Whether in black and white, or in colour, the painting of Philosophy (above) is stunning. The original in colour would have been stunning, especially as it was 170 by 118 inches. Philosophy is represented by the Sphinx-like figure merging with the universe. To one side is a stream of people from the young to the old who hold their heads in confusion. At the bottom is a woman, comparable to the woman in the painting of Medicine, who might be an inspired philosopher looking through us.
As it has been announced in various media, we regretfully announce the passing of our beloved former Director and founder of Ritsumeikan Center for Game Studies, and a father of NES and SNES- Professor Masayuki Uemura.We were caught by surprise at the sudden and unfortunate news .
Even after he retired as the director of RCGS and became an advisor, he was always concerned about each researcher and the future of game research.
We would like to extend the deepest condolences to his families and relatives, and May God bless his soul.
As a scholar in video game studies and history, we would like to follow his example and continue to excel in our endeavors.
(from Akinori Nakamura, Director, Ritsumeikan Center for Game Studies)
In 1987, William H. Dickey, a San Francisco poet who had won the prestigious Yale Younger Poets Award to launch his career and published nearly a dozen well-received books and chapbooks since, was …
Matthew Kirschenbaum has written a great essay on recovering early digital poetry, The Lost Digital Poems (and Erotica) of William H. Dickey ‹ Literary Hub. Dickey wrote some HyperPoems on HyperCard and so now they are hard to access. Kirschenbaum rescued them and worked with people to add them to the Internet Archive that has a HyperCard emulator. Here is what Kirschenbaum says,
Dickey’s HyperPoems are artifacts of another time—made new and fresh again with current technology. Anyone with a web browser can read and explore them in their original format with no special software or setup. (They are organized into Volume 1 and Volume 2 at the Internet Archive, in keeping with their original organizational scheme; Volume 2 contains the erotica—NSFW!) But they are also a reminder that writers have treasures tucked away in digital shoeboxes and drawers. Floppy disks, or for that matter USB sticks and Google Docs, now keep the secrets of the creative process.
This essay comes from his work for his new book Bistreams which documents this and other recovery projects. I’ve just ordered a copy.
Meet the men and women responsible for creating the most iconic tunes in video game history.
We finished up the Replaying Japan 2021 conference today. The conference was online using Zoom and Gather Town where there was a hidden easter egg with a link to Diggin’ in the Carts: Japanese video game music history, a 5 part documentary from Red Bull that is quite good. The 5 15 minute episodes are part of the first season. Not sure if there will be other seasons, but there is a related radio show with multiple seasons. The documentary episodes nicely feature the composers and experts talking about the Japanese history along with other musicians commenting on the influence of the early music which would have been heard over and over in houses with Japanese consoles.
The creator of the show is Nick Dwyer who is interviewed here about the documentary and associated radio show..
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.
Unlike the multimedia experiments coming out of university labs, these CD-ROMs were designed to be commercial products and did sell. I remember ordering a number for the University Toronto Computing Services so we could show what multimedia could do. They were some of the first products to show in a compelling way how interactivity could make a difference. Many included interactive audio, like the Beethoven one, others used Quicktime (digital video) for the first time.
All of this was, to some extent, made anachronistic when the web took off and began to incorporate multimedia effectively. Voyager set the scene remediating earlier works (like the short film of A Hard Day’s Night). But CD-ROMs were, in their turn, replaced.
My favourite was The Residents Freak Show. This was a strange 3D-like tour of the music of The Residents that was organized around a freak show motif.
SHAPE is a new collective name for those subjects that help us understand ourselves, others and the human world around us. They provide us with the methods and forms of expression we need to build better, deeper, more colourful and more valuable lives for all.
From an Australian speaker at the INKE conference I learned about SHAPE or Social Sciences, Humanities & The Arts For People & The Economy. This is an initiative of the London School of Economics, the British Academy and the Arts Council of England. It is trying to complement the attention given to STEM fields. I like how they use the word shape in various assets as in:
Un manuale ampio ed esauriente che illustra tra teoria e prassi il tema dell’informatica umanistica per l’insegnamento e l’apprendimento universitario.
The publisher (Vita e Pensiero) kindly sent me a copy of Guido Milanese’s Filologia, letteratura, computer (Philology, Literature, Computer), an introduction to thinking about and thinking through the computer and texts. The book is designed to work as a text book that introduces students to the ideas and to key technologies, and then provides short guides to further ideas and readings.
The book focuses, as the title suggests, almost exclusively on digital filology or the computational study of texts. At the end Milanese has a short section on other media, but he is has chosen, rightly I think, to focus on set of technologies in depth rather than try a broad overview. In this he draws on an Italian tradition that goes back to Father Busa, but more importantly includes Tito Orlandi (who wrote the preface) and Numerico, Fiormonte, and Tomasi’s L’umanista digitale (this has been translated into English- see The digital humanist).
Milanese starts with the principle from Giambattista Vico that knowledge is made (verum ipsum factum.) Milanese believes that “reflection on the foundations identifies instruments and operations, and working with instruments and methods leads redefining the reflection on foundations.” (p. 9 – my rather free translation) This is virtuous circle in the digital humanities of theorizing and praxis where either one alone would be barren. Thus the book is not simply a list of tools and techniques one should know, but a series of reflections on humanistic knowledge and how that can be implemented in tools/techniques which in turn may challenge our ideas. This is what Stéfan Sinclair and I have been calling “thinking-through” where thinking through technology is both a way of learning about the thinking and about the technology.
An interesting example of this move from theory to praxis is in chapter 7 on “The Markup of Text.” (“La codifica del testo”) He moves from a discussion of adding metadata to the datafied raw text to Minsky’s idea of frames of knowledge as a way of understanding XML. I had never thought of Minsky’s ideas about articial intelligence contributing to the thinking behind XML, and perhaps Milanese is the first to do so, but it sort of works. The idea, as I understand it, goes something like this – human knowing, which Minsky wants to model for AI, brings frames of knowledge to any situation. If you enter a room that looks like a kitchen you have a frame of knowledge about how kitchens work that lets you infer things like “there must be a fridge somewhere which will have a snack for me.” Frames are Minsky’s way of trying to overcome the poverty of AI models based on collections of logical statements. It is a way of thinking about and actually representing the contextual or common sense knowledge that we bring to any situation such that we know a lot more than what is strictly in sight.
Frame systems are made up of frames and connections to other frames. The room frame connects hierarchically to the kitchen-as-a-type-of-room frame which connects to the fridge frame which then connects to the snack frame. The idea then is to find a way to represent frames of knowledge and their connections such that they can be used by AI systems. This is where Milanese slides over to XML as a hierarchical way of adding metadata to a text that enriches it with a frame of knowledge. I assume the frame (or Platonic form?) would be the DTD or Schema which then lets you do some limited forms of reasoning about an instance of an encoded text. The markup explicitly tells the computer something about the parts of the text like this (<author>Guido Milanese</author>) is the author.
The interesting thing is to refect on this application of Minsky’s theory. To begin, I wonder if it is historically true that the designers of XML (or its parent SGML) were thinking of Minsky’s frames. I doubt it, as SGML is descended from GML that predates Minsky’s 1974 Memo on “A Framework for Representing Knowledge.” That said, what I think Milanese is doing is using Minsky’s frames as a way of explaining what we do when modelling a phenomena like a text (and our knowledge of it.) Modelling is making explicit a particular frame of knowledge about a text. I know that certain blocks are paragraphs so I tag them as such. I also model in the sense of create a paradigmatic version of what my perspective on the text is. This would be the DTD or Schema which defines the parts and their potential relationships. Validating a marked up text would be a way of testing the instance against the model.
This nicely connects back to Vico’s knowing is making. We make digital knowledge not by objectively representing the world in digital form, but by creating frames or models for what can be digital known and then apply those frames to instances. It is a bit like object-oriented programming. You create classes that frame what can be represented about a type of object.
There is an attractive correspondence between the idea of knowledge as a hierarchy of frames and an XML representation of a text as a hierarchy of elements. There is a limit, however, to the move. Minsky was developing a theory of knowing such that knowledge could be artificially represented on a computer that could then do knowing (in the sense of complete AI tasks like image recognition.) Markup and marking up strike me as more limited activities of structuring. A paragraph tag doesn’t actually convey to the computer all that we know about paragraphs. It is just a label in a hierarchy of labels to which styles and processes can be attached. Perhaps the human modeller is thinking about texts in all their complexity, but they have to learn not to confuse what they know with what they can model for the computer. Perhaps a human reader of the XML can bring the frames of knowledge to reconstitute some of what the tagger meant, but the computer can’t.
Another way of thinking about this would be Searle’s Chinese room paradox. The XML is the bits of paper handed under the door in Chinese for the interpreter in the room. An appropriate use of XML will provoke the right operations to get something out (like a legible text on the screen) but won’t mean anything. Tagging a string with <paragraph> doesn’t make it a real paragraph in the fullness of what is known of paragraphs. It makes it a string of characters with associated metadata that may or may not be used by the computer.
Perhaps these limitations of computing is exactly what Milanese wants us to think about in modelling. Frames in the sense of picture frames are a device for limiting the view. For Minsky you can have many frames with which to make sense of any phenomena – each one is a different perspective that bears knowledge, sometimes contradictory. When modelling a text for the computer you have to decide what you want to represent and how to do it so that users can see the text through your frame. You aren’t helping the computer understand the text so much as representing your interpretation for other humans to use and, if they read the XML, re-interpret. This is making a knowing.
Milanese, G. (2020). Filologia, Letteratura, Computer: Idee e strumenti per l’informatica umanistica. Milan, Vita e Pensiero.
Minsky, M. (1974, June). A Framework for Representing Knowledge. MIT-AI Laboratory Memo 306. MIT.
Searle, J. R. (1980). “Minds, Brains and Programs.” Behavioral and Brain Sciences. 3:3. 417-457.
On Twitter someone posted a link to a 1944 OSS Simple Sabotage Field Manual. This includes simple, but brilliant advice on how to sabotage organizations or conferences.
This sounds a lot like what we all do when we academics normally do as a matter of principle. I particularly like the advice to “Make ‘speeches.'” I imagine many will see themselves in their less cooperative moments in this list of actions or their committee meetings.
The OSS (Office of Strategic Services) was the US office that turned into the CIA.
Whatever happened to The Last One software? The Last One (TLO) was a “program generator” that was supposed to take input from a user who wasn’t a programmer and be able to generate a BASIC program.
TLO was developed by a company called D.J. “AI” Systems Ltd. that was set up by David James who became interested in artificial intelligence when he bought a computer for his business, and apparently got so distracted that he was bankrupted by that interest (and lost his computers). It was funded by an equally colourful character, Scotty Bambury who made his money as a tire dealer in Somerset. (See here and here.)
The name (The Last One) refers to the expectation that this would be the last software you would need to buy. As the cover image above shows, they were imagining programmers being put out of work by an AI that could reprogram itself. TLO would be the last software you had to buy and possibly the first AI capable of recursively improving itself. DJ AI could have been spinning up the seed AI that could lead to the singularity!
Here is some of the text from an ad for TLO. The text ran under the spacey headline at the top of this post.
The first program you should buy. …
THE LAST ONE … The program that writes programs!
Now, for the first time, your computer is truly ‘personal’. Now, simply and easily, you can create software the way you want it. …
Yet another sense of “personal” in “personal computer” – a computer where all your software (except, of course, TLO) is personally developed. Imagine a computer that you trained to do what you needed. This was the situation with early mainframes – programmers had to develop the applications individually for each system, they just didn’t have TLO.