dissertation


Ph.D. in English, University of Virginia, 2004.

About the diss: My dissertation, Speculative Computing: Instruments for Interpretive Scholarship, drew on my work in humanities computing at the University of Virginia, first at IATH and later with SpecLab and the ARP / 9s / Rossetti group. I promptly CC-licensed my dissertation in 2004, and it's available below.

Dissertation director: Jerome McGann
Committee members: Johanna Drucker and David Golumbia
Outside reader: Benjamin Ray

An abstract:
Like many modern humanities computing projects, Ramon Llull's Ars Magna, a system of inscripted, manipulable wheels dating to the thirteenth century, asserts that interpretation can be aided by mechanism without being generated mathematically or mechanically. That this assertion is sometimes lost on the larger academic community is not simply a failure of the devices scholar-technologists produce (although, as the work outlined here seeks to demonstrate, we could do a better job of anticipating and incorporating patently interpretive forms of interaction on the part of our users into the systems we create for them). Instead, it betrays our failure to articulate the humanistic and hermeneutic value of algorithmic work to a lay audience.

This dissertation uses Llull's Ars Magna to introduce the relationships of algorithm, ars combinatoria, aesthetic provocation, diagrammatic reasoning, and ludic practice to the work of humanities scholarship and then presents two major case studies in the design of digital instruments and environments that open themselves to performance and intervention on the part of interpretive agents. The first is the Temporal Modelling PlaySpace, a composition tool for sketching personalized and inflected timelines that (like temporal relations in humanities data generally) are not necessarily unidirectional, homogenous, or continuous. Temporal Modelling's innovation lies in its extraction for re-purposing of well-formed XML from users' intuitively-designed and even deliberately ambiguous diagrammatic models. The second case study deals with computational and interface or visualization strategies for turning problems of subjectivity and deixis into opportunities for critical engagement in the Ivanhoe Game, a ludic subset of the larger IVANHOE project, an interpretive role-playing environment conceived by Jerome McGann and Johanna Drucker.

Both of these projects stem from work in progress at the University of Virginia's Speculative Computing Laboratory. The goals and methods of SpecLab are demonstrated here -- most especially in a trio of creative design exercises or "imaginary solutions" which make use of ideas developed in chapters on Llull, Temporal Modelling, and the Ivanhoe Game -- and "speculative computing" is introduced as a new paradigm for exploratory digital work in the humanities.

The full text is available online. (Warning: 329 pages; 13MB in PDF format)
Creative Commons License
It is licensed under a Creative Commons License.

Selected presentations and essays feeding into Speculative Computing include:

There's a strong ludic undertow in this dissertation, earlier drafts of which focused much more exclusively on games and game design. I'll therefore mention here some games-related work: in the fall semester of 2002, I taught a course on the Culture and Aesthetics of Digital Games. A workshop on Game Design soon followed. I have been involved in a project (with my former student David Patch) to analyze the internal economies of multiplayer games and their design implications and have supervised an undergraduate independent study (Shane Liesegang's) on the Peter Suber's rule-making game, Nomic. I was also a founding member of SpecLab, which was (almost) all fun and games.