NSF/JISC Repositories Workshop
Janet H. Murray,
Georgia Tech
April 17, 2007
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The advent of the computer has made possible an event that
has happened only a few times in human history: the creation
of a new medium of representation. The name computer is misleading
in terms of the power of this change, since a machine that
executes procedures and processes vast quantities of symbolic
representation is not merely a bigger calculator. It is a symbol
processor, a transmitter of meaningful cultural codes. The
advent of the machinery of computing is similar to the advent
of the machinery of the movie camera or the TV broadcast. The
technical substrate is necessary but not sufficient for the
process of meaning making. I call this process “Inventing
the Medium” in a textbook on digital design that I am
currently writing.
It is useful to think of a medium as having three characteristics:
inscription, transmission, and symbolic representation. Inscription
concerns the physical properties (the mark in the clay, the
current through the silicon); transmission concerns the logical
codes (ASCII, HTML, XML, JAVA). Representation is the trickiest
part because it is a combination of logical and cultural codes.
Representation relies on the negotiation of conventions of
interpretation that set up the framework for receiving information.
When these conventions coalesce into stable, complex, commonly
recognizable units then we have genres.
Genres are partly composed of formats, patterns of organization
that act as containers for information. A television sitcom
exists within a format of a teaser, followed by 3 acts and
a coda, with credits and commercial breaks punctuating these
divisions. It also relies on more emotionally and culturally
resonant and ambiguous patterns such as the bubbling boss,
the demanding mother, the inept person, the insulting person,
etc. We can make sense of a new story because we recognize
these patterns through many different instantiations. Just
as with the formatting patterns, the familiar fades into the
background, directing our attention to the novel part of the
message: the particular character. News stories, textbooks,
scientific journal articles, statistical reports, also have
genre conventions that allow us to ignore the routine information
and foreground the novel information.
The digital medium is a capacious inscription technology with
a wealth of formatting conventions and logical codes for reproducing
legacy documents of many kinds. But it has inadequate native
genre conventions to allow us to focus our attention appropriately
and to exploit the new procedural and participatory affordances
of the medium. Instead, we rely on legacy conventions
such as pie charts, headlines, even unordered lists. At the
same time the encyclopedic capacity of inscription raises our
expectations, creating what I have called the “encyclopedic
expectation” that everything we seek will be available
on demand.
Genre creation is how we use a new inscription and transmission
medium to get smarter. For example, the printing press allowed
us to put words on a page in a standardized manner and to distribute
the words in multiple portable copies. This is the technical
substrate. But the scientific treatise and the novel did not
appear until two or three centuries later, because they required
the invention of new representational conventions such as the
smooth vernacular prose paragraph, the chapter title, the numbered
page, the first person narrator, the philosophical essay. The
objects we now recognize as books make sense to us because
they draw upon so many genre conventions.
The invention of the book increased our ability to focus our
individual and shared attention, allowing us to sustain and
follow an argument too long to state in oral form, and
to elaborate and examine an argument together across several
books, across time and place. It led to the growth of domains
of systematic knowledge, to shelves of books that relate to
one another. We can understand one another across time and
place when we refer to a domain of investigation because we
have the shelf full of books to refer to.
The invention of a genre, therefore, is the scaffolding for
shared knowledge creation, for extending the cognitive reach
of human beings. It allows us to focus our attention together
in order to create more complex media and more complex thinking.
Genre and Knowledge Creation in Digital Media
The computer is still in its early stages as a medium of representation
and it has brought us a limited number of new symbolic genres.
The most active genre design has been in the development of
video games, which exploit the procedural and participatory
power of the computer to create novel interaction patterns,
new ways of acting upon digital entities and receiving feedback
on the efficacy of one’s actions. Will Wright, the inventor
of Sim City, the Sims, and other simulation games, has called
computer games “prosthetics for the mind.” His
simulation worlds are perhaps the most successful implementations
of the affordances that Seymour Papert first pointed out in
(Papert 1999), the ability of computers to create worlds in
which can ask “what if” questions, in which we
can instantiate rule systems and invite exploratory learning.
Sim City works as a resource allocation system in which we
make decisions about zoning and power plants and watch a city
grow according to the parameters we have chosen. Sim City is
a toy but it uses some of the assumptions of professional urban
planning simulations. Similar simulation systems are in use
in scientific and social science contexts, and they are increasingly
used to simulate emergent phenomena that could not be captured
in any other way. These are specialized tools and they do not
necessarily work across disciplines or related domains.
Tim Berners-Lee(Berners-Lee, Hendler et al. 2001) (Berners-Lee,
Shadbolt et al. 2006) is the foremost advocate of a more powerful
procedural genre. His vision of the semantic web would move
from documents to databases, would give shared resources on
web pages the coherent form of databases and would allow multiple
procedures to be applied to these standardized data. The semantic
web is the most ambitious vision of the development of large
data resources into new knowledge. But in his recent reappraisal
of the idea, Berners-Lee laments the reluctance of knowledge
communities to come together to establish interoperability
in the most trivial exchanges, and, more significantly, to
do the hard work of inventing common vocabularies with which
to tag information for common purposes.
Current strategies for sense-making of large data sources
have limited success but point to the kinds of strategies that,
over time, hold the promise of creating a richer shared representation. Search
engines still return much unnecessary information and miss
key information; folksonomies provide uneven tagging of large
resources. But to the extent that Google and Flickr and del.icio.us
are useful to us it is because they leverage the efforts of
many distributed annotators. Google owes its success to a key
insight that the syntax of links is itself semantic; by using
anchor text as a collectively created index to the web they
gained a more reliable picture of what pages were about than
others did by only relying on full text search.
As Bill Arms points out, Greg Crane has correctly identified
the computer itself as the only possible reader of every page
of a large archive. And in the case of images, we can’t
even say that the computer has looked at them since our visual
analysis tools are so limited. But that does not mean that
the answer to understanding the data lies in teaching the computer
new algorithmic tricks. Too much of what we need to understand
we can only understand through the focused attention of a reliable
collaborator. The computer cannot be that collaborator unless
we provide semantic indexing structures similar to the anchor
tag that Google has so richly exploited.
I would suggest that the best way to do knowledge creation
that exploits the vast new resources that are migrating into
digital form and increasingly being “born digital,” we
may not want to think of the process as “data-driven” since
this can suggest a purely logical solution applied through
automated approaches. Instead we should see the computer as
a facilitator of a vast social process of meaning making. This
will have to mean something much better organized than folksonomy
tagging, and will have to include ways of implementing collectively
created rule sets as well as collectively created annotations.
We need ways of creation simulations that interact with one
another and also ways of sharing the task of annotating texts.
Part of this process may be the creation of automated tools,
but the tools can only implement shared understandings that
arise among different communities. We cannot generate the rules
from the data alone.
A modest, concrete beginning: Juxtapositions
Ted Nelson has long pointed to juxtaposition as a key underexploited
affordance of digital environments. He finds the current World
Wide Web inadequate largely because of its limited ability
to allow a user to place one thing beside another, to compare
versions side by side, or to bring together related instances
of the same object. (see for example his recent Google talk,
available on Google video for a remarkably lucid statement
of his radical hypertext aesthetic.)
There are many tasks in the humanities that would benefit
from more precise juxtapositions and from shared tools that
invited distributed genre creation around juxtaposed objects.
Perseus, the Oyez project and the Matrix project, represented
include significant efforts in this direction. I think that
film art offers a particularly appropriate opportunity to shape
scholarly discourse in a way that produces new knowledge in
the emerging context of digital films by supporting juxtapositions
that capture knowledge that has not been apparent or representable
before. My most recent project is The Casablanca Digital Critical
Edition, a project funded by NEH and involving the AFI, Georgia
Tech, and Warners Home Video, is an attempt to create a system
that will allow scholars to bring together a classic American
film with the originating play script, the shooting script,
detailed production reports and memos, and expert commentary.
It is meant to be a model of a common information design for
American movies, which would allow studios to control copyright
and scholars to have access to very precise, semantically segmented
sequences with the same precision of reference as we expect
to have over print materials. Such a system would also
afford preservation of the original context, which has also
been instanced by Ted Nelson as a crucial component of a powerful
hypertext system.(Murray 2005) I am calling it a system
because it involves a complex information design and authoring
and display tools. But at the heart of it is the re-imagining
of the knowledge genre of the variorum text, the critical edition,
and perhaps the scholarly journal. It is a critical edition
meant to live within the wider information landscape of a complete
digital archive of films. I instance this as an example of
an approach that I think would be productive in other disciplines
as well. Scientists as well as humanists can approach knowledge-making
as the invention of new conventions of representation that
coalesce into new genres. I would suggest that these genres
include tools for convening a community of experts around semantically
segmented resources that afford juxtapositions across media
and data types that have not been possible before.
Berners-Lee, T., J. Hendler, et al. (2001). "The Semantic
Web." Scientific American(May 2001).
Berners-Lee, T., N. Shadbolt, et al. (2006). "The Semantic
Web Revisited." IEEE Intelligent Systems.
Murray, J. (2005). "Here's Looking at Casablanca." Humanities.
Papert, S. (1980). Mindstorms: Children, Computers, and Powerful
Ideas. New York, Basic Books.
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