Here beComes Everybody

DWRL + Trailmeme + Computers and Writing 2010 = <3

Here beComes Everybody header image 4

Defining Visual Literacy

April 30th, 2010 by noelradley
Respond

Image Credit: Synedoche Via Blanton Museum of Art

What is our current definition of visual literacy? How do we compare visual to written arguments? Why do we study visual culture?  The Visual Rhetoric Project has responded to questions like these with two main areas of research for 2009-2010:  first, with a quantitative research study in conjunction with the Blanton Art Museum, the New Media Consortium, and the Steve Project; and second, with the development of static as well as streaming content for Viz., the weblog for rhetoric, visual culture, and pedagogy. 

In the Visual Rhetoric Project, we have found that visual literacy is defined in practice and collaboratively. Contributors for 2009-2010 are Andi Gustavson, Rachel Schneider, Eileen McGinnis, Emily Boom, Laura Smith, and Frederick Heard, and the group is currently led by Tim Turner.  The Viz. website located at http://viz.cwrl.utexas.edu is the forum for our research.  Since its founding in 2007, the Viz. blog has addressed controversies ranging from food production to war–one strength of the collaborative nature of the Blog being that these posts speak to a range of interests.  This year, a number of threads have emerged as particular areas of strength, including work on popular culture, New Media, the visual rhetoric of science, photography and visual theory, food culture, worker’s rights, and mapping technologies.  The timely Viz. blog threads are supported by original static content hosted on the Viz. pages. As a resource for instructors, Viz. acts as an archive of reference material on visual studies.  These static pages are useful for first-time adn early teachers of rhetoric.  Thus, Viz. can be seen as a forum for the concerns of our workgroup, for the pedagogical culture of the Digital Writing and Research Lab, and the Department of Rhetoric and Writing at UT-Austin.  Our mission is to also be a forum for the larger community of scholars incorporating visual work in Rhetoric curricula.  

Google Earth Screenshot from Viz. Collaboration with the Geoeverything Project

Through our collaboration this year, we have developed a working, albeit mutable, definition of visual literacy, including both theoretical and pedagogical aims. Our contribution to the Computers and Writing online conference, then, is a meme defining visual literacy for rhetorical scholars today.  Our definition shows how visual studies can move beyond rhetorical analysis and engage with the broader issues regarding image-making and image-reception in digital environments:

Visual literacy is…. Visual literacy is engaging visual theory. Visual literacy is exploring popular culture . Visual literacy is solidarity. Visual literacy is exploring innovative mapping technology. Visual literacy is engaging New Media in the classroom. Visual literacy is familiarity with the visual rhetoric of science .  Visual literacy is cultural production.  Visual literacy is collaborative research.

Tags:   · Comments Off

Currents in Electronic Literacy

April 30th, 2010 by KevinBourque
Respond

Currents in Electronic Literacy is an online journal published annually by the DWRL which strives to promote, interrogate, and critique the discourse of electronic literacy by reviewing and assessing the present state of the field. We define electronic literacy widely: literature, rhetoric and composition, languages (English, foreign, and ESL), communications, media studies, education, and pedagogy. We are peer-reviewed, MLA-indexed, and have published theme issues devoted to a variety of topics, including “Currents in Social Software,” technology and the teaching of writing, the digital commons, and “Teaching, Reading and Living in a Networked World.

The theme of Currents 2010 is “Gaming Across the Curriculum: Playing as a Way of Learning,” and the issue marks an important turning point in the study and production of games, namely, the idea of “play as a way of learning.” The issue is co-edited by Jan Holmevik and Cynthia Haynes of Clemson University’s Gaming Across the Curriculum program, which examines current and potential uses of gaming within the academy. A good overview of Currents 2010 is provided by Jan Holmevik’s and Cynthia Haynes’s introduction to the issue.

Ten articles will be published this year:

  1. Jonathan Alexander and Elizabeth Losh (University of California, Irvine): “Whose Literacy Is It Anyway? Examining a First-Year Approach to Gaming Across Curricula”
  2. Jennifer deWinter (Worcester Polytechnic Institute), Daniel Griffin and Ken McAllister (University of Arizona), Ryan M. Moeller (Utah State University), and Judd Ethan Ruggill (Arizona State University), “Computer Games Across the Curriculum: A Critical Review of an Emerging Techno-Pedagogy”
  3. Kimon Keramidas (Bard Graduate Center), “What Games Have to Teach Us About Teaching and Learning”
  4. Max Lieberman (University of Arizona), “Four Ways to Teach with Video Games
  5. Luis Almeida (Waynesburg University), “Problem Solving through Game Making”
  6. Zachary Waggoner (Arizona State University), “Life in Morrowind: Identity, Video Games, and First-Year Composition”
  7. Scott Reed (University of Georgia), “Stings and Scalpels: Emotional Rhetorics meet Videogame Aesthetics”
  8. Trevor Hoag and Tekla Schell (University of Texas, Austin), “The Avatar that therefore I Am (Following)”
  9. Keith Morton (Clemson University), “Machinima-to-Learn: From Salvation to Intervention
  10. Matt King (University of Texas, Austin), “Procedural Rhetorics / Rhetoric’s Procedures: Rhetorical Peaks and What It Means to Win the Game.”

In addition, Currents has conducted a series of roundtable interviews for a feature entited “Gaming Beyond the Curriculum,” which considers the pedagogical applications of “serious games” beyond the walls of the academy. Developers working in journalism, the visual arts, the armed forces, advertising, and nonprofit and corporate environments were asked their perspectives on a variety of topics relevant to intersections of gaming and pedagogy, including: the meanings of “serious games,” and whether approaches to gaming significantly differ between academic and “real-world” applications; whether and how games tell stories; the role of affect and feeling in game-playing;the possibility of games both to channel and shape culture; the challenges and drawbacks of attracting commercial funding; on the role of structure, its relationship to learning, and users’ desire to counter or buck game systems; and finally, how games might be productively used in teaching situations. Find fuller descriptions of our roundtable themes and topics here. Currents staff interviewed:

1. Nonny de la Peña and Peggy Weil, co-creators of Gone Gitmo, a virtual installation of the Guantánamo Bay detention facility on Second Life, which lets a user’s avatar experience the treatment of detainees at Guantánamo Bay. For more information on Gone Gitmo, view the introductory clip below, courtesy of Bernhard Drax (soundsgood@bernharddrax.com), or see Peggy and Nonny’s development blog at http://gonegitmo.blogspot.com/.

Gone Gitmo

Selections from our video interview with Nonny and Peggy can be found here. In the following selection, Gone Gitmo’s co-creators speak to the kinds of narrative structures and experiences games and virtual environments make possible:

Peggy and Nonny on game-based narrative

2. Mikkel Lucas Overby, Commercial Director of Serious Games Interactive (SGI), an award-winning, research-based developer of games, simulations and virtual worlds that works with corporations, state agencies, NGOs and other organizations. Following, find screenshots from their series Global Conflicts, which teaches users about worldwide tensions related to democracy, human rights, globalization, terrorism, climate and poverty: Global Conflicts: Military Operations and Global Conflicts: Sweatshops.

3. And finally, representatives from America’s Army, a recruitment tool for the United States Armed Forces; as well as Army officers using Virtual Battlespace 2 for recruit training.

Tags: Comments Off

How Not To Make a Professional Video

April 30th, 2010 by burdette
Respond

When you sit down to write a traditional academic paper, you can bracket out your daily life. Your style is determined for you (usually by MLA or Chicago), and it doesn’t matter if you get up to feed the cat, do some laundry, or make a cup of tea. In print, it doesn’t matter if you write in your comfy writing pants (that just happen to have, for example, an elastic waistband and a wild mushroom print). All that will be edited out of the printed pages.

When you start to work in new media, on the other hand, you have to create (or recreate) a style. You also have to be much more aware of how the mundane can get encoded into the digital spaces in which you work. You have to start thinking about the lighting, the noises, and the distractions that can creep in to your work. All this takes time and energy. We are still in the process of creating a polished, professional style for digital audio and video, and we thought we’d give you a peek into the process. Take it as a lesson on how not to make a professional video, or as a humorous look at how learning to work in new media means learning to compose yourself in new ways.

DWRL MetaMovie Video from DWRL on Vimeo.

Tags: Comments Off

Rhetorical Peaks – Flash and Second Life Presentation

April 30th, 2010 by mattking
Respond

The Rhetorical Peaks 2009 MLA Presentation:

Rhetorical Peaks 2009 MLA Presentation from DWRL on Vimeo.

Tags:   · · · Comments Off

Augmented Reality

April 30th, 2010 by scott
Respond

Augmented reality describes an environment where physical reality is augmented by some form of computer-generated graphics. Some smartphone applications, such as Yelp and Layar have already started to experiment with augmented reality. Because the smartphone running an augmented reality app needs a compass to orient the computer-generated content over the physical world, the iPhone 3G doesn’t have this particular functionality.  Android phones, however, do.

For intermediate to advanced developers in Flash, the open-source Papervision3D library facilitates creating three-dimensional objects in Flash’s two-dimensional platform. When coupled with the FLARTookit, developers can create augmented reality applications to project computer-generated graphics onto paper markers viewed through a webcam. For some really impressive samples of what the FLARToolkit can do, check out the Saqoosha trail.

For educators, this technology is limited by only their imaginations and the availability of smartphones. There are already free applications that allow users to upload content. Over the course of this semester, I’ve experimented with a few. Jeremy Dean, of the DWRL  here at the University of Texas-Austin, used Wikitude to upload geographic data for a walking tour of UT’s architecture. As students approached various landmarks around campus, a DWRL icon indicated there was more to learn about that landmark. Touching the icon opened a text box with historical information about the architecture of that landmark. As of now, Wikitude is limited to text and a picture, but hopefully in the future it will increase its options.

Another project I’ve been keeping an eye on is ARIS games, developed by the Games, Learning, & Society group at the University of Wisconsin-Madison. While it’s not Augmented Reality, ARIS games gives educators an open-source engine to develop place-based games on the iPhone and iPod Touch.

Tags: Comments Off

Alternate Reality Games (ARGs)

April 30th, 2010 by scott
Respond

ARG! For those of you unfamiliar with this acronym, you may be tempted to read it as “argh,” the sound of frustration often coming from me during the last few weeks of the semester. But “ARG” has a much more positive connotation for fans of Alternate Reality Games. They are a relatively new form of massively multiplayer game that  invite players to seek clues in their everyday lives and through various new media.

Before I get into what they are, let me first discuss what they aren’t. Alternate Reality Games have nothing to do with Virtual Reality, at least, not yet. Nor do they have to do with drug use, though players have reported increased levels of adrenaline and oxytocin. There are no psychotic breaks with reality, no rips in the space-time continuum. However, there is a distinct blurring of the magic circle.

In his 1938 work Homo Ludens: A Study of the Play Element in Culture, Dutch professor Johan Huizinga posited a space for play ” marked off beforehand either materially or ideally, deliberately or as a matter of course,” (10) a sacred playground the actual play of the game occurs, separated from the real world by a “magic circle.” It’s magic because the rules of the “real world” do not apply within its bounds — play takes over, and the game has begun.

In most games, that magic circle is well defined. We know when  stepping onto a basketball court that this is the area of play marked out. If the ball leaves that area, the game stops momentarily. When we turn on a video game, the magic circle envelops both machine and player.  Cut the power, and the magic circle disappears. What ARGs do is to not completely erase the magic circle — for that would be a scary and dangerous proposition — but to blur it a little.

Clues are placed in various media — YouTube videos, podcasts, websites, print publications, flyers around town, television, text messages, strange phone calls — and players decipher each clue to move onto the next. Because of the ubiquity of possible sources of clues, players view the world around them as texts to be read in search of these clues.  Alternate Reality Games operate via an aesthetic of “This is not a game”: the games themselves deny they are games and operate as if they were real life unfolding.

For now, the vast majority of Alternate Reality Games are constructed by commercial interests. These games are used as viral marketing tools, enveloping the players in narratives constructed around a product. Video games seem to have taken the lead in developing this type of marketing strategy, but games have been produced to market blue jeans, music artists, upcoming movies, and web and television series.

A few institutions outside of the commercial sector have already been experimenting with alternate reality games. Trinity University created Blood on the Stacks as an Alternate Reality Game to teach library research skills.World without Oil was a game created in 2007 to simulate a world oil shortage. The game itself is replayable, and provides information for teachers looking to implement it in the classroom.

Alternate Reality Games leverage the power of collective intelligence to solve complex puzzles. No one player can have all of the skills necessary to solve all of the puzzles, so ARGs are particularly adept at creating ad hoc communities. For educators interested in new media technologies and community building in the 21st century, ARGs provide a fun and immersive way to practice these skills of collaboration and problem solving.

The above mentioned games are obviously not exhaustive, so I’d suggest following the trail to the Alternate Reality Gaming Network to explore more.

Works Cited

Huizinga, Johan. Homo Ludens: A Study of the Play-Element in Culture. Boston: Beacon P, 1950. Print.

Tags: Comments Off

Narrative Games – Mass Effect 1

April 29th, 2010 by tekla
Respond

In keeping with the DWRL mission of “the identification and promotion of twenty-first century literacies,” in the spring 2010 semester, the Games Group split into different areas of games research. My focus was on narrative games, and I chose to look at the wildly popular role-playing game (RPG) Mass Effect.[1] Now in its second generation (Mass Effect 2 was released in January 2010), Mass Effect is a complex character and narrative-based game that incorporates elements of quest and first-person shooter games. In short, the main character is sent on a series of inter-galactic missions to save the universe from semi-robotic bad guys, collecting teammates along the way. Although role-playing games have been the center of considerable academic attention, most of this attention has focused on MMORPGs such as World of Warcraft, where players interact with one another in communities. In contrast, Mass Effect builds the community into the world of the single player, which allows for highly developed interactions without the difficulty of engaging other players for long periods of time. The intensive character development and second-person experience of the game cause the player to identify with the character they play, while the extensive use of race, gender, international relations and group power systems in the game play allow for relevancy of the game to real life issues; these features, combined with Mass Effect’s unique approach to “game” and “play” give the game striking potential for use in rhetoric courses.

Character Development

Mass Effect allows players to shape the physical appearance of their characters; although players are limited to male and female human characters (unlike some other games, or builds like Second Life, where you can choose other-species characters or characteristics), within those limits you can change your facial features. That is, eye and hair color, nose, cheekbone, chin and neck shapes are all adjustable via sliding tabs.

Mass Effect Character Creation

Beyond this, players are asked to choose a life history for their character- Earthborn, Colonist or Spacer, and a psychological history: war hero, ruthless, or sole survivor.  Finally, you choose one of six skill classes for your character: Soldier, Engineer, Adept, Infiltrator, Sentinel, and Vanguard. When you begin to play the game, which relies intensely upon the character’s interactions with other programmed characters, those programmed characters will know the character’s history as you designed it, and interact with you accordingly. For example, you may be approached by a fan who wants your autograph due to your fame as a war hero, or a character may be more or less afraid of you based upon your reputation for ruthlessness.

The Second Person Experience

More interestingly, the interactions you have with other characters in ME are frequently beyond your immediate control. Unlike most first person shooter games, where the player pulls the trigger and the character fires, or other quest games that rely on narrative and you choose between three options,  in Mass Effect players choose from a category of responses. In other words, when confronted with another character, you can choose a more amiable, more aggressive, or middle-ground approach to that character, but once you select the approach, what you actually say to that character depends upon the background you’ve chosen, and your choices in the game thus far. So you can select the phrase “I’m in control” as an option, and your character might talk for thirty seconds about why the other characters shouldn’t be concerned about the tactical situation. This is a lot like real life, where people frequently speak with a general intent, but without planning our speech precisely, the characters in Mass Effect act in unexpected ways. We may see a friend, and want to say “Hello” in a friendly way, but we don’t plan every aspect of our conversation with them; in Mass Effect, you watch the character enact the consequences of your intention and history. Because it is a game, character development is part of the leveling out process, so in general, the more amiably persuasive you are, the more amiable options are given to your character as you work your way toward the end of the mission (and likewise, if you are continually aggressive, you will gain more “ruthless” points, and be given more aggressive options and fewer charming options for your character). The potential uses of this second-person quality in a rhetoric classroom are almost endless; watching yourself perform a category of response builds self-reflection into the game experience.

Normandy Paragon Speech

Saving Wrex

This second-person view of your character forces the player to become the viewer, to see themselves as others see them- as the game designers programmed them not to behave but to be perceived. That is, although you choose a category of response, you have no choice over how those responses will be developed by your avatar or how your responses will be received. Although it is true that you can increase your chances of being especially well received (however you categorize “well”- which could be especially ruthless), you don’t always, for example, receive “paragon” points for choosing the most amiable option. In fact, in many instances choosing the most amiable option is the least valuable response, although gaining paragon points leads to “charm” points, some of the most valuable in the game.

The Universe

Broadly, Mass Effect contains a highly developed and complex universe controlled by a central government with representatives from the three “most civilized” species, the Asari, the Turians, and the Salarians. Humans, along with other species like the Elcor and the Volus, continually try to prove their worth to the species in the government so that they might eventually join the governing party. Each species (called races within the game) has distinguishing physical and social characteristics that are almost inextricably linked, so that, for example, Krogan are always large and short-tempered. Detailed descriptions of the various species and their histories are available in the codex contained within the game, which can be accessed at any time through the simple push of a button.

References to the histories of the species punctuate conversations throughout each level of the game. Interspecies disagreements that occurred thousands of years ago are still relevant for characters in the game, as is the role of ancient species and gods. Most of the disagreements that occur or have occurred in the game are due to territorial disputes over land or resources such as minerals or slaves, and population control and breeding is an ongoing issue within the game. Without going into detail here, the applicability of these conversations to our current political situations is readily apparent.

PEDAGOGY

Using games in the classroom can be complicated for all kinds of reasons, not the least of which are student resistance to non-traditional teaching practices, access to sufficient computers or gaming systems, financial resources, and administrative support for video games as “serious” work. Mass Effect circumvents at least a few of these difficulties. First, the game runs on pcs, and is available through the gaming website Steam for only $20.00, well under the cost of most textbooks. Running the game on the site allows the player to save the game and pick up again where they left off. Secondly, although the game itself is approximately sixty hours long, even a short amount of time spent on the game can be useful, as the character building alone provides significant player investment in process. Thirdly, the game is very easy to use; as a non-gamer, I was apprehensive about the learning process, but the user interface is straightforward, and the main action commands are limited to just a few keys.

ME is unique in the gaming world, complicating both the strictly quest narratives of World of Warcraft, which are character, point, and community driven, and the strictly open expanse of Second Life, where the player has complete control over their avatar. In this way, Mass Effect is in many ways more like real life. Confronted with a large array of aliens and humans with personal problems, good guys and villains with little to no information about who is who, characters must find their way through the bewildering number of choices that are available to them – just as we do every day.

You can cheat, of course. There are innumerable online guides for every version of the game that will show you how to get inexhaustible bank accounts, extra armor, or maps that are more detailed than the original game provides; but we can cheat at real life, too, however we define cheating. This is just another rhetorical (ethical) choice that we make every day. However, Mass Effect is only game, and there are enough videos online to show you every version of every option, but no matter how many videos you watch, nothing prepares you for the shock of watching your tank explode for the first time, or the frustration of watching yourself die over and over again as you attempt to complete a task.

Finally, in the way it forces the user to play – to seek out options, missions, people to enhance their world, Mass Effect echoes more concretely than many other less paidic[2] games what we as rhetoricians might consider a more fulfilled life. To succeed in ME you must leave the prescribed paths, talk to strangers, get out of your vehicle and look around in new worlds. Without wandering, seeking, exploring, the player never discovers the new adventures, and instead is left alone, trapped in a foreign world without companions and without a mission. In this case, which happens frequently to the new player, the player soon loses interest in the game, and gives up. You will only be successful if you question the rules and goals of the game; as this is one of the more important lessons of introductory rhetoric, I look forward to using Mass Effect in my own classrooms.

Links:

The official Bioware forums for Mass Effect 1 & 2.

http://social.bioware.com/forum/1/subindex/102/

The manual for Mass Effect 1.

http://www.scribd.com/doc/18200984/Mass-Effect-PC-US-Manual-Dd

The Escapist is an enormous (generating 25 million views per month) online news and social site devoted to video games.

http://www.escapistmagazine.com/forums/

Game Studies is an open-access, peer-reviewed, crossdisciplinary journal that publishes current game research.

http://gamestudies.org/

The official homepage of Mass Effect 1

http://masseffect.bioware.com/me1/

A non-Bioware site on Mass Effect 1 & 2, with walkthroughs and spoilers.

http://masseffect360.com/faq

The wiki page for Mass Effect 1

http://en.wikipedia.org/wiki/Mass_Effect

The wiki page for the races of the Mass Effect universe.

http://en.wikipedia.org/wiki/Races_of_the_Mass_Effect_universe


[1] Video games, of course, are still fairly rare in rhetoric pedagogy, but I agree with the ideas of Bogost, Hayles, Ryan and Voorhees, among others, who assert that video games can provide a rapid entry into cultural critiques, and further that they can be legitimate modes of narrative. These aspects of video games, combined with the visceral and emotional responses they inspire in players, make them an ideal form for teaching rhetoric.

[2] I’m relying on Frasca’s version of the term; Frasca, Gonzalo. “Ludology Meets Narratology: Similtude and differences between (video)games and narrative.” 1999. http://www.ludology.org/articles/ludology.htm

Tags:   · · Comments Off

Homebody/Kabul Dramaturgical Maps

April 29th, 2010 by Shelley
Respond

In my Rhetoric of Performance class this semester, I assigned students to create, in teams, virtual dramaturgical casebooks (built as websites) for Tony Kushner’s play Homebody/Kabul as a way of teaching research, synthesis, and rhetorical and performance analytical skills as well as and writing in various mediums and for specific audiences. As part of their casebooks, they created Google Maps designed to provide audiences with insight into the context and world of the play. One team created the map seen below (click here to access fully interactive version).

Duals

This map represents the history of invasions of Afghanistan as well as the resulting ethnic, linguistic, and cultural diversity.

Another team created a map showing locations of various major productions of Homebody/Kabul, with information about how people in those locales voted in previous presidential elections as well as their level of education  in order to make a case that the play speaks most directly to liberal-leaning, highly educated audiences. Yet another team created a map representing the distribution of the more than thirty languages spoken in Afghanistan at large and in Kabul specifically to illustrate the probability of miscommunication contributing to ongoing local, regional, and international conflict that generates the sense of danger in the play.

Tags:   · · · Comments Off

Mapping the Texas Past

April 29th, 2010 by Shelley
Respond

This semester Jeremy Dean and I collaborated on creating GoogleEarth tours that map locations significant to Black history in Austin. The Geo-Everything group was  interested in exploring GoogleEarth’s potential for three kinds of practices: classroom assignments, interdisciplinary collaboration, and community engagement. Anthropology Professor Martha Norkunas’s “Interpreting the Texas Past” project immediately came to mind as a way of modeling GoogleEarth for all three purposes. Over the course of ten-plus years, Dr. Norkunas and students enrolled in her classes have been collecting oral histories of Texas residents, focusing on a variety of themes, such as African Americans in Texas, the focus of the pilot maps we created.

The first exploration into mapping the Texas past was Jeremy’s converting an audio walking tour of East Austin that Theatre & Dance graduate students Rebecca Hewitt and Meg Sullivan created while taking Norkunas’s class a couple of years ago. We began to wonder, what if that walking tour was integrated with mobile mapping technology that anyone could download on their mobile device (PDA or smartphone) and take the tour at any time? What if we created an online virtual tour with audio clips and visual images of the same spaces that could be accessed through Google Maps or Google Earth? Dean’s initial map of the walking tour, which he created from the written materials provided by Hewett and Sullivan (with their permission), can be viewed here.

Then we began to think of the larger scope of the “Interpreting the Texas Past” project. What if we could create an interactive web map of the histories Norkunas and her students have collected, embedding the interviews, photographs, and other important information so that the histories–already so geographic in nature–are visually and spatially oriented? With permission from Norkunas, we began to build a map using the oral history of Austinite Gloria Black that I had collected in Norkunas’s class.

The first step in building the map of Gloria Black’s life in Austin was combing through the transcripts of the interviews and identifying locations important to her history that also figured in the broader history of African Americans in Austin. From that list we culled a constellation of locations for which we could juxtapose general Austin African American history and images with portions of Black’s interviews. Each placemarker has an image, a brief discussion of the significance of the location to African American history in Austin, and a brief excerpt related to the place pulled directly from Gloria’s oral history or an explanation of that place’s importance to Gloria gleaned from her history as a whole.

We have a few ideas about where this project can go once we share the pilot map with Norkunas. One possibility is to create maps for oral history–or subgroup of histories–Norkunas has collected over the years, thus creating a dynamic visual representation of, say, African American history in Austin. Another option is to partner with both Norkunas and various Texas historical outlets (organizations/institutions such as the Carver Museum or the Austin Historical Society) in order to make the maps and tours available to a broad range of consumers, from the local, to the university, to the statewide level. We are also excited about the possibility of using GoogleEarth’s timeline function to layer maps so that people can view geographical shifts over time and place simultaneously, seeing the ways in which personal and community histories develop and overlap.

As we worked on developing this project, we gained an appreciation for the ways that oral histories and mapping might be combined in course planning. While we used existing oral histories to create our pilot maps, teachers of rhetoric, literature, communications, social sciences, performance, and a virtually endless range of classes could design assignments around conducting, editing, and representing oral histories in the multi-modal (visual, aural, intertextual) map form. As just one example, a class focusing on public writing and argument about religion might conduct interviews with people in Austin about the development (or lack thereof, or rejection of) of their religious identities, beliefs, and practices; their places of worship; the conversations about religion in the public sphere that they follow, notice, take part in, etc. Using the information gathered in these oral histories, students could create maps that reveal patterns and allow them to make arguments about how discourses around religion function in the public sphere in Austin.

Another exciting possibility for mapping projects is cultivating interdisciplinary connections within the university, among educational institutions, and between the university and broader communities. The Mapping the Texas Past pilot maps that we have created, for instance, have been in partnership with Norkunas, who began the Interpreting the Texas Past project in cooperation with UT’s Intellectual Entrepreneurship Consortium. Norkunas introduced students across disciplines to oral history practices through her cross listed anthropology courses in which students interviewed hundreds of Austin community members over the years. The data for both of our Mapping the Texas Past pilot maps came from students in Theatre & Dance as well as rhetoric. Further, now that Norkunas is based at Middle Tennessee State University, current and future collaborations already reach beyond UT. Similarly, the cooperative maps created by Caroline Wiggington and Laura Smith’s classes illustrate the potential for sharing work among classes, with the community, and beyond.

Tags:   · · · · · · Comments Off

3Dconnexion Space Navigator

April 28th, 2010 by jeremydean
Respond

At the request of GeoEverything group members, the DWRL has purchased two 3Dconnexion Space Navigator “mice.” These “mice” are useful for live–in-class–navigation in Google Earth as well as for steady recording of tours in Google Earth.

Here is a video from the Google Earth blog that demonstrates the usefulness of the mouse:3Dconnexion Space Navigator in Google Earth.

Tags: Comments Off