I read this after reading a chapter from Sara Ahmed’s Living a Feminist Life where Ahmed talks about citation practices and how disciplines exclude diverse work in different ways. She does a great job of confronting the various excuses people have for their bleached white citations. Poking around I find others have written on this including Victor Ray in Inside Higher Ed in an essay on The Racial Politics of Citation who references Richard Delgado’s The Imperial Scholar: Reflections on a Review of Civil Rights Literature from 1984.
What should be done about this? Obviously I’m not the best to suggest remedies, but here are some of the ideas that show up:
We need to commit to take the time to look at the works we read on a subject or for a project and to ask whose voice is missing. This shouldn’t be done at the end as a last minute fix, but during the ideation phase.
We should gather and confront data on our citational patterns from our publications. Knowing what you have done is better than not knowing.
We need to do the archaeological work to find and recover marginalized thinkers who have been left out and reflect on why they were left out. Then we need to promote them in teaching and research.
We should be willing to call out grants, articles, and proposals we review when it could make a difference.
We need to support work to translate thinkers whose work is not in English to balance the distribution of influence.
We need to be willing to view our field and its questions very differently.
He helped make the home computer ubiquitous by introducing the fully assembled Tandy TRS-80, which was so novel at the time that it became a museum piece.
The New York Times reports that John Roach, Pioneer of the Personal Computer, Is Dead at 83. Roach was the executive who introduced the Tandy TRS-80 in the 1970s, one of the first fully assembled microcomputers. I didn’t realize how dominant the TRS-80 was in the late 1970s. At one point it held 40% of the market. We usually hear about Apple and IBM, but not about the TRS (Tandy Radio Schack).
They later released a laptop or tablet computer that I lusted after, the TRS80 Model 100. This was a keyboard and a small LCD screen and enough software to type notes or edit text. There was also a modem to send your writing somewhere. I still think this form factor makes sense. You can’t really type on an iPad (unless you get a keyboard for it) and you don’t really need lots of screen for typing notes.
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
Reading Thomas S. Mullaney’s The Chinese Typewriter I’m struck by the variety of different typewriting solutions. As you can see from this exhibit web site, One letter at a time: index typewriters and the alphabetic interface — Contextual Alternate, there were all sorts of alternatives to the QWERTY keyboard early on, and many of them could accommodate more keys so as to support other languages including a non-alphabetic script like Chinese. As Mullaney points out there is a history to the emergence of the typewriter that we assume is normal.
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:
Philology, Literature, Computer: Ideas and instruments for humanistic informatics
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.
References
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.