This document summarizes the discussions from a meeting of project directors who received Digital Humanities Start-Up Grants from the National Endowment for the Humanities in 2010. It outlines emerging trends in digital scholarship including openness, storytelling, mystery, and critical literacies. Specific practices like blogging syllabi and student papers are mentioned. Emerging technologies discussed include augmented reality, ubiquitous computing, and "spimes" (physical objects augmented by digital information). The changing information landscape is also addressed, with the internet surpassing other mediums as a source for election news.
"Thrilling Wonder Stories of Cyberculture", NEH 2010
1. 2010 Digital Humanities Start-Up Grants
Project Directors Meeting
Thrilling
Wonder
Stories of
Cyberculture
2. National Endowment for the Humanities
2010 Digital Humanities Start-Up Grants
Project Directors Meeting
September 28, 2010
3. I: Tour d'horizon
1. Boom time
and generics
2. Some
emergent
trends
II: Killer themes
that knit these
together
• Openness
• Storytelling
• Mystery
• Critical
literacies
19. “Assignments – A bit of tinkering led
us to the conclusion that a
minimalist approach is best. After
asking the students to read five
forensics articles related to the
historical case and send two tweets
about each, we all agreed this was
counter-productive and too hard to
track…”
20. “…After that barrage, the
typical assignment involved
posting one comment and
one question to classmates.
After a while, one question
OR comment seemed
enough.”
Mike Winiski, Furman University
21. “I could look inside the minds
of motivated peers to learn
about the new projects they
were undertaking, the
research reports they were
studying, and Web sites they
were exploring...”
William M. Ferriter, 6th grade teacher
22. “…As my comfort with
Twitter grew—a process
that took a few months,
as is typical for new
users—I became an active
contributor to this
knowledge network.”William M. Ferriter, 6th grade teacher
24. George H. Williams, assistant professor of English,
University of South Carolina Upstate
Practice: tag clouds
Folksonomies mainstreamed
George H. Williams, assistant professor of
English at the University of South Carolina
Upstate.
26. Social images
• accessCeramics,
Lewis and Clark
College
• 1000 images
milestone, February
2009
(http://accesscerami
cs.blogspot.com/200
9/02/today-is-big-
milestone-as-weve-
reached.html)
32. Gaming as part of mainstream culture
• Median age of gamers shoots past 30
• Industry size comparable to music
• Impacts on hardware, software,
interfaces, other industries
• Large and growing diversity of
platforms, topics, genres, niches,
players
33. • “Almost all teens play games.”
• 20% of the entire United States
population over age 6 had played
browser-based social media games
by 2010 (example: Farmville).
• The average age of a game player has
risen from 33 in 2007 to 34 in 2010.
• “The most frequent game purchaser
is 40 -- old enough to remember the
early days of Atari.”
34. Gaming as part of mainstream culture
Anecdata: Number of
Facebook FarmVille
players: 62,326,412 (as of
Sept 2010,
http://statistics.allfacebook.com/a
pplications/leaderboard/, )
(Casual games are more mainstream
than most heavy-duty games)
37. Classroom and courses
• Curriculum content
• Delivery mechanism
• Creating games
Peacemaker, Impact
Games
Revolution (via Jason
Mittell)
38. •Joost Raessens and Jeffrey Goldstein, eds, Handbook
of Computer Game Studies (MIT, 2005)
•Frans Mayra, An Introduction to Game Studies (Sage,
2008)
•Pat Harrigan and Noah Wardrip-Fruin, eds. Third
Person: Authoring and Exploring Vast Narratives (MIT,
2009)
Game studies as academic field
47. Ubiquitous computing
Mark Weiser, 1988ff:
“The most profound technologies
are those that disappear. They
weave themselves into the fabric
of everyday life until they are
indistinguishable from it.”
"The Computer for the Twenty-First Century"
(1991)
64. “"open" refers to granting of copyright
permissions above and beyond those
offered by standard copyright law.
"Open content," then, is content that is
licensed in a manner that provides
users with the right to make more
kinds of uses than those normally
permitted under the law - at no cost to
the user.”
http://www.opencontent.org/definition/
65. “Open content, a neologism coined
by analogy with open source,
describes any kind of creative work,
or content, published under a
license that explicitly allows copying
and modifying of its information by
anyone, not exclusively by a closed
organization, firm or individual.”
(Wikipedia, as of 9/27/2010)
66.
67. Flickr: 5 billion
photos, as of
September
2010
Creative Commons licensed?
Attribution License: 21,544,225 photos
Attribution-NoDerivs: 7,232,602 photos
Attribution-NonCommercial-NoDerivs:
47,224,259
80. Can a collective create a believable
fictional voice? How does a plot find
any sort of coherent trajectory when
different people have a different idea
about how a story should end – or
even begin? And, perhaps most
importantly, can writers really leave
their egos at the door?
“About”,
http://www.amillionpenguins.com/wiki/index.php/About
88. Social photo stories
Flickr, Tell A Story in Five Frames group
(http://www.flickr.com/groups/visualstory/)
Example: "Food to
Farm", Eli the
Bearded (2008)
92. But wait, what's storytelling?
“The last man on Earth sat alone in a room.”
93. “The last man on Earth sat alone in a room.
There was a knock on the door.”
(Fredric Brown, “Knock”, 1948)
94. It was a bright cold day in April, and the
clocks were striking thirteen.
Last night, I dreamt I went to Manderley
again.
The sky above the port was the color of
television, tuned to a dead channel.
As Gregor Samsa awoke one morning from
uneasy dreams he found himself
transformed in his bed into a gigantic
insect.
95.
96.
97. The information landscape changes
“Among the entire population (internet users and
non-users alike) the internet is now equal to
newspapers and roughly twice as important as
radio as a source of election news and
information. Among internet users and young
adults, these differences are even more
magnified.”
-Pew Internet and American Life, "The Internet's
Role in Campaign 2008", April 2009