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.
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.
Selected presentations and essays feeding into Speculative Computing include:
- "Lullian Method and Interpretation in Humanities Computing" at ACH/ALLC 2003 in Athens, Georgia.
- "Some Applications of Game Theory to Digital Game Design" (as part of a panel on the Ivanhoe Game for ACH/ALLC 2002: New Directions in Humanities Computing. Tuebingen, Germany -- July 2002.)
- "Biblioludica: a game model for teaching material culture" at SHARP 2002 (Society for the History of Authorship, Reading, and Publishing). British Library, London -- July 2002.
- "Ludic Algorithms: or, How to Make Games and Why" (invited speaker in Graduate Student Lecture Series, UVA English Department. April 2002.)
- "The Playful Scholarly Endeavor" (brief invited talk at the Game Developer's Conference (GDC) Academic Summit, San Jose, CA -- March 2002.)
- "The Temporal Modelling Project" (presentation and demo for the project's funder, the Intel Corporation. October 2001.)
- "Ivanhoe and Game Design" (panel on the Ivanhoe Game with Johanna Drucker and Jerome McGann, Humanities and Technology Association Conference 2001) -- September 2001.
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.