Category: Technical Communication

  • Engagement, Learning and Inspiration in SF: Use Cases for the City Tech Science Fiction Collection

    I delivered this presentation at the James Madison University Pulp Studies Symposium on October 7, 2016. The video above shows my presentation’s images, and the script of my talk is included below.

    The paper is about introducing new audiences to old ideas for the benefit of two different City Tech audiences: 1) frame the historical publication context of science fiction short stories for students, and 2) illuminate the deep history of technological ideas for faculty fellows in the NEH-funded “Cultural History of Digital Technology” project.

    [UPDATE: The symposium was a great success! Thank you to everyone who had questions and comments during our session. I posted photos taken by colleague Caroline Hellman over at the Science Fiction at City Tech website.]

     

    Engagement, Learning and Inspiration in SF: Use Cases for the City Tech Science Fiction Collection

    Jason W. Ellis

     

    In the first issue of Amazing Stories dated April 1926, Hugo Gernsback writes:

    By ‘scientifiction’ I mean the Jules Verne, H. G. Wells and Edgar Allan Poe type of story—a charming romance intermingled with scientific fact and prophetic vision … Not only do these amazing tales make tremendously interesting reading—they are always instructive. (Gernsback 3)

    According to Gernsback, the literary genre that would become known as science fiction combines romance, scientific fact, and prophetic vision. The romance engages the reader in an interesting story. The facts instruct the reader in science and technology. The prophetic vision extrapolates from what is known into the not-yet-known and simultaneously inspires readers to realize that vision. I believe that Gernsback’s vision of SF is fundamental to arguments for SF collections at colleges with a pedagogical and community-serving commission like City Tech. Our college occupies several buildings in downtown Brooklyn and serves the educational needs of over 17,000 students. Historically a trade and vocational school, it has over time and by design developed into a senior college of the City University of New York (CUNY) system. Nevertheless, the students it serves and the fields it attempts to prepare them for are primarily focused on STEM career paths. While not all stakeholders recognize the importance that the humanities have to STEM graduates’ success and overall outlook, the administration’s support of the City Tech Science Fiction Collection signals at least one way in which the humanities—in this case via SF—is seen as supportive to the otherwise STEM-focused educational work of the college. In effect, SF and the collection serves as a source for engagement, learning, and inspiration for students who have much to gain from it as a literary genre that reveals the inextricable linkages between STEM and the humanities. While I cannot within the scope of this presentation explore all of these functions of SF, I will restrict myself to discussing how I have used the collection to support my teaching and pedagogical work at City Tech.

     

    Teaching Science Fiction from a Historical Perspective

    For students, my SF syllabus takes a historical approach to the genre. Following Brian Aldiss, I point to Mary Shelley’s Frankenstein as the genre’s beginning, because its plot pivots upon on an extrapolation of science and technology. Following this novel, I have students read a chronological progression of short stories that correspond with the movements in the genre: proto-science fiction and SF’s influences, H.G. Wells and his scientific romances, Jules Verne and his Voyages extraordinaires, Hugo Gernsback’s scientifiction and the pulps, John W. Campbell, Jr. and the Golden Age, the New Wave, Feminist SF, Cyberpunk, and contemporary SF. Looking at my current syllabus, which draws on readings from the Wesleyan Anthology of Science Fiction and a few stories in PDF form that are not in the anthology, over half appear for the first time in magazines held in the City Tech Science Fiction Collection, including: Isaac Asimov’s “Reason,” Astounding Science Fiction, April 1941; Tom Godwin’s “The Cold Equations,” Astounding Science Fiction August 1954; Robert Heinlein’s “All You Zombies—,“ The Magazine of Fantasy and Science Fiction, March 1959; Harlan Ellison’s “Repent, Harlequin! Said the Ticktockman,” Galaxy Magazine, December 1965; Philip K. Dick’s “We Can Remember It For You Wholesale,” The Magazine of Fantasy and Science Fiction April 1966; James Tiptree, Jr’s “The Women Men Don’t See,” The Magazine of Fantasy and Science Fiction December 1973; William Gibson’s “Burning Chrome,” Omni July 1982; and Octavia Butler’s “Speech Sounds,” Isaac Asimov’s Science Fiction Magazine Mid-December 1983. In addition to discussing each story in its historical context and its addressing Gernsback’s tripartite definition (along with other definitions, too), I show students photos of the magazines and their contents. I relate how these magazines were a big deal that introduced readers to engaging stories, new science and technology, and inspirational ideas via the haptic and tactile experience of reading printed magazines. Furthermore, the contents of a given magazine add an anthropological context to the magazines via editorials, letters, fandom, and advertising. Finally, the magazines help situate the readings for students, because they empower me to point at the library and take the readings out of the abstract realm of anthologization.

     

    NEH-sponsored “Cultural History of Digital Technology” Project

    While my students’ experience of SF is enriched by the historical materiality of our readings, City Tech’s faculty, who are engaged in pedagogical planning that bridges STEM and the humanities, share some of the same needs as my students. I have learned that my STEM-focused colleagues are experts in their fields, but many do not conceptualize SF on one level as a literary genre that addresses Gernsback’s tripartite definition: romance, scientific facts, and prophetic vision, or on another level as a literary form built on interdisciplinary STEM methodologies (i.e., building assemblages of ideas and constructing extrapolations) and focused on the effects of science and technology on humanity and vice versa (e.g., Asimov’s concept of “social science fiction” or Philip K. Dick’s epistemological and ontological adventures). Professor Anne Leonhardt of Architectural Technology and director of the NEH-funded project titled, “The Cultural History of Digital Technology: Postulating a Humanities Approach to STEM,” asked me to join and contribute my humanities-focused perspective. The project’s goal is to create six interdisciplinary pedagogical modules—on maps, fractals, robotics and sociality, geotagging, topology, and finally, robotics and the workplace. We do this by inviting speakers, holding reading groups, and participating in pedagogical workshops. The student-facing modules will integrate readings, classroom lecture and demonstration, and a hands-on activity. Initially, I helped with finding readings for two modules—fractals and topology, but as I describe below, I have leveraged the City Tech Science Fiction Collection’s magazine holdings and demonstrated that humanities folks can do more than find interesting readings. Also, I will use Gernsback’s definition as a measure of each considered story’s usefulness to the module’s goals.

     

    3D Printing

    The first module that I contributed readings to is called “Fractals: Patterning, Fabrication, and the Materiality of Thinking.” Its purpose is to bridge students’ understanding of mathematics to the natural world by using fractal geometry—the notion that Benoit Mandelbrot introduced as the process and principle of order and structure underlying the physical world. We teach students the underlying principles of fractal geometry, help them create a workflow using open-source tools to generate a 3D printable STL, or STereoLithography model, and finally, have them print their model using one of City Tech’s powder or plastic 3D printers.

    Initially, I did not consider the City Tech Science Fiction Collection’s holdings, because everything was sitting in 160 boxes stacked floor to ceiling in my office and my former colleague, Alan Lovegreen’s office. Rudy Rucker’s “As Above, So Below” (1989), a story not widely anthologized but available on the author’s website, first came to mind, because I knew that both sides of his professional work touched on this topic. Rucker, a cyberpunk SF writer and mathematician, had written this story after his own attempts at discovering what is now called a “Mandelbulb,” or a three-dimensional plot of the Mandelbrot set, the recognizable image based on a simple iterative function explored in the work of Benoit Mandelbrot. In Rucker’s story, a mathematican hacks together a program that creates a three-dimensional Mandelbrot set that breaks out of his computer screen and takes him on a trippy voyage away from life and into a crabmeat can in his pantry where he can code and enjoy energy drinks for the rest of his life—as long as no one get hungry for canned crab. While it is an interesting story and Rucker’s work on the Mandelbulb is noted in the module, his story is more romantic and possibly prophetic, but less instructive.

    Shortly thereafter, Alan and I finished moving and shelving the City Tech SF Collection, and I began searching for a better story in the collection’s magazines—a story that fulfills the Gernsbackian requirements and connects to both of the module’s topics: fractals and 3D printing. One such contender was Robert Heinlein’s “Waldo,” which tended to capture the materiality-emphasis of the module better than Rucker’s much later story. Published in August 1942 in Astounding Science Fiction as by Heinlein’s pseudonym Anson MacDonald, “Waldo” features on the cover with art by Hubert Rogers and story illustration by Paul Orban. The story is where the term for a remote manipulator system is coined—a waldo. However, the story is about a man named Waldo Jones who invents remote manipulators to enable his weakened body to act on the world. With his invention, he sets out to make smaller ones and smaller ones until they were capable of manipulating microscopic neural tissue and investigate the cause of his physical handicap. The idea then is that waldoes could be used to build up matter in the same way they were used to build smaller versions of themselves. Heinlein’s story fulfills Gernsback’s requirements—romance (intrigue and revenge), scientific fact (cybernetics), and prophetic vision (what possibilities might waldoes enable), but it does not fulfill both module topics as strongly.

    Eventually, I found the story that is credited as the first SF describing 3D printing in detail: Eric Frank Russell’s “Hobbyist,” in the September 1947 issue of Astounding Science Fiction. Unlike “Waldo,” “Hobbyist” is not as widely anthologized, so having access to it in its original magazine was a bonus. If you are familiar with the contemporary video game, No Man’s Sky, then you have an idea about what “Hobbyist” is generally about. Astronaut Steve Ander and his companion parrot Laura crash land on a distant world and are in need of nickel-thorium alloy for fuel, which will hopefully get them a little closer to home. While scavenging around the crash site, Ander notices unsettling patterns of repetition in the world around him and discovers a structure that houses what amounts to a collection of life forms created in a 3D printer of sorts and maintained by an omnipotent being. The narrator describes it thus:

    It was done by electroponics, atom fed to atom like brick after brick to build a house. It wasn’t synthesis because that’s only assembly, and this was assembly plus growth in response to unknown laws. In each of these machines, he knew, was some key or code or cipher, some weird master-control of unimaginable complexity, determining the patterns each was building—and the patterns were infinitely variable. (Russell 56)

    “Hobbyist” satisfied the Gernsbackian requirements—romance (escape the planet), scientific fact (small scale engineering, iterative and fractal growth), and prophetic vision (might this technology make us gods?) and united both module topics. Capturing “Hobbyist” with my iPhone and Scanner Pro app, I shared the story with the other NEH Fellows— the story’s text and in-story illustrations by Edd Cartier and cover art by Alejandro de Cañedo. During meetings, I related the history of the magazine and how that adds to the importance of the story as a nodal point of STEM ideas expressed through SF long before 3D printing was first innovated in the 1980s, and even before it was described in theoretical terms by Richard Feynman in his well-known December 1959 American Physical Society presentation, “There’s Plenty of Room at the Bottom.”

     

    Topology

    The second module that I contributed to is called “Topology: Behind Escher’s Wizardry, A Look at the Development of Modeling and Fabrication.” Unlike the earlier fractal module, the topology module would involve programming to create each student’s 3D printed model. In addition to my role as the humanist on the team, I made this a personal challenge to relearn Wolfram Mathematica, a symbolic computation program that supports a relatively easy-to-use programming language, because I wanted to demonstrate how its could satisfy all aspects of teaching, coding, and modeling. I began by creating a Mathematica workbook that demonstrated topology concepts, such as points, lines, polygons, and dimensionality, and easy-to-follow programming tutorials of topological surfaces. Additionally, I showed how Mathematica exported 3D printable STL files of the topological models students would create.

    Initially, we considered Edwin Abbott’s Flatland: A Romance of Many Dimensions (1884), but Professor Satyanand Singh, a colleague in the Mathematics department, suggested that we show a video based on Abbott’s story instead. This created an opportunity.

    While performing serious play with Mathematica, I recalled Robert Heinlein’s “—And He Built a Crooked House” from the February 1941 issue of Astounding Science Fiction. Featuring cover art by Hubert Rogers and story illustrations by Charles Schneeman, the story is about an ambitious architect who designs a house in the shape of an unfolded tesseract, or a four-dimensional cube. Unfolded means to create a geometric net or the interconnected, component elements of the object. For example, a three-dimensional cube unfolds into a net composed of two-dimensional squares arranged in eleven different configurations. On the other hand, a tesseract, which is four-dimensional, unfolds into a net of connected three-dimensional cubes with 168 possible configurations! The architect’s innovative design is such an arrangement of three-dimensional cubes, which in this case, resembles the Cross of St. Peter. Unfortunately, having been built in California, there is an earthquake and the house collapses into itself forming a nondescript house-like cube. The incredulous architect and his nonplussed clients enter the domicile to investigate and become trapped within the structure’s weird, higher-dimensional geometry. It is an improbable story, but it captures the strangeness of higher dimensions and introduces topics for discussion. “—And He Built a Crooked House” fulfills Gernsback’s definition—romance (escape the counter-intuitive house-turned-maze), scientific fact (higher dimensionality), and prophetic vision (let’s use math to build innovative buildings), and it tangentially fulfills the module’s focus on topology.

    The NEH project is on going, so there are opportunities to locate other stories and materials in the SF magazines held in the City Tech Science Fiction Collection. In my SF class, I hope to bring my students to the archives for special projects pre-arranged with the librarians. Professor Jill Belli is doing this now, and some of her students’ work will be features in a special session of the upcoming Symposium on Amazing Stories: Inspiration, Learning, and Adventure in Science Fiction on November 29 at City Tech, which I hope that you all will consider presenting or attending. Thank you for listening.

    Works Cited

    Gernsback, Hugo. “A New Sort of Magazine.” Amazing Stories April 1926: 3.

    Heinlein, Robert. “—And He Built a Crooked House. Astounding Science Fiction, February 1941, 68-83.

    Russell, Eric Frank. “Hobbyist.” Astounding Science Fiction, September 1947. 33-61

     

     

  • How to Build a Cardboard-Box Raspberry Pi 2, Model B Computer with a 7″ Touchscreen LCD Display with Some Thoughts on Pedagogy

    IMG_1049
    My Cardboard Box Raspberry Pi 2, Model B with 7″ Touchscreen Display and wireless keyboard.

    This guide demonstrates how to install Raspbian on a Raspberry Pi 2, Model B, connect the Raspberry Pi to a 7″ Touchscreen LCD, and integrate the computer and touchscreen in a cardboard box (which doubles as a case and storage for battery, keyboard, and cables).

    I got interested in the Raspberry Pi, because it has many capabilities for learning: kitting out a computer, installing a Linux-based operating system, programming interactive software, and building with electronics. In particular, I am interested in how the Raspberry Pi can be used to create interactive software and be a platform for digital storytelling (which figures into one of the upcoming classes that I will be teaching at City Tech–ENG 3760 Digital Storytelling).

    IMG_1013
    My haul from Tinkersphere.

    Instead of buying my kit online, I wanted to shop local to get started. Originally, I considered going to Microcenter, which is near where I live in Brooklyn. Unfortunately, they were sold out of the touchscreen display that I wanted. Instead, Y and I took a train into Manhattan and visited Tinkersphere where one of their helpful staff guided me to the things on my digital grocery list. I purchased Tinkersphere’s pre-made Raspberry Pi 2 kit, a 7″ Touchscreen LCD display, a battery pack (in retrospect, I should have purchased two of these, which I will discuss below), and a mono speaker with 1/8″ plug.

    Tinkersphere's Raspberry Pi 2, Model B kit contents.
    Contents of Tinkersphere’s Raspberry Pi 2, Model B kit.

    Tinkersphere’s Raspberry Pi 2, Model B kit includes all of the basic equipment needed to begin working with this tiny computing platform. The kit is built around the Raspberry Pi 2, Model B computer with a 900MHz quad-core ARM Cortex-A7 CPU, 1GB RAM, 4 USB ports, 40 GPIO pins, HDMI port, ethernet port, combined 3.5mm audio jack and composite video, camera interface (CSI), display interface (DSI), micro SD card slot, and a VideoCore IV 3D graphics core. Additionally, the kit includes a wireless keyboard/trackpad, USB wifi adapter, 8GB micro SD card with NOOBS (the easy to use Raspbian installer), USB micro SD card reader, breadboard, wires, and 5v power supply.

    To begin the setup, we should orient ourselves with the Raspberry Pi. This is the Raspberry Pi 2, Model B computer viewed from the top and the bottom:

    Raspberry Pi 2, Model B, Top View.
    Raspberry Pi 2, Model B, Top View.

     

    Raspberry Pi 2, Model B, Bottom View.
    Raspberry Pi 2, Model B, Bottom View.

    The first thing that we need to do is insert the micro SD card with a copy of NOOBS pre-copied. If you need a copy of NOOBS for your own micro SD card, you can download it from here and follow the instructions here for formatting and copying the files from a Mac or PC to the micro SD card. The Raspberry Pi’s micro SD card slot is located on the bottom side of its circuit board. A micro SD card goes in only one way which allows you to press it in. If correct, the card should “click” and stay as seen in the photos below.

     

    Insert the micro SD card like this.
    Insert the micro SD card like this.

     

    Press the micro SD card in and it will stay in place with a "click."
    Press the micro SD card in and it will stay in place with a “click.”

     

    The Raspberry Pi connected from left to right: micro USB power input from 5v power supply, HDMI, wireless keyboard/trackpad receiver, and wifi adapter.
    The Raspberry Pi connected from left to right: micro USB power input from 5v power supply, HDMI, wireless keyboard/trackpad receiver, and wifi adapter.

    Next, connect the Raspberry Pi to a display (such as a TV) with HDMI, and plug in the wifi adapter and wireless keyboard into two available USB ports. Alternatively, you can connect the Raspberry Pi to the Internet via ethernet and to a wired keyboard and mouse. Then, connect it to the 5v power supply. As soon as it is plugged in, the Raspberry Pi is turned on and operational. It will begin to boot from the micro SD card’s NOOBS installer, which will guide you through the process of installing Raspbian. See the images below to see what this looks like and what choices you should make for a basic installation.

    NB: While we could have connected the 7″ Touchscreen Display to the Raspberry Pi before beginning the installation, the current version of NOOBS would not detect and use the touchscreen display. It is necessary for Raspbian to be installed and updated before the 7″ Touchscreen Display will be recognized and used as the Raspberry Pi 2’s primary display.

     

    NOOBS boot screen with the Raspberry Pi logo.
    NOOBS boot screen with the Raspberry Pi logo.

     

    The NOOBS installer asks what you would like installed. Place a check next to Raspbian.
    The NOOBS installer asks what you would like installed. Place a check next to Raspbian.

     

    The NOOBS installer will ask that you confirm your choice. If you haven't already done so, choose US keyboard and locationalization at the bottom of the screen before proceeding. Then, confirm.
    The NOOBS installer will ask that you confirm your choice. If you haven’t already done so, choose US keyboard and locationalization at the bottom of the screen before proceeding. Then, confirm.

     

    The installation will proceed and complete. With the micro SD card that I have and without overclocking the Raspberry Pi, it took about 20-30 minutes for the installation to complete.
    The installation will proceed and complete. With the micro SD card that I have and without overclocking the Raspberry Pi, it took about 20-30 minutes for the installation to complete.

    After rebooting following the installation, the raspi-config tool launches. This program gives the user easy access to many configuration options for the Raspberry Pi including how it should boot (automatically login and load xwindows, or boot to a command prompt login), and if you would like to overclock the Raspberry Pi for additional performance (use this option with caution–you will likely want to add heat sinks and increased ventilation if you overclock the system). I configured my Raspberry Pi to operate at normal speed and to boot to the command line with login.

    After booting into Raspbian, the first thing that you see is the login prompt.
    After booting into Raspbian, the first thing that you see is the login prompt.


    The default login for the Raspberry Pi is username “pi” and password “raspberry”. Type each of these credentials in when asked followed by pressing the Enter key. Then, you will find yourself at the command line interface (CLI).

    Raspbian's CLI.
    Raspbian’s CLI.

    After logging in, you have a Linux command prompt (here is a list of helpful file system commands).

    Before setting up the 7″ Touchscreen Display, we need to update Raspbian. To do this, first type: “sudo apt-get update”. If prompted to install anything because it will take a certain amount of space, simply type “y” and press “Enter”.

    Entering a command at the prompt in Raspbian's CLI.
    Entering a command at the prompt in Raspbian’s CLI.

    To explain what this command means, “sudo” runs a command as superuser, or the user that is all powerful on a linux system. The command that you want to run as superuser is “apt-get,” which is a package manager, or a manager of software packages that run on your Raspberry Pi. “update” is a modifier for “apt-get,” and its purpose is to tell “apt-get” to update its index of available software packages with what is stored on the remote software repository (where your Raspberry Pi is downloading its software from).

    After the update operation completes and you return to the command prompt, type: “sudo apt-get upgrade”. Similarly, agree to the prompts with “y” and “Enter”. The “upgrade” modifier to “apt-get” tells it to upgrade the software based on what it learned when updating its index with the previous command. Thus, when you run these two commands, you should run the update command first (learn) and the upgrade command second (act on what was learned).

    To launch into Raspbian’s X11, type “startx”. Inside X11 or xwindows, you will find many of the GUI-based software that really makes the Raspberry Pi sing: Scratch, Python, Mathematica, and more. If you have never used X11, it works a lot like Windows 95/98 except that the Start Menu bar is at the top of the screen instead of at the bottom and “Start” is replaced by “Menu.” Some quick launch apps are directly available to be launched with a single click from the start bar (such as Terminal, the Epiphany web browser, and Wolfram Mathematica) while all of the installed X11 programs are available from the “Menu.” Below are images of the Raspbian desktop and navigating through some of the default programs available.

    To easily install additional software, you can install the Synaptic Package Manager, which simplifies finding and installing software packages by wrapping package management in an easy-to-use GUI. From inside X11, open Terminal and type “sudo apt-get install synaptic”. This will install Synaptic, which you can open by clicking on Menu > Preferences > Synaptic Package Manager (more info on this and other Raspberry Pi stuff on Neil Black’s website).

    When you done browsing around, you can click on the and choose to shut down. After a few moments, your display should show a blank screen and the activity lights on the back of the Raspberry Pi (red and green) should only be showing a solid red. At that point, unplug the micro USB 5v power adapter. If you are ready to install the 7″ Touchscreen Display, unplug the HDMI cable, too.

    In the images below, I demonstrate how to assemble the 7″ Touchscreen Display and connect it to the Raspberry Pi. I followed the excellent instructions available on the official Raspberry Pi website, which also details how to install the Matchbox virtual keyboard for using the touchscreen without a keyboard.

    To begin connecting the 7" Touchscreen Display to the Raspberry Pi, place the screen facing down.
    To begin connecting the 7″ Touchscreen Display to the Raspberry Pi, place the screen facing down.

     

    Screw in the standoff posts to hold the display controller card to the display. Connect the display and touchscreen wires as described on the official installation guide.
    Screw in the standoff posts to hold the display controller card to the display. Connect the display and touchscreen wires as described on the official installation guide.

     

    Insert the display cable to the video input on the controller card.
    Insert the display cable to the video input on the controller card.

     

    Place the Raspberry Pi above the display controller card and attach with the supplied screws that screw into the top of the standoff posts.
    Place the Raspberry Pi above the display controller card and attach with the supplied screws that screw into the top of the standoff posts.

     

    Connect the other end of the display cable into the output connector on the Raspberry Pi.
    Connect the other end of the display cable into the output connector on the Raspberry Pi.

     

    Use the supplied jumper wires to connect connect the power input of the display controller card...
    Use the supplied jumper wires to connect connect the power input of the display controller card…

     

    ...to the power output leads on the GPIO pins on the Raspberry Pi. This is one of three possible powering configurations--the other two involve USB.
    …to the power output leads on the GPIO pins on the Raspberry Pi. This is one of three possible powering configurations–the other two involve USB.

     

    This is the rear of the 7" Touchscreen Display assembled with the controller card and Raspberry Pi.
    This is the rear of the 7″ Touchscreen Display assembled with the controller card and Raspberry Pi.

     

    This is the front of the 7" Touchscreen Display with the power leads sticking out from behind.
    This is the front of the 7″ Touchscreen Display with the power leads sticking out from behind.

     

    This is the Raspberry Pi powered up again with the 7" Touchscreen Display.
    This is the Raspberry Pi powered up again with the 7″ Touchscreen Display.

     

    Mose and Miao had lost interest in the project by this point.
    Mose and Miao had lost interest in the project by this point.

     

    To complete the project, I cut a hole into a Suntory shipping box from Japan that is the exact same size as the 7" Touchscreen Display box, which would work well, too. It is works well for holding up the Raspberry Pi and storing its accessories when I go between home and work.
    To complete the project, I cut a hole into a Suntory shipping box from Japan that is the exact same size as the 7″ Touchscreen Display box, which would work well, too. It is works well for holding up the Raspberry Pi and storing its accessories when I go between home and work.

    Of course, you can use the Raspberry Pi with or without a case depending on your needs. I used the Suntory cardboard box from Japan for practical reasons (thinking: William Gibson: “the street finds its own use for things”–it’s a good size, on-hand, and looks cool) and research reasons (thinking about my work on proto-cyberpunk and the hidden nature of computing, which is an idea explored in my previous blog post about the poster that I created for the 13th annual City Tech Poster Session).

    I have run the computer and touchscreen from the 5v battery that I purchased from Tinkersphere, but I get a graphics warning that the Raspberry Pi is under voltage (a rainbow pattern square persists in the upper right corner of the display whether in the CLI or xwindows). I might get a second battery to run the display alone, which would help me troubleshoot if the battery that I have now is actually outputting enough voltage and amperage needed by the Raspberry Pi alone. In the meantime, I am running everything at my desk with the 5v power adapter, which provides ample power for the Raspberry Pi and 7″ Touchscreen Display.

    In the future, I would like to use the Raspberry Pi in a writing or technical communication course. There are many ways to leverage the technology: problem solving, writing about process, creating technical documents such as reports and instructions, using the Raspberry Pi as a writing/multimodal composing platform, digital storytelling with tools that come with the Raspberry Pi, and more. These ideas are built only around the Raspberry Pi and its software. A whole other universe of possibilities opens up when you begin building circuits and integrating the Raspberry Pi into a larger project.

    The basic cost of entry with the platform is $30 for the Raspberry Pi 2, Model B and a few dollars for an 8GB micro SD card. If you have access to a display with HDMI, a USB keyboard and mouse, and ethernet-based Internet access, you can get started with Raspberry Pi almost immediately. For a future grant application, I am imagining a proposal to purchase the basic needed equipment to use Raspberry Pi in an existing computer lab. I can bring the kits to each class where students can use them on different assignments that meet the outcomes for that course but in an engaging and challenging way that I think they would enjoy and would be beneficial to them in ways beyond the immediate needs of the class.

    On this last point, I am thinking of working with digital technology in an a way many of my students will not have had a chance to before, feeling a sense of accomplishment, learning from one another on team-based projects, experiencing a sense of discovery with a computing platform that they might not have used before, and of course, communicating through the process of discovery in different ways and to different audiences. This might be something that you’re interested in, too. Drop me a line if you are!

  • Before Cyberpunk: Science Fiction and Early Personal Computing (for the 13th City Tech Poster Session)

    ellis-40x31_poster-template-landscape

    For the New York City College of Technology, CUNY’s 13th Annual Research Poster Session, I created the poster embedded above to illustrate my current research on pre-cyberpunk science fiction (SF) about computing and personal computing. The poster discusses my focus and provides a timeline with SF about computing matched with key technological innovations that made the personal computing revolution in the late-1970s possible.

    What I am interested in is the fact that William Gibson’s “cyberspace” captured the popular imagination about the metaphorical place where computing, processing, navigating, interacting, and communicating occurs, but some of the very good SF about computing that predates Gibson’s coining the term cyberspace failed to leave an indelible impression. Certainly, these stories were read and circulated, but the reach of their images and metaphors seem to have been limited in scope as compared to Gibson’s writing.

    One of the ideas that I have had since creating the poster is that the idea of hidden computing or outlaw computing is something central to Vernor Vinge’s “True Names.” This, of course, features large in Gibson’s fictions, and it is the image that I am looking for in other SF of this transitional era.

    At the poster session, I will carry my Raspberry Pi-based touchscreen-computer-in-a-Suntory-box-from-Japan to demonstrate the idea of hidden computing. I will post a step-by-step instruction post soon about assembling the Raspberry Pi-based computer and offer some additional thoughts about how I would like to use them in my technical communication classes.

    In this post, I want to provide some of my notes and links to relevant resources as a record of the initial research that I did in preparation of this poster. It is my hope that it might lead to conversations and collaborations in the future.

     

    Fiction Sources

    Murray Leinster’s “A Logic Named Joe” (1946): Home computers connected to a large scale network. [Couldn’t fit within poster dimensions, but a significant work that needs mentioning.]

    Isaac Asimov’s “The Fun They Had” (1951): Children discovering a print book are agog at what it represents while their classroom/desktop teaching computers flash mathematical fractions at them. [Couldn’t fit within poster dimensions, but another important work in this genealogy.]

    Poul Anderson’s “Kings Who Die” (1962): Human-computer interface, according to Asimov and Greenberg in The Great SF Stories #24, “one of the first stories to address this question” (69).

    Daniel F. Galouye’s Simulacron-3 (1964): Also published as Counterfeit World. Adapted as Welt am Draht/World on a Wire (1973). Simulated reality for artificial beings programmed to believe (except in the case of one character) that they are real and living in the “real world.”

    Philip K. Dick’s A Maze of Death (1970): A crew in a disabled spacecraft while awhile their remaining lives in a computer generated virtual world.

    John Brunner’s The Shockwave Rider (1975): Computer programming and hacking. First use of the term “worm” to describe a type of self-propagating computer program set loose on the computer network. Protagonist as outlaw.

    [Five year gap during the personal computing revolution. Were the SF writers playing with their new personal computers?]

    John M. Ford’s Web of Angels (1980): The “Web” is a communication and computing network connecting humanity. “Webspinners” are an elite group of programmers who can manipulate the Web in unique and unexpected ways. Protagonist as outlaw.

    Vernor Vinge’s “True Names” (1981): Computing power hidden from view of a watchful government–literally under the floor boards. Early MMORPG/virtual reality experience of what was later called cyberspace. Protagonist as outlaw.

    Damien Broderick’s The Judas Mandala (1982): First SF to use the terms “virtual reality” and “virtual matrix.” Protagonist as conspirator/outlaw?

     

    Nonfiction Sources

    Cavallaro, Dani. Cyberpunk and Cyberculture: Science Fiction and the Work of William Gibson. New Brunswick, NJ: Athlone Press, 2000. Print.

    Ferro, David L. and Eric G. Swedin. Eds. Science Fiction and Computing: Essays on Interlinked Domains. Jefferson, NC: McFarland, 2011. Print.

    Kay, Alan C. “A Personal Computer for Children of All Ages.” ACM ’72 Proceedings of the ACM Annual Conference – Volume 1. New York: ACM, 1972. n.p. Web. 18 Nov. 2015.

    Mowshowitz, Abbe. Inside Information: Computers in Fiction. Reading, MA: Addison-Wesley, 1977. Print.

    Murphy, Graham J. and Sherryl Vint. Beyond Cyberpunk: New Critical Perspectives. New York: Routledge, 2010. Print.

    Slusser, George Edgar and TA Shippey. Eds. Fiction 2000: Cyberpunk and the Future of Narrative. Athens: University of Georgia Press, 1992. Print.

    Stableford, Brian. Science Fact and Science Fiction: An Encyclopedia. New York: Routledge, 2006. Print.

    Timeline of Computer History. Computer History Museum, 2015. Web. 18 Nov. 2015.

    Warrick, Patricia. The Cybernetic Imagination in Science Fiction. Cambridge: MIT, 1980. Print.

     

     

  • Collaborative, Vintage Computing Writing Project for ENG 1133 Specialized Communication for Technology Students at City Tech

    R to L: Commodore 64, TRS-80, TI-99/4A, and Atari 800.
    R to L: Commodore 64, TRS-80, TI-99/4A, and Atari 800.

    In ENG 1133 Specialized Communication for Technology Students at City Tech this semester, I am rolling out a new major project focusing on creating documents based on a specific vintage computer. This project is an offshoot of my archival retrocomputing research (latest update here).

    As in my other technical communication-based classes, I prefer students have an opportunity to learn how to write certain kinds of technical and business documents in a collaborative setting. They obtain the double benefit of learning the document genre and conventions while also negotiating collaborative writing practices that they will encounter in the workplace.

    For this project, in teams of 4-5 students, they will create agendas, minutes, a research report, a bid/proposal, single-sourced documents (tri-fold brochure and owner’s manual), a document testing report, and a presentation. The documents that each team creates will be based on what they learn about a specific vintage computer. I assigned teams to one of four vintage computers that I obtained from Stan Kaplan at City Tech: Commodore 64, Radio Shack TRS-80, Atari 800, and Texas Instruments TI-99/4A (using a double integer sequence from random.org in front of the class). A copy of the assignment can be downloaded here: ellis-jason-eng1133-project2-2015-fall, and the class syllabus can be downloaded here: ellis-jason-eng1133-syllabus-2015-fall.

    In addition to using library resources, students are encouraged to use Archive.org’s vast retrocomputing resources, holdings, and interactive features.

    I am looking forward to learning from my students’ research and seeing their documents emerge from their collaborations.

  • Digital Archives and Vintage Computing @ Georgia Tech, Co-Presentation by Wendy Hagenmaier and Jason W. Ellis, VCF 2.0

    Screen Shot 2014-05-03 at 11.02.38 PMOn May 4, 2014 at 11AM, Wendy Hagenmaier and I will give a co-presentation on Digital Archives and Vintage Computing @ Georgia Tech at the Vintage Computing Festival 2.0 in Roswell, Georgia. This post includes a support video embedded below, a link to our PowerPoint presentation, and a transcript of our talk.

    During my part of the presentation, I will discuss this Google Glass captured demo of the Voyager Expanded Books series ebook of William Gibson’s Sprawl Trilogy on a Powerbook 145:

    We have provided a transcript of Jason’s part of the presentation below (and Wendy’s follows):

    Digital Archives and Vintage Computing at Georgia Tech

    Jason W. Ellis and Wendy Hagenmaier

    Jason:

    [OPENING SLIDE-COMPUTERS]

    Hello and welcome to our presentation on Digital Archives and Vintage Computing at Georgia Tech. I am Jason Ellis, a Marion L. Brittain Postdoctoral Fellow, and this is Wendy Hagenmaier, Digital Collections Archivist at the Georgia Tech Library.

    In the first part of our presentation on digital archives and vintage computing at Georgia Tech, I will describe how these fit into my research and teaching before suggesting how the library can fulfill those needs for the communities it serves. Wendy will conclude with a discussion of the trajectory of the Georgia Tech Library as a place of research, learning, and making beyond the traditional image of a library.

     

    [JASON W. ELLIS]

    My primary work at Tech is to teach first year composition, tech comm, and occasionally, science fiction.

    [HOW I CAME TO FOLD VINTAGE COMPUTING INTO MY WORK]

    While I have long considered myself a computer hobbyist and I was an IT professional before going back to school to finish my degrees, I have leveraged my interest in computer technology and the human brain to do innovative research on the interplay between the digital and the biological. This raises issues of accessing digital culture on older media and making meaning from these significant forms of culture. These things are important to my research, but I want to enrich my teaching and help my students develop their digital literacies, too.

    [AUTHOR’S AFTERWORD]

    What specifically led me down this path professionally was that I needed to find a citation for a text I found online. It was an intriguing article attributed to the cyberpunk SF writer William Gibson on a Russian website (cyberpunk.ru). In it, he talks about the ephermerality of technologies—a very interesting idea in light of the fact that he wrote his novel Neuromancer on a typewriter. The afterword seemed ephemeral, too, because I couldn’t find a trace of this afterword in any printed book. A friend of my tweeted Gibson (@GreatDismal) and gave me a lead on a floppy disk-based ebook by the Voyager Company. After a search in Worldcat, the massive library database, I found a copy at the Michigan State University Library: the pictured Voyager Expanded Book series floppy disk of Gibson’s Sprawl Trilogy (Neuromancer, Count Zero, and Mona Lisa Overdrive). Unfortunately, I had no way of reading it.

    [POWERBOOK 145]

    After calling around northeast Ohio area schools and libraries without any luck finding a Macintosh with a 3.5” floppy disk drive, I turned to eBay where I acquired this Powerbook 145 (one much like the first computer I carried to Georgia Tech as a freshman in 1995). While I could have purchased an external floppy disk drive that connects with USB to access the ebook software, I wanted to experience the ebook as it was meant to be.

    [VOYAGER EBOOK SOFTWARE]

    With my Powerbook 145 and the Voyager Expanded Books floppy disk, I copied the self expanding archive’s contents to the Powerbook’s 80 MB hard drive. I observed that the Voyager ebook software is Hypercard-based. While it is made for the Macintosh Portable, it works fine on the later model Powerbook 145.

    You can navigate the complete text of the novels and afterword with the trackball or arrow keys. While it has a global search box, you can also search by clicking on a word to see where else the word appears (much like Apple’s iBooks today). It supports annotations and bookmarking with virtual paperclips—an issue of remediation.

    [AUTHOR’S AFTERWORD IN VOYAGER EBOOK]

    This was the prize that I was looking for—the original author’s afterword available only in this ebook. In fact, Gibson did not even include it in his recent collection of nonfiction writing—Distrust That Particular Flavor. If you visit my blog at dynamicsubspace.net, you can watch an experimental video that I made with the Powerbook 145, Gibson’s ebook, an iPad Air, and my Google Glass.

    [LET ME DO THAT FOR YOU]

    Besides my research with and on vintage computing, I believe that these technologies should be an important part of teaching. Our students and young people need to have an idea about how the technology we enjoy today came to be the way that it is and to know that the past is full of ideas that might be repurposed, retried, or rediscovered as we continue developing ever new digital technologies.

    For example, when I was researching Philip K. Dick in the Eaton Science Fiction Collection at the University of California at Riverside—the largest SF collection in the US if not the world—I had to stop a young, special collections librarian-in-training from jamming a one-of-a-kind cassette tape interview into a VHS machine on the AV cart. I directed her attention to the record/cassette combo on the bottom rack and offered, let me show you how to do that. These issues of use, operation, and support are passed on through teaching and first-hand experience.

    [HOW I CONNECT RESEARCH AND TEACHING]

    In my research, I have built a personal “Retrocomputing Lab” of Macs and PCs that support my research in the development of reading on screens just prior to and after the widespread adoption of the Internet. You can learn more about these on dynamicsubspace.net.

    Most recently, I have embarked on a new way of sharing my research with others. In addition to writing essays for publication in journals and online, I am using Google Glass to record my experiences as a raw dataset that I can share on YouTube to support my scholarship and connect with others.

    In my teaching, I encourage my freshmen students to learn how our computing technologies in the past and present have an influence on our neurobiology—put another way how we create computers with our brains and how do computing technologies change the way that we think over time. In Tech Comm, I have students research problems on the Tech campus that can be fixed with a technical communication solution. In one case, students resurrected an online printing solution that had died before they were students. Finally, in Science Fiction, I invite students to read Gibson’s afterword on the Powerbook and play the DOS video game interpretation of Neuromancer on an IBM-compatible PC.

    [A VISION FOR THE FUTURE OF GEORGIA TECH]

    My suspicion is that the need for accessing older media, studying vintage computing hardware and software, and teaching others how to use and preserve these technologies is not limited to literary and cultural studies. Obviously, computing is an interdisciplinary endeavor— specifically, I am thinking what Steve Jobs said about Apple being at the intersection of technology and the liberal arts—I think that this is a long tradition in computing not confined to the fine work at Apple.

    I told Wendy, Sherri Brown, Alison Valk, and Elizabeth Rolando about my hopes for the Georgia Tech Library to serve as a synthesis of vintage computing research and teaching. The library’s archival mission can simultaneously maintain access to knowledge while preserving hardware and software as important artifacts of study. The library’s learning mission can support theoretical issues such as archival work and the history of science and technology alongside practical issues of training, using, and making. The library can do this through acquisition and on-going support, providing space for this kind of work, coordinating across institutions and the private sector, outreach, and more. Already, the Georgia Tech Library is a nexus of research and teaching that evolves to meet the research and learning needs of the communities that it serves. Wendy will tell us more about that in the next part of our presentation.

    We have provided a transcript of Wendy’s part of the presentation below:

    Hi everyone, I’m Wendy Hagenmaier, the Digital Collections Archivist at the Georgia Tech Library. I’m responsible for digital archives (similar to the work Al and Anne have discussed).

     

    Reimagining the Georgia Tech Library

    In light of Jason’s insights, I want to talk about some exciting changes happening at the Georgia Tech Library—changes we’ve been referring to as “reimagining the Library.” Though some of these changes are unique to Georgia Tech, many of them reflect how libraries everywhere are evolving to anticipate the needs of future library users, including people like Jason and all of you, the attendees here today.

    The GT Library is transforming into a technological research library for the 21st century, but its mission remains the same: to be a creative partner and essential force in the learning community and the Institute’s programs.

    At the GT Library lately, we’ve been asking ourselves: How can we support the research and teaching needs of faculty like Jason and inspire the scholarship of our broader community? And how can we invite the community to explore the past and design the future? As an archivist, I’m always interested in what the past can teach us about the future, so let’s take a quick look at the GT Library of long ago…

    The Georgia Tech Library of the Past

    Welcome to the Library of the 1960s.

    Like many research libraries of the era, the GT Library provided services to support traditional, print book and journal-based research. The emphasis was on creating the most massive collection of print material possible, to position the library as a secluded, exclusive repository of knowledge that could only be found within a print collection. Imagine the shushing librarian, no food, no drink, no talking.

    This worked well for a while, but radical changes in research and daily life on campus—mobile/ubiquitous/wearable technologies, Massive Open Online degrees, flipped classrooms, project based learning, digital repositories, university history now enacted on YouTube and Twitter—have made it essential that the Library undergo its own transformation. Print book checkouts are declining, but the number of visitors to the Library is exploding and users are accessing our e-resources over a million times a year. So here we are, at the Georgia Tech Library of the Present:

    The Georgia Tech Library of the Present

    In light of the cultural shifts I mentioned, the Library is presently planning its own shifts, both literally and metaphorically, on several fronts:

    Here’s the first literal shift: the GT Library and Emory Libraries are partnering to construct a large climate-controlled facility to house the majority of our collection. This means we’re moving perhaps as much as 90% of our print collection to Emory’s Briarcliff campus. Books will be delivered to users on demand, and traditional browsing of physical library stacks will have to be translated into the digital realm.

    Another shift: the Library is conducting user research with students and faculty, including focus groups, interviews, and surveys, to develop a shared vision for the Library’s future.

    The walls of our 1960s buildings are now covered with post-it notes from dozens of internal brainstorming sessions, where we’re defining and innovating future services.

    And another literal shift: we’re working with an architectural team to completely redesign the interiors of our buildings over the next five years.

    Through reimagined spaces and services, the Library is becoming an interdisciplinary platform for scholarship, an integrated network of human and technological resources, and a champion of innovation.

    The Georgia Tech Library of the Future

    My colleague Sherri Brown and I interviewed Jason a few months ago as part of the Library’s user research, and he brought up the idea that the GT community has unmet retrocomputing needs. Faculty members from all sides of campus are encountering the need to access information stored on outdated media and to teach their students about the history of technology.

    This academic interest in retrocomputing parallels the digital archaeology work being conducted in libraries and archives—everywhere from Emory’s Digital Archives to the New York Public Library. Archivists at these institutions are using old hardware and software to access and preserve content created with obsolete technologies (such as Salman Rushdie’s manuscripts saved on floppy disks). To date, however, all of the retrocomputing work in the library world has been conducted by library staff. These digital archaeology labs are not accessible to the libraries’ user communities.

    My colleagues Jason, Sherri, Alison Valk, Lizzy Rolando and I are trying to imagine how we might do something different at the GT Library: offer our technologically-savvy patrons a chance to use the retrocomputing equipment typically restricted to library staff.

    This might take the form of one or two retrocomputing consoles—or perhaps a larger lab—within the Library, which would be available to users who would be vetted by Library staff.

    The idea is to take the digital forensics and archaeology work occurring behind the scenes in archives, plus the rise of hacker and makerspaces in libraries, plus collaborations with campus and community partners (perhaps even you?)…to imagine creating a retrocomputing lab. This space would not only serve as a hands-on historical reference point; it could activate new ideas about future technology and preservation of tools and ideas.

    So how could we make this space happen, and how might we collaborate? Collectors, experts, and community organizations like the Atlanta Historical Computing Society could support an idea like this through:

    -equipment sourcing

    -IT support and expertise, knowledge of the history of computing

    -and mentorship

    In return, a project like this might someday offer collectors, experts, and community organizations:

    -a collaborative meeting and hacking space, for making connections with like-minded people and hacking the past, present and future

    -space dedicated to preservation (libraries specialize in preservation environments in a way that most individuals and community groups can’t)

    -as well as infrastructure, branding, and support for community organizations seeking institutional allies

    In many ways, the retrocomputing space we’re envisioning resembles the high tech computing lab of Georgia Tech’s past, which once seemed so futuristic and advanced, bringing us full circle, so that imagining the future of our Library becomes an act of reimagining our past.