"Thrilling Wonder Stories of Cyberculture", NEH 2010


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Slides from a talk I gave to the NEH in September 2010,

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"Thrilling Wonder Stories of Cyberculture", NEH 2010

  1. 1. 2010 Digital Humanities Start-Up Grants Project Directors Meeting Thrilling Wonder Stories of Cyberculture
  2. 2. National Endowment for the Humanities 2010 Digital Humanities Start-Up Grants Project Directors Meeting September 28, 2010
  3. 3. I: Tour d'horizon 1. Boom time and generics 2. Some emergent trends II: Killer themes that knit these together • Openness • Storytelling • Mystery • Critical literacies
  4. 4. 2010 edition 2011 being built now
  5. 5. Emergent?
  6. 6. Practices: years of edublogging Selected, documented practices: • Publish syllabus • Publish student papers • Discussion • Journaling • Project blogs • Public scholarship • Creative writing • Distributed seminars • Campus organizations • Prospective students • Library collections • Alumni relations • Project management • Liveblogging
  7. 7. Blog as courseware
  8. 8. Blogs for public intellectuals
  9. 9. Blogging community involvement
  10. 10. The specter of Wikipedia
  11. 11. “Assignments – A bit of tinkering led us to the conclusion that a minimalist approach is best. After asking the students to read five forensics articles related to the historical case and send two tweets about each, we all agreed this was counter-productive and too hard to track…”
  12. 12. “…After that barrage, the typical assignment involved posting one comment and one question to classmates. After a while, one question OR comment seemed enough.” Mike Winiski, Furman University
  13. 13. “I could look inside the minds of motivated peers to learn about the new projects they were undertaking, the research reports they were studying, and Web sites they were exploring...” William M. Ferriter, 6th grade teacher
  14. 14. “…As my comfort with Twitter grew—a process that took a few months, as is typical for new users—I became an active contributor to this knowledge network.”William M. Ferriter, 6th grade teacher
  15. 15. Teaching Facebook
  16. 16. George H. Williams, assistant professor of English, University of South Carolina Upstate Practice: tag clouds Folksonomies mainstreamed George H. Williams, assistant professor of English at the University of South Carolina Upstate.
  17. 17. ( The Call of the API
  18. 18. Social images • accessCeramics, Lewis and Clark College • 1000 images milestone, February 2009 (http://accesscerami cs.blogspot.com/200 9/02/today-is-big- milestone-as-weve- reached.html)
  19. 19. Teaching with and about YouTube
  20. 20. Classic forms mutating
  21. 21. Aggregations
  22. 22. DiY PLE • Self-created • Consumer products • Personalization • Small pieces, loosely joined • Variable levels of presence
  23. 23. Did the world just change?
  24. 24. Gaming as part of mainstream culture • Median age of gamers shoots past 30 • Industry size comparable to music • Impacts on hardware, software, interfaces, other industries • Large and growing diversity of platforms, topics, genres, niches, players
  25. 25. • “Almost all teens play games.” • 20% of the entire United States population over age 6 had played browser-based social media games by 2010 (example: Farmville). • The average age of a game player has risen from 33 in 2007 to 34 in 2010. • “The most frequent game purchaser is 40 -- old enough to remember the early days of Atari.”
  26. 26. Gaming as part of mainstream culture Anecdata: Number of Facebook FarmVille players: 62,326,412 (as of Sept 2010, http://statistics.allfacebook.com/a pplications/leaderboard/, ) (Casual games are more mainstream than most heavy-duty games)
  27. 27. Diversity of game genres American teenagers, Pew Internet, 2008
  28. 28. Games serious, public, and political • Oiligarchy, Molle Industries • Jetset, Persuasive Games • The Great Shakeout, California • DimensionM, Tabula Digita
  29. 29. Classroom and courses • Curriculum content • Delivery mechanism • Creating games Peacemaker, Impact Games Revolution (via Jason Mittell)
  30. 30. •Joost Raessens and Jeffrey Goldstein, eds, Handbook of Computer Game Studies (MIT, 2005) •Frans Mayra, An Introduction to Game Studies (Sage, 2008) •Pat Harrigan and Noah Wardrip-Fruin, eds. Third Person: Authoring and Exploring Vast Narratives (MIT, 2009) Game studies as academic field
  31. 31. How is gaming used now?
  32. 32. HP has ambitions
  33. 33. How long, oh mouse?
  34. 34. Ubiquitous computing Mark Weiser, 1988ff: “The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” "The Computer for the Twenty-First Century" (1991)
  35. 35. That’s all so pre- 2011.
  36. 36. The breakthrough move: Amazon Kindle
  37. 37. AR: first, the light stuff • Museum tours • GPS navigators (Garmin) • Location services (Yelp)
  38. 38. Then the mark of the beast • Living antecedent: bar codes •QR •Microsoft Tag
  39. 39. Marking the world
  40. 40. Layaring the world
  41. 41. AR art
  42. 42. Rise of the spime
  43. 43. "the great challenge of the age“ (Google CEO Eric Schmidt, 2009)
  44. 44. • http://www.youtube.com/watch?v=8FSsztwb RW0
  45. 45. “"open" refers to granting of copyright permissions above and beyond those offered by standard copyright law. "Open content," then, is content that is licensed in a manner that provides users with the right to make more kinds of uses than those normally permitted under the law - at no cost to the user.” http://www.opencontent.org/definition/
  46. 46. “Open content, a neologism coined by analogy with open source, describes any kind of creative work, or content, published under a license that explicitly allows copying and modifying of its information by anyone, not exclusively by a closed organization, firm or individual.” (Wikipedia, as of 9/27/2010)
  47. 47. Flickr: 5 billion photos, as of September 2010 Creative Commons licensed? Attribution License: 21,544,225 photos Attribution-NoDerivs: 7,232,602 photos Attribution-NonCommercial-NoDerivs: 47,224,259
  48. 48. Pompeu Fabra University, Barcelona; http://www.freesound.org/
  49. 49. How much open content do we produce through social media?
  50. 50. $2 million ->Khan Academy
  51. 51. New forms for stories
  52. 52. Republish content via blog • Pedagogy • Social feedback • Publicity • Pepys Diary • Dracula Blogged • Ulysses and da Vinci per day
  53. 53. Bookblogging Extended networks • Support wikis (example: Pynchon) • William Gibson lost his Node
  54. 54. Wikistorytelling (http://www.amillionpenguins.com/wiki/index.php/Main_Page)
  55. 55. Can a collective create a believable fictional voice? How does a plot find any sort of coherent trajectory when different people have a different idea about how a story should end – or even begin? And, perhaps most importantly, can writers really leave their egos at the door? “About”, http://www.amillionpenguins.com/wiki/index.php/About
  56. 56. Embedded within Slideshare Web platform apparatus
  57. 57. Embedded within blog
  58. 58. Social photo stories Flickr, Tell A Story in Five Frames group Example: "Food to Farm", Eli the Bearded (2008)
  59. 59. Social photo stories
  60. 60. Social photo stories
  61. 61. Social photo stories Flickr, Tell A Story in Five Frames group (http://www.flickr.com/groups/visualstory/) Example: "Food to Farm", Eli the Bearded (2008)
  62. 62. Social photo stories Example: "Food to Farm", Eli the Bearded (2008)
  63. 63. Digital storytelling in stories -Bruce Sterling, Wired, 2007
  64. 64. But wait, what's storytelling?
  65. 65. But wait, what's storytelling? “The last man on Earth sat alone in a room.”
  66. 66. “The last man on Earth sat alone in a room. There was a knock on the door.” (Fredric Brown, “Knock”, 1948)
  67. 67. It was a bright cold day in April, and the clocks were striking thirteen. Last night, I dreamt I went to Manderley again. The sky above the port was the color of television, tuned to a dead channel. As Gregor Samsa awoke one morning from uneasy dreams he found himself transformed in his bed into a gigantic insect.
  68. 68. The information landscape changes “Among the entire population (internet users and non-users alike) the internet is now equal to newspapers and roughly twice as important as radio as a source of election news and information. Among internet users and young adults, these differences are even more magnified.” -Pew Internet and American Life, "The Internet's Role in Campaign 2008", April 2009
  69. 69. Bryan Alexander http://twitter.com/BryanAlexander http://blogs.nitle.org/ and http://blogs.nitle.org/archive/ bryan.alexander@nitle.org