Skip to main content

Thoughts Before Class - Week 5


I’m in the Rhetorical Precis group for this week. I choose to read and present “Book Notes: Franco Moretti’s Graphs, Maps, and Trees” by Timothy Burke. I posted my RP and Presentation here.

The further we get into the readings in The Emergence of the Digital Humanities, the more I enjoy them. For this week, first I read “Dimensions.” Overall, I really enjoyed this chapter; however, there were times when I felt bogged down and a little overwhelmed with some of Jones’ writing and explanation. As I was reading, I made sure to have my handy-dandy highlighter close by and I found myself marking all kinds of things that I particularly liked and/or was confused by. I found myself really drawn into his discussion of video games. One part of the chapter focuses on the game Braid. I previously knew of this game; however, I have never played it before. But, Jones’ comments about the game and how it could be read as an allegory for the atomic bomb or the “elusive knowledge of the universe” piqued my interest (51). I went to YouTube and found this trailer for the game. Actually seeing some of the game helped put more of Jones’ discussion into context for me.

Also, within the “Dimensions” chapter, in regard to the game Fez, Jones says, “Though he describes the game world as existing inside a computer, of course gameplay takes place at the boundary of the imaginary computer game world and the player’s physical world” (52). This reminded me of our previous discussion about the “real world” and the “digital world.” Although the players playing the game are in the “real world” they are also present in the “digital world.” So, at what point does a player’s engagement in the digital world of the game diverge from engagement in the “real” world? Or does it? Where exactly is the boundary that separates the imaginary world of the game and the physical world? Is there a pin-pointable boundary between the two?

In the “People” chapter, Jones explains that people’s “very awareness of one another’s presence as the basis for being online has changed overall expectations for the network. In that difference is a context, and arguably, a calling for the digital humanities” (73-74). I think this also ties into some of the earlier discussions we have had about the difference in “real” and digital spaces. At this point in the text, Jones is discussing the shift that occurred online around 2004-2006. During this time, people’s online presence and the nature of their time spent online began to change. Prior to this time, going “online” was an activity the involved going to a specific space; now, however, people don’t “go online.” People ARE online. It’s just become part of the normal day-to-day existence for most people. It’s this nearly permanent state of being online that, I think, calls for the digital humanities. If so much of our life is online, and so much of online activity is focused on social activity and opportunities, then it seems like a shift toward digital humanities would be inevitable. 

Work Cited

Jones, Steven E. The Emergence of the Digital Humanities. Routledge, 2014.


Comments

Popular posts from this blog

Thoughts Before Class - Week 3

Before the semester I really had no idea what digital humanities was. Then, after our first class meeting, I went from knowing absolutely nothing about digital humanities to becoming extremely overwhelmed. At this point, after making my way through some of the readings over the past couple of weeks, I feel like I'm starting to have a little better understanding of what the term means and what the field consists of. I have also quickly learned that the field of DH is extremely broad and reaches many different disciplines, but also offers lots of opportunities for interdisciplinary connection. The readings for this week include the introductions to The Emergence of the Digital Humanities and Doing Digital Humanities . I read The Emergence of the Digital Humanities first and was a little surprised at the detail and attention given to 3D Printers. And while I may not have completely understood the whole point the author was trying to make, one particular idea did resonate with me. ...

New Digital Worlds - Roopika Risam

So, I was scrolling through #AcademicTwitter the other day and I stumbled across Roopika Risam's twitter account . After reading New Digital Worlds , I obviously had to check it out. It turns out, she has a very active Twitter presence. She shares a lot of information about her own scholarly work as well as interesting work by other similar scholars.  I felt a little bit like an academic fangirl when I stumbled across her account, and I thought some of you guys might also want to check her out. 

More Thoughts About The Final Project

I've been thinking about my final project a lot lately. And, as I've mentioned before, I'm working with John Steinbeck and his biographical and non-fiction works. I haven't been able to find many digital projects specifically about Steinbeck, and I was a little worried that I might not have a clear enough idea of exactly what I want to do. I've mentioned before that I'm going back and forth between the ideas of a timeline project or a mapping project.  In class, Katie shared a really great timeline project, the Victorian Women Writers Project. I was super excited to see this project because it was really similar to the timeline ideas I have for my Steinbeck project. I spent a little time looking around this website and I was thinking about how I could adapt this to my own ideas. But, although this timeline is really helpful, I still can't shake the mental images I have for a mapping project.  So, as Dr. Carter mentioned in class, I started looking aroun...