Showing posts with label History. Show all posts
Showing posts with label History. Show all posts

Tuesday, March 04, 2014

History on Digital: Simulation and Distributed over the Internet


An assertion is made, "All war is a failure" and the 61 countries that were involved in World War One (1914-1918) is reduced to just 4 states and one empire. A series of tweets follows that could not be called a discussion, with a re-tweet and a counter assertion running parallel to each other. Is this public history (i.e. the creation of knowledge from and for historical paradigms in the public sphere)?

I follow history online. From the twitter account Real Time WWII to the spatial experience of Rome Reborn. Between these two examples are the millions of documentaries on YouTube (I can recommend All History Buff). I also use social media to teach cultural studies from a historical perspective. My area of research expertise is narrative studies related to technology and spatial representations. In this post I want to discuss an aspect of public history online that occupies a lot of my thought. I propose that the 'real time' of mediating history with digital media poses potential problems for critical method as we understand it today. This problem emerges from a long tradition of reading as arguably the dominant form of media consumption in relation to history.

The mediation of culture is widespread today (8-9 Kaun and Fast 2014). Part of that mediation is the presentation of history, often in 'live' 'real-time' or participatory modes using digital media. Digital media offer offers specific temporal and spatial perspectives on the presentation of history that result in immersive experiences and a strong sense of identification with the subjects of mediation. It is in this way, of activating space and time in narrative that Social Networking Sites (SNS) "should not only be considered as infrastructures that allow for social interaction, but as emerging actors in their own right" (Kaun and Fast 51).  

Examples of history in 'real time' via digital media such as Real Time WWII, the Virtual Harlem Project and the London Museum's Street Museum app are examples of mediation of history using digital tools that place people in the visual and temporal field of their subjects.



Many times I have opened Twitter and read @RealTimeWWII with the feeling I am reading newspaper headlines for the day.


Another example of this 'live' feel to history is @kokoda1942LIVE, a Twitter account of the New Guinea campaign by the Australian army against the Japanese in World War II. As well I have roamed the streets of Harlem in the 1920s and visited an empty Cotton Club, with jazz playing.


The question I ask is did I learn anything from being in a space that simulates the events or time that is the subject of the history? My answer is, I do not believe that simulation alone is enough for the advancement of historical scholarship. The positioning of a viewer within the representation does not mean there is knowledge produced.I contrast the above image from Virtual Harlem with one taken from Harlem in 1920s.


Virtual Harlem, Street Museum, @Kokoda1942Live and @RealTimeWWII are examples of digital media in the service of history with a strong element of simulation added. The three examples provide a suggestion of sharing something of the time and space depicted. They do not necessarily stimulate questions, provide multiple points of interpretation or the polyphony that is so often found in well researched history, anymore than a photograph or a sonnet does.

There are however, examples where I do believe digital media can be used for effective historical scholarship. Examples include Dr. Heather Richards-Rissetto’s work in Copan in Honduras with gesture-based 3D GIS system to engage the public in cultural heritage (Richards-Rissetto 2012 2013). Another example is Dr Cecilia Lindhé working in Sweden on ‘Rethinking medieval spaces in digital environments’ (Lindhé 2013).


Cecilia Lindhe's keynote paper - Digital Scholarship ‘day of ideas’ - Thursday 2 May 2013 from HSS Webteam on Vimeo.

The Rome Reborn Project is further example that builds models using digital media that are then tested against evidence:

"Rome Reborn is an international initiative whose goal is the creation of 3D digital models illustrating the urban development of ancient Rome from the first settlement in the late Bronze Age (ca. 1000 B.C.) to the depopulation of the city in the early Middle Ages (ca. A.D. 550). With the advice of an international Scientific Advisory Committee, the leaders of the project decided that A.D. 320 was the best moment in time to begin the work of modeling. At that time, Rome had reached the peak of its population, and major Christian churches were just beginning to be built. After this date, few new civic buildings were built. Much of what survives of the ancient city dates to this period, making reconstruction less speculative than it must, perforce, be for earlier phases. But having started with A.D. 320, the Rome Reborn team intends to move both backwards and forwards in time until the entire span of time foreseen by our mission has been covered."
Like the work of Dr. Heather Richards-Rissetto the Rome Reborn project attempts to triangulate known facts against a three-dimensional model and the existing theory, to come to some new conclusions about how Rome developed as an urban space.


Kinect and 3D GIS for Archaeology from Jennifer von Schwerin on Vimeo.

The glaring conclusion here is that the powerful reach and popularity of digital media should be considered according to specific needs when practicing public history online. The feedback and interactive potentials of digital media should be separated from the popularity of digital tools. Each has affordances, but they are not necessarily in the service of each other. There are enormous opportunities and great possibilities to be gained from working in history with digital tools in the public sphere. But a literacy needs to be developed along the way, as well as distinct goals and methods too.

Monday, October 28, 2013

Game On 2.0 Exhibition at the Museum of Technical Science Stockholm


The exhibition Game On 2.0 is organized by the Barbican Center in London and opened last Friday at the National Museum of Science and Technology in Stockholm. I experienced it today, moving through more than 100 playable games on consoles, handhelds, arcade boxes and personal computers from the past 50 years of interactive computer games.



GAME ON 2.0 - Ontario Science Centre Exhibition from CNW on Vimeo.

Highlights of Game On 2.0 include an original 'Computer Space' by Nutting Associates (1971) captured in this video of actual play.

 

I was very impressed by the audio used in Computer Space. Computer Space was the world's first commercially sold coin-operated video game and video game system of any kind (predating magnovox odyssey) It's the first coin-operated arcade game to use a video display to generate graphics via video signal (predating Magnovox Odyssey). It was built by Nolan Bushnell (a founder of Atari and Chuck E' Cheese).



Also featuring in the exhibtion is a Magnavox Odyssey, the world's first commercial home video game console. It was first demonstrated in April 1972 and released in August of that year, predating the Atari Pong home consoles by three years. It is a digital video game console, though is often mistakenly believed to be analog, due to misunderstanding of its hardware design. The Odyssey lacked sound. 

Here are a few detail shots of the Odyssey from the one on show in the exhibition.




The following are two examples of Computer Space (1971) in original green and ruby arcade cabinets. Each stand almost 2 meters tall and has an other-worldly feel to them. But I suppose that was the idea back in the day.



Of course as everyone knows, the first real computer game was Spacewar, which Computer Space was based on. This is acknowledges in the exhibition:


 Some of the oldest games in the exhibition are handhelds. 



The other outstanding feature of the Game On 2.0 exhibition are the sketches, models and drawings from some of the biggest games ever made.










Finally, another highlight I want to mention here from Game On 2.0 is a simple piece of nostalgia. It is Galaga in an original arcade cabinet. I played Galaga at skate rinks, shopping arcades, as well as in bus stations as my parents dragged my brother, sister and I around Greece and Turkey on a 6 month hippie odyssey in 1982. Suddenly in the National Museum of Science and Technology in Stockholm I was 13 years old again as I assumed the rapid fire hunched posture I knew all those years ago. This time my two sons were beside me, and we each played a round of Galaga. It was a magic moment.



The Game On 2.0 exhibition runs from 25 October 2013 – 27 April 2014 at the National Museum of Science and Technology in Stockholm. Take the Bus 69 to Museiparken from the stop near Sergels Torg oppostite the Åhlens. I recommend it to all, and plan to return myself. It is a popular account of computer games that avoids any difficulties or the darker sides of gaming. I noticed the absence of the Wolfenstein games, but due to the Nazi imagery maybe this was too difficult.

Be warned that at high demand times (like now) you buy a 50 minute slot of time at the exhibition. These have to be booked once you have purchased your tickets. The staff say this may change later in the year, but it depends on how demand goes. Fifty minutes is not enough to see the whole exhibition. The rooms are not that large and they are filled with games. I could have easily spent 4 hours there.



Monday, June 24, 2013

Game Tour #1 - The Rome of Assassin's Creed Brotherhood


Assassin's Creed Brotherhood - The Game vs Real Photos - Part 1


Assassin's Creed Brotherhood - The Game vs Real Photos - Part 2


In two days I will be traveling to Rome to spend some time wandering around the city with my son. One of the things we are going to do there is seek out the places featured in Assassin's Creed Brotherhood.

Assassin's Creed: Brotherhood is a 2010 action-adventure stealth video game developed by Ubisoft Montreal and published by Ubisoft for PlayStation 3 and Xbox 360. It is the third major installment in the Assassin's Creed series, a direct sequel to 2009's Assassin's Creed II, and the second chapter in the 'Ezio trilogy'. The game was released worldwide for PlayStation 3 and Xbox 360, beginning in North America on November 16, 2010. It was later released for Microsoft Windows in March 2011, followed by an OS X version in May 2011.

The story is set in a fictional history of real world events set in two time periods, the 16th and 21st centuries. The main portion of Assassin's Creed: Brotherhood takes place immediately after the plot of Assassin's Creed II, featuring 16th-century Assassin Ezio Auditore da Firenze in Italy and his quest to restore the Assassin order, and destroy his enemies: the Borgia family. Intersecting with these historical events are the modern day activities of series protagonist Desmond Miles, who relives his ancestor Ezio's memories to find a way to fight against the Assassins' enemies, the Templars, and to prevent the 2012 apocalypse.

Assassin's Creed: Brotherhood is set in an open world and presented from the third-person perspective with a primary focus on using Desmond and Ezio's combat and stealth abilities to eliminate targets and explore the environment. Ezio is able to freely explore 16th-century Rome to complete side missions away from the primary storyline. The game introduced a multiplayer component to the series, portrayed as a Templar training program.
Locations in Assassin's Creed Brotherhood include the Pantheon, the Colosseum, the Passetto di Borgo, the Castel Sant'Angelo and the Cappella Sistina.

 
Tempio di Saturno – the Temple of Saturn, which is present in Assassin’s Creed: Brotherhood 

Outside of the Colosseum in Assassin’s Creed: Brotherhood

The Catacombs
Ezio in the Catacombe di Roma


The Pantheon in Assassin’s Creed: Brotherhood

The original pantheon was built to honour the ancient Roman gods. Literally, it means 'temple of all the gods'. It was, however, destroyed by a huge fire and a new one built in its place approximately 50 years later. It is unknown exactly what the new building was used for, but it was converted to a Christian church in medieval times. This probably accounts for why it is so well preserved. Unlike other buildings from this time, the Pantheon was kept up by the church. It has since been used as a tomb, and many famous people were buried there such as Raphael. It continues to be used as a church to this day, with masses still held regularly.

A Follower of Romulus from Assassin's Creed and the Tempio di Romolo (the Temple of Romulus)

The Piazza del Popolo in Assassin’s Creed: Brotherhood

Piazza del Popolo

"Nothing is True. Everything is Permitted"