader is unable to notice or interpret a link or allusion, “then it does not exist within their experience of that text and plays no role in their reading” [3]. This inability to recognize an allusion or link is a vital obstacle to many first-time readers of Ulysses, and the ability to agree on the interpretation of an allusion is a continuing obstacle to Joycean scholars. According to Mark Nunes, the “first wave of hypertextual critical theory attempted to find parallels between the experiments of modernist literature and the narrative challenges of
hypertextuality” [4]. One of the ways that the connection between
hypertextual literature and hypertext technology is explored is through annotations, which allowed readers and scholars to attempt to “make sense” of Joyce’s language and allusions. To Nunes, “the ideal of mastery of a text speaks to a certain understanding of textuality- an understanding that places either author or reader in a position of engineering a text” [4]. By becoming engineers of the text, through hypertext annotations or other technological tools, scholars are expanding the intertextual capabilities of the novel. Annotations have always served a significant role in editions of Ulysses, with entire books of annotations serving as companion pieces to the novel. Hypertext provides the possibility for a text to incorporate annotations without readers having to scroll or otherwise navigate away from the original text. Michael Groden, creator of the Digital Ulysses project, writes that “because so much information in the [Ulysses] is obscure- Dublin details from 1904, specific information from Irish history, allusions to popular culture from the late nineteenth and early twentieth centuries, references to Homer’s Odyssey and phrases in Latin and Greek...- readers have often looked for help in annotations” [5]. In Approaches to Teaching Ulysses Thomas Welton cautions against annotations in print editions of the novel: “The problem with annotations is not that they impose a theoretical frame of reference that may override the reader’s own nascent response but that they fragment the experience of reading and consequently interfere especially with our sense of tonal and affective continuities” [6]. However, this issue with print annotations is negated when using hypertext annotations, as users have the option of engaging with the hypertext or not. Nevertheless, Mark Marino cautions against overusing hypertext to annotate the novel: “If Ulysses solicits hypertext, the response to the solicitation threatens to be a nightmarish gathering, an onslaught of commentary, a vortex of links, a perversion, a black hole. What is worse, such a project might stabilize, cite, and annotate the text to death” [7]. Furthermore, “The challenge to assemblers of hypermedia editions of Ulysses is to create a work that does not reduce Joyce’s stumbling blocks to manageable piles of trivia” [7]. With this is mind, a delicate balance between the need of hypertext annotations, the autonomy of the reader, and the integrity of the novel must be achieved. The purpose of this paper is to synthesize and contextualize the existing hypertext, hypermedia, geospatial, extended reality, and other adaptations of Ulysses, to determine if that delicate balance has been achieved by these existing digital projects. Considering the uses and limitations of these current and past projects, I propose that it is time for scholars to collaborate across disciplines to develop a new digital Ulysses that considers the novel’s history as a hypertext by applying hypertext, hypermedia, GIS, wiki software, and, potentially, XR technology.
2 Assessment of Current Digital Ulysses
Projects
While there is certainly no shortage of digital adaptations of Ulysses for readers, scholars, and educators to choose from, I’ve selected examples of projects from three rich and relevant areas of inquiry: hypertext and hypermedia, geographic information systems (GIS), and extended reality (XR). In the following sections, I will provide examples for projects within those disciplines, including their scope, uses, and limitations.
2.1 Hypertext and Hypermedia Adaptations
For the purposes of this paper, hypertext and hypermedia refers to a system of annotations that are provided via links embedded in the primary text of the novel. These hypertext and hypermedia annotations can contain definitions, notes, photographs, and any other contextualizing information that can assist a reader with their comprehension of the novel or its textual genetics. The James Joyce Digital Archive [8] focuses on the textual genetics of the novel by using hypertext to show the variations and evolution between the editions from 1922-2017, emphasizing Joyce’s schema and the relationship of the novel to the Odyssey. In this project, hypertext is used to add annotations about the compositional history of the text. The homepage describes the progression of the narrative layers depicted in the project: “the final text contains within it a representation of the penultimate level (the page proofs), within that a representation of the preceding level (the galleys), and so on all the way down to a representation of the earliest draft and notebook entries. It effectively provides an edition of each draft level (in itself an invaluable tool for textual studies) linked to the relevant sections of the notebooks and notesheets Joyce used to augment the text. Thus a user of the JJDA can watch the text write itself out of the thousands of its constitutive notes” [8]. The emphasis on textual genetics is demonstrated with a practical use of hypertext annotations to demonstrate the edits made to the novel throughout its history, either by Joyce or subsequent editors. The project describes itself as aimed towards “scholars, students, and general readers” and provides the opportunity for users to create their own edition by customizing the layers of the editions [8]. The JJDA is only focused on the manuscript history of the novel, making it more aimed towards an audience of advanced Joycean scholars who are invested in parsing out the alterations made to the text throughout its publishing history. While the project may be of interest to educators to demonstrate to students the uses of hypertext in textual genetics, it is unlikely that a firsttime reader would use this edition to acquaint themselves with the novel. The Joyce Project [9] is an online edition of Ulysses that uses colorcoded hypertext and hypermedia links to provide
contextualization to the many historical, literary, and cultural allusions within the novel. Developed by John Hunt, he writes,
“Ulysses, which incorporates so many different kinds of content, has always threatened to exceed the knowledge base of its readers and to overwhelm the reading process. The literary allusions alone seem to demand that shelves of other books lie open next to the novel, and other sorts of reference compound the problem exponentially” [9]. In order to solve this problem of requiring separate texts to contextualize the allusions of the novel, The Joyce Project uses an advanced hyperlink system to demystify the novel. The goal is for the hypertexts to serve as “encyclopedia entries or short literary essays. Freed from the limitations of print publication, and intended to guide the reading process rather than simply to give it raw material, they can explore contexts in greater detail ..., show how these contexts may shape readings of the fictive text, elaborate on issues more discursively, and illustrate verbal content with visual (and aural, and cinematic) images” [9]. The hyperlinks are color coded as follows: green for Ireland, orange for literature, brown for Dublin, purple for performances, red for the body, and blue for the writer. Notably, some of the hypertext annotations contain further hyperlinks, creating a network of links that allow the user to explore the depths of allusions without losing sight of the original primary text. Unfortunately, the navigation of the hypertext does not allow a user to backtrack once they begin their hyperlinked journey through the annotations, but they can always close the window and return to the novel. This project can be used by either first time readers or more advanced scholars who want to further explore the allusions made in the text. The Joyce Project, with its simple user interface and straightforward annotation system, is aimed towards first-time readers as well as more advanced researchers who may desire more historical and cultural context for the novel. Currently, the project is not interactive for users, as they are restricted to accessing the hypertext notes without the ability to add their own annotations.
Michael Groden’s Digital Ulysses [5] is another well-known attempt to create a digital version of the novel with extensive hypertext and hypermedia annotations. Groden intended for the finished product to include the “full text of Ulysses (multiple versions), words and phrases linked to definitions, annotations to analyses and critical commentary, photographs, maps, audio versions of songs and music referenced in the book, audio readings from quoted or cited works, [and an] oral pronunciation guide” [5]. The project was notoriously halted in 2003 by the Joyce estate, but Groden’s work in the field of hypertext annotation and his ambitions for the project can be used as a template for future projects. Groden argued, “a digital hypermedia Ulysses has to dispense with the covers and the boundaries they provide and with the physicality of the pages, but as compensation it can provide a great deal of flexibility and openness in the way it can present secondary information” [5]. He envisioned readers being “offered multiple pathways through the materials, and they can choose which information and how much detail they want to see” [5]. This format is similar to the one used by The Joyce Project,
with readers able to access the primary text of the novel without being interrupted by annotations, with the option to open hypertext annotations that are color-coded for their needs. Through his work on Digital Ulysses, Groden engaged in important discussions on what should be annotated, whether the work should be aimed towards first time readers or advanced researchers, how information should be presented, how much information should be presented, and the balance between providing information versus interpretation. However, Groden did not consider the scholarly and pedagogical benefits of allowing users to create their own hypertext annotations to their edition of Digital Ulysses, and the final product, a CD-ROM, was intended to be a closed circuit.
2.2 Geographic Information Systems (GIS) Adaptations
Due to Ulysses’ status as a place-based novel, with all of the narrative occurring within the city of Dublin on a single day, researchers are eager to utilize GIS and spatial software to enhance the reader experience of the text. One of the earliest projects focused on spatiality and Ulysses is “Time, Voice, and Joyce” [10] from the first ACM workshop on story representation, mechanism, and context in 2004. This project used two computational systems, AmbleTime and Polymorphic Letters, and had participants reconstruct the characters’ journeys from “Wandering Rocks,” read passages from the chapter, and reflect on their experiences. AmbleTime emphasized the amount of time it takes for a user to arrive at a specific destination, so it allowed the users to realistically recreate the timing and pace of the novel that was meticulously constructed by Joyce. The focus of “Time, Voice, and Joyce” is on the participants’ experience with the journey, locations, and the text itself. Unfortunately, the project predated handheld smartphones, which limited the detail of the mapping system and the ability to record the participants’ experiences in real time. The users of the project were also limited to those who are able to visit Dublin in-person, physically walk the paths of the characters, and record their experiences. “Mapping Dedalus” [11] is a StoryMaps project that depicts Stephen Dedalus’ journey throughout the novel, with a hypermediate map following his movements and accompanying text and multimedia offering context and summary. It is described as an “interactive representation of Stephen’s physical movements, as well as a chart conferring the narrative of Stephen’s circuiting psyche” [11]. As users toggle from chapter to chapter, the map automatically adjusts itself to the new location in the narrative. The project uses very limited hypertext, with only two links and one of which is broken, but each chapter does have an accompanying photo, illustration, or video. While not explicitly stated, the project seems aimed towards first-time readers of the novel who may require a summary of the text as well as more experienced readers who would be interested in
tracing Stephen’s journey through Dublin. The project is only focused on one character, but the same method and application could be used to chart the movements of other characters. Using Google Maps, Boston College developed a map of all of the locations of Ulysses with accompanying excerpts from the texts and, for some locations, brief descriptions of the location and its current status [12]. Unlike the StoryMaps project, this map does not allow users to track the characters’ journeys through the narrative, but only displays the various locations mentioned in the text. Considering this, it can be implied that this project is not meant for first-time readers, as users need to already be familiar with the narrative in order to use the map to sequentially navigate through the locations. The focus of the project is on the locations themselves, not the plot or the characters, so it does offer the opportunity for readers to emphasize their place attachment to Dublin. As a pedagogical tool, it might be more beneficial for firsttime readers to create their own map of the locations in the novel rather than for them to explore an already-finished product, as this would provide students the opportunity to conduct their own research.
2.3 Extended Reality (XR)
Immersive technologies like mixed reality have also been used to adapt Ulysses in the digital realm, especially in response to the COVID-19 pandemic that resulted in the cancellation of the annual Bloomsday festival in Dublin. For the purposes of this paper, extended reality (XR) is the term that best encompasses the multiple technologies on the virtuality continuum, including augmented reality, mixed reality, and virtual reality. There are notable asynchronous and synchronous applications of extended reality to Ulysses. Synchronous extended reality experiences are used for live performances of the novel that would otherwise occur in-person on Bloomsday or during other Joyce-themed celebrations. Asynchronous extended reality applications are either pre-recorded content or immersive gamification
experiences. Both means offer ways for users to immerse themselves in the novel by allowing them to experience the locations, characters, dialogue, and action in real time. Mixed Reality Ulysses (XR Ulysses) [13] was originally a live virtual reality performance of the first scene of the novel to celebrate Bloomsday in June 2020. The purpose and focus of the project were to allow performances of the novel to continue despite the global shutdown of the Covid-19 pandemic, but it has since evolved to include discussions about how XR can be used for sitespecific work and increase audience engagement. With its focus on theatrical performances, Mixed Reality Ulysses does not offer any critical interpretations of the work, but it could be used as a pedagogical tool for instructors wishing their students to have another means of experiencing the novel beyond the text. The live virtual performance was also an opportunity for Ulysses
enthusiasts to celebrate Bloomsday in a social virtual format that was unavailable due to the global shutdown. While the project is limited to live performances, there is potential for the work to be expanded and recorded for users to access the content asynchronously. Joseph Nugent at Boston College has led the development of a virtual reality immersive game based on Ulysses called Joycestick [14]. Using 3-D modeling software, archival images, drone footage, and audio from a theater production, the game allows users to explore scenes from the novel and interact with objects from the scenes. Eventually, Nugent wants to further gamify the novel by having users interact with the characters and locations in depth, with the ability to “win” the game. He views virtual reality as a tool for inspiring greater engagement from readers: “We look on VR as the ultimate empathy machine, in that we don’t simply want to excite the readers- the viewers- but to move them, to engage them with the emotions and events in the book” [14]. Still in its beta stages, it is unclear how the novel will be adapted to this XR game format and how that might lead to further critical inquiry. Currently, it seems that the development of the game is primarily serving as a pedagogical tool allowing Nugent’s students to better immerse themselves in the text. It could be argued that the process of creating XR projects, like Joycestick, serve more purpose than the finished products, due to the amount of critical thinking, analysis, and research required to create these digital projects. Similarly, the I-Ulysses Poetry in Motion project [15] is a virtual reality experience that unfolds in real-time in order to highlight the spatial and auditory metaphors of the novel. The goal of the project is to serve as an educational tool that demystifies the allusions and structure of Ulysses by “embed[ding] hypertextual elements of Ulysses into this real-time framework of audio-spatial nodes, mirroring the book’s structure and creating an interactive learning waypoint experience” [15]. There is a great emphasis on the interactivity of the game, with users playing as specific characters with distinct goals and objectives. I-Ulysses is intended to be used alongside a standard curriculum by functioning independently as “a virtual environment that a user can interact with and learn about Joyce's work from” [15]. The creators envision the project being used within a classroom under the guidance of an instructor as means of complementing a traditional close reading of the text. The project is limited in scope, as only a few chapters have been adapted, and the creators note the historical inaccuracy of the project. While Joycestick emphasized the historical accuracy using archival photos and documents, IUlysses is focused on depicting the spatial and auditory metaphors of the novel rather than Georgian-era Dublin.
3 Digital Ulysses Project Proposal
Considering all of the digital adaptations of Joyce’s Ulysses, with further advances in hypermedia and GIS applications, a call for a
newer adaptation is due. Building upon the theories and methods outlined in the projects I previously mentioned, I propose that a hypermediated, GIS, wiki-enabled, and, possibly, XR version of Ulysses would increase accessibility to the novel and further scholarly and pedagogical engagement with the text. The addition of wiki-software to the project would allow for greater collaboration among researchers, but would primarily be useful for educational purposes. It is unclear which technology platform would be best suited for the project, and there are many limitations to consider. The goal is to create a digital adaptation of Ulysses that can be effectively used by both advanced researchers and first-time readers, with the understanding that these users need to be able to customize the project to suit their research and educational needs.
3.1 Scope and Uses
The primary focus of the project will be the complete text of Ulysses, and it is integral that the interface allows for uninterrupted readings of the novel. The hypertext annotations can be added in either a color-coded format, like The Joyce Project, or in layers that can be enabled or disabled based on the preferences of the user. Each layer can correspond to a different critical lens such as textual genetics and manuscript studies, historical and cultural context, critical analysis, and literary allusions to other texts and the novel itself. Hans Walter Gabler, author of the 1987 edition of Ulysses, notes that electronic editions “should be capable of providing, above all, an innovative user interface for the scholarly edition: an interface not only to access an edition’s material content and its critical... substance, but also one to interface the user into the edition” [16]. Similarly, Mark Marino argues that “The interface for an electronic Ulysses should also be ‘skinnable’ and reconfigurable, so that each user could develop an individual interface, more reflective of her or his own parallactic encounters with the text” [7]. Considering this, the ability of the user to engage with the edition is of upmost importance to the project, as it would allow customized versions of the project that reflect the needs of each user.
One way to accomplish this customization is by allowing users to add their own annotations via hypertext and hypermedia. This would also allow the project to serve as a powerful collaborative and educational tool. Users could authenticate their own version of the novel with their log in credentials that automatically saves their personal annotations along with the annotations provided via the project. These hypertext annotations can allow users to add their own interpretations of the text or to highlight questions they have, which can be answered via a commenting feature. From a pedagogical perspective, an instructor could provide their own annotated version of the project that emphasizes the aspects of the novel they want their students to focus on. This could also allow students to highlight their questions that arise during reading that can be addressed in class time, giving the instructor time to prepare responses. Students and instructors could also use
the hypermedia function to record audio and video of themselves performing sections from the novel, which can allow for deeper understanding and connection to the narrative. By giving users the ability to add their own hypertext and hypermedia, the project would open up the possibility for users to create their own annotations with their critical analysis. A possible layer of critical interpretive annotations would then be enabled, allowing users to compare their interpretations of the text with work by previous scholars. One of the important benefits of this interface is allowing users to conduct independent research and develop their own interpretations of the text.
StoryMaps would allow for a spatial navigation of the novel, with readers automatically being redirected to different locations on a map as they scroll or toggle through the novel. This real-time pacing a movement will keep users stimulated as they read and provide a more immerse place-based experience. One of the lasting impacts of Ulysses is the attachment readers form to the city of Dublin and specific locations from the novel. By adding a geospatial component to the project, users will be able to better visualize the city of Dublin and the spatial movements of the characters.
I am hesitant to include extended reality as a possibility for this proposed project, but there is no denying the allure of the technology in the digital humanities. However, it does seem that adaptations of Ulysses that feature XR technology offer more to the creators of the project than the project itself, as the creation of an XR novel requires intense research and interpretations. Perhaps as XR technology becomes less expensive to develop and more refined in its execution, it could be better applied to the whole text of Ulysses. Whether this develops into a synchronous or asynchronous immersive experience is up to debate, as there are pros and cons between a live performative experience versus a pre-determined experience or game. An XR experience combined with the GIS technology would allow users to immerse themselves in the novel and its locations, providing valuable opportunities for place attachment to develop.
3.2 Limitations and Considerations
One of the biggest obstacles to creating a project of this size and scope would be monetizing it and licensing it. While in an ideal world, an educational and literary project of this scope would be completely open access, it is likely it would need to be a subscription-based service that can be purchased via either individual accounts or institutionally. For institutional licensing agreements, it is likely the funding for the project would come through academic libraries, which do not always have the budget for continuing subscriptions. Similarly, it would be difficult to know when to “close” the project, so to speak, or to keep it as an open circuit that is able to be continuously updated, added to, and improved upon. A project of
this scope could continue indefinitely, as further scholarship on Ulysses might require additional annotations. Users would want the ability to save multiple versions of the novel with their own hypertext and hypermedia, such as instructors wanting to save a version for each of their classes. Mark Marino cautions that a “hypermedia Ulysses could either close off a very open text or could extend the reading experience into the elusive work of intersecting discourse suggested by Joyce’s text” [7]. By keeping the project open, we can potentially continue the intertextual work begun by Joyce in the novel itself. Another significant limitation of the project would be the creation of the hypertext and hypermedia annotations, as there would either need to be permissions granted to use existing versions or all the annotations would be created from open access sources and archives. Photographs, advertisements, video, audio and other forms of media would need to be ethically sourced before being added to the project. It would not seem prudent to attempt to recreate the annotations of the novel, as this has already been extensively done by multiple scholars in both print and digital editions. However, it would be difficult to determine which annotations, editions, and scholarship to include, as many of the interpretations of the text are contradictory. Including these contradictions, and even highlighting them, might ultimately be a benefit as it would demonstrate to users the points of contention in Joycean scholarship. Marino argues that “the challenge to assemblers of hypermedia editions of Ulysses is to create a work that does not reduce Joyce’s stumbling blocks to manageable piles of trivia” [7]. With this in mind, it is important to be mindful of the annotations included in the edition, so as not to overwhelm readers or undermine the impact Joyce intended.
4 Conclusions
Hypertext literature is inherently exclusionary by nature, as readers’ understanding of the text relies on having read the alluded to texts. By providing immediate context to these allusions, readers can more thoroughly comprehend and enjoy reading a hypertextual novel such as Ulysses. Adding a geospatial element to the project allows for place attachment to develop, as readers can better orient themselves in the setting. While the existing digital projects on Ulysses have added tremendous value to the study and teaching of the novel, a project that includes hypertext/hypermedia, GIS spatial orientation, wiki, and, potentially, extended reality would allow users to fully immerse themselves in the novel and provide access to all the supplementary information necessary to enjoying and
comprehending the narrative.
Beyond Ulysses, the increased use of hypermedia and GIS software has the potential to radically alter the reader experience, especially with other notoriously difficult texts with many literary and historical allusions. Digital humanists can create projects that are more user-centered and intellectually accessible, which is a
critical goal at a time where the humanities discipline is fighting to prove its relevance beyond academic contexts. Information literacy is a growing area of concern for humanists, librarians, instructors, information scientists, and other interdisciplinary fields, as students are provided with diverse means of accessing information through hypertext and hypermedia. By embracing and enhancing this technology, we can develop digital projects that provide accurate and comprehensive annotations,
contextualization, and spatializations of literary works.
If we can’t teach Ulysses to the next generation of scholars, then we risk the novel gradually receding away into obscurity. We are racing against the clock, as the allusions throughout the novel are becoming more obscure in every passing year. We need to adapt our pedagogical practices and learning resources to meet the needs of our current and future student populations. A digital Ulysses that allows for user to access existing critical interpretations and contextualization of the text, as well as enables them add their own, can further the realm of digital pedagogy and ensure scholarly engagement with the novel for the next century.
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