Society for Digital Humanities Papers

With my graduate students and colleagues I was involved in a number of papers at the SDH-SEMI The Society for Digital Humanities / La Société pour l’Étude des Médias Interactifs conference at Congress 2010 in Montreal. They included:

  • “Exclusionary Practices: A Historical Look at Public Representations of Computers in the 1950s and Early 1960s” presented by Sophia Hoosien
  • “Before the Moments of Beginning” presented by Victoria Smith
  • I presented on “Cyberinfrastructure for Research in the Humanities: Expectations and Capacity”
  • Text Analysis for me Too: An embeddable text analysis widget” presented by Peter Organisciak
  • Daniel Sondheim talked about the interface of the citation from print to the web as part of a panel on INKE Interface Design.
  • “Theorizing Analytics” was presented by Stéfan Sinclair
  • “Academic Capacity in Canada’s Digital Humanities Community: Opportunities and Challenges” was presented by Lynne Siemens
  • “What do we say about ourselves? An analysis of the Day
    of DH 2009 data” was presented by Peter Organisciak
  • and I presented on “The Unreality of the Timeline” as part of a panel on temporal modeling at the CHA

As the papers get posted, I’ll blog them.

Historypin

Historypin is a very cool project that lets people attach their historic photographs to locations. It is a partnership with Google that allows images to be pinned on Google Street View and Google Maps.

I like the scale and ambition of this project – it invites a country to document itself. I also like the way they have captured the concept with a name (“Historypin”) and an image of the historic photo pinned over the current view.

SSHRC – Knowledge Syntheses Grants on the Digital Economy

SSHRC has just issued a call for proposals with a very short deadline (as in, proposals are due July 2nd.) See Knowledge Syntheses Grants on the Digital Economy. This is an important call because it will build a humanities and social science response to the government’s Digital Economy initiative. It is important that the arts and humanities be represented in this initiative.

Steel Bananas » The Slandering of Linda Hutcheon: Language Zombies. A Semiotic Virus. What could be more Allegorical Autobiographical?

From Kathryn I found this longish blog entry/essay on the novel Pontypool Changes Everything, Steel Bananas » The Slandering of Linda Hutcheon: Language Zombies. A Semiotic Virus. What could be more Allegorical Autobiographical?. Steel Bananas presents itself as “guerrilla academic”. It is a “a not-for-profit art collective and culture zine”.

It’s Quit Facebook Day. Who will dare delete their profile? – The Globe and Mail

It’s Quit Facebook Day. Who will dare delete their profile? is an interesting story about a movement to quit Facebook. The articles quotes Sarah Braesch who encourages people not to quit,

Despite all the uproar, “people won’t quit over privacy,” she adds. “They’ll quit when something else becomes popular. Everyone is on Facebook. If you’re not, it’s weird.”

That’s the problem, Facebook is peer pressure on a whole new level. The message is, if you’re not on Facebook you’re an outcast (or you outcast yourself.) That’s why people should quit – because we shouldn’t let any social media become so important.

NYTimes: Do Video Games Equal Less Crime?

Steve sent me short story, Do Video Games Equal Less Crime?. The story raises the possibility that the drop in crime rates is due to increased video game usage. Video games might be cathartic. Unfortunately, Anderson, in the science brief I blogged last has a fairly thorough answer to this possibility:

Myth 11. If violent video games cause increases in aggression, violent crime rates in the U.S. would be increasing instead of decreasing.
Facts: Three assumptions must all be true for this myth to be valid: (a) exposure to violent media (including video games) is increasing; (b) youth violent crime rates are decreasing; (c) video game violence is the only (or the primary) factor contributing to societal violence. The first assumption is probably true. The second is not true, as reported by the 2001 Report of the Surgeon General on Youth Violence (Figure 2-7, p. 25). The third is clearly untrue. Media violence is only one of many factors that contribute to societal violence and is certainly not the most important one. Media violence researchers have repeatedly noted this.

Note, however, that for Anderson media violence (including violent games) is “certainly not” the most important contributing factor. (I wonder what the others are?)

I should add that in Freakonomics it is argued that legalized abortion led to the drop in crime rates.

Violent Video Games: Myths, Facts, and Unanswered Questions

I came across a Science Brief from the American Psychological Association to the effect that it is a myth that there is no good evidence linking video games and violence. The brief by Craig A. Anderson is titled, Violent Video Games: Myths, Facts, and Unanswered Questions, (October 2003.)

Some studies have yielded nonsignificant video game effects, just as some smoking studies failed to find a significant link to lung cancer. But when one combines all relevant empirical studies using meta-analytic techniques, five separate effects emerge with considerable consistency. Violent video games are significantly associated with: increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased prosocial (helping) behavior. Average effect sizes for experimental studies (which help establish causality) and correlational studies (which allow examination of serious violent behavior) appear comparable (Anderson & Bushman, 2001).

How will it change game studies if there is increasing evidence that violent video games lead to aggressive behaviour? What would it mean for those of us fascinated by games if games become the smoking of the next generation? Anderson concludes by calling for more research on large scale effects – as in whether violent media leads to subcultures or nations behaving more aggressively.

Finally, more research is needed to: (a) refine emerging general models of human aggression; (b) delineate the processes underlying short and long term media violence effects; (c) broaden these models to encompass aggression at the level of subcultures and nations. Several different research groups around the world are working on these various issues.

Google Pac-Man

Google today has included a playable Pac-Man as their logo. If you “Insert Coin” you can play it. It is written, apparently in Javascript and HTML so it will work on an iPhone. All of this in honour of the anniversary of Pac-Man.

(Thanks to Sean for pointing this out.) Lets see more such games!