Jenkins Collaboratory: News and Events
Lenoir discusses war simulation on BBC Radio 3:: February 21, 2010
"From Gameboy to Armageddon." (Listen Now.) War games are as old as military history but something has begun to change as war and play converge to create what some call the 'military entertainment complex'. BBC Radio 3's Ken Hollings pushes the button on this latest phenomenon, with interviews of Lenoir.
Virtual Peace on NBC-17:: June 04, 2009
"A category five hurricane is headed for your country. You, as a world leader, are responsible for 2.5 million lives. Are your palms sweating? Can you keep composed t houghts? Even if you're sitting in front of a computer, how do you respond?"
Virtual Peace Featured in Duke News :: December 01, 2008
Virtual Peace Slashdotted :: December 01, 2008
Jenkins Wins MacArthur Grant :: February 21, 2008
The Jenkins Collaboratory is a winner of the largest prize from the first ever MacArthur/HASTAC Digital Media and Learning Competition. The winner of a $238,000 Innovation Award, "Virtual Conflict Resolution: Turning Swords to Ploughshares" is a first-person digital humanitarian assistance simulator that creates a learning environment for studying public policy and international relations. Project leaders Tim Lenoir, Duke Jenkins Chair, Jerry Heneghan, Founder & CEO of Virtual Heroes, and Kacie Wallace, Duke ISIS/Program in Film Video Digital, plan to repurpose a military first person shooter & simulator into a tool for training international humanitarian assitance workers. Other project collaborators include Jenkins Research Analyst Patrick Herron, Duke-UNC Rotary Center for Peace and Conflict Resolution Senior Lecturing Fellow Natalia Mirovitskaya, Associate Chair of Duke Computer Science Richard Lucic, and Duke Computer Science Lecturer Robert Duvall. The Virtual Conflict Resolution entry was chosen as one of 17 winners out of a pool of approximately 1000 applications. Other winning projects can be viewed here. View the news release.
The New Game Theory :: December 2007
"Long considered a vehicle for mindless escapism, video gaming is increasingly becoming the topic of serious scholarship." The Jenkins Course, "How They Got Game," along with ISIS, is featured as the cover story of the Nov-Dec 2007 issue of DUKE Magazine. Article by Jacob Dagger.
Read the cover story
Whitehead Today :: April 21, 2006
John Hope Franklin Center :: Room 230 :: 1-4
the Distributed Whitehead Network (DWN) will host the symposium “Whitehead Today.” Each of the conference’s three panels will take place on a different day and in a different location: the Stanford Humanities Center, the John Hope Franklin Center at Duke, and the new Humanities Institute at Buffalo. The panels will be beamed live onto a protected web site, setting in motion an online network of emergent Whitehead scholarship following from links established between network participants.
http://www.jhfc.duke.edu/jenkins/whitehead/ :: View Poster
Empire At Play: The Politics of Video Games
With a Showing of the film: "Sneaking Mission," about the videogame Metal Gear Solid and the military-industrial complex. :: April 4, 2006
John Hope Franklin Center :: Room 230 :: 1:15 pm
Nick Dyer-Witheford teaches in the Faculty of Information and Media Studies at the University of Western Ontario. He is the author of Cyber-Marx: Cycles and Circuits of Struggle in High Technology Capitalism (Chicago: University of Illinois, 1999).
Greig de Peuter is a PhD student in the School of Communication at Simon Fraser University in Vancouver. He is co-editor, with Mark Coté and Richard Day, of Utopian Pedagogy: Radical Experiments Against Neoliberal Globalization (Toronto: University of Toronto Press, forthcoming). Dyer-Witheford and de Peuter are writing a book about video and computer games from the perspectives of autonomist Marxism and post-structuralism, entitled Games of Empire . They are, with Stephen Kline, the co-authors of Digital Play: The Interaction of Technology, Culture, and Marketing (Montreal and Kingston: McGill-Queens University Press, 2003).
Remember the Phantasmagoria! :: March 28, 2006
John Hope Franklin Center :: Room 230 :: 12 pm
The medium Phantasmagoria, developed from the Laterna Magica and part of the history of immersion, opened up the virtual depth of the image space for the first time as a sphere of dynamic changes. In contrast to the Panorama, the Phantasmagoria suggests that contact can be established to the psyche, the dead or artificial life forms. It is a model for the functioning of illusionism, a material image machine as basis of an art work that appears immaterial. In the Phantasmagoria, phenomena come together that we are again experiencing in contemporary art and visual representation - the talk will discuss a number of contemporary media artists.
Oliver Grau is professor for Bildwissenschaft and dean of the Department for Applied Cultural Studies at the Danube University Krems. He is also head of the German Science Foundation project Immersive Art, whose team built since 2000 the development of the first international Database of Virtual Art. He lectures in numerous parts of the world, has received various awards and is widely published. Recent: Virtual Art: From Illusion to Immersion, MIT-Press 2003 (in 4th print) and: Art and Emotions, Frankfurt: Fischer 2005.
His research focuses on the history of media art, the history of immersion and emotions; and the history, idea and culture of telepresence, genetic art, and artificial intelligence.
Grau is an elected member of the Young Academy of the Berlin-Brandenburg Academy of Sciences. He is chair of Refresh! First International Conference on the Histories of Media Art, Science and Technology, Banff 2005.
A New Lab Helps Bridge the Humanities and Technology Duke News, Friday, March 3, 2006:
Durham, N.C. -- In a darkened room, 15 students listen to a presentation by two classmates. A PowerPoint show flashes on a screen as the presenters discuss historical context and cultural influences. Pretty typical undergraduate stuff, except these students are explicating the nuances of the history of the first-person shooter games "Half-Life" and "Counter-Strike." When they need to illustrate a point, four 50-inch plasma screens lining the walls light up with running commandos, gunfire and the flash of a laser.
>> Read Story
How They Got Game :: Spring, 2006
ISIS 210 :: This course will bring together cultural, business, and technical perspectives. Students should come away from the course with an understanding of the history of this medium, as well as insights into design, production, marketing, and socio-cultural impacts of interactive entertainment and communication. Registration is currently closed.
Timothy Lenoir: Back to the Future Duke News, Friday, October 21, 2005
New technology specialist wants to help future historians
By Sally Hicks and Phil Lemmons
Timothy Lenoir is in all places at once. As new media and technologies move forward, he is looking back at where they came from. And forward, to where they are going. And forward, to those people who will someday be looking back.