Abstract
With the increasing proliferation of digital technologies into our daily
routines, long-standing debates have resurfaced on the potential of prosthetic
devices to extend our cognitive capacities and distribute intelligence across
human and non-human agents. This article will propose ways in which we, as
educators, can harness the distractions that new technologies can pose to
teaching and research towards productive models of distributed attention and
collective intelligence.
By reflecting on the relationship between play and pedagogy through critical
theory, as well as on the benefits of hyper-connected and collaborative
learning, this article hopes to expand the branch of Digital Humanities that
Holly Willis terms as the “cinematic
humanities.” Remixing, recontextualization, and the
non-linear/non-sequential reconfiguration of information can provide us with new
modes of distributed attention and critical making in the digital age.
This article focuses on low and no-budget process-oriented collaborative projects
for Cinema, Media Studies, and Digital Humanities courses (adjustable to other
subject matters) that incorporate remixing, social and locative media, and
augmented reality into experimental modes of connected and collaborative
learning. The first assignment is a live film scoring remix, where students
collectively brainstormed on picking sound clips/samples to add new soundtracks
to early silent films. Remixing practices can offer new insights into cinema's
legacy and challenge ocularcentric notions of film spectatorship by, in this
case, reversing the conventional hierarchy of image-sound into sound-image and
reflecting on how our minds attempt to process the impulse of sensory
synchronization in cinema. The second sample assignment proposes new ways of
using easy-to-learn and accessible GIS (Geographic Information System) and AR
(Augmented Reality) tools to create projects related to civic engagement and
local/online activism.
The drifts from pre-determined learning outcomes are meant to be active
disruptions to any prescribed limitations that delimit what digital humanities
should or should not be, and other issues that often undermine the potential
contributions to digital humanities that derive from the intellectual and
material labor that happens in the networked, expanded and distributed
classroom. The remix aesthetic, the “unfinished” and
makeshift nature of these projects is something that I find adds value to this
kind of process-oriented pedagogy because it remains in touch with the
pre-institutionalized experimental ethos that prompted the formation of the
digital humanities and other disciplinary cross-pollinations.
Introduction: Gamifying Learning
With the increasing proliferation of digital technologies into our daily
routines, long-standing debates have resurfaced on the potential of prosthetic
devices to extend our cognitive capacities and distribute intelligence across
human and non-human agents. In this article, I will propose ways in which
digital humanities pedagogy can harness the distractions that new technologies
pose to teaching and research towards productive models of distributed attention
and collective intelligence. I will focus my analysis on some collaborative
class assignments for Cinema and Media Studies courses that incorporate social
media, remixing, GIS tools, and augmented reality into new modes of connected
and collaborative learning. By reflecting on the relationship between play and
pedagogy through critical theory, as well as on the benefits of hyper-connected
learning, this article hopes to expand the branch of digital humanities that
Holly Willis terms as the “cinematic
humanities” — an interdisciplinary field that embraces critical media
practices that are “immersive,
embodied, gestural, and virtual,” and produces modes of inquiry that
emerge from the creative experimentation with the affordances of new media
platforms [
Willis 2015, 74].
In the context of higher education, distraction often goes hand in hand with the
idea of play, and both of these are sometimes dismissed as counterproductive in
terms of learning, partly because it is difficult to evaluate their outcomes
within traditional and standardized models for assessment [
Stommel, Rorabaugh, and Morris 2013]. Pre-industrialization, work and play were not as
compartmentalized and segregated as in post-industrialized capitalist societies
(see for example [
Imre 2009]). In recent years, however, there has
been a widespread trend towards the conflation of work and play in various
industries. While play used to be historically regarded as a subversive response
to capitalist ideology by activist artists and intellectuals, it is now being
standardized, institutionalized, and packaged for mass marketing. Gamification —
a neologism referring to the convergence of gaming mechanics (such as scoring,
competition, and rules) with non-gaming contexts particularly related to labour
production and product consumption – has become a massive corporate buzzword in
several industries, ranging from advertising to education. And yet, the
principles behind gamification should not simply be condemned as what Ian Bogost
calls “marketing bullshit” that
profits on the popularity of videogames and the billion-dollar gaming industry
[
Bogost 2017]. In education, there have already been numerous
case studies that demonstrate the productive outcomes of gamification in terms
of student engagement and learning motivation (e.g. [
Kapp 2012];
[
Huang and Soman 2013]; [
Petrucco and Agostini 2016]). Non-profit
educational technology association Educause even goes as far as arguing that
gamification “is most effective as a
pedagogical tool where it forms part of a well-planned strategy to
encourage research, inspire creativity, teach basic principles, or hone
problem-solving skills”
[
Educause 2011]. While I do not wish to overstate the educational value of game-oriented
learning, I consider playful experimentation and distracted acts of reading
integral components of pedagogy and critical thinking/acting in the digital age.
Productive Dissonance: Remix as Hybrid Historiography
The most challenging courses to teach are those where students feel they cannot
contribute anything original to canonical discourses, which, in this case,
includes classes on film history and theory. In this section, I will focus on a
two-part collaborative experiment I performed with my Film Theory graduate
students, with the objective of exploring pop cultural connections to film
historiography and creating new types of collaborative amateur archives that
enable younger generations to productively engage with the past. The idea for
this project began through a problem-oriented approach centered around a
methodological and phenomenological issue: in the field of Film and Media
Studies, sound is usually analyzed in relation to moving images and, conversely,
mainstream film audiences are habitually conditioned to think of sound and image
as synchronous and interdependent. Accordingly, in film theory, sound is mostly
treated as an element that is dependent on the reception of the image rather
than critiqued in its own right. As film theorists Thomas Elsaesser and Malte
Hagener assert, “in classical cinema sound is
usually analyzed strictly in relation to (and in dependence on) the
image”
[
Elsaesser and Hagener 2015, 154]. The privileging of visual-oriented approaches to media is further
indicated by the fact that sound studies is still regarded as an under-developed
subfield within Film and Media Studies and, by extension, the digital humanities
(as noted, for instance, in [
Elsaesser and Hagener 2015]).
The first project I will analyze is a live film scoring remix, where students
collectively brainstormed on picking sound clips (as audio samples) to add new
soundtracks to early films. Remixing practices can offer new insights into
cinema's legacy and challenge ocularcentric notions of film spectatorship by, in
this case, reversing the conventional hierarchy of image-sound into sound-image
and reflecting on how our bodies attempt to process the impulse of sensory
synchronization in cinema. For this collaborative film (re)scoring assignment, I
wanted to challenge students to reverse this sound-image relationship – that is,
to inverse the typical hierarchy of image-sound into that of sound-image, with
sound being at the forefront of their cinematic experience, in order to propose
different ways of analyzing acoustics in cinema and other media. The project had
an open-ended investigative component that was not fixed on a single predictable
outcome: it challenged the students to consider whether and/or how spectatorship
changes when images are understood in relation to sound. Further, the students
were asked to reflect on whether the class could collectively come up with our
own version of an acoustic visuality, where sound subverts the
ocular-centric primacy in audiovisual analysis.
With these thoughts in mind, I challenged my students to spontaneously brainstorm
for a new score for a transitional sound film from 1930 titled
Tomatos Another Day (or,
Tomatoes
Another Day/ Tomato is Another Day/ It Never Happened) by James
Sibley Watson Jr. and Alec Wilder
[1], which centers on a love triangle between a married couple
and the cheating wife’s lover. I consider this rather historically neglected
film to be an appropriate case study for analyzing intertextuality and
referentiality in cinema, and for considering the historicity of parodic works
in a contemporary context. Before I describe the remixing activity, I would like
to explain why I picked this particular film, and how it helped forge a
connection between film history and modern-day spectatorship. It is important to
provide students with the necessary critical background prior to introducing
unconventional learning activities so that they are able to effectively connect
theory to practice.
The original film itself is an excellent example of early sound experimentation
at a time when cinema was entering a transitional phase brought about by the
introduction of synchronized film sound. The title is a play on the phrase
“tomorrow is another day,” with the Tomatos actors phonetically approximating this phrase in the way
silent cinema actors would visually mimic the sound of words. Tomatos conveys an ambivalent critique of the use of
sound in transitional sound films of the late 1920s and early 1930s. Innovations
in sound-on-sound film led to the first mainstream synchronized movies in 1923.
Similar (but far less documented) debates had occurred in the early years of
cinema about the use of intertitles in narrative films; once text was
incorporated into filmic narratives, cinema had arguably ceased to be a
universal medium because of the language-specific intertitles that added layers
of meaning to the then-silent moving images. The question at the time Tomatos was made was whether synchronized sound was
the next step to rendering spectators less active by attempting to shape – in
more sensory ways than before – their response to moving images. Film theorists
such as Andre Bazin, Sergei Eisenstein, and Hugo Münsterberg had offered diverse
insights into the impact of synchronized sound on cinema's recording capacities
and its status as an art medium, particularly in relation to notions of realism,
montage, and audience reception. Although some early film theorists cautiously
regarded sound as a potential asset to the cinematic experience, it is fair to
say that the introduction of synchronized sound was initially largely regarded
as a hinder to the expressive qualities of the medium. Tomatos reflects on this widespread anxiety about sound cinema in a
humorous manner that was, unfortunately, too close to home for its contemporary
audiences to fully appreciate its nuances.
Upon first viewing, Tomatos seems to criticize
certain conventions of the talkies, particularly in its exaggerated and
unnecessary use of sound to state the obvious. It seems as though the
incorporation of sound into the love triangle of Tomatos' narrative only serves to highlight what the moving images
make plainly obvious, and to unnecessarily describe the emotional state of the
characters, which is already exaggerated through their dramatic performances.
However, the directors manage to turn what initially seems to be an overt
critique of cinematic cliches (going beyond the talkies and also critiquing
narrative and performative conventions) into avant-garde experimentation and,
ultimately, a meditation on the productive uses of sound in cinema. Acoustic and
temporal experimentation is particularly manifest in moments in the film that
highlight the disjunctions between what is shown (and how) and what is heard,
such as an extreme close up on a match that throws off the rhythm and temporal
linearity of continuity editing. Disjunctive temporality, reflected in
conspicuous editing and visible/shock cuts, is especially noticeable when the
husband shoots his gun in the direction of his cheating wife and laments on what
he has done, while a few seconds later his wife appears on the screen unharmed,
as if the shooting had never occurred. The temporal disjunctions in the
narrative necessitate an active viewer and listener, thus suggesting new modes
of participatory spectatorship.
The film’s rebellion against the conventions of sound and continuity editing
resonates even more strongly, as Andrew Grossman argues, “in a media age intolerant of
aesthetic ‘dissonance’ and intent on madly synchronizing nearly every
aspect of thought, culture, and behavior”
[
Grossman 2014]. The incongruity of sound, image and temporal sequencing in
Tomatos suggests productively dissonant uses of sound,
for instance with the objective of subverting mainstream ideologies and
transcending industry confines.
Tomatos' dissonance
lends itself well to remixing and audio sampling, which I chose as the main
critical practices through which students would interact with the film in the
class activity. By treating
Tomatos as a remixable
database, students spontaneously proposed several songs to re-score the film in
class, and I assembled them into a makeshift YouTube playlist that would serve
as the film’s new score. We re-played the film on mute, and layered the new
audible soundtrack alongside the muted version of the film, with students giving
me cues whenever they wanted me to switch to the next track. The audio samples
chosen by the students ranged from classical to Korean pop (K-pop) music, and
reflected the diverse musical tastes of the multicultural student cohort. This
participatory mode of spectatorship has resulted in some interesting moments of
re-synchronization between the sound clips and the moving images, and encouraged
students to think of other inter-relations between sound and image that surpass
ocularcentric paradigms.
[2]
Since this collaborative activity was enthusiastically received by the class, we
tried a second, more elaborate and pre-meditated version using a different film,
an early silent film called
Dream of a Rarebit
Fiend (Wallace McCutcheon and Edwin S. Porter, 1906). This time,
students had more time to collectively brainstorm on picking the sound clips for
the new soundtrack in an online forum. The online forum also helped me quantify
participation (since each student was using their name under their contribution)
and dissect in more detail how students’ creativity works individually and
collectively. I then assembled their choices into a flowchart visualization
(
Figure 1). Using a visualization for audio
samples is far more challenging to do when working with sound, so I decided to
use the film’s timecode and a screenshot from the beginning of each segment to
visually and temporally cue the corresponding audio transitions; this can be
easily done with a free online timeline flowchart program such as SmartDraw
Cloud. The second version of this sound remix ultimately escalated into a live
DJ performance in class, where the student DJ had downloaded mp3s of all the
chosen songs using KeepVid [set to mp3 download for sound-only audio files] and
brought his mixing console to class (
Figure
2).
[3]
While the more pre-meditated version of this assignment helped me keep better
track of participation and encouraged some quiet students to contribute more
online, the first version was also useful in terms of providing a more
spontaneous example of collective intelligence in the classroom.
While remixing practices usually result in context collapse, I wanted students to
alternatively explore remixing as an active act of recontextualization, and as a
process of building new connections between the old and the new. In the case of
silent film history, Paolo Cherchi Usai argues that the producers and
contemporary audiences of those films, and today’s viewers, are separated by “too many material and historical
variables, and our patterns of perception of moving images have
remarkably changed in the meantime”
[
Usai 2010, 166]. New engagements with older media can therefore revive student interest
in “that rich and intimidating
legacy of the past”
[
Hutcheon 1985, 4]. Remixing and sampling as active modes of critical engagement with media
require familiarity with the contexts and contents that are being remixed in the
first place. Watching the remixed version inevitably evokes comparisons between
the original film and the altered version, and establishes more intimate
connections to films that are of the distant past for younger generations of
viewers. In retrospect, it became even more apparent that the different sound
clips the students picked were not arbitrary: they demonstrated familiarity with
the filmic narrative (e.g. the love triangle in the film), and awareness of each
film’s historical and technological contexts, as well as a sophisticated
understanding of each film’s fluctuating dynamic between visual aesthetics and
acoustics.
In re-watching the recordings of the remixes, students felt a special connection
to the film and said that by watching their remixed version they simultaneously
and comparatively thought of the original version as well as the personalized
experience of watching the film. Blair Davis has also observed this process of
thinking of the past and present simultaneously – or, in new media terms,
hypertextually – when he screened silent films with anachronistic soundtracks
such as techno music [
Davis 2008, 92]. Anachronisms become
contemplative and self-reflexive for students, and compel them to carefully
consider other compositional elements in these films, as well as become more
aware of the films’ variable materialities, their diverse
exhibition/distribution contexts, and media ecology at large. As Katherine Groo
argues, deviations from the original work can serve as an act of “metahistorical thinking” that “productively counters the
[perceived] stability of film historiography with the possibility of
manifold and imaginative alternatives, each of which produces new forms
of historical knowledge”
[
Groo 2012].
In addition, the resulting remixes indicate the students’ shared ability to think
of narrative as recombinatory elements in a remixable database, a process that
is consistent with the non-linear and/or modular logic of the various media they
interact with on a daily basis, and something that opens up new multimodal
possibilities for audiovisual studies in the digital age. Several media
theorists, including Douglas Rushkoff, have argued that modern popular culture
and/or new media stimulate a new cognitive and sensory “evolutionary leap” in their
younger consumers, and many behavioral psychologists have claimed that modern
audiences have shorter attention spans [
Rushkoff 2006, 36].
While in education shorter attention spans are typically regarded as
counterproductive, Rushkoff and Davis posit that new cognitive skills have
emerged from this, such as the ability to process information more rapidly as a
result of a less linearly-constrained and more interactive thought process [
Rushkoff 2006, 38–9]
[
Davis 2008, 91]. Moreover, moving beyond ocular-centric
paradigms of media reception challenges our bodies to, literally, make
sense of mediated information using other modes of perception
besides vision or, at least, alongside the culturally dominant visual paradigms
we are conditioned to unquestionably internalize.
The Augmented Classroom: Geocaching, Urban Drifts, and Activist
Pursuits
Multimodal ways of processing information is also at the core of this next
digital humanities project I will analyze. GIS (Geographic Information System),
GPS (Global Positioning System), and AR (Augmented Reality) technologies have
helped forge new connections between locality, spatial navigation, and remote
access. Consequently, some neologisms have emerged to conceptualize our
relationship to a technologically-assisted sense of place, such as
net
locality, defined by [
Gordon and de Souza e Silva 2011] as ubiquitous
networked information that surrounds our everyday life (at least for those
living in the so-called Global North), and
hyper-locality, a term
that alludes to the relationship between specific localities and/or
temporalities, and the ways in which they are socially mediated and remotely
experienced individually and collectively [
Hu, Farnham, and Monroy-Hernández 2013]
[
Hochman, Manovich, and Yazdani 2014]. Hochman, Manovich and Yazdani consider the
applicability of Umberto Eco’s 1980s writings on the “hyper-real world” in discussions of social
media, where simulations and audiovisual mediations of an event acquire greater
significance than the actual site where the event took place [
Hochman, Manovich, and Yazdani 2014]. These notions of socially mediated, hyper-local and
networked places provide a useful foundation for thinking about our social and
phenomenological relationships to not only geography, but also to cartographic
and navigational tools.
Since GIS technology and other cartographic tools are widely used in digital
humanities research, I wanted to create a group project for my graduate course
on Interactive Cinema and New Media that would inspire students to think beyond
the computational and impersonal aspects of these tools. Through experimental
critical practice, I wanted students to consider the human aspects of digital
interfaces that are typically regarded as universal and standardized in related
theoretical discourses. I also wanted to challenge them to repurpose those
geolocative tools towards playful critique and activist objectives. The
following assignment proposes new ways of using augmented reality (AR) apps to
expand collaborative and experiential learning beyond the classroom through a
type of educational geocaching. Geocaching refers to the process of hiding and
finding objects with the help of geolocative devices such as GPS technology. AR
enables the combination of physical and digital information through the use of
different electronic devices. With the use of a mobile AR app, for instance,
users can use their cell phone to superimpose digital images and other data onto
real locations. For this collective geocaching project, the class were asked to
“hide” AR messages in specific New York City landmarks
and/or cultural events that relate to themes covered in the course (e.g.
expanded cinema, street art, feminist media-making, gentrification,
gamification, urban architecture, activism, and historiography) and then share
clues online (hinting at the location of their AR) before embarking on a quest
to uncover each other’s virtual hidden messages in real locations. In order to
receive participation credit, each student had to contribute at least 1 AR to
the project, accompanied by a brief rationale of their choice of location and
landmark. The app we chose through trial-and-error was walla.me (after trying
out other AR apps like Aurasma and Blippar), which is a free and easy-to-use
locative AR app that has the added feature of enabling its users to connect and
monitor each other’s walla.mes on a digital map, and also alerts users when
there are hidden ARs in nearby locations (
Figure
3).
The AR class project provided students the opportunity to foster new conceptual
connections to place, and to transform the physical into a virtual-material
space with emotional and historical resonance. Student Karen Sadler was inspired
by the idea of AR as a disruptive practice that subverts spatiotemporal
boundaries. The site of her AR was a locked bookcase that showcases pioneering
books written by Cinema Studies professors in NYU’s Cinema Studies department.
Karen hinted at the location of her AR to her classmates by dubbing it as a
container of “dangerous books,” since the books showcased
deal with subversive forms of cultural critique. Karen created her own virtual
graffiti that included the access date and the abbreviated address of the
bookcase’s physical location. [
Figure 4]. The use
of graffiti-like AR text transformed the notion of automated geo-tagging into
something playful and subversive. AR provided a phenomenological and subjective
dimension to otherwise impersonal cartographic modes of urban navigation. The
act of virtual defacement through AR was meant to metaphorically
“unlock” the books from their fixed and protected
physical location, and to emphasize the transcendental value of the
revolutionary ideas expressed in these books. Instead of using AR to distract
from the significance of the physical location, Karen used it to amplify and
virtually disseminate the value of this locale that ultimately transcends its
physicality. Using AR at school gave Karen the chance to reflect on the ethical
implications of her virtual intervention, and to regard the concrete
consequences of using AR to virtually alter private, publically displayed
intellectual and material property.
Student Shirley Ogolla chose to explore the potential of AR as a tool for
political activism, after our class discussions on digital democracy and
cyber-ethics. The desire to utilize technology for political activism became
even more pressing for many students in the wake of the 2016 U.S. presidential
election, and several members of my class found it cathartic and liberating to
repurpose the technology at their disposal for sociopolitical reflection.
Shirley used as her AR site a politically themed photography exhibition in NYU’s
Tisch School of the Arts to provide her own virtual critique of the two main
presidential candidates. Shirley’s most effective walla.mes centered on the
theme of walls and boundaries. For instance, she focused one of her walla.mes on
a photo collage of a Donald Trump poster on top of a picket fence (visibly
alluding to the proposed building of the U.S.-Mexico wall), and added the
caption: “I don’t even know where to begin…” (
Figure 5). Shirley’s own AR annotations to the photographed images
ironically convey her inability to adequately verbalize her post-election shock.
By using additional wall and fence-related objects and locations on campus,
Shirley’s AR interventions on physical boundaries suggest the irreversible
associations our culture now attaches to such images as symbols of oppression
and segregation.
Inspired by the empowering potential of AR as a tool of social critique, Shirley
went on to use AR in her final, multimedia project of tracing gentrification in
her Williamsburg neighborhood in Brooklyn (
Figure
6). Shirley’s final project focuses on virtually preserving
pre-gentrification memories of Williamsburg by layering digitized archival and
resident-submitted photos onto the newer architectural façades of the area. The
subversive use of AR for social critique and historical preservation is becoming
more commonplace as an artistic counter-cultural practice, as evidenced, for
instance, in projects such as
Mi Querido Barrio (My
Beloved Community, Caribbean Cultural Center African Diaspora Institute, NYC,
2016), an augmented reality tour of East Harlem that aims to make visible
gentrification’s unseen implications of cultural erasure. Thinking of emerging
technologies as tools for cultural critique and activism – rather than as
obstructions to meaningful interactions – gives students the chance to produce
meaningful interventions that connect real locations to memory, history,
culture, and collective identity.
Another student, Elyse Singer, picked the Brown Building on the NYU campus as the
physical location of her AR. The Brown Building is the site of the Triangle
Shirtwaist factory, where the worst industrial disaster in New York City
occurred in 1911. Elyse used the keyword “palimpsest” and three emojis to
hint at the location of her AR online: a triangle, a shirt, and a factory (
Figure 7). She utilized AR to pay tribute to some
of the victims of the factory fire by superimposing some of the immigrant
workers’ photographs onto the physical location of the memorial plaques (
Figures 8 & 9). When this location is visited
with a walla.me enabled smartphone, the impersonal memorial plaques come to life
through the virtually superimposed photographs of some of the victims that
spring up like ghosts from the distant past. AR here possesses a
historiographical and commemorative function that serves to experientially
connect visitors to the legacy of that specific location. Furthermore, Elyse
wanted to particularly highlight and memorialize the labor performed by the
young immigrant women (mostly Jewish and Italian) who died in the fire – an act
that gained even more significance in the context of the 2016 U.S. presidential
election and the impending threats to the rights of women and immigrants. The
virtual superimposition of images and text onto real places evoked a palimpsest
aesthetic. As Elyse observed, the palimpsest – an effaced piece of writing or
manuscript on which later writing has been superimposed, with traces of the
older form still visible – served as an apt metaphor for AR (
Figure 10).
The palimpsest, “something reused or altered
but still bearing visible traces of its earlier form,” provided a
lens through which to examine diverse interactive works throughout the semester
that collapse distinctions between past and present to propose new modes of
participatory historiography [
Oxford Living Dictionaries]. The evocation of the
palimpsest metaphor and its layered aesthetic in the students’ AR creations was
thus a productive extension to, and practical application of, some of the
concepts studied in the course. Further, the composite aesthetic resulting from
the palimpsest-like intermingling of visually inassimilable physical objects and
virtual interventions provides a suitable metaphor for the experience of
simultaneously navigating virtual and real locations. Larissa Hjorth and Sun Sun
Lim observe that the different modes of mobility and intimacy afforded by
digital media have enabled “multiple cartographies of space in
which the geographic and physical space is overlaid with an electronic
position and relational presence, which is emotional and social”
[
Hjorth and Lim 2012, 478]. This overlaying is not only mediated virtually, but also mapped out
cognitively: individuals navigate electronic-social spaces while cognitively and
experientially relating them to the experience of being present in their
material-geographic equivalents, and vice versa. Contrary to the argument that
“hyper-local social media data is
actually a manifestation of [the] temporalization and de-territorialization
[of visual experience],” this class project actually de-temporalized
and re-territorialized our experience of virtually augmented real space by
maintaining connections to site-specificity [
Hochman, Manovich, and Yazdani 2014]. Such
participatory uses of AR and other locative media challenge the notion that
digital technologies disconnect and alienate their subjects from the physical
experience of space.
The ability to see each other’s contributions on a single map is a feature that,
up to this point, very few free AR apps offer, and I found this feature useful
in not only connecting students to the history and legacy of their urban
environment, but also to each other’s subjective connections to the
“same” physical locations. Eric Gordon and Adriana de
Souza e Silva argue that, historically, the practice of geocaching has been “effective in connecting people to
locations, [but] it has been less effective in connecting people to each
other”
[
Gordon and de Souza e Silva 2011, 66]. In light of this, the AR group project aimed to assist students in not
only forging a one-on-one connection to the urban landscape through AR, but to
also gain a multimodal understanding of social space as experientially
interconnected. Even though the sense of net locality is now more
technologically disseminated, it is important to remember that it is primarily
socially and subjectively, rather than technologically, determined. The
multilayered navigation of space puts Guy Debord’s idea of psychogeography into
new contexts of techno-cultural mobility. Debord uses the term psychogeography
to allude to the emotional and psychological effects of geographical locations
on individual behavior [
Debord 1989, 139]. AR can potentially
create new modes of psychogeography by allowing individuals to prescribe their
own unconventional ways of navigating their environment that diverge from the
ordinary ways we are socially and architecturally conditioned to experience
modern space.
The use of AR provided a playful way of “testing” and
extending students’ applied knowledge of the course material, and its use was
contextualized through our cinematic exploration of psychogeography, urban
drifts (dérives), misappropriations/urban hijacks (détournements), and locative
media. The multiple distractions of the urban landscape, something that my
students had become accustomed to, became de-routinized and re-examined in a new
light. I would also add here that the urban milieu might have been more
instrumental than technology in training students on how to navigate, multitask
and re-focus their attention, since some of the students did not consider
themselves as “digital natives” (either due to their age or
their minimal interactions with technology). This offers an expanded perception
of distracted reading, beyond it being only digitally and/or
generationally-conditioned, and might provide some encouraging
cross-generational counterpoints to the so-called “digital
divide.”
Furthermore, AR gave students the opportunity of exploring the connections
between new and experimental media practices, and their relationship to the
urban landscape and long-standing Expanded Cinema and avant-garde traditions in
NYC. As with any new tool introduced in the classroom, I find it crucial to
provide students with examples that illustrate its potential uses. Therefore,
students became familiar with some creative approaches to cinematic uses of AR
and GPS technology through the work of groundbreaking artists such as activist
Amir Baradaran, Heidi J. Boisvert, and the Blast Theory collective. These
artists utilize geo-locative tools to explore, as Baradaran’s FutARist manifesto
states, “the experiential, conceptual and
legal shifts suggested by the advent of AR within the modalities of
contemporary art, its practice and reception”
[
Baradaran]. With the intention of exploring the subversive subjectivities that
emerge when AR is utilized to virtually alter and deface public space, students
were challenged to interrogate first-hand notions of ownership, surveillance,
social agency, and urban architecture through this new form of virtual graffiti.
Locative Media as Participatory Archives of Civic Engagement
The concepts of psychogeography and its provocative premise has helped me
structure assignments for other courses, including a group project for a
graduate seminar on Digital Humanities and Cinema Studies. Even though
psychogeography did not play a significant or long-lasting role in the history
of the Lettrist International and the Situationists, its “pleasing vagueness” has stimulated diverse and
politicized adaptations of unconventional and imagined cartographical
explorations of space [
Coverley 2010, 89]. Debord’s
definition of psychogeography has been criticized for its apolitical and
frivolous nature, yet many of its subsequent reincarnations embody “the spirit of political
radicalism, allied to a playful sense of subversion and governed by an
inquiry into the methods by which we can transform our relationship to
the urban environment”
[
Coverley 2010, 14]. This transformation of play into subversive and transformative practice
is in line with Adeline Koh’s argument that “play and games have tremendous
rhetorical power that can be harnessed for a plethora of unexplored
social, political and pedagogical purposes”
[
Koh 2014].
The idea of creating an educational psychogeographic scavenger hunt thus seemed
like an effective way of repurposing GIS and other locative platforms to create
new participatory archives and alternative cartographies that connect students
to their immediate environment. The main tool for this class project was
Fulcrum, which is an easy-to-use mobile data collection platform. Even though
Fulcrum is not open-source, institutional access allows for students to all
contribute data (such as photos, videos, and location information) on the same
map in real-time, and edit them easily; the data can then be exported and
publicly published on other platforms like Esri’s ArcGIS Online (AGOL). Fulcrum
is both a web-based platform and a mobile app. Users can customize the online
data collection form for the mobile Fulcrum app with the information required
for specific projects, such as a description of each data point and extra fields
for audiovisual location-based data.
The objective of my class scavenger hunt was for students to use the customized
data form on their mobile Fulcrum app to document examples of ongoing
activism/resistance and civic engagement on and near the NYU campus, and to
archive those in the form of videos, photos, audio, hyperlinks and participant
interviews. With the assistance of NYU technology expert Kyle Greenberg, we
added some required fields to the customizable mobile Fulcrum form builder, such
as a mandatory field for a description of the data point (with the prompt
“What do you see?”), a classification of the type of activism
(reductively labeled as either “Active” for ongoing protests and current
events, or “Passive” for more subjective interpretations of
activism/resistance), a justification (“Why is this activism/resistance?”),
and a field for uploading at least one form of audiovisual data such as
photographs, video, or audio. The option of incorporating mandatory fields that
students need to fill out is useful in terms of prompting more on-the-spot
critical reflection whenever students enter a new data point, and making sure
that every addition to the database has a specific and thought-out purpose. To
stimulate some healthy competition among the students, I set up a points system
to award each finding. For instance, 10 points were awarded for data on active
acts of resistance (such as a live protest march or demonstration), 5 points for
passive activism (such as activist posters or signs), 3 points for interviews, 3
points for uploading more than one form of media documentation (video, audio,
image), and -3 points for returning to class after the 1 hour deadline that was
assigned for the scavenger hunt.
By adding these categories and requirements to the scavenger hunt, students were
able to approach data as more than just singular bits of information in a
database (
Figure 11). This helped them visualize
the real-time data points that were added on our Fulcrum map as referents to
multiple media and social relations, and gave them the opportunity to reflect on
their individual and collective trajectories as alternative modes of
thematically and psychogeographically mapping their surroundings. The abstract
space on the map and the information in the Fulcrum database thus became endued
with heterogeneous points of social difference and possibilities for personal
intervention. In navigating the campus and surrounding areas with the objective
of documenting signs of resistance to the status quo, students were able to
collectively re-imagine their surroundings as vibrant hubs for everyday acts of
activism and social engagement. Furthermore, the resulting data formed an
archive of ephemeral and ongoing activities that are testament to the changing
post-election climate in present-day NYC. Their findings included multimedia
documentation of a pledge to collect signatures for turning NYU into a sanctuary
campus (a cause close to the students’ hearts), a campus leadership initiative
for students of color, artistic forms of resistance, and inspirational quotes
etched on nearby landmark sites. The images below show an annotated compilation
of some of the media contributed by the students (
Figures 12-14).
The requirement of having to describe and explain why each data point qualified
as activism/resistance motivated students to provide concrete accompanying
arguments for their chosen data, especially in cases where it was not
immediately apparent why they chose that particular site or artifact. For
instance, student Leonard Cortana took a photograph of a defaced Chaplin poster
in the Tisch building, and tagged it as a “mash up” with the data
description “not my dictator” (
Figure 15).
Adding further explanation, Leonard uploaded an audio recording of himself
explaining why the defaced Chaplin poster – which is significantly from
Chaplin’s 1940 film
The Great Dictator – resonates
with his own experience of the current political climate in the U.S. The
classification of the poster as a political mashup also demonstrated the
student’s ability to relate this example of DIY mashup graffiti to the
historical exploration of subversive practices of resistance covered in the
course. Olusola Babajide-Kassam, a Nigerian student invested in issues of
everyday racial discrimination, uploaded a series of images from a Black Lives
Matter photo exhibition on campus, and described it as a pronouncement of “the
essence of our lives as blacks…[who] have been undermined in several facets
of the community…[by] whites not in the sense of color but in terms of
mentality” (
Figure 16). Olusola also
contributed audio with his own commentary on Black Lives Matter, and recorded
video and audio-only interviews with predominantly white NYU students. In the
audio-only files, the color of the interviewees becomes apparent through the
challenging questions about race posed by Olusola; the choice of using only
audio to document these interviews helped illustrate his idea of an internalized
“white mentality” that transcends external appearance. In
his video interviews, Olusola documented the rather typical responses to Black
Lives Matter by white students, who stated solidarity with the cause but could
not further elaborate on what needs to be done to practically ensure racial
equality. Despite the young students’ expected responses, though, Olusola’s
confrontational questions caused them to actively acknowledged their own racial
and class privilege, and to reflect on deep-set and institutionalized forms of
racism that cannot easily be reversed. Going beyond the objective of
documentation and reflecting on calls to action, several students in the class
uploaded resources on how to make a change. The Political Resources poster in
the Cinema Studies department lounge, for instance, was an image that most of
the students chose to include in hopes of turning the documentation of civic
protests into an active tool for multiple modes of organized civic participation
(
Figure 17).
During the turbulent post-election period, students found the scavenger hunt to
be a positive and encouraging experience in terms of the future of critical
thinking and the defense of human rights. Being able to witness and document the
many instances of civic protests made students feel part of the shared struggles
for equality, and this experience also made them reflect on other potential uses
of social media tools beyond their so-called distracting and trivializing
aspects. Through this project, not only did students learn more about locative
media such as GIS and GPS through practice, but they also created their own
archive that makes visible and virtually permanent the multiple efforts for
civic participation and free speech. The ability to capture ephemeral moments of
protest further added to the meaningful aspects of the project, and helped the
students experiment with different ways of documenting and sharing transient
experiences. The scavenger hunt also gave the class a chance to interact with
their community (e.g. through interviews with protest organizers and
participants) and become more aware of how their seemingly neutral surroundings
become politically charged in times of crisis. I decided to leave this project
open-ended even after the end of the course since students are still
periodically adding to it whenever they encounter something worth adding to the
database. The next step to this project would be extracting the stored Fulcrum
data into an Esri platform such as StoryMaps for an interactive and publicly
accessible visualization of the students’ collective cartography of local
activism.