JSTOR DFR ok!

I’m very pleased to be investigating the DFR elements built into JSTOR. Adding and removing constraints seems much like constructing any regular JSTOR search. Reading Ramsay reminds me that the chart options, revealing disciplinary origin of texts and similar metadata, are themselves paratexts, intermediaries between the invention and application of constraints to a corpus and the more typical critical activity of interpreting the results. Ramsay writes of a word count table, for example, “The list is a paratext that now stands alongside the other, impressing itself upon it and upon our sense of what is meaningful” (12).

Perhaps it’s worth mentioning that JSTOR as a corpus has been methodically coded (thank you for that labor, someone!) so that its texts are legible to algorithmic search protocols. For some purposes, such as questions about which disciplines might be most engaged with certain topics, the “distant reading” of its data visualizations may of course be more informative than traditional language-driven engagement with specific texts.

I received my data promptly from JSTOR, perhaps because my query (basically: refugees, freedom of movement, and middle east) only produced 29 hits. I’m still a bit unclear about the meaning of the various n-grams, though I suspect the # symbol comes to stand in for one of my search terms? By the way, this ngram-viewer is a thing on Google Books:

NGRAM_View

Not that I suppose this is relevant to where we are headed: I see we are generating CSM (Comma Separated Values) data so that we might be able to manipulate it with python, to go beyond the algorithmic features currently built into JSTOR. I suspect this is where I am going to soon be pleasantly befuddled, or at least highly dependent on copying and pasting according to what I hope will be a very, very carefully scaffolded workshop.

I’m aware that the concept of difficulty is operative in this class, and as any good student of Mariolina Salvatori (formerly of Pitt English) I’m willing to encounter this cognitive-affective state. I would note, however, that the seminal Elements and Pleasures of Difficulty turned on transmuting  interpretive difficulty into generative writing,  included no computational examples. Perhaps the transposition of this concept to code-based learning merits more explicit theorization.

Ghosts of Law

Ryan Maguire’s web page devoted to “The Ghost in the MP3” enlivens a technical feature of MP3/4 formats, compression, with the idea of the ghost, a gothic trope oft-associated (if my past life with literature is serving me well) with the eruption of a suppressed past into perception. As Maguire writes,

“moDernisT” was created by salvaging the sounds and images lost to compression via the MP3 and MP4 codecs. The audio is comprised of lost mp3 compression materials from the song ‘Tom’s Diner’ famously used as one of the main controls in the listening tests to develop the MP3 encoding algorithm. . . . The video is the MP4 ghost of a corresponding video created in collaboration with Takahiro Suzuki. Thus both audio and video are the ‘ghosts’ of their respective compression codecs.”

Because I’ve played around with some musical toys in the past, I think I follow what Maguire is saying about sonic compression. The effect funnels the waveform into a narrower dynamic bandwidth than the original. Peaks reduced, minimal signals magnified. Often, the goal is to create a sense of fullness and consistent presence. Pop music, especially, tends to use compression at multiple points in the recording process. Mastering with sophisticated forms of compression is one reason professional recordings can seem so much bigger or fuller in one’s speakers than your average Garage Band output.

We hear a lot of compressed audio.

But the “ghost” in these machines insisted upon by Maguire invites a social reading of these sources. The season aside, what exactly might be scary about compression? Maguire’s project asks us to consider what may have been lost in our uptake of the MP3. The “Ghost in the MP3” is the something left behind, a sonic detritus that when mixed just so and accompanied by the “corresponding video” (featuring a bug), makes you feel just a bit like you are seeing (and hearing) dead people.

Such a sensation asks us what other felt experience might have been foreclosed by computational processes to which few if any of us recall expressly assenting. [If you did ever assent, of course. Those who have held out with your vinyl all these years, you have my respect.] The raw material of “Ghost in the MP3” is a computational elision, the technical “ghost” we recuperate as aestheticized sensation.

I’d like to consider the word “procedural” in a somewhat similar way. As Maguire exploits polysemic connection with the word “ghost,” and suggests what we may have lost to computational formats, I’d like to consider how our current sense of computational procedurality compares with legal procedurality. Instead of de-synonymizing the meanings gathered round the word “procedure” in different contexts, I’m looking for ways that work with computational procedurality may be seen as relevant, even crucial, to a critical investigation of law, or the ghost thereof.

In Persuasive Games, Ian Bogost paints procedurality with strokes both manifold and broad.   “Procedural rhetoric,” for example, is “the art of persuasion through rule-based representations and interactions rather than the spoken word, writing, images, or moving pictures” (ix). And Bogost nests this procedural rhetoric within a more expansive sense of procedural literacy — “Procedural rhetoric is a type of procedural literacy” (258) — which “entails the ability to reconfigure concepts and rules to understand and process, not just on the computer, but in general” (245). The conceptual fulcrum upon which both definitions turn are “rules.”  So true with procedural authorship “of rules of behavior, the construction of dynamic models” (29). The fact that “in computation, those rules are authored in code, through the practice of programming” (29) notwithstanding, “procedurality can . . .  entail the operation of cultural, social, and historical systems” (8). In Persuasive Games, “rules” of various kinds are depicted as operating across a range of social processes. Bogost advances the concept as highly transportable across contexts.

What becomes of procedural law in an era of computational procedurality?

Bogost’s writing on procedurality, then, suggests the appropriateness of reconsidering legal procedurality in light of our extant and ongoing work with computational procedurality. Bogost’s nods to rhetoric also present a concept capable of embracing both computational and legal expression. Bogost recounts that Aristotle’s public rhetoric was typically legal rhetoric, yet elaborates his idea of procedural rhetoric through the treatment of mainly non-legal, computational artifacts. Therefore in my following comments I will present notes on my own very basic understanding of procedurality in law and then one possible application of this line of reasoning in a way that enlists some of our current thinking about computation.

According to Legalflip.com, a legal-educational site devoted to “simplifying legal matters”:

Procedural law is a broad term that deals with the rules that the court, lawyers, and parties must follow to properly try a case. In short, procedural laws deal with dates, times, numbers, and other procedural aspects of case that must be met in order for the case to proceed according to the law. Procedural laws are important because they afford parties due process of law under the U.S. Constitution. Due process essentially requires the government to treat individuals fairly under the law.

If you’ve read this far, it may be unnecessary for me to point out that this definition of legal procedurality emphasizes, again, rules. The stakes here, of course, are quite different than those in gaming contexts. Yet there is still the possibility of reading even everyday legal procedures for their metonymic relation to their governmental surround. As law professor Paul MacMahon notes in “Proceduralism, Civil Justice, and American Legal Thought,” discussions of “civil procedure” present “any reasonably competent American law professor” with “a vehicle for exploring questions of state sovereignty” (563).

MacMahon uses the substance/procedure dichotomy to further clarify the nature of legal procedurality. Substance seems to be what you are aiming for with a law, procedure the way to get there.

A procedure is a way of doing something. In law, procedure is a way of ‘doing’ substantive law. Substantive law is the body of rules that purports to guide people’s conduct outside litigation and the lawmaking process . . .  Substantive due process . . . prevents government actors from depriving persons of certain interests, no matter how they do it. Procedural due process doctrine regulates only how governments deprive a person of life, liberty, or property. (555)

*  *  *

With these definitions of procedurality in mind, I’ve been working through The Drone Papers. They are published by the Intercept, an online source of investigative news featuring journalists like Glenn Greenwald (who broke the story on our NSA’s collection of US cell phone metadata) and Jeremy Scahill (author of Blackwater: The Rise of the World’s Most Powerful Mercenary Army).

“A Yemeni boy walks past a mural depicting a U.S. drone on December 13 [2013] in the capital Sanaa.” cnn.com

In one of the series of Intercept articles unpacking the implications of the documents,  “Decoding the Language of Covert Warfare: A Visual Glossary,” Josh Begley writes:  

For many years, lawyers and human rights advocates have wondered about the chain of command. How are non-battlefield assassinations authorized? Does it fall within the Authorization for Use of Military Force (AUMF), or through some other authority? The documents we have are not comprehensive, but they suggest a linear chain—all the way up to the president of the United States (POTUS).

The government  source providing these documents  “said he decided to provide these documents to The Intercept because he believes the public has a right to understand the process by which people are placed on kill lists and ultimately assassinated on orders from the highest echelons of the U.S. government” (Scahill). Already, I find myself noting language requiring “decoding” and a “process” by which state violence is created in the style of legal procedure. The Intercept’s current find responds to our government’s determined effort to keep the actual process opaque:

The first drone strike outside of a declared war zone was conducted more than 12 years ago, yet it was not until May 2013 that the White House released a set of standards and procedures for conducting such strikes. Those guidelines offered little specificity, asserting that the U.S. would only conduct a lethal strike outside of an “area of active hostilities” if a target represents a “continuing, imminent threat to U.S. persons,” without providing any sense of the internal process used to determine whether a suspect should be killed without being indicted or tried.

KC_Heads01

from The Intercept “Drone Papers”

Perhaps a glance at the Intercept’s findings will convince you that this is a matter that might be aptly explored with critical legal rhetoric. But I’d like to add that computation enables the entire process. Unmanned aircraft couldn’t be flown without it.

In addition, the intelligence used to profile victims and ultimately try to kill them is largely the work of computational technology as well. Noting “the poverty of signals intelligence,” Begley writes:With limited ability to conduct raids or seize materials from targeted individuals in Yemen and Somalia, JSOC [Joint Special Operations Command] relied overwhelmingly on monitoring electronic communications to discover and ultimately locate targets” (A Visual Glossary).

The ongoing backdrop of computational communicative processes on a world scale is what allows our Drone Wars to continue. This contextualizes the NSA’s collection of our domestic meta-data; we are living through a US-led militarization and weaponization of personal data on a global scale. As Begley explains:

“Hellfire missiles—the explosives fired from drones—are not always fired at people. In fact, most drone strikes are aimed at phones. The SIM card provides a person’s location—when turned on, a phone can become a deadly proxy for the individual being hunted.”

“When a night raid or drone strike successfully neutralizes a target’s phone, operators call that a ‘touchdown.'”

The Drone Papers of course touch upon the inaccuracy of drone strikes and the willingness of their operators to accept high rates of human collateral damage — but I’ll assume all of you are already aware of these grim realities.

* * *

In closing:  If Bogost is right, that we can learn something fundamental about the nature of our society by examining the way computational systems enact their procedurality —

If procedural literacy can have implications beyond reading video games–

If the affordances of computation present states with capacities that outstrip the traditional constraints of legal procedurality —

If our drone warfare program yokes the capacities of computation to essentially an extra-judicial procedurality–

What might be revealed through a procedural-rhetorical reading of the sources on offer in The Drone Papers

The Waters of Circumstance

I hate to be this person: I have NOT yet been able to play Dwarf Fortress for more than an hour. I really just got it running.

His was a tale of woe. 

I downloaded the game on Monday – not too early, but not too late by the grad student clock, either – plenty of time to get in my 4 hours.

But ahh, fate: My otherwise trusty Macbook crashed while opening the file, and has been out of commission since.

* * *

I spent the hours I’d initially allotted to the Dwarf Fortress project with the blue polo shirt-wearing folks at our Pitt bookstore Brilliance Counter (they aren’t the Apple Store).

I watched these undergrad student workers try to restart my machine, getting the same interminable spinning wheel I’d tried all morning to abjure. They had a job I’d assigned them, but I lacked the knowledge to direct them. (Sound a bit familiar?)

One of them, Kevin, restarted the machine while holding down keys that I didn’t know would have any effect. Secrets! He was able to get into windows I’d never seen before, and he opted to run something called “disk verify.”

Bad move, son. The disk utility froze as well. Hah hah.

(Wait, that’s mine.)

* * *

Since leaving one’s machine is frowned upon, I loitered about the Brilliance Counter for quite some time, making small talk, answering the increasingly rare query about the machine, and doing lots of reading on my phone.

Kevin called over other blue shirts, and they looked at me with pitying eyes for about half a second and lost interest.

I finally had to the sense to ask, “Have you heard of dwarf fortress? I was supposed to play it for a class.”

The first two hadn’t heard of it.

But another employee, one with whom they’d seemed to confer when stuck, blinked my way and announced, “I let it run for 10,000 years. It’s a procedural world builder.”

Procedural! They speak my language!

 “What does that mean?” I asked him.

He twitched as if the question revealed the slim chances he could frame an answer I’d grasp. He thought for a moment. “What class did you say you are playing it for?”

“Its’ a grad seminar in the English department.”

He paused, considering.

“It writes poetry.”

* **

“You mean after you set your dwarves up in their fortress?”

“Yes.”

“The dwarves write poetry?”

He nodded.

“But I have a friend who can’t get his fortress going. It sounds pretty hard.”

I was starting to strain his patience.

“Use the wiki, then let it run for a few thousand years.”

“So it’s fun just to watch it play out?”

He looked up one more time: “It invents religions.”

***

Now, with a laptop on loan from the University, I am finally playing Dwarf Fortress.

Which is to say, I enjoy reading the wiki, looking at the screen, and fondly recollect playing Spacewar! as a kid.

Based on what I’ve seen so far, I think I will need 10,000 years, rather than the few hours I have.

But, even in the opening screens, I’m fond of the language. There is sea to the north the peninsular land formation where my dwarves are being created:

“The Waters of Circumstance.”

***

“It’s a procedural world-builder,” he’d said.

Procedural! They speak my language!

 “Procedural” … one of *their* words.

Ampin the Bot

I’d only heard of twitterbots once before this evening, and that was from an academic friend with more than a toe in the digital humanities pond. So Matt’s work tonight was very helpful.

I was struck by the way in which he did several things at once. Sure, he helped us follow a functional arc of code rooted in libraries and the sine qua non of digitalia, copy/paste. And boy did he define a host of terms, such as API and ASCII and Unicode, while leaving some opaque (such as “web scraping”). But he also unfolded bits of “brogrammer” lore (his word) and touched upon points of cultural critique, such as the corporate desire to index our online avatars to our consumptive bodies.

He reminded me of a foreign language instructor with whom I am currently taking a class (beginning Turkish). She shows us with infinite patience how a difficult yet extremely regular grammar functions at a code-like level, and intersperses this work with cultural asides in rapid-fire frames. In both cases I see a translation from semiotic domain to semiotic domain, to use a term from Gee’s What Video Games Have to Teach Us About Learning and Literacy. Critical learning, Gee claims, is a matter of both internal and external design grammars — both the content within the design space afforded by a given domain, and the ways of thinking, acting, and being that constitute that domain in the social sense (which many of us felt was spottily addressed by Bogost’s Persuasive Games).

So . . . am I a critical twitter-botter? Hell no. On a functional level, I was able to make the code work only with the hearty assists on offer in the workshop – the boilerplate code, the scaffolded instruction, the chance to ask questions, the comestible goldfish. Even so, I felt able to grasp some of the contours of what we were doing. I wasn’t just copying & pasting blindly, but instead thinking about the shareable nature of Python code, the value of open source libraries, and how so much of the latticed software constituting my humble bots is out there, above the virtual cloud, hosted at its corporate core by twitter to be sure, but working in concert with github, various trouble-shooting sites, and google voice (which provided my bot’s digits).

I had several word files open in which I excitedly took notes. Gee writes that “[a]mplication of input is highly motivating for learning.” I’d been easily stymied in my private sojourns up Mount Python, yet was still able to benefit from the workshop, so I’d say our foray into botland was a fine example of the amplification of input principle.

Procedural Wonders

“[T]he essential features of all games: symmetry, arbitrary rules, tedium.” 

– Jorge Luis Borges, “An Examination of the Work of Herbert Quain”

I’d been reading video game/critic Ian Bogost’s Persuasive Games off and on for a few days when I played board game designer Antoine Bauza’s 7 Wonders with some people at a Eurogames Meetup. 7 Wonders is an accessible game, one they trot out with ‘nubes (like myself), or when time is a bit short. By then I’d heard Bogost’s take on about a hundred video games both obscure and familiar, and I found myself thinking about 7 Wonders in light of his work. Procedural rhetoric and literacy certainly seem to apply to rule-based artifacts of all sorts.

The conceit of 7 Wonders is that you are guiding, in a sort of undefined, god-like way, the growth of an ancient civilization amid a field of rivals.played Babylon most recently.There is no geographic game board, which is unusual in empire building games. Instead, everyone has a kind of place mat (“wonder board,” I think) that lists some basic information about your empire and serves as a baseline for you to set up cards you accrue as the game goes on. I Here is a more official description:

“You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times” (more of this at boardgamegeek.com).

But back to Bogost. In Chapter 8, “Procedural Literacy,” we find this definition: “Procedural rhetoric is a type of procedural literacy that advances and challenges the logics that underlie behavior, how and why such logics work. Procedural literacy entails the ability to read and write procedural rhetorics – to craft and understand arguments mounted through unit operations represented in code” (258).

I mention this passage because it clarifies the relationship between these two slippery terms. Procedural rhetoric is presented here a subset or style of application of procedural literacy. [Perhaps less helpful is the end of the sentence, which alludes to Bogost’s Unit Operations.] Bogost follows up with a list of question one asks when engaged in the “type of ‘reading’ and ‘writing’ that form procedural rhetorics”:

  • What are the rules of the system?
  • What is the significance of these rules (over other rules)?
  • What claims about the world do these rules make?
  • How do I respond to those claims? (258)

I’ll take these questions as a procedure, of sorts, and apply them as a heuristic to 7 Wonders:

  • What are the rules of the system?

You are dealt a hand of cards. You choose one to play, and pass your discards to a player to one side. You can select resources or, if you have enough of them, buildings. The buildings you create can offer you victory points, cash, or more obscure benefits. If you grab a few resources early on, you’ll have better luck building later. The cards get passed around the table in successive hands. (If you really want to get a sense of the mechanics, here’s a video made by a guy who sounds inspired by the majesty of the game.)

  • What is the significance of these rules (over other rules)?

In the situation, the rules mean that you have a very particular relationship to the opponents to either side of you, because they get the cards you don’t play. So occasionally you’ll consider to yourself points like, “Ah if I don’t build this Fortress, they might, and then I’ll be at a military advantage.” Oh, I neglected to mention the game goes in three rounds, after each of which is a quick comparison of military power. It’s not a big deal, but you earn points. (For the sake of brevity, I’ll punt on the “over other rules” element.)

  • What claims about the world do these rules make?

Well, the military conflict is inevitable, its just part of the ancient world. Another claim is that it pays to focus without become too specialized: if you build several science cards, for example, you’ll start a cascade effect in which its easier to build more cards of the same time. But you also want to play enough cards to build your Wonder. It’s the name of the game, after all, and serious points tend are involved.

More generally, I think the game claims that history is the stuff of fertile representation. Think back to Bogost’s fascination with Guns, Germs, and Steel. He notes, “Jared Diamond attempts to expose the underlying patterns that determine why history plays out in the way it does.” 7 Wonders is a bit like that insomuch as its mechanics presume a commonplace understanding of ancient history. There is a material basis for everything you build, and specific cultures have different aptitudes.

But of course 7 Wonders takes the whole thing less seriously. It’s somewhere between Civilization (Bogost: “In Civilization, material and technological innovation enables civic and military dominance”) and Settlers of Catan (which is now being released as just “Catan” to mute the colonial trope). Like these games, though, individuals are basically not on the board. Only aggregates are of consequence, so there again is a bit of historiographic resonance with Guns, Germs, and Steel.

  • How do I respond to those claims?

Well, for my purpose here it seems apt to respond to those claims through a bit of the lens Bogost creates for us in Chapter 8, “Procedural Literacy.” Bogost simplifies the field of educational theory in this chapter, presenting behavioralism as invested in linear, 1:1 correspondence between teaching/game environments and the world, and constructivism as using specific activities to suggest more general, abstract principles. This is a short summary, but Bogost’s opening moves boil it down to pretty much this opposition: specific versus abstract theories of educational payoff. He plots his vision of procedural literacy as a middle path between these poles.

Both specific and abstract. This assertion that specificity matters seems to be one of Bogost’s main innovations. After all, he accepts Mateas’s earlier definition of Procedural Literacy as “the ability to read and write processes, to engage procedural representations and aesthetics, to understand the interplay between the culturally-embedded practice of human meaning-making and technically-mediated processes” (qtd. in Bogost 245).

Ian Bogost reading this.

Do I grasp the connection between meaning-making and technical mediation in 7 Wonders? I think so: The rules are the set of constraints defining the game and the coding of the cards with numbers and interrelationships sets up its algorithmic process. Each card is pretty straightforward, but when you get seven players passing around a half a dozen cards, you introduce a great deal of variation. Just enough, really —you don’t want a game to be so complex that each turn feels like doing math homework, yet you also don’t want the mechanics to be so simple the likely outcomes are utterly transparent. We’re not going for Go, or Chess. While elegant, such pastimes lack the mystery of a more complex algorithmic procedure.

Although to be entirely fair about the math point, 7 Wonders provides a little pad to help with the chore of figuring out who wins the game, which requires detailed tallying after the last cards are played. Which is the great thing about video games: the machine is doing the algorithmic work that turns the hurdy-gurdy of semi-intellectual play. But if you could understand the code, and had access to it, perhaps you’d have as much fun reading it as I might a phone-book sized set of rules for the mother-of-all board games.

But, to keep Bogost in play a bit longer, I’m still looking for the specific import as it relates to the abstract take-away here. The (specific) procedures that run 7 Wonders imply a world of material and social interdependence (abstract), but the game play does very, very little to urge players to think with any seriousness about the ancient civilizations represented in any specificity. It would take a discursive context, a community of interest, a roomful of history buffs, or even a class to push beyond this underlying message —history is ours to ransack for our pleasure; traces of times past are the playthings of our distraction, and surface detail is more than adequate.

There is absolutely no reason that 7 Wonders couldn’t be digitized. Yet such a platform might distance the procedurally rhetorical pleasure of seeing how 7 Wonders allows a group of people to engage in “the art of persuasion through rule-based representations and interactions” (Bogost ix). A game is always an argument, at least insomuch as it is taken as fun. That is, the game has to let you and your fellow travelers in ludic diversion convince each other that leisure happened, that it was indeed fun. It’s much easier to make that argument in the company of others, though a community of videogame players surely accomplishes much the same feat, as I believe James Gee discusses in work of his What Videogames Have to Teach us About Learning and Literacy-era.

Either way, I’m not sure Bogost adequately engages the sociality of games as specific instances of literate practices —social practices in which the pleasure of diversion may be understood to be embodied, rhetorical, and procedural.

Python doesn’t care about silly associations.

“Dot[ted] notation” right?

Wrong. But kind of.”my_problem”.Upper()

images
The imagined precision of musical notation is spatial, temporal. When played, the proficient listener can deliver immediate feedback, like that wretched awesome console thing. 





 

 

 

“Great work! Now that we know how to store strings, let’s see how we can change them using string methods” (Weinstein).

 A framing command “turns strings into non strings.” But I can’t reduce Python to a spatialized system in which each command occupies a unique niche in a synchronic field, like the notes of keyboard. It is “calculators that just stick to numbers,” while Python’s string formatting opens up avenues of authorial choice.When you want to print a variable with a string, there is a better method than concatenating strings together (Weinstein). Comparing and selecting from among methods, making authorial choices. You could consider it style (Vee). Like having more than one way to say something. Or more than way to play the same note.

 

 

 

 

 

 

 

No, no. It’s “raw input” that let’s you really do stuff with python. It establishes a real-time relationship between the code being manipulated within the editor and the output of the console.
Like a draft that displays chances of publication as you write.
Ok. I will break this down for you all: Print doesn’t mean print in Python. Which makes sense. It’s not like people who use computers already think the word “print” has a stable meaning.
So not a new language, but perhaps a recasting of available language in terms of specifically instrumental affordances.
 PRINT tells Python to grab something.
Very low.

“That’s great honey. I bet you’ll do fine. You always were so good with poetry, scansion and the like. So what’s the programmy thing called again?”                                                                                                                                                                                                                    …..                                            “Why?

 

 

 

 

 

 

 

 

Code coils back upon itself. Recursive. Uncanny. But not as scary.