LOGICOMIX: philosophical comics


Sean lent me LOGICOMIX (Doxiadis, Apostolos, et al. New York: Bloomsbury, 2009), a graphic novel about Bertrand Russell and logic. The comic novel has a series of frames, the outer of which is a discussion between the real authors about logic and passion. They end up going to see Orestes and the novel ends with Athena’s judgement that brings the fates (passion and revenge) together with reason into wisdom in a city (Athens) through justice.

This frame echoes the main internal story which is Russell’s struggle to found math in logic. Much of the novel is a tour through the history of logic and important paradoxes. This tour runs in parallel with a biography of Russell. At all levels the novel seems to argue that you have to balance passion with reason. Russell tried to do it in his life, logicians discovered there was no logical foundation with paradoxes, and the graphic novel uses comic art to illustrate the story of logic (hence “logicomix”.) There is dog called “Manga” (which apparently in Greek means “cool dude”) who chases the owl (of reason.)

Webs and whirligigs: Marshall McLuhan in his time and ours

McLuhan and Woody Allen from Annie Hall

Today is the 100th anniversary of Marshall McLuhan’s birth so there are a bunch of articles about his work including this one from the Nieman Journalism Lab by Megan Garber, Webs and whirligigs: Marshall McLuhan in his time and ours. I also found an article by Paul Miller aka DJ Spooky on Dead Simple: Marshall Mcluhan and the Art of the Record which is partly about the Medium is the Massage record that McLuhan worked on with others. Right at the top you can listen to a DJ Spooky remix of McLuhan from the record.

Some students here at U of A and I have been working our way through the archives of the Globe and Mail studying how computing was presented to Canadians starting with the first articles in the 1950s. McLuhan features in a number of articles as he was eminently quotable and he was getting research funding. The best article is from May 7, 1964 (page 7) by Hugh Munro titled “Research Project with Awesome Implications.” Here are some quotes:

If successful, they said, it (the project) could produce a foolproof system for analyzing humans and manipulating their behavior, or it could give mankind a surefire method of planning the future and making a world free from large-scale social mistakes. …

They (the team of nine scientists) have undertaken to discover the impacts of culture and technology on each other, or, as Dr McLuhan put it, to discover “how the things we make change the way we live and how the way we live changes the things we make.” …

The next stage in the technological revolution that will change man’s perceptions is the computer. But it may hold the secret to the communications problem. With these electronic devices, it is possible to test all manner of things from ads to cities.

The article describes a grant (probably Canada Council but perhaps a foundation grant) that an interdisciplinary team of nine “scientists” from medicine, architecture, engineering, political science, psychiatry, museology, anthropology and English. They were going to use computers and head cameras (that track what people look at) to understand what people sense, how they are stimulated and how what they sense is conditioned by their background. “The scientists at the Centre (of Culture and Technology at U of T) believe they can define and catalogue the sensory characteristics …”

The idea is that if they can figure out how people are stimulated then they can figure out how to manipulate them either for good or bad. “Foolproof ads could be designed. ‘Madison Avenue could rule the world.’ Dr. McLuhan said. ‘The IQs of illiterate people could be raised dramatically by new educational methods.'”

Oh to be so confident about research outcomes!

Digging Into Data, Day 2: Making Tools and Using Them

I just discovered (thanks to the Digging Into Data site) that the Chronicle of Higher Education Wired Campus Blog has a nice story on the Digging Into Data Challenge Conference (2011) that talks about the Criminal Intent project I am on. See Digging Into Data, Day 2: Making Tools and Using Them. The article nicely summarizes Steve Ramsay who was our respondent to the effect that,

Mr. Ramsay’s talk celebrated how this kind of Big Data work can enhance rather than diminish the humanities’ traditional engagement with human experience. “The Old Bailey, like the Naked City, has eight million stories. Accessing those stories involves understanding trial length, numbers of instances of poisoning, and rates of bigamy,” he said in his response. “But being stories, they find their more salient expression in the weightier motifs of the human condition: justice, revenge, dishonor, loss, trial. This is what the humanities are about. This is the only reason for an historian to fire up Mathematica or for a student trained in French literature to get into Java.”

The article is by Jennifer Howard and was published June 12, 2011. This nicely contrasts with the Nature article on the event that focused on the culturnomics keynote by Erez Lieberman-Aiden & JB Michel from Harvard rather than the serious work of digging into data. You can see my earlier post on this conference (with a link to my conference report) here.

More on the Shallows

In an earlier blog post I mentioned distraction and Nicholas Carr’s book, The Shallows. Here is a more complete reaction now that I’ve finished the book.

Carr argues that the web is an interruption technology that is changing the way we think. The multiple media, the hypertext links, and the constant flow of information distract us. He surveys research on reading and how the brain handles multimedia. He argues that the web is changing our brains. Sustained “deep” reading is what we aren’t doing.

His argument looks for a balance of rapid surfing (flitting) and slow contemplation, reading, and thinking. His argument is partly cognitive – around the way our memory formation works. He argues that our memory is organic and not at all like a computer. To form the long term memories that shape our mind we need to go slow, to reinforce and to think about things. The hyperdistraction of the web overloads short term memory and inhibits the development of long term memories. These long term memories are not information stored (that is the computer analogy) but our mind. The long term shaping shapes processing not just storage. A good example (which he doesn’t use) is language. As you learn a language you learn to think in that language, not just to store vocabulary and grammatical rules.

Carr also attacks the technoliterati, especially Page and Brin of Google. He attacks them for arguing that the web (and Google) are offloading memory to free up space in our brains. This, he argues, is just wrong from a cognitive perspective. We don’t have a limit to storage because memory is not storage. To offload it is not to think it and not to let it shape you.

I’m not sure he is right that books are that much better, though he quotes some studies (about how hypertext, the foundation of the web, doesn’t help much.) It is probably quiet reading that is more conducive to thinking than books. I also wonder if some computer games are an example of sustained thinking toys.

There is in the last chapter “A Think Like Me” an interesting philosophical discussion about how we shape and are shaped by technologies. He quotes McLuhan to the effect that extensions numb us. If you extend your arm with a tool, then you don’t feel with your hands. If you extend your mind with a tool like the web then you numb your mind.

At times Carr is realistic that we want a balance. We like to be numbed from some things like the cold. We use houses even if they isolate us. The trick is probably to be able to choose the level of engagement and to choose how you want to think. I don’t want to think about the outside weather so I have a thermostat and automatic heating. I do want to think about other things.

#alt-academy: Alternative Academic Careers | a mediaCommons project

 

I’ve been meaning to blog about the MediaCommons collections edited by Bethany Nowviskie titled #alt-academy: Alternative Academic Careers. This collection of essays is long over due and corrects the view that the only way to do the digital humanities is to get a tenure-track job. This collection calls into question the relatively fixed boundaries between academic staff (faculty) and alternative academic staff (alt-ac). I would go so far as to say that humanities computing was a field primarily populated by alt-ac folk that is only recently getting colonized by academics. Anyway, I expect to assign essays from this collection to my students.

From Metadata to Linked Data Summer School | Digital Humanities Observatory

 

This week (July 4th, 2011) I’m instructing at the From Metadata to Linked Data Summer School at Trinity College, Dublin. I’m teaching a half-day hands-on workshop on Voyeur. You can see my workshop script here. I am trying a new version of our workshop script which will include worksheets.

I’m writing my notes at http://www.philosophi.ca/pmwiki.php/Main/FromMetadataToLinkedData – these are not a conference report so much as reflections on stuff I’m learning.

Distractions in the Shallows

I’ve was slowly reading Nicholas Carr’s The Shallows when I came across this passage,

By combining many different kinds of information on a single screen, the multimedia Net further fragments content an disrupts our concentration. (p. 91)

As often happens when reading, questions disrupted my concentration. I couldn’t help thinking that Carr’s gaze was limited by the screen. How many distractions are there beyond the book and screen. I grabbed my iPhone and took a panoramic shot of the visual space from where I sat on the living room couch. Rooms are the problem – they are filled with multimedia and interactive distractions starting with the couch (which invites me to put down the book and snooze.) Here is my annotated “multimedia” space (click to enlarge):

SPACEWAR – by Stewart Brand – Fanatic Life and Symbolic Death Among the Computer Bums.

Reading I came across a reference to an influential early article in the Rolling Stone of 7 December, 1972, titled SPACEWAR – Fanatic Life and Symbolic Death Among the Computer Bums. The article is by Stewart Brand and it describes Spacewar and the culture around it:

Reliably, at any nighttime moment (i.e. non-business hours) in North America hundreds of computer technicians are effectively out of their bodies, locked in life-or-Death space combat computer-projected onto cathode ray tube display screens, for hours at a time, ruining their eyes, numbing their fingers in frenzied mashing of control buttons, joyously slaying their friend and wasting their employers’ valuable computer time. Something basic is going on.

Rudimentary Spacewar consists of two humans, two sets of control buttons or joysticks, one TV-like display and one computer. Two spaceships are displayed in motion on the screen, controllable for thrust, yaw, pitch and the firing of torpedoes. Whenever a spaceship and torpedo meet, they disappear in an attractive explosion. That’s the original version invented in 1962 at MIT by Steve Russell. (More on him in a moment.)

The article goes on to describe the Hackers involved in playing and developing games as “A mobile new-found elite, with its own apparat, language and character, its own legends and humor.” It talks about ARPA,  Xerox PARC, Alan Kay’s work and Pam Hart and Resource One. You can feel Brand inventing a compute counterculture by describing it as being. See Chapter 4 of Fred Turner’s From Counterculture to Cyberculture,

In “Spacewar,” Brand brought together two visions of personal computing and linked them in terms set by the New Communalist technological vision. The user-friendly, time-sharing vision of Xerox PARC and the politically empowering, information-community vision of Resource One were two sides of the same coin, Brand implied. Both groups, he suggested, were high-tech versions of the Merry Pranksters, and the computer itself was a new LSD. Drawing on the rhetorical tactics of cybernetics, Brand offered up Xerox PARC, Resource One, and the Merry Pranksters as prototypical elites for the techno-social future. He allowed each to claim some of the cultural legitimacy of the others: in his feature, Resource One appeared to be not a fringe group of ex-hippies but a central player in a new computer movement. Xerox PARC, while still a child of the military-industrial complex, took on the cool of the Pranksters. And the Pranksters and Brand himself, six years after the Trips Festival, demonstrated that they had survived the Summer of Love and should still be regarded as harbingers of social change.

Even before minicomputers had become widely available, Stewart Brand had helped both their designers and their future users imagine them as “personal” technologies.

The Leisure of Serious Games: A Dialogue

Game Studies, an online journal about computer games has just published the dialogue I wrote and performed with Kevin Kee, see The Leisure of Serious Games: A Dialogue. The dialogue started as a scripted performance for Immersive Worlds in 2009 and we then edited it into something to be submitted. The journal found it hard to review as it isn’t really an article, but then dialogue has always been at the edge of things.