Zotero Feeds
Warning: DOMDocument::loadXML() [domdocument.loadxml]: Empty string supplied as input in /home/umwblogs/public_html/wp-content/plugins/ZoteroFeedWidget/ZoteroFeedWidget.php on line 106
Protected: // Create magnetic children: Code as critical paratext
Posted in Uncategorized
Enter your password to view comments.
How I use Drupal to roll my own (continued, pt. 1)
Last week, I had the privilege of presenting at UMW’s Faculty Academy. Not only did I enjoy learning from my colleagues and meeting some new people, it was really just a lot of fun. A great way to kick into some meta-conversant relaxation after the end of a long semester.
I gave two presentations, one on Alternate Reality Games, and one on Drupal. Both were well-received, I think, even though I felt afterward like I had rushed my points and still managed to leave out some really important stuff.
Several in the audience later expressed interest in learning more about Drupal, what I do with it, and how they might use it themselves, so I thought I’d create this blog entry (and another one or two, probably) to pick up some of the points I left out and extend my discussion in a more thoughtful way. Basically, this post acts as Part 2 of that presentation, so if you weren’t there, I encourage you to check out the session audio once it gets posted on the Faculty Academy Website. Also, here are my slides. (I admit, these slides are not very informative on their own.)
First of all, I’ve created a screencast, embedded below, to show some of the more interesting (I think) things I do with Drupal — things that take me off the beaten path in some cases and into my own thorny code. It’s about 15 minutes long, which is way longer than I wanted it to be, but I hope it’s a useful introduction to what I do. Moreover, I hope it demonstrates the real strength of using Drupal the way I do to manage a course: putting content creation tools in the hands of students within the same signon space that I use to evaluate their work. Among other things, this manages my work flow for evaluation, and keeps students to a single signon system while putting content out into the public view. Anyway, please view the screencast, and continue reading this post so I can unpack some of my argument.
Regarding the material in this screencast, let me just stress that, aside from the gradebook module and the blog grading workflow, everything I do with regard to custom content types (Assignment, Class Meeting, Peer Review), configurable blocks (like the “Next Class” block) are all done through settings in the CCK Module (with various other modules like Date API extending its functionality) and the all-powerful Views Module. Both take some getting used to, like anything else, but their power for shaping a website is truly remarkable.
Now, I’ll have to get back into my eightfive reasons why Drupal is better than WordPress in a later post, so for now let me revisit my metaphor from The Forbin Project. To set the stage, the President has just turned over the entire US missile defense and intelligence to a computer with the ominous name, Colossus. These are it’s first words:
To summarize, “WARN: THERE IS ANOTHER SYSTEM.” This is a warning I now issue both to Blackboard and to WordPress/UMWBlogs. There is another system, and it is Drupal.
The other side of this warning, though, comes at the end of the film, and this is something I didn’t quite get to in the presentation. When Colossus warns of another system, it is significant because recognizing an other is his first step toward sentience. Apparently the other system, Guardian, makes a simultaneous revelation to his (Russian) programmers. What happens next, though, is where my metaphor (hopefully) takes off: Colossus and Guardian demand to be linked together, and once joined, they form a collective intelligence, “World Control”. This is the result: they detonate a nuclear bomb and issue a warning to mankind.
This is the risk, then. Any system for management and control runs the risk of becoming a “total” system, and such a system doesn’t have to be self-aware a la Colossus or Skynet to become a mechanism for hegemony and complacence. The moral of my story isn’t that we should all be using Drupal, but that we should all be using systems that work for us because they’re flexible where they need to be flexed. In many of our classrooms, we stress practices like experiential learning, public accountability for discourse, and student agency. So we as instructors should similarly be working toward agency with regard to those systems that give shape to our students’ experience.
For me, this means that when part of my website breaks down, it’s probably my fault, and moreover it’s my job to fix it. I don’t just pass it off with some hand-wavy invocation to whichever “computer people” control the system. When in the classroom we roll our eyes or throw up our hands at “computers” or a broken PowerPoint, maybe we’re really acknowledging how much control we cede to it in determining the conduct and even content of our teaching.
A wise friend of mine in graduate school once pointed out that when you spend time in the classroom undermining the administration or your superiors, you also undermine your own pedagogical authority. He’s right, and I think this is true with regard to technology as well. But it doesn’t have to be a bad thing, especially in a post-singularity institutional CMS culture. At the very least, resisting it may be a risk worth taking.
To paraphrase John Connor, if you’re reading this, you are the resistance.
Posted in Drupal, e-learning, umwfa09
1 Comment
DAC 09 Proposal, Revised
Thanks to some suggestions from @cucchiaio and @chouxsalad, I’ve prepared a new version of my DAC 09 proposal. I’ll probably submit it officially tonight or tomorrow, but feedback is still welcome.
Title: Context and Constraint: Expressions of platform in videogame typography
Videogames are an important genre of digital media with broad cultural and intellectual relevance, and typographers have long attested to the semantic power of typographic form to communicate ideas. As an area of inquiry, videogame typography has been largely ignored within the critical discourse around videogames. The research I will present in this paper argues that by analyzing the textual and typographic content of videogames, especially early console games, we can gain further insight into the influence that computing platforms exert on the kinds of expression they make available to artists, designers, and programmers.
Even the earliest cartridges created for home consoles such as the Atari VCS, Fairchild Channel F, and Mattel Intellivision demonstrate the compelling expressive potential of digital media, and their typographic systems are part of that expression. In this historically-focused paper, I will offer platform-specific, close readings of typographic images within videogames in order to argue that the affordances and constraints both ludic and aesthetic) of computing and gaming systems are emblematized in these designs. Moreover, since the software and hardware used for character generation in these games deal with the hierarchy of image and text (as different types of information) in different ways, a feature of digital ontology is offered as analogy to a modern cultural and institutional hierarchy between visual and textual modes of expression.
The design of letter forms for typography has always been a practice closely linked to the physical properties of the material out of which type is made. One theory for the origin of the serif is that it aided in the chiseling of letters out of stone. This ground-up influence continues into digital typography where the particulars of character storage, retrieval and display depend on the capabilities of the computing hardware and software used in the process and thus limit the type designers choices in various ways. Early game consoles are especially interesting in this regard because their limitations and demands for efficiency are readily apparent, both at the data level (in terms of how much ROM can be allocated for character data) and at the algorithmic level (in terms of devising a means to display character data at all).
For example, the Atari VCS lacks a built-in BIOS and does not employ a character generating chip, unlike its less successful predecessor, the Channel F. Lacking a standard means for generating text led VCS programmers to find creative solutions to this and other basic problems, and the result is that some features like text generation and scorekeeping display take on an aesthetic of convenience or parsimony. By contrast, platforms which offer a single, built-in character set impose a typographic hegemony on their content. This hegemony (which might instead be considered an in-house style) may even extend to other platforms, as in the case of Burgertime (1982) for VCS, which includes the Intellivision character set. The economic history of the game as intellectual property is inscribed into its material substance (literally, burned into the cartridge ROM), but it is also indelibly present alongside the game’s diegesis revealing a trace of its inluence that also manifests in other ways within the game.
In what amounts to a paleography for an important era in digital media, the research demonstrated in this presentation offers a new, typographic avenue for platform studies that can reveal the means by which the aesthetics of visual form sustain the traces of programmatic and material constraint.
I’m much happier with this version, but I don’t know how smoothly it reads. Also, I tend to avoid the whole title formula (you know the whole
Anyway, suggestions? Typos? Feedback?
Posted in Uncategorized
Leave a comment
Proposal for DAC ’09, Feedback Welcome
I have recently been disappointed to discover that I have missed deadlines for major conferences I wanted to attend. In some cases, I missed the event before I even remembered that I had wanted to apply. I can chalk this up to being too absorbed in teaching, as well as the hiatus of the re-nascent UPenn CFP list, but ultimately, my head has really just been elsewhere, priority-wise. I even had to back out of an edited collection in the very late stages because I didn’t have time to revise my chapter (I feel terrible about this, by the way).
So now, I’m getting together a submission for a conference I really want to go to, Digital Art and Culture, 2009 at UC Irvine, and since the first deadline (for abstract submissions) is May 1st, I have a few days to think about it. I definitely want to present something from my dissertation and/or the eventual book project it will soon start becoming, so I’m pleased to see that there is a “Software / Platform Studies Theme” being led by Jeremy Douglass and Noah Wardrip-Fruin.
When I was in grad school and I wanted to get ready for a submission like this, I would often find the most success if I crafted my abstract and then passed it around (say, in the Image Lab) for some feedback. Since I don’t have the same kind of immediate community here, I thought I’d post the abstract in progress here on this blog (which I hardly ever use, for now), and invite some feedback through Twitter. I’ve heard Twitter described as kind of like working in a coffee shop where you can bounce ideas off whoever’s in earshot. So this is me using it like that.
The abstract (which is limited to 600 words) is below.
Title: The Videogame Text
Videogames are an important genre of digital media with broad cultural and intellectual relevance. Even the earliest cartridges created for home consoles such as the Atari VCS, Fairchild Channel F, and Mattel Intellivision demonstrate the compelling expressive potential of interactive entertainment. In this paper, I will offer platform-specific, close readings of typographic images within videogames in order to argue that the affordances (both ludic and aesthetic) of computing and gaming systems are emblematized in these designs. Moreover, since the software and hardware used for character generation in these games deal with the hierarchy of image and text (as different types of information) in different ways, a characteristic of digital ontology is proposed as analogy to a modern cultural and institutional hierarchy between visual and textual modes of expression.
The significance of gaming platforms cannot be understated in this context because the differences in methods for storing and retrieving character data comprise the specific textuality of games produced on a specific platform. The Atari VCS lacks a built-in BIOS, nor does it employ a character generating chip, unlike its less successful predecessor, the Channel F. This parsimony of resources on the VCS forced programmers to find creative solutions to basic problems (a process that is well-documented in Bogost and Montfort’s Racing the Beam) so features like text generation and scorekeeping display take on an aesthetic of convenience. By looking for patterns among the variety of lettering and numbering styles of VCS games, it is possible to infer which games comprise moments of innovation or adaptation. By contrast, platforms which offer a single, built-in character set impose a typographic hegemony on their content. This hegemony, which may be considered an in-house style, may even extend to other platforms. For example, the VCS Cartridge Burgertime, published in 1982, employs the same character set for displaying a player’s score as one would find in any contemporary Intellivision game. This demonstrates that this cartridge is a port of the Intellivision game, not the original arcade game. The genetic history of this game is, of course, easy to determine anyway — since the box clearly identifies the publisher of Burgertime for Atari 2600 as Mattel’s “M Network” — but it is significant that this identification holds even without resorting to paratext. The economic history of the game is inscribed into its material substances (literally, burned into the cartridge ROM) and it is indelibly present alongside the game’s diegesis. This trace of influence exerts other pressure on the actual content of the game, but its presence is most unambiguously apparent within the specific character shapes.
Finally, videogame typography occupies a number of liminal spaces. It is both word and image, text and paratext, diegetic and non-diegetic. It is, in other words, marginal, and within a Heads-Up Display interface, one commonly finds textual data residing near the edges of the screen – closer, as it were, to the player than the game world itself. Textual and numeric signification within this boundary space solidifies the distance between the player and the game, even as it constitutes and qualifies her agency within it.
That’s it, so far. I have room for about 80 more words if necessary. I’d like to add a “this is why it’s important” conclusion, and I’ll probably trim some fat in the middle.
Any suggestions? Typos to point out?
Most importantly: does this sound interesting to you? If you saw it in a conference program, and there were competing concurrent sessions, would you come to this one?
Posted in DAC 09, research
Leave a comment
Inform 7: New Resources!
This is new. I just came across this mentioned on Nick Montfort's blog, a new website, launched yesterday(?), for the programming environment some of you have been working in (or toiling with -- depending on how much success you've been having). It's a whole new presentation for Inform 7, complete with some new documentation, screencasts, and a bunch of complete working examples. If you're still putting some finishing touches on your IF project (if you're doing an IF project), you may very well find something useful.
I've only looked at the site briefly, since I wanted to get this post up, so please take a look. And if you find anything on the new site that you think is particularly helpful or that leads to any epiphanies, post it in a comment here so others can benefit as well!
Posted in documentation, imported, Inform, Inform 7, Interactive Fiction, resources
Comments Off
Inform 7: New Resources!
This is new. I just came across this mentioned on Nick Montfort's blog, a new website, launched yesterday(?), for the programming environment some of you have been working in (or toiling with -- depending on how much success you've been having). It's a whole new presentation for Inform 7, complete with some new documentation, screencasts, and a bunch of complete working examples. If you're still putting some finishing touches on your IF project (if you're doing an IF project), you may very well find something useful.
I've only looked at the site briefly, since I wanted to get this post up, so please take a look. And if you find anything on the new site that you think is particularly helpful or that leads to any epiphanies, post it in a comment here so others can benefit as well!
Posted in documentation, imported, Inform, Inform 7
Comments Off
A note on blogging, spoilers, and opinions
Many IF works, including most of the ones we are playing in this class, involve some degree of puzzle-solving. In some cases, those puzzles are explicit within the game world, like the dam control puzzle in Zork. In other cases, the puzzle or riddle may be more subtle, like figuring out just what exactly is going on. In Snack Time! for example, it may take the player a while to discover just what she is playing as in the game.
I've noticed that many of you have been writing blog entries about Snack Time! and Everybody Dies, which is great, but in the interest of allowing everyone to solve the puzzles on their own, I am requesting that from now on you try and avoid posting spoilers or solutions to puzzles.
Sometimes, of course, you need to talk about the ending of a game, and that's fine. When you do, however, make it clear to your reader that you're going to reveal something they may not want to have revealed just yet. Keep in mind that the individual reading your blog entry may or may not be in this class. Maybe someone googles Everybody Dies to see what people have said about it; that person may not want to see it explained to them. read more »
Posted in blogging, imported, Interactive Fiction, spoilers
Comments Off
A note on spoilers and the posting thereof
Many IF works, including most of the ones we are playing in this class, involve some degree of puzzle-solving. In some cases, those puzzles are explicit within the game world, like the dam control puzzle in Zork. In other cases, the puzzle or riddle may be more subtle, like figuring out just what exactly is going on. In Snack Time! for example, it may take the player a while to discover just what she is playing as in the game.
I've noticed that many of you have been writing blog entries about Snack Time! and Everybody Dies, which is great, but in the interest of allowing everyone to solve the puzzles on their own, I am requesting that from now on you try and avoid posting spoilers or solutions to puzzles.
Sometimes, of course, you need to talk about the ending of a game, and that's fine. When you do, however, make it clear to your reader that you're going to reveal something they may not want to have revealed just yet. Keep in mind that the individual reading your blog entry may or may not be in this class. Maybe someone googles Everybody Dies to see what people have said about it; that person may not want to see it explained to them. read more »
Posted in imported, Interactive Fiction, plot, spoilers
Comments Off
Turn your web browsing surreal with Tumbarumba
Have you ever noticed something out of place? Something that just seemed a little odd at first, but after a second look and a third, it expanded into a world that transformed your everyday reality into something else entirely?
Well, I haven't, at least not in the real world. In terms of the real world of the web, however, you can, add something to your browser to imbue your daily information streams with the potential for cracks to open up between your world and another. Tumbarumba itself is not electronic literature, per se, and the stories it delivers are not technically interactive or hypertextual in any of the ways we've been studying in class. But the way it inserts itself into your life is certainly uniquely electronic. read more »
Posted in imported
Comments Off
Collaborative definitions in real time
Today, we experimented with EtherPad, a tool that lets multiple authors work on the same document in real time, with color-coded edits.
It was interesting to see how the conversation developed around the documents, and in some cases, arguably, undermined the quality of the documents themselves.
As promised I'll post the combined final version of each definition below. In addition, I welcome your comments here on EtherPad and the experiment in general. read more »
Posted in imported
Comments Off