I decided to experiment with microblogging, and set up three new sites: https://frans.photo.blog/, https://frans.tech.blog/ and https://frans.game.blog/. All these “dot-blog” subdomains are now offered free by WordPress.com (see: https://en.blog.wordpress.com/2018/11/28/announcing-free-dotblog-subdomains/). The idea is to post my photos, game and tech updates into these sites, for fast updates and for better organisation, than in a “general” blog site, and also to avoid spamming those in social media, who are not interested in these topics. Feel free to subscribe – or, set up your own blog.
I have studied immersive phenomena over the years, and still am fascinated by what Finnish language so aptly catches with the idiom “Muissa maailmoissa” (literally: “in other worlds” – my dictionary suggests as an English translation “away with the fairies”, but I am not sure about that).
There is a growing concern with the effects of digital technologies, social media, and with games and smartphones in particular, as they appear to be capable of transporting increasing numbers of people into other worlds. It is unnerving to be living surrounded by zombies, we are told: people who stare into other realities, and do not respond to our words, need for eye contact or physical touch. Zombies are everywhere: sitting in cafeterias and shopping centres, sometimes slowly walking, with their eyes focused in gleaming screens, or listening some invisible sounds. Zombies have left their bodies here, in our material world, but their minds and mental focus has left this world, and is instead transported somewhere else.
The problem with the capacity to construct mental models and living the life as semiotic life-forms has always included somewhat troublesome existential polyphony – or, as Bakhtin wrote, it is impossible for the self to completely coincide with itself. We are inaccessible to ourselves, as much as we are to others. Our technologies have not historically remedied this condition. The storytelling technologies made our universes polyphonic with myths and mythical beings; our electronic communication technologies made our mental ecosystems polyphonic with channels, windows, and (non-material) rooms; and our computing technologies made our distributed cognition polyphonic with polyphonic memory and intelligence that does not coincide with our person, even when designed to be personalized.
Of course, we need science fiction for our redemption, like it has always been. There are multiple storyworlds with predictive power that forecast the coming of shared sensorium: seeing what you see, with your eyes, hearing your hearings. We’ll inevitably also ask: how about memory, cognition, emotion – cannot we also remember your remembering, and feel your thinking? Perhaps. Yet, the effect will no doubt fail to remedy our condition, once more. There can be interesting variations of mise-en-abyme: shared embeddedness into each other’s feeds, layers, windows and whispers. Yet, all that sharing can still contain only moments of clear togetherness, or desolate loneliness. But the polyphony of it all will be again an order of magnitude more complex than the previous polyphonies we have inhabited.
I was happy to note the news today that I had been selected as the Professorial Fellow (tutkijaprofessori) into the Institute for Advanced Social Research (IASR) in the research collegium of the University of Tampere. This will be for a fixed term of one year, and I will also remain in the role of director of Centre of Excellence in Game Culture Studies. But my job description will change for the coming academic year, so that I will leave most (the idea is: ALL) teaching and administration, and just focus on doing research for one year.
I have done long days in the service of multiple departments, schools and faculties, since 2006 in the administrative roles of Deputy Director, and then as the Vice Dean, so after those 12 years, it feels great to be able to clean the calendar a bit, expand the horizons, and just focus on actual research work for a full year.
My research plan for this year is titled “Empowerment and exclusion – Meaning and agency in contemporary game cultures”, and you can also go and read about all the other new collegium research fellows (in Finnish) from here: http://www.uta.fi/ajankohtaista/uutinen/uudet-kollegiumtutkijat-valittiin-0.
I will be speaking in April 26th about the “Potentials of multidisciplinary collaboration in the study of future game and play forms” in A MAZE, Clash of Realities collaborative seminar: Academic and Artistic Research on Digital Games summit. For the full program, see this link.
Here are the slides I used in my talk in the Digital Colosseums workshop in Singapore:
I will spend the next week visiting Singapore, where Vivian Chen, from Wee Kim Wee School of Communication and Information in Nanyang Technological University has put together an interesting international seminar focused on games and play, particularly from the perspective of eSports phenomena. Together with several esteemed colleagues, I also will give a talk there; mine is titled “Evolution and Tensions in Gaming Communities”.
Since I have not found the full program online, I will share the most recent draft that I have, below Continue reading “Workshop in Singapore”
The key research infrastructures these days include e.g. access to online publication databases, and ability to communicate with your colleagues (including such prosaic things as email, file sharing and real-time chat). While an astrophysicist relies on satellite data and a physicist to a particle accelerator, for example, in research and humanities and human sciences is less reliant on expensive technical infrastructures. Understanding how to do an interview, design a reliable survey, or being able to carefully read, analyse and interpret human texts and expressions is often enough.
Said that, there are tools that are useful for researchers of many kinds and fields. Solid reference database system is one (I use Zotero). In everyday meetings and in the field, note taking is one of the key skills and practices. While most of us carry our trusty laptops everywhere, one can do with a lightweight device, such as iPad Pro. There are nice keyboard covers and precise active pens available for today’s tablet computers. When I type more, I usually pick up my trusty Logitech K810 (I have several of those). But Lenovo Yoga 510 that I have at home has also that kind of keyboard that I love: snappy and precise, but light of touch, and of low profile. It is also a two-in-one, convertible laptop, but a much better version from same company is X1 Yoga (2nd generation). That one is equipped with a built-in active pen, while being also flexible and powerful enough so that it can run both utility software, and contemporary games and VR applications – at least when linked with an eGPU system. For that, I use Asus ROG XG Station 2, which connects to X1 Yoga with a Thunderbolt 3 cable, thereby plugging into the graphics power of NVIDIA GeForce GTX 1070. A system like this has the benefit that one can carry around a reasonably light and thin laptop computer, which scales up to workstation class capabilities when plugged in at the desk.
One of the most useful research tools is actually a capable smartphone. For example, with a good mobile camera one can take photos to make visual notes, photograph one’s handwritten notes, or shoot copies of projected presentation slides at seminars and conferences. When coupled with a fast 4G or Wi-Fi connection and automatic upload to a cloud service, the same photo notes almost immediately appear also the laptop computer, so that they can be attached to the right folder, or combined with typed observation notes and metadata. This is much faster than having a high-resolution video recording of the event; that kind of more robust documentation setups are necessary in certain experimental settings, focus group interview sessions, collaborative innovation workshops, etc., but in many occasions written notes and mobile phone photos are just enough. I personally use both iPhone (8 Plus) and Android systems (Samsung Galaxy Note 4 and S7).
Writing is one of they key things academics do, and writing software is a research tool category on its own. For active pen handwriting I use both Microsoft OneNote and Nebo by MyScript. Nebo is particularly good in real-time text recognition and automatic conversion of drawn shapes into vector graphics. I link a video by them below:
My main note database is at Evernote, while online collaborative writing and planning is mostly done in Google Docs/Drive, and consortium project file sharing is done either in Dropbox or in Office365.
Microsoft Word may be the gold standard of writing software in stand-alone documents, but their relative share has radically gone down in today’s distributed and collaborative work. And while MS Word might still have the best multi-lingual proofing tools, for example, the first draft might come from an online Google Document, and the final copy end up into WordPress, to be published in some research project blog or website, or in a peer-reviewed online academic publication, for example. The long, book length projects are best handled in dedicated writing environment such as Scrivener, but most collaborative book projects are best handled with a combination of different tools, combined with cloud based sharing and collaboration in services like Dropbox, Drive, or Office365.
If you have not collaborated in this kind of environment, have a look at tutorials, here is just a short video introduction by Google into sharing in Docs:
What are your favourite research and writing tools?