In Medias Res, Spring 2015
In Medias Res, Spring 2015
In Medias Res, Spring 2015
In Medias Res
c m s w. m i t. e d u s p r i n g 2 0 15
SPRING 2015
A B O U T IN M E DIA S R E S
MIT Comparative Media Studies/Writing
14E-303 and E15-331
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cmsw.mit.edu/magazine
Head
Edward Schiappa
Research Managers
TO OUR READERS
In Medio Nix
Edward Schiappa
4 F eature
Gamer Identity
F eature
EdTechX
Philip Tan, Eric Klopfer, and
Louisa Rosenheck
I n terv ie w
Documentaries, MIT-Style
10
12
NEWS
Creating User-Friendlier
Environments
Steve Calechman
F eature
18
p eo p l e , p l a c es , t h i n g s
23
e v e n ts
Even without all the negative associations with the term gamer though, many
people probably would not want to admit
that they prioritize games over other aspects
of life. Video games have existed for decades,
theyre the largest entertainment industry in
the world, and many people now make their
living playing games, yet somehow we still
have not legitimized games as a pastime.
Jesse Sell, p. 5
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T O O U R R E AD E R S
reetings!
As I write this, the Boston
area is dealing with one of its
snowiest winters in history,
with blizzard conditions shutting down mass
transit and closing schools and universities,
including MIT. As this issue of In Medias Res
testifies, however, the challenging weather
has not slowed the pace of activities of the
denizens of CMS/W!
We are fewer in number this spring as a
number of our faculty are away on sabbaticals and leaves. As a result, we have decided
to postpone our biennial Media in Transition
conference for one year, but look forward to
organizing it for spring 2016. We also look
forward to telling you all about the accomplishments of our faculty on leave when
everyone returns this fall.
Our vibrant curriculum in gaming
continues to be enormously popular with
MIT undergraduates, and the role of games
in society continues to be reflected upon by
faculty and graduate students as well, as the
essay by Jesse Sell (CMS 15) illustrates.
Carole Urbano and Philip Tan then tell
us about the role of Education Arcade and
MIT Game Lab in the launch of the first
two courses of EdTechX, a series of massive
open online courses (MOOCs) dedicated to
the subject of educational technology. Their
narrative illustrates the enormous amount of
work that goes into the creation of MOOCs,
and they provide a candid account of what
in deploying drone technologies in a sustainable way. The goal of their trip was to identify
the sort of support needed for drones to be a
sustainable component of Kenyan conservation efforts (p. 12).
We close this issue with summaries of activities by individuals and the research groups
affiliated with CMS/W. The breadth of activities going on here is great.
Throughout the spring semester, CMS/W
hosts an impressive series of guest speakers
engaging topics as varied as comic books to
hate crimes in cyberspace. Some highlights
include our MLK Visiting Scholar Coco
Fusco, who will preview her fall 2015 book
on performance and politics in Cuba on
the role of the state in Cuban art during the
1980s; Kevin Driscoll, who locates the roots
of social media as we think of it in the bulletin
board systems of the early web; and Thomas
DeFranz on queer social dance in AfricanAmerican communities. Were particularly
excited to have Driscoll and DeFranz here:
both have roots at CMS/W, with Driscoll
a 2009 graduate of our Comparative Media
Studies masters program and DeFranz a
former MIT professor affiliated with us
before his departure for Duke in 2011. See
p. 23 for a full list of this springs events, and
join us if you can.
spring 2015 3
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Gamer Identity
Is it time to shed gamer altogether?
Jesse Sell, CMS 15
to identify their player type quickly and easily. I was intrigued and
decided to keep digging. By a show of hands, how many of you play
video games? All but a few hands went up. Okay, how many of you
consider yourselves to be gamers? Only a small handful of students
kept their hands in the air. Interesting.
So what, then, does gamer mean? It clearly isnt just one who plays
games. It is much more complicated than that. It comes with a whole
set of characteristics that arent easy to pinpoint. Its the classic know
it when you see it identification. With issues like #gamergate2 and
other re-defining moments in the video game industry, it is time we
look at the term gamer and either discard it or reshape it.
Ive long held the opinion that anyone who plays a game is a gamer.
Its been a matter of inclusion for me. I want the term gamer to be
less strange. If more people identify as gamers, it somehow validates
my own longtime gamer identification. After speaking with this class
though, I had to change how I define gamer.
Take a moment to think of what gamer means to you.
So, is gamer a negative term? More than likely, youve conjured up
a very particular image in your head. What are some of the characteristics there? We can toss out the negative stereotypes right away:
antisocial, dependent, detached, lazy, and perhaps even misogynistic.
Those are some of the words that I associate with gamer, yet as a
gamer I would argue that Im nothing like that. I would also say that
the vast majority of people I play games with are nothing like that.
In fact, most of the players I know are inventive problem-solvers who
care a lot about other people. As far as Ive noticed, that archetypical
image is very rare yet the word gamer still holds that stigma. If we toss
out all of those negative stereotypes, though, would more people selfidentify as gamers? I doubt it.
1 Bartle, Richard (1996) Hearts, Clubs, Diamonds, Spades. Players who suit MUDs. Journal
of MUD Research. Vol. 1 (1), June 1996.
4 in medias res
2http://en.wikipedia.org/wiki/Gamergate_controversy
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Even with the realization that the stereotypes are pretty far off-base
(as stereotypes tend to be), there is still a deep-seated negative association with the term gamer. Id argue that this negativity comes from
the medium itself. The industry has been associated with misogyny
for quite a long time at this point. #gamergate churned up a huge
amount of animosity around gender in the video games industry. The
industry does not have the best track record when it comes to the representation of anything outside the realm of white, male hegemony.
Its very slowly getting better, but #gamergate shows the impetus for
more change. For a long time, the argument has been that games are
for boys, by boys. Its long past time to throw this argument out.
Almost everybody plays games, so its time that everyone has a chance
to both make and be seen in games. Some people discard the fact that
most people (men, women, and other) play games as irrelevant by
saying something along the lines of, yeah everybody plays games, but
they arent real gamers. Whats a real gamer though?
That statement typically sets the stage for the creation of a
dichotomy between casual and hardcore games, as if somehow
one game is more canonical in the gaming world. Nothing irks me
quite as much as this separation, especially considering its almost impossible to actually distinguish hardcore and casual games when
you actually sit down and try. Hopefully people are spending their
free time doing whatever they want to do. To argue that anyone can
spend time playing games harder than someone else is just ludicrous.
Is someone participating in a four-hour raid in World of Warcraft
somehow more legitimate than someone spending their four-hour
plane ride crushing some candy? No. I also wouldnt argue that both
of these people are gamers though.
One student in class posited that a gamer is anyone who prioritizes
games. I find this definition to be perfect. We often use this same logic
when referring to other pastimes: movie buff, quilter, bird watcher,
sports fan. While it might not be fair to apply these labels to people
without their consent, they definitely do not come with the same
negativity.
Even without all the negative associations with the term gamer
though, many people probably would not want to admit that they prioritize games over other aspects of life. Video games have existed for
decades, theyre the largest entertainment industry in the world, and
many people now make their living playing games, yet somehow we
still have not legitimized games as a pastime. Theyre so fundamentally similar to sports to have evoked the term e-sports, but most parents
would be happy to let their child participate in a soccer or volleyball
tournament for an entire weekend but would get upset to think their
child might spend that same amount of time playing video games. Its
not my place to argue for or against the legitimacy of sports-playing
(physical fitness and socializing being just two of many examples in
support of sports), but I would argue that as a pastime, video games
are incredibly similar. Perhaps its just a matter of time before we start
to see video games alongside sports as legitimate pastimes. Until then,
the term gamer will continue to be a problematic identity.
It might instead be better to get rid of the term gamer altogether. Its
long history may be too hard to wipe away. As more people continue
to play games, perhaps other (less problematic) terms will emerge. The
industry continues to grow every year without signs of stopping, so as
I mentioned earlier, it might just be a matter of time before the legitimacy of gaming wipes away the stigma of the term gamer.
A version of this piece first appeared in November on the MIT Game Lab blog: http://
gamelab.mit.edu/gamer-identity/
Images
https://www.flickr.com/photos/16865302@N00/393152033/
http://www.wtfgamersonly.com/wp-content/uploads/2014/11/I-Love-Gaming.jpg
http://hntb.files.wordpress.com/2009/12/gamer.jpg
spring 2015 5
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EdTechX
Our Online Courses on EdX
Philip Tan, Eric Klopfer, and Louisa Rosenheck
6 in medias res
Student Engagement
In face-to-face classes, it can be challenging to know whether you
are engaging students. We often have to rely on subtleties like facial
expressions and sitting postures to provide valuable feedback to an
instructor. How do you determine whether you are succeeding in
reaching students that you cannot see or interact with in real-time?
We needed to create different opportunities for actively engaging
students throughout the course, starting with the primary medium
of the MOOC: streaming video. To lay the foundation for student
interaction, we settled on three primary forms of video-based content
interview style, action or demonstration-based videos, and activity
breaks.
Interviews borrowed from the visual language of celebrity talk
shows. We took advantage of our access to many of the pioneering
voices in our fields and worked through foundational concepts right
on camera. Instead of telling students everything we knew about a
topic, they could hear reasoning and rationale from the horses mouth.
Edited into five- to ten-minute segments, these informal and informational clips subtly suggested to students that knowledge doesnt
need to come from one authoritative voice, and that there is room
for different perspectives, approaches, and philosophies to work
together. Demonstration videos took on more of a how-to vibe, not
unlike childrens science television and YouTube cooking channels.
F E AT U R E
The instructors would not only introduce assignments and goals, but
also demonstrate how they would tackle a sample problem. In one
clip, Sara Verrilli and Philip Tan designed a board game in under ten
minutes in front of the camera, and concluded the segment by challenging the students to do the same. These think-aloud videos aimed
to reduce the anxiety of getting started by showing how even instructors can make mistakes. The presenters continuously talk through
their process and decision-making, setting student expectations by
demonstrating what reasonable effort and success might look like.
Every video series was punctuated by an activity break. In Design
and Development of Educational Technology, one activity break encouraged students to stop the video, try their hand at juggling, and
reflect on what it felt like to take on the role of the learner. This
gave students the room to explicitly contemplate the learning theory
distinct from the technologies. Other activity breaks afforded students
the opportunity to gain hands-on experience with and consider
possible applications of the tools and technologies exploring and
manipulating motion graphs with SimCalc1, experimenting and
exploring using simulations with tools like PhET Science Sims2,
Molecular Workbench 3, and StarLogo Nova4.
Community Building
Learning is an inherently social process we learn by explaining to
our peers, challenging other ideas, and being challenged by others. The
physical classroom presents opportunities for students and teachers to
interact in these ways, forging peer and student-teacher relationships.
Yet, these types of experiences are not often baked into MOOCs;
many students experience online instruction in isolation. Seeing the
social aspects of learning as critical to the process, we sought to create
better student interactions in forums and live events to create a more
intimate experience for students, creating an environment to increase
the quantity and quality of peer interactions.
In the early weeks of both courses, the lead faculty Eric Klopfer
and Philip Tan conducted Ask Me Anything (AMA) sessions on
Reddit. AMA participants were able to get a feel for the faculty and
how the course might go while also meeting some of their classmates.
Both sessions helped to spark peer interactions and model respectful
communication among prospective participants.
To support a diverse student body, in terms of geography, technical
expertise, bandwidth, etc., we needed to build a broad event and
social media infrastructure. We wanted to support students within
their technological comfort zone while introducing a broader range
of possible technology tools that could enhance ongoing collaboration
and contribute to a sense of community.
The Design and Development of Educational Technology team
held a number of live events using various technology tools spaced
evenly throughout the course. These events were delivered on
different technologies including Talkabout, Google Hangouts on Air,
1http://math.sri.com/technology/index.html
2http://phet.colorado.edu
Student-Constructed Knowledge
Unlike many MOOCs, both Design and Development of Educational
Technology and Introduction to Game Design were designed around
the principles of project-based learning. We sought to create opportunities for students to provide evidence of their learning and explore alternative methods of grading over typical online quizzes. Each of the
activities and assignments throughout the two courses were designed
to provide students with incremental knowledge and skills required to
complete the summative course project.
For the Design and Development of Educational Technology, that
meant preparing students to create and deliver a Kickstarter-like pitch
about a new educational technology. Introduction to Game Design
students created a digital or tabletop game using iterative game design
processes. The projects not only provided an effective example of
the theories discussed in the classes. They also provided students
with a final goal. Weekly assignments all led to the summative final
project, allowing students to think through their projects each week
to integrate new course information, peer feedback and questions.
The projects for these two courses may have been too large a scope
for students to handle in a short time frame. This was especially true
given the amount of theoretical and technical content students were
trying to process at the same time. Students were trying to incorporate new theories and best practices while having to become fluent in
new technologies. This tension created a level of frustration on the
part of students who were invested in completing the course with
an admirable portfolio. Despite these frustrations, there was an overwhelming desire on the part of students to continue to make progress
on their final projects. Many did complete them and gained valuable
experience from doing so.
3http://mw.concord.org
4http://www.slnova.org
spring 2015 7
F E AT U R E
Philip Tan and Sara Verilli model a paper prototyping exercise for 11.126x Introduction
to Game Design participants.
Live on twitch.tv! Philip Tan and Paul Medlock-Walton answer questions about game
design and Gameblox, a new blocks-based programming tool for designing games.
8 in medias res
5http://mitsha.re/1zDgX2H
6http://mitsha.re/1zDhvWg
I IN
NF TETEAERTRV
UVIRIEEW
W
SS
Documentaries, MIT-Style
Experience interactive, multimedia, immersive storytelling
Nancy DuVergne Smith, MIT Alumni Association, with Sarah Wolozin, Director of the Open Documentary Lab
spring 2015 9
F EN
AE
TW
U RS E S
10 in medias res
and the area. Moreover, the hotels concierge can further customize
events for guests.
As Casalegno says, this new lobby isnt necessarily doing anything
that a person couldnt do on their own. But the technology, now in
the prototype stage (see p. 11) and ready for expanded testing, is an
example of how location-based media and ubiquitous computing can
further social interactions for both the hotel and guest. It brings hospitality to a new era and makes for a richer experience, Casalegno
says. And when there are many hotels in a market, this tailoring is the
kind of thing that can make you stand out.
F EN
AE
TW
U RS E S
spring 2015 11
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1. Drones in Ol Pejeta
12 in medias res
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drone flight time and the toll that the rugged environment took on
the drone hardware, it remains unclear whether or not drones would
actually increase park rangers effectiveness at tracking poachers.
In light of these findings, our team decided to spend the last couple
of weeks exploring a different conservation use case for drones: vegetation monitoring and spotting illegal charcoal burning. In Kenya,
charcoal burning is a growing ecological concern, because it often
involves the indiscriminate clear-cutting of trees and shrubs on public
land. Experts are concerned that the rapid rates of deforestation could
exacerbate the effects of draught, increasing soil erosion and reducing
the vibrancy of the surrounding flora. Currently, there is no efficient
and methodical way to monitor such activity.
Over the last week or so, our team hacked together two different
types of cameras to see whether or not we could observe charcoal
burning from the sky. The first camera we used was an Infragram
camera from Public Lab. This camera provides an open source
platforms to analyze plant health with near infrared imagery. The
second camera was a cheap Raspberry Pi camera module. In contrast
to the cameras piloted at Ol Pejeta, which cost around $7,000, our
cameras were quite cheap. We spent less than $100 for the parts we
assembled. In addition to these two cameras we also had a GoPro
camera (around $250) and mount that we used to compare the quality
of the images we gathered. Our plan was to assemble these cameras,
then to collect data out in a place where charcoal is frequently burned
out in the open. To do this, we travelled to a town about 40 km
outside of Nairobi, called Mattu. A good friend of Judes named Jason
is from this area, so he accompanied us as a local guide.
Given large amounts of traffic on the roads leaving Nairobi, it took
us much longer than we expected to reach our destination. As we
pulled into town we had only about an hour of sunlight left in the
day! As such, we decided that our safest bet would be to travel to
Jasons family land and build our own fire in a pit in the ground,
simulating an actual charcoal burning experience. Jude and I rapidly
gathered firewood for the task as John and Jason prepared the drone
and cameras for flight.
As we rapidly went about our work, a small crowd of curious
onlookers came to observe what we were doing. With only about
thirty minutes of daylight left, we launched our drone in the air,
flying it over the plot where the fire was burning. We took photos on
all three of our cameras, capturing not only the fire but also a magnificent sunset against the hills of Mattu.
By the time the sun had set, we had captured several hundred
spring 2015 13
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spring
Event
HIGHLIGHTS
Illuminated Bodies
Women in Science
Computational geneticist Pardis Sabeti and energy studies expert
Jessika Trancik
February 26 @ 5:00 pm
MIT Building 66, Room 110
14 in medias res
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FOLLOW OUR
WORK
FUNDERS AND
PARTNERS
HOW TO SUPPORT OUR STUDENTS
AND RESEARCH
MIT Comparative Media Studies/Writing combines an innovative academic agenda with collaborative research at the
frontier of media change. CMS/W is committed to shaping
new media uses and practices for a range of purposes from
entertainment, education, and creative expression to civic engagement and community empowerment.
Donors, sponsors, and research partners make it possible for
us to pursue this far-reaching mission.
For information on funding opportunities, contact Director
of Grants Development Jill Janows at [email protected].
Individual Donors
Individual supporters are essential to the CMS/W mission,
enabling us to continue attracting the best students worldwide
and maintain a dynamic set of research activities, all shaping the
future of media. Various levels of support can leverage support
from private foundations and government grant programs,
fund a research assistantship for one of our graduate students
providing living expenses and a stipend, one of the ways
we continue to successfully draw the worlds top talent and
afford for a number of named acknowledgments.
Research Partners
CMS/W regularly partners with other universities, professional organizations, and independent research and development
groups. Current and past collaborators include Massachusetts
General Hospital, the National Film Board of Canada, and, at
MIT, the Computer Science and Artificial Intelligence Lab, the
Office of Educational Innovation and Technology, the Program
in Arts, Technology, and Culture, and the Scheller Teacher
Education Program.
spring 2015 15
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16 in medias res
4. Final Reflections
Over the last few weeks, weve had some diverse and highly educational experiences working on our UAV project in Kenya. The goal of
our project was to survey the landscape for future innovation and applications using drone technology in the region. This work involved
interviewing individuals and organizations currently experimenting
with drones in Kenya, as well as building and piloting some of our
own technology to gain some practical insights into the challenges
and opportunities of using drones in this context.
From these experiences, we learned a few key things:
There already exists a large number of UAV enthusiasts, designers,
and hackers in Kenya. But before January this group had not coordinated themselves into a cohesive community. This is rapidly
changing. The workshop we held at the iHub a couple of weeks
ago has sparked the formation of a group calling themselves the
Association of UAV Operators in Kenya. There are currently about
twenty members actively engaging in conversations and debates
about how to further the interests of the drone community moving
forward. For example, this past weekend, a small group convened
at a local cafe to start early conversations around the development
of an advocacy and lobbying group to interface with the government regarding future regulations and guidelines for drone use.
The formation of this group is quite timely, as the Kenyan Civil
Aviation Authority just recently announced that any and all individuals using drones (for personal or commercial use) must receive
permission from the government before doing so. It remains
unclear how difficult it will be to obtain such permission, but this
group is dedicated to building a support network to facilitate the
process.
There is a lot of potential for drones to be a highly-beneficial
leapfrog technology in the Kenyan context. Our discussions with
thought-leaders on the ground revealed many thoughtful and
creative potential use cases for drones in the future. Many of these
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Mwenda and Barabas watching their drone fly into the sunset
spring 2015 17
cmsw.mit.edu/cci
educationarcade.org
Creative Communities
Initiative
civic.mit.edu
18 in medias res
HyperStudio launched a new version of Annotation Studio, its collaborative digital annotation tool. Supported by a Startup and
Implementation Grant from the National
Endowment for the Humanities, it has
expanded its user base to more than 2,500,
from high schools and community colleges to
universities. Instructors in literature, writing,
and foreign languages have integrated it into
their curricula. One can now filter annotations according to tags, users, and visible text
segments and work with a greater variety of
text formats. Institutions can now set up their
own branded instances. In November, HyperStudio organized an Annotation Studio
webinar in which faculty members Wyn
Kelley (Literature), Suzanne Lane (WRAP),
Ina Lipkowitz (Literature), and Jim Paradis
(CMS/W) discussed different pedagogical
approaches for classroom integration.
HyperStudio has significantly advanced
Artbot, an application that allows users to
discover art events and exhibitions in Boston.
Artbot uses server-side data scraping, text
analysis, and content linking to create individualized suggestions, all presented through
an elegant mobile interface. HyperStudio
will launch a beta version, conduct extensive
user testing, and continue to make improvements on backend recommendation system.
The project leads, Liam Andrew and Desi
Gonzalez, will present their research on developing cultural discovery systems at the
2015 Museums and the Web conference.
RA Andy Stuhl has worked closely with
Jeff Ravel and other French theater scholars
on developing case studies that allow users of
the Comdie-Franaise Registers Project to
explore the range of research questions that
can be addressed with the projects tools. A
multi-dimensional analysis tool developed
by Christopher York (01), offers scholars
dynamic insights into the many facets of the
projects data from 1680-1793. The projects
tools and website will go live in June.
gamelab.mit.edu
hyperstudio.mit.edu
icelab.mit.edu
spring 2015 19
mobile.mit.edu
opendoclab.mit.edu
20 in medias res
Personal Updates
spring 2015 21
22 in medias res
EVENTS
Women in Science
Apr 9 | 4-231
Mar 12 | 4-231
Apr 30 | 4-231
May 7 | 4-231
spring 2015 23
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