Information Geographies

Thanks to a note from Domenico Fiormonte to Humanist I came across the Information Geographies page at the Oxford Internet Institute. The OII has been producing interesting maps that show aspects of the internet. The one pictured above shows the distribution of Geographic Knowledge in Freebase. Given the importance of Freebase to Google’s Knowledge Graph it is important to understand the bias of its information to certain locations.

Geographic content in Freebase is largely clustered in certain regions of the world. The United States accounts for over 45% of the overall number of place names in the collection, despite covering about 2% of the Earth, less than 7% of the land surface, and less than 5% of the world population, and about 10% of Internet users. This results in a US density of one Freebase place name for every 1500 people, and far more place names referring to Massachusetts than referring to China.

Domenico Fiormonte’s email to Humanist (Humanist Discussion Group, Vol. 29, No. 824) argues that “It is our responsibility to preserve cultural diversity, and even relatively small players can make a difference by building more inclusive ‘representations’.” He argues that we need to be open about the cultural and linguistic biases of the tools and databases we build.

Godwin’s Bot: Recent stories on AI

Godwin’s Bot is a good essay from Misha Lepetic on 3QuarksDaily on artificial intelligence (AI). The essay reflects on the recent Microsoft debacle with @TayandYou, an AI chat bot that was “targeted at 18 to 24 year old in the US.” (About Tay & Privacy) For a New Yorker story on how Microsoft shut it down after Twitter trolls trained it to be offensive see I’ve Seen the Greatest A.I. Minds of My Generation Destroyed By Twitter. Lepetic calls her Godwin’s Bot after Godwin’s Law that asserts that in any online conversation there will eventually be a comparison to Hitler.

What is interesting about the essay is that it then moves to an interview wtih Stephen Wolfram on AI & The Future of Civilization where Wolfram distinguishes between inventing a goal, which is difficult to automate, and (once one can articulate a goal clearly) executing it, which can be automated.

How do we figure out goals for ourselves? How are goals defined? They tend to be defined for a given human by their own personal history, their cultural environment, the history of our civilization. Goals are something that are uniquely human.

Lepetic then asks if Tay had a goal or who had goals for Tay. Microsoft had a goal, and that had to do with “learning” from and about a demographic that uses social media. Lepetic sees it as a “vacuum cleaner for data.” In many ways the trolls did us a favor by misleading it.

Or … TayandYou was troll-bait to train a troll filter.

My question is whether anyone has done a good analysis of how the Tay campaign actually worked?

List of animals with fraudulent diplomas

Thanks to Twitter I came across this List of animals with fraudulent diplomas on the Wikipedia. As others have pointed out, this is the best Wikipedia page (so far). Here is an example to wet your appetite:

Ben Goldacre, a UK-based physician and science journalist, wrote in 2004 that his cat, Henrietta, had obtained a diploma in nutrition from the American Association of Nutritional Consultants; Goldacre had been investigating allegations about the qualifications claimed by Gillian McKeith.

A Supreme Court Pioneer, Now Making Her Mark on Video Games

The New York Times has a nice story about how Sandra Day O’Connor, A Supreme Court Pioneer, Now Making Her Mark on Video Games. O’Connor is promoting a game called Win the White House from iCivics a education group she started in 2009. She has also involved her Supreme Court colleague Sotomayor. The article mentions how such educational games are getting more respect.

The involvement of the two justices in digital educational games underscores a growing belief among educators that interactive tools may improve students’ engagement in their own learning. In January, Microsoft introduced an educational version of Minecraft, the hit game in which players use blocks to construct elaborate virtual worlds. Last fall, Google unveiled Expeditions, a virtual reality system for classroom use that takes students on simulated field trips around the world.

Deep Minds master the game of Go

My colleagues over in Computing Science at the University of Alberta are rightly proud of their supervision of the leads at Google who developed the AlphaGo AI that recently won at Go. Martin Mueller and colleagues have been working on AI and games for some time, see Deep Minds master the game of Go. Now another story has come out about Will humans lose out to AI in eSports too? This story highlights work by another team on AI commentating.

The Index Thomisticus as Project

This is a story from early in the technological revolution, when the application was out searching for the hardware, from a time before the Internet, a time before the PC, before the chip, before the mainframe. From a time even before programming itself. (Winter 1999, 3)

Introduction

Father Busa is rightly honoured as one of the first humanists to use computing for a humanities research task. He is considered the founder of humanities computing for his innovative application of information technology and for the considerable influence of his project and methods, not to mention his generosity to others. He did not only work out how use the information technology of the late 1940s and 1950s, but he pioneered a relationship with IBM around language engineering and with their support generously shared his knowledge widely. Ironically, while we have all heard his name and the origin story of his research into presence in Aquinas, we know relatively little about what actually occupied his time – the planning and implementation of what was for its time one of the major research computing projects, the Index Thomsticus.

This blog essay is an attempt to outline some of the features of the Index Thomisticus as a large-scale information technology project as a way of opening a discussion on the historiography of computing in the humanities. This essay follows from a two-day visit to the Busa Archives at the Università Cattolica del Sacro Cuore. This visit was made possible by Marco Carlo Passarotti who directs the “Index Thomisticus” Treebank project in CIRCSE (Centro Interdisciplinare di Ricerche per la Computerizzazione dei Segni dell’Espressione – Interdisciplinary Centre for Research into the Computerization of Expressive Signs) which evolved out of GIRCSE (Gruppo not Centro – or Group not Centre), the group that Father Busa helped form in the 1980s. Passarotti not only introduced me to the archives, he also helped correct this blog as he is himself an archive of stories and details. Growing up in Gallarate, his family knew Busa, he studied under Busa, he took over the project, and he is one of the few who can read Busa’s handwriting.

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Original GIRCSE Plaque kept by Passarotti

Continue reading The Index Thomisticus as Project

Where Probability Meets Literature and Language: Markov Models for Text Analysis

3quarksdaily, one of my favourite sites to read just posted a very nice essay by Sanjukta Paul on Where Probability Meets Literature and Language: Markov Models for Text Analysis. The essay starts with Markov, who in the 19th century was doing linguistic analysis by hand and goes to authorship attribution by people like Fiona Tweedie (the image above is from a study she co-authored). It also explains markov models on the way.

The Digital Humanist

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On Thursday I was part of a conference here in Verona (see my conference notes) that celebrated the seminar I led at the University of Verona and the English publication of The Digital Humanist by Domenico Fiormonte, Francesca Tomasi, and Teresa Numerico (with a Preface by me). This is the English adaptation/translation of their 2010 Italian book which has finally come out in English. Here is the edited text of my presentation. (Thanks to Domenico for helping me with the Italian!)


Dear Friends and Colleagues,

Today we are here to celebrate the end of a laboratory on digital humanities and a beginning with the publication of the The Digital Humanist: A Critical Inquiry by Domenico Fiormonte, Teresa Numerico and Francesca Tomasi.

Oggi si celebra la fine questa laboratorio che abbiamo creato insieme e una la publicazione in Inglese del libro L’umanista digitale che è stato pubblicato per la prima volta in Italiano nel 2010 e poi aggiornato e tradotto in inglese da Desmond Schmidt e Christopher Ferguson.

The English publication of this book is important to the book because part of what makes it “A Critical Inquiry” is that it questions the universality of English. I use the word universality in two senses, both of which are to be questioned:

First, that there is an assumption that we need a universal language or metalanguage – a dream of philosophers, a dream that can be said to have led to the idea of a universal machine or computer,

E secondo, uso la parola universale per il modo in cui l’Inglese invade l’informatica, dai motori di recerca ai linguaggi di programmazione, come abbiamo sentito oggi nelle presentazioni degli studenti.

Il filosofo della scienza e della tecnologia, Langdon Winner, ha scritto un bel testo dal titolo: “Do Artifacts Have Politics?” In questo articolo Winner cerca di navigare tra due posizioni opposte – quella del determinismo tecnologico che sostiene che ogni messaggio è determinato dal tecnologia–

And, he argues that neither can technologies be said to be neutral – the argument of so many technologists that relieves them of the need to take responsibility for what they develop.

Instead Winner argues that we have to attend to the artefacts themselves – some bring baggage or structure experience and some less so.

One of the great contributions of this book is just such a critical attending to the digital artefacts themselves – especially those like search engines or electronic texts that are important to us in the humanities.

Questo libro, invece di parlare dell’informatica in generale – parla delle tecnologie che usiamo come umanisti e ci aiuta a capire l’importanza del nostro lavoro – infatti direi che ci aiuta capire come dobbiamo assumerci la responsabilità per le nostre technologie.

As Heidegger and others point out, sometimes the hardest thing to do is to notice technologies that we use every day like the glasses on the end of our nose. We need to find ways back to noticing the systems of ready-to-hand in which we navigate our desires and dreams. That includes for Heidegger also noticing the way language itself structures our thinking.

But how can we do that? How can we attend? What practices can we draw on from the humanities?

Lev Manovich in an online essay talks about the comedy of breakdowns as an interruption that forces us to notice technology – something that was normal in Russia, but isn’t normal in the West.

Siegfried Zielinski – in Deep Time of the Media proposes an archaeology that pays attention to the failed technologies – the branches that have been left out of the origin myths.

This book provides, I think, three other, uniquely humanities ways into thinking again about technology:

First, it is written from the margins – at least the linguistic margins of an Anglophone discourse of technology (and digital humanities.) It was first written in Italian and draws on an Italian humanities computing tradition. The book reminds us to pay attention to language, so important to the humanities and technology too.

Second, it historicizes the technologies we take for granted – looking, for example, at key figures who imagined our cybernetic future.

Terzo, questo libro non soltanto guarda agli artefatti e ai sistemi in un modo critico, ma guarda anche ai modi in cui noi organizziamo il discorso accademico sull’informatica umanistica – direi che tratta le digital humanities come artefatto umano che deve anche essere criticato, specialmente perché siamo ciechi ai modi nei quali l’organizzazione della disciplina segue la cultura anglo-sassone. The digital humanist ci chiede di criticare come siamo e potremmo essere dei digital humanists. Questa è un questione di ethos – come viviamo con la tecnologia, come ci organizziamo per porre attenzione alla tecnologia

E’ per questo che raccomando questo libro specialmente a voi dotorandi.

For those of you just discovering the digital as a subject for humanities attention I recommend this book – it is a way in for humanists.

Voglio concludere con un commento sulla presentazione dei libri – se un libro e come una neonato – un natio come ne parlava Vico –è anche importante come il libro viene educato insegnato e interpretato.

Remember the lesson of Frankenstein. The tragedy is not that he was made of parts, but that he was abandoned at birth. The same can be said of the digital humanities – a field made of parts.

Questa e la seconda volta che aiuto a presentare questo libro. La prima volta è stata la settimana scorsa a Roma. Direi che addesso sono diventato un presentatore con esperienza nell’ allevamento. Posso annuciare il tour?

As I was just saying in Italian, this is the second time I present this book – and I’ve chosen to do it in two tongues – English and Italian. In this I’m drawing on a Canadian political tradition of bilingual presentations which I have always admired. Such bilingual talks weave two languages to make something that is not a universal language but is free of the particular blindness of a particular language.

My reason for switching is that if we are to avoid the universalizing tendency of technologies of thinking like language we have to habituate ourselves to travel back and forth translating and thinking across. That used to be obvious to the humanities, but we seem to have forgotten that discipline.

Attraversare le lingue è qualcosa che voi Italiani dovete fare per forza – per noi anglo-sassoni è una nuova esperienza – troppo volte aspettiamo che l’atro venga da noi invece di incontrarci a metà strada.

Nel frattempo, The Digital Humanist è un importante tentativo che attraversa Italiano e Inglese per invitarci tutti a dialogare.

 

Passage: a Gamma256 video game by Jason Rohrer

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I had reason to revisit Passage the game of life and death by Jason Rohrer. Along with the game he provided a Creator’s Statement describes the game.

Passage is meant to be a memento mori game. It presents an entire life, from young adulthood through old age and death, in the span of five minutes. Of course, it’s a game, not a painting or a film, so the choices that you make as the player are crucial. There’s no “right” way to play Passage, just as there’s no right way to interpret it.

What could be more emotional than one’s own death? For more on the game and Rohrer see The Video-Game Programmer Saving Our 21st-Century Souls from Esquire.