The Canadian Social Knowledge Institute (C-SKI) actively engages issues related to networked open social scholarship: creating and disseminating research and research technologies in ways that are accessible and significant to a broad audience that includes specialists and active non-specialists. Representing, coordinating, and supporting the work of the Implementing New Knowledge Environments (INKE) Partnership, C-SKI activities include awareness raising, knowledge mobilization, training, public engagement, scholarly communication, and pertinent research and development on local, national, and international levels. Originated in 2015, C-SKI is located in the Electronic Textual Cultures Lab in the Digital Scholarship Centre at UVic.
I was struck by the number of sessions of papers on mapping projects. I don’t know if I have ever seen so many geospatial projects. Many of the papers talked about how mapping is a different way of analyzing the data whether it is the location of eateries in Roman Pompeii or German construction projects before 1924.
I gave a paper on “Information Wants to Be Free, Or Does It? Ethics in the Digital Humanities.”
The folks at #dariah Teach have put together a first of a series of videos on My Digital Humanities. Despite appearing in it, the video seems very nicely produced and there is a nice mix of people. Stéfan Sinclair and I were interviewed together, something that isn’t clear in the first part, but will presumably become clear later.
Yesterday I gave a talk at Access 2016. This conference brings together archivists and librarians interested in library technology. I was honoured to give the Dave Binkley Memorial Lecture at the end of the conference. My conference notes are here. My talk was about the ethics of digitization, or more generally datafication.
I gave the first talk on “Tremendous Labour: Busa’s Methods” – a paper coming from the work Stéfan Sinclair and I are doing. I talked about the reconstruction of Busa’s Index project. I claimed that Busa and Tasman made two crucial innovations. The first was figuring out how to represent data on punched cards so that it could be processed (the data structures). The second was figuring out how to use the punched card machines at hand to tokenize unstructured text. I walked through what we know about their actual methods and talked about our attempts to replicate them:
The Canadian Writing Research Collaboratory (CWRC) today launched its Collaboratory. The Collaboratory is a distributed editing environment that allows projects to edit scholarly electronic texts (using CWRC Writer), manage editorial workflows, and publish collections. There are also links to other tools like CWRC Catalogue and Voyant (that I am involved in.) There is an impressive set of projects already featured in CWRC, but it is open to new projects and designed to help them.
Susan Brown deserves a lot of credit for imagining this, writing the CFI (and other) proposals, leading the development and now managing the release. I hope it gets used as it is a fabulous layer of infrastructure designed by scholars for scholars.
One important component in CWRC is CWRC-Writer, an in-browser XML editor that can be hooked into content management systems like the CWRC back-end. It allows for stand-off markup and connects to entity databases for tagging entities in standardized ways.
The convention was depressing. Long line ups for overhyped commercial titles. Music too loud. Too many hucksters getting us cheering for crap. The creative side of gaming seemed to be overwhelmed by the commercialization. A church of gaming indeed.
The best area was the retrogaming area which a great mix of systems you could play and exhibits. The indie game area also had some brilliant games including Awkward Ellie, where you play an awkward elephant at a tea party. There was also a one-d game called Line Wobbler where you controlled a dot travelling up a LED strip. Playful fun in one dimension.
Last week I was at Replaying Japan 2016 which was held in Leipzig and organized by Martin Roth and Martin Picard of the jGames Research Initiative at University of Leipzig. You can see my Replaying Japan 2016 Conference Report here. The conference is the fifth such conference that I have helped organize to look at Japanese and Asian videogame culture. We had terrific keynotes from Namco game and game music designers from the 1980s including Iwatani (Pac-Man) and Junko Ozawa (music for many Namco arcade and videogames). We also had a terrific talk about the history of localization from Minako O’Hagan.
The conference continued a tradition of bringing Western and Japanese game studies researchers together in a friendly environment. The quality of papers was really quite high and the conversation even better. The time has come to develop a community of research.