U of A computing scientists work with Japanese researchers to refine a virtual and mixed reality video game that can improve motor skills for older adults and sedentary people.
The Folio of the University of Alberta published a story about a trip to Japan that I and others embarked on, U of A computing scientists work with Japanese researchers on virtual reality game to get people out of their seats. Ritsumeikan invited us to develop research collaborations around gaming, language and artificial intelligence. Our visit was a chance to further the collaborations, like the one my colleagues Eleni Stroulia and Victor Fernandez Cervantes are developing with Thawmas Ruck around games for older adults. This inter-university set of collaborations build on projects I was involved in going back to 2011, including a conference (Replaying Japan) and a journal, the Journal of Replaying Japan.
The highlight was the signing of a Memorandum Of Understanding by the two presidents (of U of A and Ritsumeikan). I was also involved as was Professor Nakamura. May the collaboration thrive.
From a paper on postcolonial computing I learned about the Unitron Mac 512: A Contraband Mac 512K from Brazil. For a while Brazil didn’t allow the importation of computers (so as to kickstart their own computer industry.) Unitron decided to reverse engineer the Mac 512K, but Apple put pressure on Brazil and the project was closed down. At least 500 machines were built and I guess some are still in circulation.
Though Apple had no intellectual property protection for the Macintosh in Brazil, the American corporation was able to pressure government and other economic actors within Brazil to reframe Unitron’s activities, once seen as nationalist and anti-colonial, as immoral piracy.
Dark Patterns are tricks used in websites and apps that make you buy or sign up for things that you didn’t mean to. The purpose of this site is to spread awareness and to shame companies that use them.
Reading about Value Sensitive Design I came across a link to Harry Brignul’s Dark Patterns. The site is about ways that web designers try to manipulate users. They have a Hall of Shame that is instructive and a Reading List if you want to follow up. It is interesting to see attempts to regulate certain patterns of deception.
Values are expressed and embedded in technology; they have real and often non-obvious impacts on users and society.
The alternative is introduce values and ethics into the design process. This is where Value Sensitive Design comes. As developed by Batya Friedman and colleagues it is an approach that includes methods for thinking-through the ethics of a project from the beginning. Some of the approaches mentioned in the article include:
Mapping out what a design will support, hinder or prevent.
Consider the stakeholders, especially those that may not have any say in the deployment or use of a technology.
Try to understand the underlying assumptions of technologies.
Broaden our gaze as to the effects of a technology on human experience.
AI assistants continue to reinforce sexist stereotypes, but queering these devices could help reimagine their relationship to gender altogether.
Wired has a nice article on how the The Future of Digital Assistants Is Queer. The article looks at the gendering of virtual assistants like Siri and how it is not enough to just offer male voices, but we need to queer the voices. It mentions the ethical issue of how voice conveys information like whether the VA is a bot or not.
Drawing on a selection of non-keyboard ‘index’ typewriters, this exhibition explores how input mechanisms and alphabetic arrangements were devised and contested continually in the process of popularising typewrites as personal objects. The display particularly looks at how the letters of the alphabe
This history of our collapsing technolinguistic imaginary took place across four phases: an initial period of plurality and fluidity in the West in the late 1800s, in which there existed a diverse assortment of machines through which engineers, inventors, and everyday individuals could imagine the very technology of typewriting, as well as its potential expansion to non-English and non-Latin writing systems; second, a period of collapsing possibility around the turn of the century in which a specific typewriter form—the shift-keyboard typewriter—achieved unparalleled dominance, erasing prior alternatives first from the market and then from the imagination; next, a period of rapid globalization from the 1900s onward in which the technolinguistic monoculture of shift-keyboard typewriting achieved global proportions, becoming the technological benchmark against which was measured the “efficiency” and thus modernity of an ever-increasing number of world scripts; and, finally, the machine’s encounter with the one world script that remained frustratingly outside its otherwise universal embrace: Chinese.
Mullaney, Thomas S.. The Chinese Typewriter (Kindle Locations 1183-1191). MIT Press. Kindle Edition.
A peer-reviewed, open resource filling the gap between platform-specific tutorials and disciplinary discourse in digital humanities.
From a list I am on I learned about Visualizing Objects, Places, and Spaces: A Digital Project Handbook. This is a highly modular text book that covers a lot of the basics about project management in the digital humanities. They have a call now for “case studies (research projects) and assignments that showcase archival, spatial, narrative, dimensional, and/or temporal approaches to digital pedagogy and scholarship.” The handbook is edited by Beth Fischer (Postdoctoral Fellow in Digital Humanities at the Williams College Museum of Art) and Hannah Jacobs (Digital Humanities Specialist, Wired! Lab, Duke University), but parts are authored by all sorts of people.
What I like about it is the way they have split up the modules and organized things by the type of project. They also have deadlines which seem to be for new iterations of materials and for completion of different parts. This could prove to be a great resource for teaching project management.
Analyzing the Twitter Conversation Surrounding COVID-19
From Twitter I found out about this excellent visual essay on The Viral Virus by Kate Appel from May 6, 2020. Appel used Voyant to study highly retweeted tweets from January 20th to April 23rd. She divided the tweets into weeks and then used the distinctive words (tf-idf) tool to tell a story about the changing discussion about Covid-19. As you scroll down you see lists of distinctive words and supporting images. At the end she shows some of the topics gained from topic modelling. It is a remarkably simple, but effective use of Voyant.
Now that all of us are having to teach and meet over videoconferencing on our laptops, it is useful to get advice from the professionals. Chelsea sent me this link to Ryerson professor Gary Gould’s advince on How to Look and Sound Fabulous on a Webcam. The page covers practical things like lighting, positioning of the camera, backgrounds, framing and audio. I realize I need to rethink just having the laptop on my lap.
“Demoskene is an international community focused on demos, programming, graphics and sound creatively real-time audiovisual performances. [..] Subculture is an empowering and important part of identity for its members.”
In a previous blog post I argued that ICH is a form of culture that would be hard to digitize by definition. I could be proved wrong with Demoscene. Or it could be that what makes Demoscene ICH is not the digital demos, but the intangible cultural scene, which is not digital.
Either way, it is interesting to see how digital practices are also becoming intangible culture that could disappear.
You can learn more about Demoscene from these links: