104 Matching Annotations
  1. Last 7 days
    1. THE CARRIER_ BAG THEOR_YOF FICTION

      [annotation example by profpandora]

      What was life like for prehistoric humans? The image of adult males with spears for hunting was common, such as these:

      1.https://en.wikipedia.org/wiki/Caveman#/media/File:Neanderthal_Flintworkers_(Knight,_1920).jpg

      2.https://en.wikipedia.org/wiki/Neanderthal#/media/File:BlackTerror1636.jpg

      The author, Ursula K. Le Guin sets out here to have readers question the (long-standing!) underlying cultural message of these common images.

  2. Aug 2025
    1. @nevilleseabridge4615 6 years ago She needs help. Completely bonkers. Show less Read more Like 19 Dislike Reply @ratedg5039 2 months ago When they have nothing to do, they find things to whine and complain about. It gets pretty rodiculous. She's just a victim.

      the toxic nature of social media commentary exhibited here

    2. @JFabree 5 years ago You should do a full analysis on all gender disparities. This is very biased which is bad in statistics. Men are 4 times more likely to commit suicide. Men are more likely to have alcohol and drug addiction issues. Men are more likely to die in war. Men are more likely to die at work (i.e. police officers, miners, firefighters). Men are more likely to suffer from homelessness. Men serve more jail time than women for the same offenses and also make up a majority of prisoner population. Men have a lower life expectancy than women. Men are more likely to be a victim of homicide. I am not negating your facts, but you are ignoring many issues that face men therefore your issues sampling is extremely selective. You should address all human issues, not just one sides.

      "you should address all human issues, not just one side"

    3. @Lancelote. 10 months ago men die more in car crashes than women die, so accomodating women's need at the expense of men's seem absurd, the alternative is to create a "woman car", which have already been attempted at ford if im not mistaken, but ended up not being very useful.

      "accommodating women's need at the expense of men's" -- a distortion of the point being made, in which the assumption is that it is a personal attack, rather than being a launching pad for discussing unintended consequences of poor design decisions, which are influenced by the presumption that the male default is by definition a neutral circumstance

    4. @aaroncostello8812 1 year ago Let me guess...at the end of the book it is revealed that "everything can be blamed on men".

      common assertion that discussions about gender inequities are piling on: "everything can be blamed on men"

    5. @rickycheese5879 5 years ago Alice E I read the book to try and understand. It really feels like petty self victimisation. History wasn’t kind for MOST people. 99% of society has been oppressed for all of history, not just women. And it is still that way. Please try to explain cos I still dont understand why this comment is ignorant.

      provocative wording: "petty self victimisation"

    6. @DrBustenHalter 5 years ago (edited) Men built the world. Women could have done but they were too busy complaining. It still needs some improvement but thanks for the feedback. Nowadays we have powertools so women COULD learn a trade and build bathrooms for themselves but they don't. Because apparently it's not sexy to be covered in sawdust and plaster. Or covered in tarmac from digging roads. Or covered in shit from cleaning sewers. An awful lot of them don't work at all, or just want to work in media, fashion or HR. So men will have to keep building things wrong until we get new requirements from our slave masters. Damn the patriarchy! And who is invisible?

      an example of antagonistic comments in relation to discussions about gender disparities

    7. @DrBustenHalter 5 years ago (edited) Men built the world. Women could have done but they were too busy complaining. It still needs some improvement but thanks for the feedback. Nowadays we have powertools so women COULD learn a trade and build bathrooms for themselves but they don't. Because apparently it's not sexy to be covered in sawdust and plaster. Or covered in tarmac from digging roads. Or covered in shit from cleaning sewers. An awful lot of them don't work at all, or just want to work in media, fashion or HR. So men will have to keep building things wrong until we get new requirements from our slave masters. Damn the patriarchy! And who is invisible?

      example of the antagonistic discourse common today about issues related to sex and gender

  3. Sep 2024
    1. The death toll in South Korea, a country of 52 million people, stands at 1,693.

      Note graph above -- re beginning, South Korea vs UK

      current: South Korea 52 million people, 1,693 deaths. I would never have guessed any place would have had this result (especially based on experiencing the trends in the US at the time, which is the basis for my impressions of how the disease unfolded)

    2. It had the capacity to test only in hospitals. The government's formal test-and-trace programme was launched in May.

      UK didn't test and trace until May / US it was mid-March (mid-March was still two months after it became clear there were problems re the nature of the virus)

    3. When coronavirus hit, officials were able to flatten the epidemic curve quickly, without closing businesses or implementing stricter stay-at-home restrictions nationally.

      Flattened curve, without closures -- would this have been possible in the US? Would it have been possible in different states, if not all?

    1. Ongoing lessons from a long pandemic

      We used this article in HSTM 3223 (Gender Issues in Science, Technology, and Medicie) in Spring 2023 and annotated inside of canvas.

  4. Feb 2022
    1. A broader measure of progress could reshape the way we choose to organize society by validating the valuable work that counts for little, or nothing, in our current system.

      how do we decide what matters?

    2. Online traffic is as much as 30 percent higher in some regions since the beginning of the pandemic, and households in lockdown are spending many more hours on the unpaid domestic work of cooking, cleaning and child care.Women seem to be disproportionately bearing the extra burden. In addition to their doing more of the unpaid work at home, their economically valuable work outside the home is suffering, as they are forced to substitute unpaid work for paid work — reversing a decades-long trend. Women have been the main providers of child care while schools have been closed, and mothers working from home are almost twice as likely as men to have reduced their working hours, with the biggest decline in hours found among college-educated women.

      substitution of unpaid work for paid work because of the pandemic

    3. Similarly, many free online products — like TikToks, Wikipedia entries and social media posts — are substitutes for purchased equivalents in the media and entertainment. Millions of us donate our work to amuse or inform others, in a parallel economy in which others pay with their attention.

      what we donate in terms of the digital economy

    4. When I use online banking to deposit a check or when I book my own hotel room, I am crossing the production boundary, substituting my own unpaid work for the paid work of bank tellers or travel agents. None of this unpaid work is counted directly in gross domestic product.

      examples

    5. The question of what counts in “the economy” is no longer posed only by feminist scholars; it is being examined by economists in general, including those who define the statistics used to measure growth. That’s because digital technology is changing the boundary between what we pay for in the market and what we do free in the home — for men as well as women.

      there is research now -- because of the "production boundary" being crossed

    6. But while the growth in consumer spending thanks to working women is well documented, there is another part of this story that has been largely ignored by economists: the persistence of unpaid work done by women. Even as more women have gone out to work over time, they have continued to do the “second shift.” Women take on more of the domestic labor and volunteering in the community than men, and they have less leisure time. In fact, women who work in paid jobs outside the home spend more time each week on chores at home than do men who do not go out to work.

      second shift

    1. In recent decades, the work of feminist economics has shown how the methods of calculating GDP render much of women’s labour invisible. Meanwhile, surveys and time-use studies show the toll this has taken on women’s lives, particularly in the Global South. One recent report found that hundreds of millions of women worldwide have to walk more than a 30-minute round-trip to reach clean water for their families.

      invisible women, invisible work

    2. Time, she explained, was “the one investment we all have to make”. Drawing on research she conducted in rural Kenya, she argued that time-use surveys would demonstrate “which sex gets the menial, boring, low-status, and unpaid invisible work”. Such surveys would show how targeted interventions, like access to clean water and efficient cooking stoves, could alleviate the drudgery of domestic labour and allow billions of women to gain greater freedom in how they spend their days.

      or measure it in time spent

    3. Italian-born philosopher Silvia Federici, who taught for many years in Nigeria, argued that male “economic” production was impossible without women’s uncompensated “non-economic” labour. For instance, without a wife to tend to the children and the home, how would a male factory labourer have the time or the energy to fulfil his stereotypical role as the breadwinner?

      Men's paid work dependent on women's unpaid labor

    4. She argued that it was “illogical” to exclude the economic value of preparing and cooking food and collecting firewood. She contended that such kinds of labour had historically been excluded because they were commonly viewed as women’s work.

      women's work -- examples

  5. Apr 2020
  6. inst-fs-iad-prod.inscloudgate.net inst-fs-iad-prod.inscloudgate.net
    1. In so many narratives, heterosexual love is the “happy ending.”

      the concept of "happiness" seems like of course this is what we all strive for....but we live in worlds that don't give us a blank page. Nor can we just command ourselves to be "happy"....sometimes life is hard, and it certainly is more complicated than that. We'll see that this idea of happiness, play, and "just fun" carry social prescriptions -- they aren't simply as innocuous as they seem at first glance.

    2. In this way, no fun is also a challenge: a challenge to the status quo and a challenge to ourselves. Let us play boredom. Let us play anger. Let us play what hurts. Let us play in ways that are just as different and just as queer as we are as players. And let us take that hurt, modeled by the embodiment of gameplay, and carry it with us, driving us to find other playful, powerful, and overlooked sites of counter-affective potential in our lives both on-screen and off.

      There's a lot to think about with this perspective.

    3. A queer video game like those described through the language of empathy may last only a few minutes. By contrast, to feel as a queer subject truly feels, one must live the full, long length of a queer life, with every moment of its joys and its pains. That is not to say that straight, cisgender players should not play these queer games. Instead, we need an adjustment of affective expectation from empathy (an appropriation of queer experience) to compassion (an increased awareness of and sensitivity toward queer experience)

      Ruberg argues that it is not empathy that we should be concerned with as a by-product of games, but "compassion", which balances better what can be achieved emotionally in the game context.

    4. This work, as queer games scholar Diana Mari Pozo has argued, “show[s] how framing queer game design in terms of empathy risks displacing queer, particularly transgender women, game designers and their fans from their own movement, foregrounding instead the emotional edification of cisgender and/or straight audiences.”

      Here is a problem with empathy: it keeps its focus on normative individuals rather than the non-normative individuals who live the experience (and who can't just come and go).

    5. A Wired article titled “Is Virtual Reality the Ultimate Empathy Machine?,” for example, follows a common formula.

      assumption of virtual reality as empathy.

    6. “People who aren’t on the inside of the game world often tell me they fear that games numb players to other people, stifling empathy and creating a generation of isolated, antisocial loners,” she writes. However, argues Isbister, “Games can actually play a powerful role in creating empathy and other strong, positive emotional experiences.”

      Here is the statement of a common viewpoint about video games being antisocial (harmful) and a counter-argument (because they foster empathy this redeems video games). But Ruberg isn't content with just a push-back and finds some worrisome aspects to lauding video games as a source of "empathy" training.

    7. A quick Google image search, for example, suggests that hegemonic media culture envisions negative emotions like anger and boredom as potentially acceptable responses for white male game players, but not for non-men or players of color. In instances like this one, Google image search, although far from comprehensive or objective as a scholarly tool, serves as a useful window into our culture’s visual shorthands for slippery concepts. Searching for “boys playing video games,” or simply “playing video games,” turns up scores of images of white, male children with controllers in their hands, expressing everything from ecstasy to confusion to rage. Searching for girls and people of color playing games turns up all happy, smiling faces. Players who fall outside of the stereotypical gamer norm are only acceptable as visible subjects when they are having fun.

      Interesting outcome!

    8. We also shut out of sight all of those games we have picked up and played for only a few hours, even a few minutes, and never played again because we found them boring, frustrating, or bad. These too are meaningful experiences, meaningful games, games worthy of attention, not because they are good but because their badness is itself a rich site of meaning.

      Another good point.

    9. Why is it important to challenge game designers, players, and commentators to reimagine the relationship between fun and video games? As much as it is a personal matter, no fun is also a matter of diversity. Fun as a monolithic principle silences the voices of marginalized gamers and promotes reactionary, territorial behavior from within privileged spaces of games culture. Moving beyond fun, by contrast, opens up whole genres of possibilities, many of them queer. The spirit of no-fun is the spirit of alternatives, of disruptions, of difference.

      Again, restating Ruberg's thesis, in light of this new topic as outlined in the chapter.

    10. Nausea, for one, comes with real implications for dynamics of gender within digital cultures. Both official studies, including work by danah boyd, and a significant number of anecdotal reports have shown that women are more likely than men to experience nausea when playing VR games.

      Interesting knowledge that reminds me of the lack of use of women in drug testing etc.

    11. Eyestrain, dizziness, and increased heart rates have also all been reported by users of early generations of the Oculus Rift after only a few minutes of gameplay.

      Here's a game phenomenon that I wouldn't have associated with the topic of the chapter, but it makes perfect sense once Ruberg points it out.

    12. Yet I would posit that simply knowing that the game is offensive does not suffice to make sense of the uncomfortable feelings it inspires. It is equally, if not more, important to experience the alarm that comes with playing—that worrying sense that a player is complicit when they maneuver the cowboy toward his abhorrent goa

      This is an excellent insight about the difference in alarm between knowing that a game does something offenseive and playing the game and experiencing it.

    13. Players who feel bored when playing are getting the message—even if they do not realize they are getting it—and the message is that leading the life of the marginalized and underprivileged person is no fun.

      that's a powerful message attached to an emotion that seems featureless: boringness.

    14. The game’s controls are unforgiving, failure happens often, and after every mistake players must watch an animation of their monkey flying off into space.

      talk about annoying! ha!

    15. But the map is confusing, the controls are glitchy, andthe basic collection mechanic is tedious. Compared to the drama of Spielberg’s movie, the gameplay is laughably underwhelming.

      yikes!

    16. These are games that seem to promise excitement yet fail to live up to expectations

      This seems like a definite category that would be good to study -- it would relate not just to video games but other media experiences.

    17. They imagine the status quo as an institution whose very foundation can be shaken through play and playfulness. In this way, “no fun” models a type of queer world-making built on the liberating logics of masochism, which dictates that pleasure and its meaning cannot be bounded by the normative, and that new worlds of meaning are created in the moment that we embrace new worlds of experience.

      "queernes" as embracing "new worlds of experience" outside the normative.

    18. meets a player in combat and wins. Fun also fails to capture the nuance of happier moments: wonder at the sight of stunningly rendered terrain, elation upon mastering the perfect series of moves, the sublime release of relinquishing one’s sense of self to ludic immersion

      the other part of the above annotation.

      "ludic" means playful fyi.

    19. all the moments that “fun” fails to capture: disappointment at an accidental fall from a treacherous platform, distress at the sight of an approaching enemy, a flash of bile when an opponent

      I think this passage is very eloquent (it continues on in the next comment box).

    20. This is an important question. Fun as a focus for video games is problematic in part because fun itself is not a universal and invariable experience. It is culturally specific and personal. Asking this question (whose fun?) is, in fact, an ethical imperative for all games designers. For example, as Mohini Dutta has pointed out, in arguing for the value of participatory design, what is fun in America is not necessarily fun all over the world.1

      Always a good point -- what are the cultural differences in a concept like this? How emotions are understood varies across time and place, even if we think our own culture's norms must be the "right" ones.

    21. Elsewhere in this book, I describe playing queer as a way of doing in a game: whether to win or to fail, to move through space and time too quickly or too slowly, or to halt and refuse to act.

      I also wonder where "cheating" fits into this -- is the expectation that gamers should look outside the game to learn how to beat the game? Is that a kind of "self-education" that is seen positively, or is it a kind of "laziness" (riding on someone else's work) that is seen negatively? Does cheating make you a "bad" gamer, or is it part of being a "good" gamer? Or is it somehow neutral? If any of you have any thoughts, I'm curious as to how you think about it.

    22. Yet who would demand that all films be fun—or even beautiful? Think of all the films that would have to be cut from the canon of cinema if the moving image always had to be, in the most mainstream sense, entertaining. Those are the video games, many of them yet to be imagined, that we cast aside when we insist on fun.

      And this is a good development of the argument, using an example to make the point.

    23. What new insights could be uncovered by supplementing this structural approach with a phenomenological perspective—by analyzing games for their affective rhetoric: the language of the feelings they invoke, how they communicate emotions to their players, how designing affect is interwoven in the art of game design? Like any art form, video games can and do engender a wide range of feelings. The traditional and often myopic focus on fun forecloses a rich array of difficult or “negative” emotions that can in fact shape a game’s message as much as (if not more than) its content and mechanics.

      This is a good summing up of Ruberg's thesis.

    24. Couched within such vitriol, it is easy to see how an insistence on fun can breed unanticipated social dangers.

      fun can equal dangerous -- not usually how we think about it.

    25. Fun is central to the discourse of the online, anti-feminist harassment campaign #GamerGate. In anonymous forums and on social media, reactionary gamers have organized around, among other complaints, the principle (discussed in chapter 2) that video games should not be subject to socially engaged critique. Rather, they should remain “just for fun.”

      This is discussed in part 1 as well. I included some links about gamergate in my notes in case you are interested in looking beyond what is in Ruberg's book.

      https://gawker.com/what-is-gamergate-and-why-an-explainer-for-non-geeks-1642909080

      and

      https://www.washingtonpost.com/news/the-intersect/wp/2014/10/14/the-only-guide-to-gamergate-you-will-ever-need-to-read/

    26. Between the lines of the authors’ argument is the implication that the hegemony of play represents a significantly limited view of what experiences players might want out of their games. In this sense, the hegemony of play is a hegemony of feeling as much as a hegemony of design. The authors propose to push back against this hegemony by calling for change within the games industry. I would argue that players themselves can also resist the affective elements of the hegemony of play—e.g., fun—by playing video games in ways that defy normative expectations and instead reflect their own queer or otherwise counterhegemonic feelings.

      Ruberg uses the word "hegemony" a lot. If you're not familiar with it and/or haven't looked it up if so, the idea comes from Marxist theory, which was attempting to explain why non-elites follow the norms preferred by elites if they aren't forced to do so (that is, there isn't always overt power being used to get people to behave in ways that allow the "ruling class" to keep the good stuff for themselves.) The concept of hegemony was hypothesized: that if you can get workers to buy in to values that may not be in their interests, then you can exert control without having to always have an iron fist.

      This site has a good short discussion. The example they give is:

      "For example, the idea of “pulling oneself up by the bootstraps,” the idea that one can succeed economically if one just tries hard enough, is a form of "common sense" that has flourished under capitalism, and that serves to justify the system. In other words, if one believes that all it takes to succeed is hard work and dedication, then it follows that the system of capitalism and the social structure that is organized around it is just and valid. It also follows that those who have succeeded economically have earned their wealth in a just and fair manner and that those who struggle economically, in turn, deserve their impoverished state"

    27. like many Esports players today, take gameplaying so seriously that it seems to many they have stripped the fun out of video games

      Interesting point. I don't know much about this yet, but esports is clearly on the way to being a big deal...does being serious preclude fun? (I wonder if there will be overbearing parents about their kids being esport champions in the way there are for Little League, etc.). It seems kind of odd to think so, to me, but if there's enough money involved it probably follows, even if it isn't seen as prestigious yet?

    28. Thus, despite the proliferation of emotional experiences that games can engender, video-game affect and its implications have been understood within relatively limited terms.

      Here's the key point to why Ruberg approaches the issue this way in this chapter.

    29. and that the “right” way to play, the normal way to play, is to maximize normative enjoyment.

      There's the idea of social norms again, the major theme of the book.

    30. Each time my driver respawns, I do it again. A kind of ecstasy takes over—the ecstasy of self-destruction—and I repeat my feat of defiance until all my lives are lost.

      I can definitely relate in the sense that if I am trying to maneuver through a game and I can't seem to make anything happen correctly and almost immediately get "punished" the idea of taking revenge by deliberately engineering my own destruction as the goal kind of flips off the designer, giving me back some control...which feels good!

    31. I want to feel frustration, annoyance, disappointment, domination, and pain.

      This per my previous comment. This is not exactly how we go about selling the potential of games!

    32. After only nine seconds of gameplay, I crash into a wall. “Game over,” intones a pitiless announcer, followed quickly by the imperative: “Again.” And I do play again, and I die again. Seven seconds, ten seconds, six seconds. Game over, game over, game over. For a player like me, this is not training. I am not improving. Honestly, I am just not very good.

      I find this very funny...both what Ruberg is doing, but also the idea that others do this as well but we tend not to think it worth noting.

    33. many (or perhaps all) video games include some of the elements that characterize the no-fun experience, such as annoyance, boredom, disappointment, sadness, or alarm.

      These feelings are interesting to consider -- we don't normally spend time thinking about these (think of "performing" on social media, like facebook...people rarely display these kinds of feeling in presenting their lives. Pictures of happy kids, not kids throwing a tantrum :-)

      The bigger point here is that it is worthwhile to examine emotional responses to games -- if we think of them as "just fun" then we are saying that the emotional range is nil. If we look at playing "against fun" we have to think harder about emotional response.

    34. Most often, when people think of video games that are no fun, they imagine games that tackle hard topics, games that seek to educate or enact “social change,

      This is what would come to mind first for me.

    35. much of the reactionary discourse that is being used to resist the diversification of video games hinges on the notion that games should be “just for fun.”

      Recall that this is a major theme that Rubert addresses in the first section -- how a reactionary set of gamers is actively hostile on social media and threatening to people who do cultural analysis of video games -- their pushback comes under the concept of anything that is "just for fun" should be left alone.

    36. which is simultaneously being used to obfuscate the capitalist, neoliberal instrumentalization of affect

      This is a bit complex :-) in the way it is said by Ruberg -- don't let it scare you off from looking at this last section in the chapter, as it is very thought-provoking.

    37. It also demonstrates how players can make space within the prescribed boundaries of seemingly “straight” video games for strategies of resistance and for remaking the (game) world through their own queer affect.

      So maybe playing games in a "no fun" way can feel good (because of retaining your own agency), is I think one way to look at this.

    38. by “playing to lose,”

      This is an interesting concept also, but I didn't want to burden you with too much reading at the end of the semester, so that is an optional chapter. But the idea of playing to lose is very interesting! You can think of this in terms of society's values also, for example that to be a success in life means winning the most money: not everyone can be a billionaire. But what if we define success differently? What if we define success as not who accumulates the most cash and merchandise by the end of their lives, but by some non-monetary standard? Is that "playing to lose"?

    39. This chapter represents the second of three that looks to how queerness can be brought to video games by their players.

      Here Ruberg is doing something different in this chapter than in the first section (chapters 1-4). The exploration in this chapter is in the decisions that a player makes about how to play the game -- which may not be at all how the designer thinks (and the rules regulate) how it should be played. So insisting on making the game "behave differently" relates to Ruberg's concept of what "queering" means.

  7. Jan 2020
  8. Nov 2019
    1. The Symplectic ‘Elements’ package will give faculty authors more control over their online representation and also increase the ease with which they can upload manuscripts in those frequent cases where the publication contract only allows the archiving of the author's final submitted manuscript rather than the final published version.8

      Sympletic software for mediated deposit

    2. the Duke faculty has shown a willingness to experiment and adapt to new methods of disseminating research in a digital environment, and to lead the way in changing the way scholarly communications takes place.

      I really like this as a characterization -- again, issue of local incentives however

    3. Faced with a fait accompli that had cost them no effort and which did not endanger their relationship with their publisher, since it took into account the policies of those publishers, every single author accepted what had been done.

      interesting outcome

    4. whenever possible without the need for the author to do anything at all; they would be contacted only after the ‘harvest’ so that they could either approve what had been done or ask for a waiver of the policy

      wouldn't that be fabulous -- possible here?

    5. s to ‘self-archive’. These retained rights were added into author contracts by the publishers themselves, so exercising those rights could not be seen as a threat to these traditional models of publication.

      right. this is something that became much clearer to me as I initiated the process of self-archiving

    6. there was a good deal of concern about the impact of open access policies on traditional publishers, especially on small scholarly societies. Second, we heard concern about whether a University-wide policy was the appropriate way to support open access, especially in light of the differences in publishing expectations and opportunities across different disciplines. The third broad area of concern, and perhaps the one that engendered the most conversation, involved how the policy would be implemented.

      this tracks with local concerns -- journal editors who are protective of scholarly societies, universal edicts assuming homogeneity, and the extra work issue

    7. one significant change was to ask that articles be deposited promptly in DukeSpace even when the faculty author wished to delay open access or even to opt out of such access entirely. This ability to ‘embargo’ access, and to collect preservation copies of articles even when they would not be made public

      interesting -- an even stronger form of opt out

    1. he role of the library in archiving materials is increasingly important. While faculty maintain that the library’s most important function is as the buyer of resources they need, they are finding the library’s ability to serve as a repository of resources increasingly important.

      yes. are the library professionals getting resources consonant with these increased responsibilities?

    2. There is substantial interest in use of open educational resources for instructional practices, particularly from younger faculty members. About six in ten respondents are very interested in using open educational resources (OER), and roughly half strongly agreed that they would like to adopt new instructional approaches with OER.

      this is a critical point of entry -- not immediately obvious since it is focused on teaching not research, but there is no reason that one can't lead to the other especially with achieving familiarity and comfort with the general dynamics

    3. However, only four in ten faculty indicate open access characteristics of journals as highly influential in publication decisions.

      this tracks with my sense in speaking with colleagues

    4. Faculty members increasingly prefer to manage and preserve their data using cloud-based storage services. Sin

      heh. as opposed to previous on one's own computer and then what happens when you get a new computer and don't adequately transfer info etc.

    5. Discovery starting points are shifting towards Google Scholar and other general search engines. While specific scholarly databases remain the most frequent starting point for research, faculty are increasingly beginning their exploration of scholarly literature with Google Scholar and other general-purpose search engines.

      interesting development -- I wouldn't have thought this for humanists, but perhaps we are doing it but not conveying that we are doing it so somewhat sub rosa

    1. MITshouldadvocateforgreaterrecognitionofandcredittoresearcherswhosharedata,includingthosewhopreparedataforsharing

      yes this is important for success -- even MIT knows this and their faculty are in privileged positions with access to resources most faculty don't have and are also highly visible

    1. publishers are paid for the services valued by authors and readers, such as curation and peer-review management.

      that's the financial equity issue in a nutshell

    2. aims to ensure that scholarly research outputs are openly and equitably available to the broadest possible audience.

      this likewise is well-said in a compact form

    3. that control of scholarship and its dissemination should reside with scholars and their institutions,

      this is an excellent phrasing that I think should be featured in outreach

  9. Aug 2019
    1. t’s one thing to worry that your canon isn’t sufficiently inclusive, or broad,or representative. It’s another thing

      Okay, this is a big take-away. Before digitization humanities scholars developed methods to use a handful of texts to ask and answer questions. Now that a vast library is available digitally, what does that mean for the standard methods? Are they obsolete? Can they co-exist with digital methods? Or is there something inherently wrong with moving to methods that feature quantity over quality?

  10. Feb 2018
  11. doc-0o-0o-docs.googleusercontent.com doc-0o-0o-docs.googleusercontent.com
    1. Chapter n Mary Shelley I.Victor Frankenstein The Men, by thi:nki.ng us incapable of improving our intellects, have enti.re!JI thrown us out qf all the advantages qf education; and thereby contributed as much as possilile to make us the senseless creatures thgi represent us. So that,far want qf education, we are render'd subject to all the follies thl!)I dislike in us:, and are loaded with their ill treatment for faults qf their own creating.

      the issue of education is huge for 19th c women and science

  12. Jan 2018