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Let’s write a textbook

September 30, 2009 Shawn Leave a comment

I’ve been talking with the folks at Flatworld Knowledge about the kinds of textbooks they’re looking for, and it was suggested that a world history textbook might be just the ticket. These things are typically in two volumes – before and after 1500. Who wants to write a textbook?

To my mind, writing another textbook that does the usual roundup of periods/cultures is not perhaps useful. As the Barenaked Ladies are wont to say, ‘It’s all been done before! ‘ A new medium of producing, distributing a textbook – a medium that allows for the content to be remixed by instructors at the coal-face, to suit their needs (read Flatworld’s material for more on that) it seems to me, needs a new approach. The folks at Grand Text Auto did a blog-based peer review for this book; perhaps a new world history textbook could be written via blog-based posts & peer review? Also, could it be written in such a way as to foreground networks & connections between times, places, and peoples: a 21st century textbook? Horden and Purcell’s volume from a few years back is apposite here; also is Urry’s Sociology beyond Societies

…I’m just thinking out loud. Your thoughts?

Masters and Doctoral Theses on Serious Games

September 22, 2009 Shawn 1 comment

A list maintained by Katrin Becker at SFU, ‘Serious Games Pathfinder‘:

The following is a list of Master’s and Doctoral theses that have been completed that have to do with serious games (and in some cases more broadly with digital games). Doctoral Theses are marked in bold. You can get more info on each thesis by clicking on the associated ‘details’ link.

Note: I am just starting to develop this list. So far, almost all the theses are Canadian ones. If anyone has a thesis they would like me to add, please let me know the following:

Name, Title, Year, Degree, Country, Institution, Department, Abstract, URL to the thesis (If you are willing, I’d like your nationality too).

Please send info on theses that are about DIGITAL GAMES ONLY (I am not interested in theses about Game Theory (i.e. math), ELearning, Virtual Spaces, Social Websites, Blogging, Graphics, AI, … UNLESS they specifically focus on applications to or for digital games)

I reproduce below the listing she has for 2008:

2008

details Applications of CSP solving in computer games (camera control) Ali, Mohammed Liakat
details The invention of good games: understanding learning design in commercial video games Becker, Katrin
details Gamers as learners: Emergent culture, enculturation, and informal learning in massively multiplayer online games Chu, Sarah
details Consistency Maintenance for Multiplayer Video Games Fletcher, Robert D. S
details Homeless: It’s No Game – Measuring the Effectiveness of a Persuasive Videogame Lavender, Terrance
details The “Heat Game”: an augmented reality game for scientific literacy Rees, Carol
details Beyond Fun and Games: 
Interactive Theatre and Serious Videogames with Social Impact Shyba, Lori
details Believability, Adaptivity, and Performativity: Three Lenses for the Analysis of Interactive Storytelling. Tanenbaum, Joshua Glen
details Adolescent problem gambling: relationship with affect regulation, Internet addiction, and problematic video game playing Taylor, Robyn N
details Video game expertise and visual search and discrimination Wu, Sijing
details Computer-aided exercise Yim, Jeffrey W.H

Tenure for Digital Work

July 9, 2009 Shawn Leave a comment

Now, wouldn’t that be grand: tenure for digital work! Folks are working on developing guidelines for it… (now, if I could just persuade these humanities folks that there is more to digital work than databases…). Seen over at the College Art Association

MLA and HASTAC Developing Tenure Guidelines for Digital Scholarship

posted by Christopher Howard
“Even as the use of electronic media has become common across fields for research and teaching,” reports Scott Jaschik at Insider Higher Ed, “what is taken for granted among young scholars is still foreign to many of those who sit on tenure and promotion committees.”

While junior professors lament the exclusion or diminution from tenure reviews of their born-digital work, whether publication or project, the Modern Language Association (MLA) and a group called the Humanities, Arts, Science, and Technology Advanced Collaboratory (HASTAC) are tackling the issue head on with new guides that offer tenure committees help in properly evaluating digital scholarship. MLA’s Information Technology Committee is developing these guides through a wiki, which publishes both finished and in-progress work.

In his article, “Tenure in a Digital Era,” Jaschik examines the many perceptions and problems at issue, including peer review; digital and print publications; and work that crosses traditional categories of research, teaching, and service.

Canadian Historical Review – article on game for history

June 19, 2009 Shawn 2 comments

I’m happy to say I had a hand in this article.

History computer games have become an economic and cultural phenomenon, and historians should seize the opportunity to participate in their development. Players of history games are interested in the past and in the big questions that drive historical scholarship. In this way, games have the potential to draw players into the discipline if we can discover the best way to express history though simulation. But what research do we draw on as we study how to accomplish this transformation? This essay is the product of a meeting of historians, educators, and gamers who joined previously separate lines of inquiry to identify literature and models that we believe form the foundation for developing a theory of good history through gaming.

Résumé:

Les jeux vidéo à thème historique sont devenus un phénomène économique et culturel, et les historiens devraient saisir cette occasion de participer à leur développement. Les personnes qui jouent à des jeux historiques s’intéressent au passé et aux grandes questions qui mobilisent la recherche historique. Par les jeux, il est peut-être possible d’attirer les joueurs dans la discipline, si nous parvenons à découvrir la meilleure façon d’exprimer l’histoire par la simulation. Mais à quelle recherche faisons-nous appel quand nous étudions les moyens de réaliser cette transformation? Cet essai est le produit d’une réunion d’historiens, d’éducateurs et de spécialistes du jeu qui ont relié des pistes de recherche jusque-là indépendantes afin de repérer les études et les modèles qui, croyons-nous, serviront de base à l’élaboration d’une théorie de bonne pratique de l’histoire par le jeu

Get Interacting With Immersive Worlds

June 4, 2009 Shawn Leave a comment

From the Conference Organizers….

Interacting with Immersive Worlds 2009 is only a few days away.  We are excited by the remarkable response to the conference, and are looking forward to hearing presentations by delegates from Canada, the United States, and Europe.  We are especially thrilled to welcome four remarkable keynote speakers:

Janet Murray, author of the seminal book, Hamlet on the Holodeck
Espen Aarseth, one of the world?s leading game theorists
Geoffrey Rockwell, a leader in multimedia education who directs the country?s most successful digital humanities research project
Debora Todd, a bestselling author and game designer, writer and producer.

Read more about these remarkable speakers, and see the full conference schedule at: http://www.brocku.ca/iasc/immersiveworlds/index.html

You can register, until Friday, June 5, at:
http://www.brocku.ca/iasc/immersiveworlds/register.html

See you on June 15!

The Interacting with Immersive Worlds 2009 Organizing Committee

I was a participant last year, and it was a great conference. Can’t go this year: baby daughter to look after!

Don’t Knock the Aztecs: Civ for History, WoW for German

May 27, 2009 Shawn Leave a comment

Still have folks in your department who dismiss games as…, well, games? Then you need to check out this article in the latest edition of the Escapist.  Todd Bryant has been experimenting with using games like Civ IV in history classes. This is no unthinking use of the game, though. For Bryant, the value lies in exploiting the gap between ‘real’ history, and the way that history is modelled (or argued, as it were: see Bogost) in the game:

A student came to my office last week and asked for help setting up a LAN game of Civ IV in one of the college’s computer labs. He was going to play my Age of Conquest mod scenario with some friends that afternoon. While I showed him in the menu how to set up a multiplayer game, he shared his strategy to play Spain and attack the Aztecs. It’s a bad idea.

[...]

For the class, students had to play the game in addition to their readings and discuss whether the scenario accurately represented the period. One of the key concepts students should have learned about was the role of belief systems as described in the book The Conquest of America: The Question of the Other.” In essence, the book and the game make the same argument: Had the Aztecs viewed the world differently, their clash with the Spanish conquistadors would have been radically different.

He goes on to describe exploration of language teaching through immersing students in a German server for World of Warcraft. Mein Gott! Das ist wunderbar! (all that I remember from a freshman German class; that and a song set to the Blue Danube… perhaps if I’d been gaming language, things would be different…)

There are people doing similar things with Latin, as it happens (I had experimented with old school text adventures for Latin teaching, but this might be a bit more *sigh* exciting) … sign the petition now!

Interface, NETSCI09, and MHR

April 20, 2009 Shawn 1 comment

Oh, if I but had the coin to go to conferences… (I’ll tattoo your logo where’er you want: corporate sponsorship?)

Two conferences appearing on the networks and archaeology mailing list this morning:

InterFace is a new type of annual event. Part conference, part workshop, part networking opportunity, it will bring together postdocs, early career academics and postgraduate researchers from the fields of Information Technology and the Humanities in order to foster cutting-edge collaboration. As well as having a focus on Digital Humanities, it will also be an important forum for Humanities contributions to Computer Science. The event will furthermore provide a permanent web presence for communication between delegates both during, and following, the conference.

Delegate numbers are limited to 80 (half representing each sector) and all participants willbe expected to present a poster or a ‘lightning talk’ (a two minute presentation) as a stimulus for discussion and networking sessions. Delegates can also expect to receive illuminating keynote talks from world-leading experts, presentations on successful interdisciplinary projects, ‘Insider’s Guides’ and workshops. The registration fee for the two day event is £30. For a full overview of the event, please visit the website.

And, on the premise that great conferences always take place in fanatastic locations, NETSCI09 this year is in Venice:

The aim of NETSCI is to bring together leading researchers, practitioners, and teachers in network science to foster interdisciplinary communication and collaboration.

They have a subsection on network science and humanities, which I’d love to attend. On a related note, a paper of mine has been accepted for publication with Digital Studies, on re-animating the brick production networks of first and second century Rome -a proxy for patronage networks- with an ABM that generates civil violence: a theory of civil strife through malfunctioning patronage.

And finally, a book of interest:

Greek and Roman Networks in the Mediterranean

How useful is the concept of “network” for historical studies and the ancient world in particular? Using theoretical models of social network analysis, this book illuminates aspects of the economic, social, religious, and political history of the ancient Greek and Roman worlds.

Bringing together some of the most active and prominent researchers in ancient history, this book moves beyond political institutions, ethnic, and geographical boundaries in order to observe the ancient Mediterranean through a perspective of network interaction. It employs a wide range of approaches, and to examine relationships and interactions among various social entities in the Mediterranean. Chronologically, the book extends from the early Iron Age to the late Antique world, covering the Mediterranean between Antioch in the east to Massalia (Marseilles) in the west.

This book was published as two special issues in Mediterranean Historical Review.

I’ve skimmed through the original special issues, and – I’m happy to be wrong – it seemed to me that ‘networks’ were being used more as a metaphor than an actual theory with methodological implications, as used by such people like Barabasi. (and now I’ll get some angry emails… ;)

Interacting with Immersive Worlds Conference II – registration open

April 16, 2009 Shawn Leave a comment

The second edition of Brock’s Interacting with Immersive Worlds Conference is taking place this summer. Registration is now open. I was able to attend last year, and it was the highlight of my conference season. Unfortunately I won’t be able to attend this year, so I’m going to miss out on some brilliant sessions.

Interacting with Immersive Worlds
An International Conference presented at
Brock University, St. Catharines, Ontario
JUNE 15-16, 2009

Register to attend at: www.brocku.ca/iasc/immersiveworlds

Focusing on the growing cultural significance of interactive media, IWIW will feature academic papers organized along four streams:
-Challenges at the Boundaries of Immersive Worlds features creative exploration and innovation in immersive media including ubiquitous computing, telepresence, interactive art and fiction, and alternate reality.
-Critical Approaches to Immersion looks at analyses of the cultural and/or psychological impact of immersive worlds, as well as theories of interactivity.
-Immersive Worlds in Education examines educational applications of immersive technologies.
-Immersive Worlds in Entertainment examines entertainment applications of immersive technologies, such as computer games.

The IWIW conference also features 4 keynote speakers:
-Janet Murray, Director of Graduate Studies, School of Literature, Communication and Culture, Georgia Institute of Technology
-Espen Aarseth, Associate Professor, Department of Media and Communication, IT University of Denmark
-Geoffrey Rockwell, Professor, Department of Philosophy and Humanities Computing, University of Alberta
-Deborah Todd, Game Designer, Writer and Producer, and Author of Game Design: From Blue Sky to Green Light

Visit the conference Web site at www.brocku.ca/iasc/immersiveworlds

Organizing Committee:
Jean Bridge, Centre for Digital Humanities, Brock University, jbridge@brocku.ca
Martin Danahay, Department of English Language and Literature, Brock University,
mdanahay@brocku.ca
Denis Dyack, Silicon Knights, Catharines, Ontario, denis@siliconknights.ca
Barry Grant, Department of Communication, Popular Culture and Film, bgrant@brocku.ca
David Hutchison, Faculty of Education, Brock University, davidh@brocku.ca
Kevin Kee, Department of History, Brock University, kkee@brocku.ca
John Mitterer, Department of Psychology, Brock University, jmitterer@brocku.ca
Michael Winter, Department of Computer Science, Brock University, mwinter@brocku.ca
Philip Wright, Information Technology Services, Brock University, philip.wright@brocku.ca

10th VAST International Symposium on Virtual Reality, Archeology and Cultural Heritage

March 27, 2009 Shawn 2 comments

First call for papers:

10th VAST International Symposium on Virtual Reality, Archeology and Cultural Heritage
7th Eurographics Workshop on Graphics and Cultural Heritage

(VAST’09)

September 22-25, 2009, Valletta, Malta

http://www.vast2009.org
======================================================================================

——————–
Call for Papers
——————–

-Towards a “digital agenda” for the integration of technologies into Archeology and Cultural Heritage-

Nearly every organization whose mission includes promoting access to cultural information, is well aware of the value of digital applications, and digital technologies are finding their way into cultural organizations. Nevertheless, a clear-cut division still exists between humanities researchers, computer science researchers, information scientists, librarians, and campus technologists, which prevents a complete achievement of the  potential represented by the integration of these disciplines. Each community has distinctive practices, lingo, assumptions, and concerns. Understanding technology needs of the humanities, and more specifically of Archaeology, Libraries and Cultural Heritage, has particular relevance to the future of knowledge and education delivery, as well as, to develop shared technology services to enhance humanities research now and in the future.

The main goal of this VAST is to bring together professionals from all fields to start a true dialogue on CH needs and ICT solutions and achieve a true integration of disciplines. This VAST aims at disseminating the idea of a more systematic integration of digital practices in research and education programs for CH, exploring good practices, guidelines and skills development possibilities to structure long-term initiatives and move towards a “digital agenda” for Archaeology, Libraries and CH.

This is why we are seeking contributions that advance the state of the art in the technologies available to support sustainability of human heritage.

- 2/3/4D Data Capture and Processing in CH
- Augmentation of physical collections with digital presentations
- Data Acquisition Technologies
- Digital Libraries
- Digital capture and annotation of intangible heritage (performance, audio, dance, oral)
- Interactive Environments and Applications for CH
- Long term preservation of digital artefacts
- Metadata, classification schema, ontologies and semantic processing
- Multilingual applications, tools and systems for CH
- Multimedia Data Acquisition, Management and Archiving
- Multi-modal interfaces and rendering for CH
- On-site and remotely sensed data collection
- Professional and Ethical Guidelines
- Serious games in CH
- Standards and Documentation
- Storytelling and Design of Heritage Communications
- Tools for Education and Training in CH
- Usability, Effectiveness and Interface Design for CH Applications
- Visualization

- KEYNOTE SPEAKERS -
Archeology: Dr Zahi Hawass – General Secretary of the Supreme Council of Antiquities of Egypt
Museums: Mme. Christiane Naffah – Director of the Research and Restoration Center for France Museums

- BEST PAPERS AWARD -
The best papers presented at VAST 2009 will be selected for re-submission on a special edition of the upcoming ACM Journal on Computing and Cultural Heritage (JOCCH), an online, peer reviewed publication.

- (NEW!) VAST-STARs -
VAST 2009 introduces the “VAST-STate-of-the-Art Reports (VAST-STARs)”, inspired by the EG STARs. These are papers providing useful novel overviews of research in the fields of computer graphics, computer science  and related fields that can benefit the multidisciplinary nature of VAST. They are survey papers in what the community considers important areas that have not been covered before or recently. Their aim is to give a detailed account of the principles, algorithms and open problems of a research area, so that an interested reader can quickly become up to speed in this field.  We warmly encourage all colleagues to submit to the VAST-STARs reports. The VAST-STARs will be published with the full papers and are also eligible for the best paper award. Two VAST-STARs will be selected by peer review and will be published in the EG proceedings together with the full papers.  VAST-STARs authors will present their work with a 60 minute presentation during VAST 2009.

- PAPER SUBMISSIONS -
We are soliciting five types of contributions:

=Full research papers presenting new innovative results. These papers will be published by Eurographics in a high-quality proceedings volume.

=VAST-STARs providing a useful novel overview of research in the fields of computer graphics, computer science  and related fields that can benefit the multidisciplinary nature of VAST.

=Project papers focusing on on-going projects, the description of project organization, use of technology, and lesson learned not innovative technical content. These papers will have an oral presentation and will be included in a “Projects & Short Papers” proceedings volume. Authors will have the option to present a poster during the breaks to provide more information regarding the project.

=Short papers presenting preliminary ideas and works-in-progress. These papers will have an oral presentation and will be published in the “Projects & Short Papers” proceedings volume.

=Tutorials and Workshops: half-day and full-day working sessions that provide an opportunity to educate and share on key topics of interest face-to-face. Tutorial submissions will be published in the “Projects & Short Papers” proceedings volume. Workshops that provide supplemental materials in time for the CD-ROM printing will also be included. All material will be made available on the VAST 2009 website.

All types of submissions will be reviewed and feedback given to the authors. See detailed information on the VAST 2009 website under Submissions.

- COMMITTEES -
Event Committee: Kurt Debattista – University of Warwick, Sandro Spina – University of Malta
Program Committee: Cinzia Perlingieri – University of California at Berkeley, Denis Pitzalis – The Cyprus Institute, STARC
Local Organisational Committee: Sandro Spina – University of Malta, Chris Porter – University of Malta, Keith Bugeja – University of Warwick.
VAST-STARs Committee: Fotis Liarokapis (Coventry University – UK), Michael Ashley – University of California at Berkeley

- ISC -
Achille Felicetti (PIN – University of Florence)
Aderito Marcos (Universidade do Minho – Portugal)
Alan Chalmers (University of Warwick – UK)
Alan Smeaton (Dublin City University – Ireland)
Alberto Proenca (Universidade do Minho – Portugal)
Daniel Pletinckx (Visual Dimension – Belgium)
Daniel Thalmann (Virtual Reality Lab – Switzerland)
David Arnold (University of Brighton – UK)
Erik Champion (Massey University – New Zealand)
Eva Zányi (University of Warwick – UK)
Fotis Liarokapis (Coventry University – UK)
Graeme Earle (University of Southampton)
Holly Rushmeier (Yale University – USA)
Kriste Sibul (ICOM-CC – Estonia)
Jean Angelo Beraldin (National Research Council – Canada)
Juan Barcelo (Universitat Autònoma de Barcelona – Spain)
Michael Ashley (University of California at Berkeley)
Milena Dobreva  (Institute of Mathematics and Informatics – Bulgaria)
Karina Rodriguez-Echavarria (University of Brighton – UK)
Luis Paulo Santos (Universidade do Minho – Portugal)
Mercedes Farjas (Universidad Politécnica de Madrid – Spain)
Nadia Thalmann (MIRALAB – Switzerland)
Paolo Cignoni (ISTI – CNR -Italy)
Robert Sablatnig (Vienna University of Technology – Austria)
Roberto Scopigno (ISTI-CNR – Italy)
Sofia Pescarin (CNR – Italy)
Stephen Stead (Paveprime Ltd – UK)
Vittore Casarosa (CNR – Italy)
Maria Theodoridou (FORTH – Institute of Computer Science – Greece)
Bianca Falcidieno (CNR – Italy)
Isabelle Bloch (ENST – France)

- IMPORTANT DATES -
Abstract submission (full/project/short/workshops/tutorials/VAST-STARs): 12th May 2009 (23:59 PTZ)
Paper submission for full papers and short papers: 15th May 2009 (23:59 PTZ)
Author notification: 21st June 2009
Camera-ready: 28th June 2009

- CONTACTS -
Conference Web Site: http://www.vast2009.org/
Event Chairs: Kurt Debattista, Sandro Spina – org_committee<at>vast2009.org
Program Chairs: Cinzia Perlingieri, Denis Pitzalis – prog_committee<at>vast2009.org
General Info/Organisation/Logistics: Sandro Spina – info<at>vast2009.org

Report on the Greek and Roman Games in the Computer Age Conference, Trondeheim, Norway

March 26, 2009 Shawn Leave a comment

From Andrew Reinhard, a report on the recent short conference detailing the nascent Classicists-discover-computer-games movement:

A revolution is happening now and the flashpoint is Scandinavia. Both Sweden and Norway have fought and won to keep Classics as a vital and viable subject of study at the secondary school and university level. Activist bloggers like Moa Ekbom in Sweden (see her Latinblogg), and activist students like Magnus Eriksson in Norway have been responsible for rescuing canceled Classics programs while at the same time finding ways to resuscitate Classics, promoting and publicizing both Latin and Greek as important for contemporary audiences, not just relating to scholarship, but also to popular culture, stripping the stigma of elitism from Classics and proving that Classical Studies is indeed essential for anyone.

The Greek and Roman Games in the Computer Age conference was organized by Classics professors Thea Selliaas Thorsen and Staffan Wahlgren, both of the Norwegian University of Science and Technology just outside of Trondheim, Norway. The first of its kind, this conference sought to survey Classics in computer games and virtual worlds as presented by fifteen speakers from Norway, Sweden, Germany, Italy, the United Kingdom, and the United States.

Full report here. I note one of the games mentioned is Caesar IV, which I’ve written about a number of times on this blog. Another series of blog posts from the conference floor live here. I look forward to future iterations of this conference, and hope they come to this side of the pond so I stand a chance of attending.