Project to digitise and publish his marginalia online will allow scholars to see his cutting remarks on Ralph Waldo Emerson
The Guardian has a story on an interesting digital humanities project, JS Mill scribbles reveal he was far from a chilly Victorian intellectual. The project, Mill Marginalia Online, is digitizing an estimated 40,000 comments, doodles, and other marks that John Stuart Mill wrote in his collection of 1,700 books, now at Somerville College, Oxford. His collection was donated to Somerville 30 years after his death in 1905 because the women of the college weren’t allowed to access the Oxford libraries at the time.
His comments are not just scholarly notes. For example, above is an image of the title page of Emerson’s Essays that Mill added text to in order to mock it. The new title page with Mill’s penciled in elaboration and the original reads,
Sentimental Essays: in the art of
Sense and Nonsense:
R. W. Emerson,
of Concord, Massachusetts.
A clever + well organised youth brought up
in the old traditions.
In thought “all’s fish that comes to net.”
With Fog Preface
By Thomas Carlyle.
“Patent Divine-light Self-acting Foggometer”
To the Court of
Her mAJESTy Queen Vic.
c ya laterrrr is text “game” by Dan Hett to document his experience after the Manchester terror attack when he lost his brother. “c ya laterrrr” was the last message he got from his brother. I found the game through an interview with the Guardian that talks about the games he is making. Another games that is less narration and more 8-bit graphics is the Loss Levels made with Pico-8.
As both games deal with the same event they make an interesting comparison of genres. I find the text adventure game much more effective for this subject as you feel the event unfold and the decisions give you a feeling for the experience.
Last week I presented a paper based on work that Stéfan Sinclair and I are doing at the University of South Florida. The talk, titled, “Cooking Up Literature: Theorizing Statistical Approaches to Texts” looked at a neglected period of French innovation in the 1970s and 1980s. During this period the French were developing a national corpus, FRANTEXT, while there was also a developing school of exploratory statistics around Jean-Paul Benzécri. While Anglophone humanities computing was concerned with hypertext, the French were looking at using statistical methods like correspondence analysis to explore large corpora. This is long before Moretti and “distant reading.”
The talk was organized by Steven Jones who holds the DeBartolo Chair in Liberal Arts and is a Professor of Digital Humanities. Steven Jones leads a NEH funded project called RECALL that Stéfan and I are consulting on. Jones and colleagues at USF are creating a 3D model of Father Busa’s original factory/laboratory.
From my students I heard about the game Mastaba Snoopy created in Twee and TiddlyWiki and being taught in another Humanities Computing course (our students are vectors of influence.) Here is a review where you can download the single HTML page that is the bizarre text adventure, Mastaba Snoopy is a Cronenbergian nightmare vision of childhood. The story takes place14,000 years in the future when a mutable alien has destroyed us and then reinvented itself following a collection of Peanuts comics. Play it.
The tiny figure crawls out from under the sands. It’s dead.
“You win,” it says. “Okay, my turn again.”
Nothing left to do. Time passes.
The sun crawls higher.
*** SHADE ***
I just finished playing the interactive fiction (IF) Shade (2000) by Andrew Plotkin. A poetic work that plays with the genre without playing for the sake of playing. The meditation on life and the end of the game is for real and fiction. You can see other fictions by Plotkin at Zarf’s Interactive Fiction and/or read a nice review Enlightening Interactive Fiction: Andrew Plotkin’s Shade by Jeremy Douglass (electronic book review: 2008). I also recommend the review as a nice introduction to IF in general.
If you need some hints (as I did) see the comments here (and then enjoy his other posts).
To wind up his story, Ted Nelson stated that he was “dealt one of the best hands in history, and misplayed it to the hilt. [He] could have accomplished so much more. [He] was here 1st, and it’s all gone wrong. [He] believes this would be a very different world and better world if [he] had gotten leverage. The world has gone the wrong way.”
From Slashdot I found this blog entry Ocracoke Island Journal: Nookd about how a Nook version of War and Peace had the word “kindle” replaced by “nook” as in “It was as if a light has been Nooked (kindled) in a carved and painted lantern…” It seems that the company that ported the Kindle version over to the Nook ran a search and replace on the word Kindle and replaced it with Nook.
I think this should be turned into a game. We should create an e-reader that plays with the text in various ways. We could adapt some of Steve Ramsay’s algorithmic ideas (reversing lines of poetry). Readers could score points by clicking on the words they think were replaced and guessing the correct one.
Daniel sent the link to this YouTube video, A walk through The Waste Land, that shows an iPad edition of The Waste Land developed by Touch Press. The version has the text, audio readings by various people, a video of a performance, the manuscripts, notes and photos. I was struck by how this extends to the iPad the experiments of the late 1980s and 1990s that exploded with the availability of HyperCard, Macromedia Director and CD-ROM. The most active publisher was Voyager that remediated books and documentaries to create interactive works like Poetry in Motion (Vimeo demo of CD) or the expanded book series, but all sorts of educational materials were also being created that never got published. As a parent I was especially aware of the availability of titles as I was buying them for my kids (who, frankly, ignored them.) Dr. Seuss ABC was one of the more effective remediations. Kids (and parents) could click on anything on the screen and entertaining animations would reinforce the alphabet.