text mining

Type
Language
Year
Record Status
Abstract (in English)

Digital Humanities in Practice: Project Work on Developing a Scholarly Database of Electronic Literature

Students work with scholars on a current international research project "Electronic Literature as a Model for Creativity in Practice" (ELMCIP) in particular working on the development and editing of the Knowledge Base for Electronic Literature. The Knowledge Base is a scholarly, relational database programmed in Drupal that documents works, events and actors in the field of electronic literature. In addition to participating in practical project-based work with an established team of senior and junior researchers, students read scholarship on digital humanities as a field and explore and read articles related to the digital humanities.

In individual projects, students develop expertise in a particular field of research in e-lit. In that respect, the course offers students ways to create interpretative frameworks for a specific set of data and trains students in adapting "digital methods" critically.

To be agreed upon with individual students skillsets and interests, practices in the course include:

  • reflective editing and documentation: researching, writing, and editing entries about electronic literature in the Knowledge Base
  • development: working on the Drupal backend to the Knowledge Base in collaboration with other project team members, either conceptually or taking part in the programming according to the students prior skills
  • web design and user interface development
  • project planning and implementation; team work and collaboration in academia

After completing the course, students will have assessed the usefulness of a range of digital humanities strategies in specific scholarly work, have experience in discussing organizational and design choices in developing a scholarly database, and have investigated in the community of electronic literature.

Note: The complete reading list appears in the attached syllabus.

Database or Archive Referenced
Description (in English)

Quiet time, dead time, free time—call it what you will, there seems to be less and less of it. What do people give up in the race to maximize every second of their waking life? What kinds of activities are replaced by the panicked drive for efficiency? No Time Machine explores these questions by mining the Internet for mentions of the phrase “I don’t have time for” and variations such as “You can’t find the time for” and “We don’t make time for.” Based on a set of procedures we’ve set up, a program analyzes the search results and reconstructs them into a poetic conversation. Interwoven with this “found poetry” generated by the program are sentences that we re-contextualized ourselves; a human-computer collaboration that expands the field of creative writing to include networked and programmable media.

(Source: authors abstract from Turbulence)

Screen shots
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Contributors note

Music from Nintendo's Little Nemo: The Dream Master, Dream 1 - Mushroom Forest and Dream 6 - Cloud Ruins, sequenced by Patrick Dubuque; from Kirby's Adventure,Yogurt Yard Forest sequenced by Nakaya, Ice Cream Island - Stage Select sequenced by Pongball. Downloaded from http://www.vgmusic.com/music/console/nintendo/nes

Logo and timestamp font by Jakob Fischer. Downloaded from http://www.dafont.com/

Description (in English)

The Final Problem will be a city-specific multi-disciplinary project encompassing elementsof writing, text mining, data-visualization, and community psychogeography, woven together through algorithmic composition. The piece will loosely appropriate the conventions and mechanics of a crime novel as constraints for the filtering and framing of content and the development of narrative rules. There will be three in-gallery manifestations: augmented installation, real-time performance, and free lunch.

The work title is taken from a story by former Edinburgh resident Sir Arthur Conan Doyle in which he devises a plot to kill his famous character as a means (unsuccessful) to move on to more meaningful projects. The subtitle comes from the saying “there ain't no such thing as a free lunch” popularized in a novel by Robert Heinlein where Sherlock Holmes' older brother, the indolent human computer Mycroft, appears as a sentient machine. No free lunch is a phrase rooted in economics but with implications within machine learning (no free lunch theorem) and in relation to the question of whether software and data should be free.

Screen shots
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The Final Problem performance given during lunch at Remediating the Social on Nov 2, 2012
Multimedia
Remote video URL
Type
Language
Year
Record Status
Abstract (in English)

Digital Humanities in Practice: Project Work on Developing a Scholarly Database of Electronic Literature

Students work with scholars on a current international research project "Electronic Literature as a Model for Creativity in Practice" (ELMCIP) in particular working on the development and editing of the Knowledge Base for Electronic Literature. The Knowledge Base is a scholarly, relational database programmed in Drupal that documents works, events and actors in the field of electronic literature. In addition to participating in practical project-based work with an established team of senior and junior researchers, students read scholarship on digital humanities as a field and explore and read articles related to the digital humanities.

In individual projects, students develop expertise in a particular field of research in e-lit. In that respect, the course offers students ways to create interpretative frameworks for a specific set of data and trains students in adapting "digital methods" critically. To be agreed upon with individual students skillsets and interests, practices in the course include:

  • reflective editing and documentation: researching, writing, and editing entries about electronic literature in the Knowledge Base
  • development: working on the Drupal backend to the Knowledge Base in collaboration with other project team members, either conceptually or taking part in the programming according to the students prior skills
  • web design and user interface development
  • project planning and implementation; team work and collaboration in academia

After completing the course, students will have assessed the usefulness of a range of digital humanities strategies in specific scholarly work, have experience in discussing organizational and design choices in developing a scholarly database, and have investigated in the community of electronic literature.

 Note: The complete reading list appears in the attached syllabus.

Database or Archive Referenced