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ISSN 1938-4122
Announcements
DHQ: Digital Humanities Quarterly
2012 6.2
Futures of Digital Studies: 2
Editors: Mauro Carassai and Elise Takehana
Front Matter
[en] Introduction
Mauro Carassai, University of Florida; Elisabet Takehana, Fitchburg State University
Abstract
[en]
The following contributions offer a comprehensive survey of the impeding turns in the scholarly agenda of digital studies. In so doing, they probe the future cultural scenarios looming beyond digital technologies and their related practices, concepts, and perspectives. Such a collective interrogation of our digital future investigates the full spectrum of the humanities. As a result, our notions of subjectivity, identity, consciousness, literacy, text, and medium emerge in these essays as significantly altered by the digital in unusual and unexpected ways. Papers scrutinize a variegated set of relationships between the human neurological network and the networked computer, real and virtual spaces, and subjectivity and procedurality. Scholars in this cluster re-envision such issues in the light of an all-encompassing ontological shift underway as a consequence of the increasingly pervasive presence of the digital in our relations with machines and their processes.
Articles
[en] Web 2.0 and the Ontology of the Digital
Aden Evens, Dartmouth College
Abstract
[en]
While much valuable scholarship on the digital focuses on particular artifacts or historical processes or subcultures, this essay offers a preliminary treatment of the digital in general, proposing that the digital has its own ontology, a way of being, and that this ontology is manifest in the technologies and human relations that define and surround the digital. In particular, the digital places a central emphasis on abstraction, and digital artifacts and culture demonstrate this ontology of abstraction even while remaining concrete. The kinds of social structures grouped under the label Web 2.0 exemplify the materialized abstraction of the digital, and this essay points out the formal and technical features of the digital that carry the abstract nature of the binary code into the human relations and behaviors of Web 2.0.
[en] Graphic Sublime: On the Art and Designwriting of Kate Armstrong
and Michael Tippett
Joseph Tabbi, University of Illinois at Chicago (UIC)
Abstract
[en]
This critical essay was written for the Prairie Art Gallery catalogue presenting Kate
Armstrong's and Michael Tippett's Grafik Dynamo! Its
argument, implied in the catalogue version, can be stated explicitly in the present
scholarly format, namely that narrative, associated with the development
of the modern novel in print, is distinctly unsuited to literary arts produced in and
for the electronic medium. Narrative in the Dynamo! is
not entirely absent, but its dominance is put into question. The same holds for the
place of argumentation in critical writing. The Dynamo!
develops episodically, haunted by the comics, and by the popular and literary
narratives it samples; the essay develops similarly, in blocks of partly
autobiographical, partly analytical text. Propositions emerge not sequentially or
through feats of interpretation, but at the moment when a block of text encounters a
cited image from the Dynamo!
Another collocation having implications for criticism, is the reading of
Armstrong/Tippett's work in the context of a particular strain of contemporary
fiction in print, which itself demonstrates that narrative was only ever a mode, one
among many and not necessarily the dominant mode, in print literature itself.
References are made to Pynchon's Gravity's Rainbow, to
Pynchon's (and Armstrong/Tippett's) modernist antecedent, Henry Adams, to non-linear,
non-sequential narratives by Robert Coover, Don DeLillo, and William Gaddis that are
as open to innovation formally as they are expansive in subject matter. In this
context, “Graphic Sublime” also introduces a major, as yet
unpublished novel from the early 1970s by Phillip Wohlstetter, Valparaiso.
[en] Webbots and Machinic Agency
John Johnston, Emory University
Abstract
[en]
Malware and criminal operations performed by botnets on the Internet not only pose a
new threat, but also point to our increasing reliance upon a new form of machinic
agency, which I call the webbot assemblage. Whereas news media coverage of its
operations considers only their human aspects, mostly in relation to crime and
cyberterrorism, Daniel Suarez's recent novel Daemon
provides a suggestive glimpse into how, in a webbot assemblage, new forms of human
and machinic agency are complexly intricated. The significance of this assemblage
becomes further evident when it is considered in relation to how the Internet is
increasingly perceived: no longer as a neutral medium but as an ecosystem defined by
netwar, software arms races, and the possible evolution of “low”
forms of artificial life.
[en] Stretched Skulls: Anamorphic Games and the memento mortem
mortis
Stephanie Boluk, Vassar College; Patrick LeMieux, Duke University
Abstract
[en]
From Hans Holbein’s The Ambassadors to Robert
Lazzarini’s skulls, anamorphic artworks explore the
tension between mathematical models of vision and an embodied experience of space.
After reviewing the ways in which anamorphosis has been deployed as a philosophical
tool for investigating digital media in terms of human phenomenology, specifically
through the criticism of Espen Aarseth and Mark Hansen, this paper analyzes how
contemporary videogames like Sony’s Echochrome series,
levelHead by Julian Oliver, and Mark ten Bosch’s
forthcoming Miegakure technically, aesthetically, and
conceptually explore anamorphic techniques. While The
Ambassadors is famous for its anamorphically skewed skull, a classic
memento mori, we propose that the anamorphic effects of
videogames can be more accurately described as a memento mortem mortis:
not reminders of human mortality, but of a nonhuman the death of death. By
foregrounding the impossibility of ever fully resolving the human experience of
computational space, the memento mortem mortis in these “anamorphic
games” gestures toward experiential domains altogether indifferent to human
phenomenology to create allegories of the beyond.
[en] The Underside of the Digital Field
Terry Harpold, University of Florida
Abstract
[en]
This essay takes as axiomatic that the subject of new media – which in other contexts
we call the user, the reader, the writer (or in institutional contexts, the
researcher, the teacher, the student…) – is a subject of language. This subject’s
engagements with media and, by way of media, with other subjects, are determined by
relations founded on language which French psychoanalyst Jacques Lacan terms the
social bond of discourse.
I propose that modes of critical engagement and teaching in the contemporary digital
field, particularly as the field shifts towards a more unified disciplinarity and a
more secure institutional footing, can be described in relation to the graphs of
Lacan’s “four discourses” – of the University, Master, Hysteric, and Analyst. I
conclude that deliberate reflection on structures of our research and pedagogy,
mapped by the graphs, may lead us beyond the confidence games of the master and the
University – on and by which our inquiries are founded and oriented, but also
narrowed – to the side of the hysteric and the analyst, whose collaborations are more
productive of new forms of knowledge.
[en] Beyond Representation: Embodied Expression and Social Me-dia
Lissa Holloway-Attaway, Blekinge Tekniska Högskola
Abstract
[en]
The contemporary digital media ecology is one of convergence and hybridity. As
virtual and technical interfaces intersect in increasingly complex formulations, the
ability to identify organic vs. technical forms has become problematic. Virtual
environments predominate within “everyday” cultural practice arguably limiting
“real” or unmediated human experience. The advent of social media artifacts
and networks in particular — those that create fusions of personal experience and
communal activity and that support and broadcast user-generated content as a
foundation for media productions of real-life — have made organic bodies and personal
experience difficult to discern.
Extending Mark B.N. Hansen’s model for identifying embodied experience within
contemporary “mixed reality” culture, I argue
that embodied expression is more, not less, present in the contemporary media age.
Organic expressions, those that emanate from primal, tactile, and motile forces and
that operate prior to formal mediatization, are at the core of many social media
artifacts circulated within the networks of contemporary culture and operating
outside the aesthetics of traditional semiotic representation. Recovering the organic
body and foregrounding its presence in such media asserts the functional
non-aesthetic principles at work in many social media forms, particularly in those
dependant on documenting the minutiae of real-life under-represented in mainstream
and traditional media. As personal and public spaces collide, situating the “me”
or the embodied subject within production is problematic. I identify such embodiment
within contemporary social media, particularly on YouTube, to illustrate that the
human body does not operate from a position of “erasure” within social media
networks and artifacts, and its expressive value is therefore central in much current
user-generated me-dia.
Articles
[en] The Sound of Many Hands Clapping: Teaching the Digital Humanities through Virtual Research Environment (VREs)
Craig Bellamy, VeRSI, University of Melbourne, Australia
Abstract
[en]
At the core of the work done within the digital humanities is a difficult interdisciplinary relationship between the at times divergent cognate fields of computer science and the humanities. This paper will explore some of the characteristics of the digital humanities and examine some of its hard interdisciplinarity relationships. It is the contention of the author that one of the central epistemological challenges within the field is to empower students to successfully manage the thorny interdisciplinary relationship intrinsic to technology and the humanities. Without understanding and managing this relationship, there is a danger that student projects lapse into exceedingly reductive pragmatism or overly theorised clumsiness. The author will suggest a model where this hard-interdisciplinary relationship may be taught and assessed through the critical use and analysis of digital objects within the framework of a Virtual Research Environments (VREs).
[en] Towards a Conceptual Framework for the Digital Humanities
Paul S. Rosenbloom, Department of Computer Science and Institute for Creative Technologies, University of Southern California
Abstract
[en]
The concept of a great scientific domain broadens what is normally considered to be
within the purview of science while identifying four such domains – the physical,
life, social and computing sciences – and suggesting that the humanities naturally
fit within the sciences as part of an expanded social domain. The relational
architecture that has been developed to aid in understanding disciplinary
combinations across great scientific domains then guides an exploration of the
structure and content of the digital humanities in terms of a space of relationships
between computing and the humanities.
[en] From the Personal to the Proprietary: Conceptual Writing's
Critique of Metadata
Paul Stephens, Columbia University
Abstract
[en]
The past decade has seen a remarkable proliferation of new works of constrained and
appropriated writing that prominently incorporate, and in turn investigate, metadata
schemes. I argue that these works ought to be of considerable interest not only to
critics of contemporary avant-garde writing — but also to media theorists, librarians
and textual scholars. By emphasizing classification protocols, conceptual writing
makes an implicit case for the interrelationship of these fields. Each of the four
main books under discussion here — Tan Lin’s Seven Controlled
Vocabularies, Craig Dworkin’s Perverse
Library, M. Nourbese Philip’s Zong! and Simon
Morris’ Getting Inside Jack Kerouac’s Head — draws upon
pre-existing textual archives. In doing so, these books suggest that processes of
data storage, classification and transmission are key to how poetry is created,
recognized and disseminated. Conceptual writing’s attention to information
classification protocols offers not only a critique of contemporary models of
authorship, but also of contemporary frameworks of personal agency and intellectual
property.
[en]
“Do You Want to Save Your Progress?”: The Role of Professional and Player
Communities in Preserving Virtual Worlds
Kari Kraus, University of Maryland; Rachel Donahue, University of Maryland
Abstract
[en]
Almost since the inception of the industry, the player community has been
instrumental in preserving video games and other variable media art. Drawing on a
combination of primary and secondary sources of information, including the Preserving
Virtual Worlds project (an academic investigation into viable models of preservation
for videogames and 3D virtual worlds based on a series of archiving case studies) and
the results of a game documentation survey conducted by Donahue, we examine how
players are taking responsibility for collecting, managing, curating, and creating
long-term access to computer games. Because our interest lies with the contact zone
between players and information professionals, we also describe and analyze how we
and other scholar-archivists are collaborating with or relying on the user community
to preserve virtual worlds, with an eye to how these relationships might eventually
be codified within a larger preservation framework.Early versions of portions of this paper were delivered by Kari Kraus, Rachel
Donahue, and Megan Winget, “Game Change: The Role of Amateur and
Professional Cultures in Preserving Virtual Worlds” Conference paper. Digital
Humanities Conference, College Park, MD (June 22-29 2009); and Rachel Donahue, “
‘Do You Want to Save Your Progress?’ Preservation Strategies of the Game
Industry, and What Their Users Could Teach Them,” Society of American
Archivists Annual Meeting, August 2009.
[en] Old Ways for Linking Texts in the Digital Reading Environment: The
Case of the Thompson Chain Reference Bible
Brent Nelson, University of Saskatchewan; Jon Bath, University of Saskatchewan
Abstract
[en]
This paper will briefly survey the historical development of linking systems in the
Christian Bible, from their theological foundations to their formation in the
architecture of the printed book. It will then examine the apogee of intra-Biblical
linking systems in the Thompson Chain Reference Bible, particularly its
chain-referencing system for thematic linking between texts. Finally, it will use
this mature print technology to consider the state of the hyperlink in current
Web-interfaces. It will show that while in many ways modern attempts at a dynamic
hyperlink surpass this elaborate linking system in functionality, in a few key
functions this old print technology out-performs what is commonly and readily
available in current Web-browsers. In pursing this comparative analysis we aim to
demonstrate the importance of understanding the organization and navigational
structure of the codex in designing digital reading environments that will meet and
surpass the affordances of print.
[en] Towards a Richer Sense of Digital Annotation:
Moving Beyond a "Media" Orientation of the Annotation of Digital Objects
John Bradley, Kings College London
Abstract
[en]
Digital technology often gives us the chance to re-conceive common scholarly practices with the humanities, and one of these is the practice of annotation. Whereas many in the digital humanities look at annotation through the lens of social media, in this paper we consider annotation’s already established function in scholarship: to support the development of an interpretation of a body of material. It begins by applying a “software application” perspective to annotation and it notes that personal annotation sits at the nexus between the publishing application of the material being annotated, and an interpretation development application that aims to support the reader’s thinking. Once this application orientation is taken up, it becomes evident that it is useful to re-conceptualise aspects of annotation beyond the annotation-of-media focus which the World Wide Web has encouraged in all of us. The paper does this by considering annotation in an application that is not media oriented in nature, Northwestern University’s WordHoard, and it explores some of the significance of annotation where the application’s data model – with its inherent semantic significance – is available to be annotated. There is a growing interest in thinking of the WWW as a delivery mechanism for software applications rather than merely for documents, and thus many of the issues that this paper raises could apply to the work of web-oriented developers too.
[en] Building A Volunteer Community: Results and Findings from
Transcribe Bentham
Tim Causer, Bentham Project, University College London; Valerie Wallace, Bentham Project, University College London,and Center for History and Economics, Harvard University
Abstract
[en]
This paper contributes to the literature examining the burgeoning field of
academic crowdsourcing, by analysing the results of the crowdsourced manuscript
transcription project, Transcribe Bentham. First,
it describes how the project team sought to recruit volunteer transcribers to
take part, and discusses which strategies were successes (and which were not).
We then examine Transcribe Bentham's results during
its six-month testing period (8 September 2010 to 8 March 2011), which include a
detailed quantitative and qualitative analysis of website statistics, work
completed by the amateur transcribers, as well as the demographics of the
volunteer base and their motivations for taking part. The paper concludes by
discussing the success of our community building with reference to this
analysis. We find that Transcribe Bentham's
volunteer transcribers have produced a remarkable amount of work – and continue
to do so, carrying out the equivalent labour of a full-time transcriber –
despite the nature and complexity of the task at hand.
[en] Building Better Digital Humanities Tools: Toward broader
audiences and user-centered designs
Fred Gibbs, George Mason University; Trevor Owens, Library of Congress
Abstract
[en]
Despite significant investments in the development of digital humanities tools,
the use of these tools has remained a fringe element in humanities scholarship.
Through an open-ended survey and virtual panel discussion, our study outlines
the experience of historians using various digital tools. The results of the
study reveal the variety of users interested in digital tools as well as their
enthusiasm, reactions, and frustrations, including the expectations and
confusion that has created barriers to tool use and to the wider adoption of new
research methodologies. We suggest that an emphasis on cultivating a broader
audience must be a concern not only for tool builders but also for funders to
account adequately for the time and expense of quality interfaces and
documentation.
[en] In One's Own Hand: Seeing Manuscripts in a Digital Age
Anna Chen, The University of Texas at Austin
Abstract
[en]
As museums increasingly place archival materials on display, a body of scholarship
has emerged to provide practical advice for staff about exhibiting handwritten
documents. However, there has as yet been little scholarship that problematizes the
exhibition of manuscripts and the responses they elicit from their audiences. This
essay, then, investigates the cultural perception of handwriting as an inherently
unique and authentic embodiment of its writer, the assumption of which lies behind
its display. Through a series of close readings of responses to the sight of the
autograph, I examine the ways in which handwriting’s association with the human body
has been historically shaped and interpreted; its current function as a locus for
concerns about the loss or degradation of corporeal identity in an increasingly
technologized world; and how multimedia museum exhibitions of handwritten documents —
as digitally manipulable surrogates of original artifacts — expose, complicate, and
break down the oppositions in this cultural discourse. Ultimately, I argue, digital
interactives are part of a new exhibitionary paradigm, which not only offers new ways
of considering an artifact’s essential meaning, but also refines and redefines our
understanding of human effort, intentionality, and embodiment in a digital age.
[en] Machine Enhanced (Re)minding: the Development of
Storyspace
Belinda Barnet, Swinburne University of Technology
Abstract
[en]
This article traces the history of Storyspace, the world’s first program for
creating, editing and reading hypertext fiction. Storyspace is crucial to the
history of hypertext as well as the history of interactive fiction. It argues
that Storyspace was built around a topographic metaphor and that it attempts to
model human associative memory. The article is based on interviews with key
hypertext pioneers as well as documents created at the time.
[en] The Design of an International Social Media Event: A Day in the Life of the Digital Humanities
Geoffrey Rockwell, University of Alberta; Peter Organisciak, University of Illinois, Urbana-Champaign; Megan Meredith-Lobay, University of Alberta; Kamal Ranaweera, University of Alberta; Stan Ruecker, Illinois Institute of Technology; Julianne Nyhan, University College London
Abstract
[en]
A Day in the Life of the Digital Humanities (Day of DH) is a community documentation project that brings together digital humanists from around the world to document what they do on one day, typically March 18. The goal of the project, which has been run three times since 2009, is to bring together participants to reflect on the question, “Just what do computing humanists really do?” To do this, participants document their day through photographs and commentary using one of the Day of DH blogs set up for them. The collection of these journals (with links, tags, and comments) is, after editing, made available online. This paper discusses the design of this social project, from the ethical issues raised to the final web of journals and shares some of the lessons we have learned. One of the major challenges of social media is getting participation. We made participating easy by personally inviting a seed group, choosing an accessible technology, maintaining a light but constant level of communication prior to the event, and asking only for a single day of commitment. In addition, we tried to make participation at least rewarding in formal academic terms by structuring the Day of DH as a collaborative publication. In terms of improvements, we have over the iterations changed the handling ethics clearances for images and connected to other social media like Twitter.
Author Biographies
URL: http://www.digitalhumanities.org/dhq/vol/6/2/index.html
Comments: dhqinfo@digitalhumanities.org
Published by: The Alliance of Digital Humanities Organizations and The Association for Computers and the Humanities
Affiliated with: Digital Scholarship in the Humanities
DHQ has been made possible in part by the National Endowment for the Humanities.
Copyright © 2005 -
Unless otherwise noted, the DHQ web site and all DHQ published content are published under a Creative Commons Attribution-NoDerivatives 4.0 International License. Individual articles may carry a more permissive license, as described in the footer for the individual article, and in the article’s metadata.
Comments: dhqinfo@digitalhumanities.org
Published by: The Alliance of Digital Humanities Organizations and The Association for Computers and the Humanities
Affiliated with: Digital Scholarship in the Humanities
DHQ has been made possible in part by the National Endowment for the Humanities.
Copyright © 2005 -
Unless otherwise noted, the DHQ web site and all DHQ published content are published under a Creative Commons Attribution-NoDerivatives 4.0 International License. Individual articles may carry a more permissive license, as described in the footer for the individual article, and in the article’s metadata.