Inter/Disciplinary Models, Disciplinary Boundaries: Humanities Computing and Emerging Mind Technologies

COCH/COSH 2002 Meeting
at the Congress of the Social Sciences and Humanities
May 26-8, 2002
U Toronto / Ryerson Polytechnic U

Speakers and Abstracts

 

Speakers

Abstracts

This paper reviews the unique differences between traditional print journals and the emerging new breed of e-journals and their monumental impact on academic publishing in general and on scholarly print journals in particular. These differences are accentuated by using concrete findings from field research and ample examples of existing e-journals in the Humanities.
    Publishing in peer-reviewed, tightly controlled publications is a requirement for promotion and tenure for university scholars. Electronic journals quicken traditional peer-review processes and if extended to involve more reviewers per article and readers' commentary, they may reduce potential partisanship, bias and intrigue. A number of e-journals implement peer review on the Internet, which includes pre and post-publication review systems like the open-discussion model and the staged-discussion model. These new types of peer review methods, more popular with scientific and technical journals, [yet, could as well be implemented in other fields] employ the active participation of their readers in reviewing articles before or after they are published. Some e-journals' preferred method is a combination of traditional and wired reviews. Referees are provided with a review form, allowing them to communicate with the editor electronically or through regular mail.
    In recent surveys of print-journals three important tenets came forward: The globalization of scholarship is of utmost importance; scholarly publication is in a dire financial condition; and a feasible economic solution to its predicament lies in the implementation of electronic and digital media for academic publication.
    Creating affordable access and containing expenses become crucial to the sustenance of academic journals. As production expenses are reduced in shifting to the electronic medium, subscription fees can be reduced or eliminated entirely. In addition, mechanical, advertising, circulation and distribution costs can be either purged or minimized, as well as the salaries incurred for these traditional print activities. In the electronic medium, one Webmaster can handle all the HTML coding involved in preparing an issue for publication. In Canada, many e-journals are affiliated with the International Consortium for Advanced Academic Publication <http://www.icaap.org>, which offers its members free web services such as hosting, coding and web maintenance.
    The freedom, globalization and affordability associated with the Web offer scholars a chance at voicing their opinions devoid of any intervention. As new generations of scholars become more proficient with electronic technology, they will find the Web an added outlet of their expression. Furthermore, the Web's potential of transforming human existence in general is articulated by the words of Dale Spender who believes in the bright future of the Internet: "That the print-culture world is going is abundantly clear. With it go many of the conventions that we have cherished about who we are, what we know, and how we make sense of our universe. Cyber-society will be as dramatically different to us as print culture was to those of the manuscript era. New truths are in the making."

Adventure games like Myst and Crystal Key incorporate an experiential dimension into the aesthetics of their forms where the player's goal is to explore the spatial coordinates of a place and unravel its secrets. This mapping of space is an affirming impulse for territorial conquest, but it does not foreground characterization or produce, Justine Cassell argues, constructs of the self (311). In stark contrast to these narrative game spaces, feminist games tend to problematize spatial exploration and interactivity, privileging constructs of the self, participatory engagement and political/theoretical frameworks within the game play. I will examine two such games. Natalie Bookchin's The Intruder is a retelling of a story by Jorge Luis Borges, re-enacted in 10 games, that addresses the question of violence as a modus operandi in twitch games. Diana Reed Slattery's Glide is an exploration of a visual language used in Slattery's print novel The Maze Game. To play, we must learn the Glide language in order to understand the possibilities in the trinary logic of the glyphs cast by the oracle, and to become dancers in our own right in the maze game. The negotiations between our interpretations of the three glyphs—representing situation, transformation and larger context--produce true interactivity in Glide whereas the sordid triangle in The Intruder only locks us into predetermined courses of action where we are doomed to mimic the brothers' gestures. I will examine how the interactive nature of these games calls for their own theoretical frameworks distinct from their conversations with print-bound narrative.

Much work has been done in recent years to standardise the encoding and representation of texts for a variety of purposes and programs: SGML, TEI, and Dublin Core are a few examples. Ironically, far less attention has been paid to the harmonisation of the relevant text-analysis tools (Eye-ConTact <http://www.humanities.mcmaster.ca/~grockwel/ictpaper/ictintro.htm> by Geoffrey Rockwell and John Bradley is a notable exception). As text-analysis migrates to the web (with first generation tools such as TACTweb <http://tactweb.humanities.mcmaster.ca/> and HyperPo <http://huco.ualberta.ca/HyperPo/>), the need for establishing a common framework for the interaction of modules is urgent.
    The Humanities Computing Resources project has several purposes. For the end-user, it provides a single login point to a variety of resources (available on the same server or via other servers through compatibility protocols). Information such as e-mail addresses can be updated once and applied to multiple nodes in a central database (more sensitive information such as financial data is not currently within the purview of the project although a generic privacy statement is provided). Navigation between the resources is greatly simplified since users can quickly display a list of available public resources as well as the resources to which they have been granted access. This compilation of resources is also a useful way of promoting modules that might otherwise be more difficult to find.
    For the programmer, the Humanities Computing Resources project is a platform that provides an API (Application Programming Interface) for common tasks. For instance, instead of writing several lines to query a database for a user's last login, a programmer can, in one line, call a function that will perform the desired task. More importantly still, the Humanities Computing Resources project defines an XML-based standard protocol for communication of data between modules. This essentially makes the Humanities Computing Resources project an extensible platform since modules can easily be added to the system while ensuring compatibility with other modules.


12 August 2002; 55