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CHI Fellowship Program

dixonel7

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April 13, 2018

My Adventures in Troubleshooting (and the Importance of Good Technical Writing)

April 13, 2018 | By | No Comments

Perhaps the most important thing I’ve learned during this CHI project is how necessary various forums on HTML and CSS are to a person’s progress on a project. Over the last few weeks, I’ve had to rely entirely on the Twine Cookbook and googling random questions online to try to understand what I need to change. Programs like Code Academy  are useful is developing a basic understanding of how to understand and use html, css, and javascript. But, in the end I’ve spent way more time perusing the cookbook and reading forums online for specific solutions for the problems I’m having. For this reason, I’ve also learned the importance of good technical writing. Which, PS, turns out a lot programmers aren’t the greatest at that.

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fandinod

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March 31, 2018

Visualizing the Past: Maps and Photography

March 31, 2018 | By | No Comments

With the technical issues of my project mostly resolved, the remaining elements to complete are the core of the web site: the information on the venues and their connection to the remaking of the Tokyo cityscape. To restate my original goal, I am seeking to explore two interconnected aspects of the 1964 Tokyo Games. The first is the cultural legacy of the Olympics in Tokyo and the second is the impact of the Games on the urban landscape. For this post, I will concentrate on the latter, the urban transformation of Tokyo.

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fandinod

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March 7, 2018

Pictures and Conversation

March 7, 2018 | By | No Comments

Alice was beginning to get very tired of sitting by her sister on the bank, and of having nothing to do: once or twice she had peeped into the book her sister was reading, but it had no pictures or conversations in it, ‘and what is the use of a book,’ thought Alice ‘without pictures or conversations?’

Pictures and conversations have been dominating my thoughts on digital projects over the past few weeks, thanks to my work in a digital humanities class. Just as Alice astutely noted, most in the work done in my particular field of history is heavily textual, analytic, and descriptive. While within the discipline of history a book full of text without pictures is the norm, on the other hand a wall of text on a web site is a daunting thing to present to a site visitor, if by daunting you mean a sure fire way to make people click away. Over the course of the last few blog posts I laid out the vision for my project and my ideas to make each part work within a whole. Now, I’ll be working through the implementation of these concepts although not without a little more philosophizing on the idea I am trying to project through my site. In my related digital humanities course I have begun to question the textual dominance of digital projects and have been asking myself how to bend images and nontextual sources towards creating a conversation between the material and a site visitor. History prides itself on writing–a lot of writing. If I’m going to be mining cliches, if a picture if worth a thousand words, a 360 image should worth at least be a novella. Now my dilemma is a practical one: how to incorporate these concepts and images into a digital project?

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Cody M

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March 2, 2018

Pokémon GO and Narrative

March 2, 2018 | By | No Comments

Pokémon GO was, and is, one of the most interesting examples of gaming culture in the last two years. Many players and critics have commented on how fad-ish the game was: it became instantly and massively popular upon its release, but the number of active players quickly fell off after a few months. The game brought people together from around the world to capture Pokémon; it got folks outside and exploring; it allowed players to interact with the world around them in unexpected and emergent ways; and it got people to invest a great deal of time and money in its augmented reality.

It’s Pokémon GO’s augmented reality that makes the game so effective, and it’s the limitations of that augmented reality that made the game have relatively little staying power. By providing the ability to catch Pokémon in the world around players, the game seemed to finally deliver on a fantasy many fans of the franchise had had for a long time: living in and experiencing the world of Pokémon. Yet the augmented reality of the game could not really deliver on that promise. Players grew tired of catching what seemed like their millionth Rattata, and augmented reality’s reliance on the actual world meant players constantly bumped into the real limitations that come with our world. These limitations ranged from the legal (trespassing on private property) to the ethical (catching Pokémon at the Holocaust Museum) to the simple physical (crossing a large region takes a lot longer in the actual world than it does in digital game worlds). Perhaps the best example of these limitations was the disastrous Pokémon GO Fest, held to celebrate the game’s first anniversary in Grant Park in Chicago. Constant network difficulties and game glitches made the game completely unplayable at the event, and Niantic (the company that made the game) had to issue refunds and rewards to frustrated and angry players.

What I think Pokémon GO demonstrates quite well, however, is how we construct and perceive realities, and the significant role that narrative plays in those processes. Narrative is much more than a static, pre-determined series of events; games like Pokémon GO suggest it is a lived, embodied process that unfolds in the moment to moment experiencing of a game. As we move around and experience augmented reality with Pokémon GO, we are constructing narratives that shape our perceptions and understandings of ourselves and the world around us. Pokémon GO’s augmented reality coheres and functions because of the confluence of these narrative processes that it contains: first, the narrative of Pokémon that developers write into the game; second, the narratives players generate as they play and experience the game; and third, the narratives that emerge when players come together in groups (such as the narrative of Pokémon GO Fest as a disaster).

Pokémon GO reveals how narrative is one of the primary processes we use to understand and navigate the world. Narrative helps construct our senses of ourselves and the things we experience, including augmented reality. It does so by bringing our different determined, personal, and collective narratives together to form a unique reality. Psychologist Jerome Bruner gets at this when he discusses narrative as a system that actively constructs and organizes consciousness and the perception of reality (Bruner, 2000). Games have pointed us in this direction for a long time, but we have yet to fully appreciate the breadth and power of narrative processes in our play.

By doing so with games such as Pokémon GO, we can better understand our current (augmented) realities, and further use narrative to build new and potentially transformative ones. The narratives of Pokémon GO are our stories, and they have a lot to tell us about ourselves and what we can do and imagine.

Note: This blog is a short preview of my book chapter for an upcoming collection, tentatively titled Not Just Play: Essays on Motivations and Impacts of Pokemon GO, edited by Jamie Henthorn, Andrew Kulak, Kristopher Purzycki, and Stephanie Vie. Keep an eye out for the full collection, and read more about these ideas there!

Ethan Watrall

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February 19, 2018

Call for 2018-2019 Cultural Heritage Informatics Graduate Fellowship Applications

February 19, 2018 | By | No Comments

The Cultural Heritage Informatics Initiative invites applications for its 2018-2019 Cultural Heritage Informatics Graduate Fellowship program.

The Cultural Heritage Informatics Fellowships offer MSU graduate students in departments and programs with an emphasis on cultural heritage with the theoretical and methodological skills necessary to creatively apply digital technologies to cultural heritage materials, challenges, and questions. In addition, the fellowships provide graduate students with the opportunity to influence the current state of cultural heritage informatics and digital heritage, and become leaders for the future of cultural heritage informatics.

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dixonel7

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February 16, 2018

Project Plan Overview

February 16, 2018 | By | No Comments

For my CHI fellowship project, I hope to use the theoretical framework I have created in my previous project to begin considering how queer modes of making act as a form of world-making. In particular, I want to focus on the ways in which queer communities make “things” in order to make their worlds (more bearable). Often, in rhetoric and composition, we are understandably preoccupied with composing practices that follow linear logical progression, and thus linear alphabetic text is privileged as the primary mode for rhetorical creation. However, I wonder how might a preoccupation with lines of text—to linear logic in particular—leave out queer thinkers who see the world differently? In what ways does telling those thinkers that they are “wrong” through a constant focus on neat arguments leading to finite conclusions lead them to lose hope?

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dixonel7

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February 16, 2018

Learning To Code….Twice

February 16, 2018 | By | No Comments

As I’ve mentioned in my previous posts, I’m working on a project that illustrates and advocates for non-linear, queer composing as a death-defying act of world-making. To do this in a digital project, I’ve been making my project using Twine, self-described as  “an open-source tool for telling interactive, nonlinear stories.” I think most people tend to use Twine to create a kind of “choose your own adventure” story-game. In this way, the platform works perfectly for my project. I want users to click through it and feel like their experience is completely random and different every time they come to the site.

The weird thing about Twine is that it has its own coding language, plus it uses html, css, and javascript. It won’t let me just code using html, but rather I’ve been doing a combination of both html and Twine’s style of coding. So, to get a bunch of overlapping pictures like this:

I have to code it like this:

Plus some css on another page.

I’m not great at coding in the first place– I knew nothing about it until starting this fellowship, so having to both continue to learn the basics of html, css, and javascript, as well as Twine’s formatting is a bit of a chore. To be frank, it took me six hours to get those pictures randomly on the screen and turn them into clickable buttons. Still, I love working with Twine because it offers up a cool way to think about creating a website/story that is random and non-linear in the way that I need it to be. This is what my collection of pages look like right now:

I’m so excited to keep working and build an even bigger web of pages. Wish me luck!

fandinod

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February 2, 2018

Lost in Translation or How I Learned to Stop Worrying and Learn to Love Github

February 2, 2018 | By | No Comments

Grandiose ideas are often the downfall of any undertaking. Take Napoleon and the decision to invade Russia, Tony Stark building Ultron, the Sega Dreamcast and the withdrawal of Sega from the console market. The most important point I am trying to keep in mind for the project is to keep the parts under the hood straightforward and trust the end product will be more than the sum of its parts. The second point was ensuring compliance and responsiveness on both computers and mobile devices, as I am running with the idea that most people idly browse the internet on their phones. If my site was to develop into something useful for students, scholars, and casual visitors during the 2020 Games, I had to ensure a clean and intuitive interface that wasn’t going to cause me grief a few years down the line.

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fandinod

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January 12, 2018

Tokyo: The Virtual City

January 12, 2018 | By | No Comments

In May of 2017 while in Tokyo I visited Meiji shrine in Shinjuku for the Spring Grand Festival, a series of traditional performances including dance, archery and theater. After returning home, I posted a few photos of the event to social media, as people of my generation tend to do. I soon received a comment from a friend. “Oh wow, I’m there right now!”

His comment took me by surprise. I had no idea my friend was in Japan, much less that they were at Meiji shrine that day. I quickly messaged him to see how long he would remain in the Shinjuku area and if he would like to get dinner that evening, or at the very least meet up later in the week.  “No, no!” my friend explained. “I’m at Meiji shrine in Persona 5. Your picture was so much like Meiji shrine in the game,” he went to on say, “that I knew exactly where you were.”

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Cody M

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December 14, 2017

The LGBTQ Video Game Archive and Visualizing Representation

December 14, 2017 | By | No Comments

The nascent field of queer game studies has expanded exponentially in recent years thanks to the work of scholars such as Adrienne Shaw, Bonnie Ruberg, and Edmond Chang. Yet, despite growing scholarly attention to queer characters and players, queer game studies faces a daunting issue: queer representation and gaming communities are recorded largely in ephemeral digital forms such as wikis, blogs, and fan-made websites, meaning they are in constant danger of becoming outdated or disappearing suddenly. A case in point is GayGamer.net, a website dedicated to game news, commentary, and community for LGBTQ gamers that went dark with little notice in May 2016. GayGamer.net was a valuable resource for documenting LGBTQ game characters and communities, and while parts of it were captured by the Internet Archive, much of the site is no longer accessible outside of an old Facebook page. While many digital objects face similar issues of compatibility and archiving, queer game artifacts and documentation are especially endangered because of the marginalized status of queer gamers and characters in gaming culture. With fewer individuals (almost all volunteers) and institutional resources to support them, these sources must be actively preserved now before they—and crucial LGBTQ cultural heritage with them—are lost.

The LGBTQ Video Game Archive is a great example of ongoing preservation efforts in response to these problems. The LGBTQ Video Game Archive was started by Adrienne Shaw at Temple University in order to collect all instances of LGBTQ representation in video games from the 1980s to the present, and to “offer a record of how characters are explicitly coded, what creators have said about these characters, as well as how fans have interpreted these characters” (Shaw). By focusing on developers and players in addition to the characters themselves, the archive aims to develop a complex picture of how each representation has functioned within queer gaming communities. The documentation of queer representation in games is ongoing, and the number of games to document increases each year.

In terms of my CHI work, I’m interested in the new types of analysis that the archive, combined with digital humanities tools and digital cultural heritage methodologies, enables. For example, Utsch et al. used the archive to create data visualizations of queer representation throughout video game history, and revealed several trends such as a predominance of gay men in LGBTQ representation and an exponential growth in overall number of representations. To date, however, an intersectional analysis of the archive that addresses sexuality alongside identity categories of race, class, or disability has not been attempted, and I intend to address these intersections using new interactive data visualizations. The visualizations will be interactive in order to make them more fluid and dynamic: in other words, to make them better representations of identity than the static categorizations that intersectionality has sometimes been accused of. This intersectional analysis of the archive is only the beginning of the archive’s potential, and it has a number of limitations. For example, it only includes games currently in the archive, and only what is observable and documented about each representation. Future work will add more games to the analysis, and could provide more granular analysis of other intersections.

These projects are so important because I believe digital humanities should become more responsive to the needs of marginalized communities such as queer gaming communities. As we build and make with our digital tools, we must constantly confront the question of who we are building and making for. Our digital research and projects should demonstrate the digital theories and practices of social justice, and should do the crucial work of engaging with communities and supporting their efforts to make and shape themselves. Representation in queer games and queer gaming communities provides some practical methods for doing so, and contributes to ongoing discourse of what digital humanities can be.

For an excellent collection of recent work on queer game studies, check out Queer Game Studies (edited by Shaw and Ruberg) if you haven’t already.

LGBTQ Video Game Archive

Utsch et al.’s Visualizations