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Two Ravens Institute
In association with:
National Initiative
for a Networked Cultural Heritage
The
Center for Arts and Cultural Policy, The Woodrow Wilson School,
Princeton University
Humanities
Advanced Technology and Information Institute, University of
Glasgow
Description
The Two Ravens Project is structured by two interrelated
goals. The first is to serve as a forum to explore the
transformational changes of networked technology on the
contemporary social fabric from the perspective of the humanities
in order to better understand, integrate, and predict the effects
of the digital revolution. The second is to allow current
practitioners in the humanistic disciplines to manage the
evolution of the humanities. Participants necessary to achieve
both ends include scholars, teachers, and students from a variety
of disciplines, including the social sciences, law, and science
and engineering, as well as representatives of government,
business, and industry.
Fundamental assumptions of the project include the belief that
digital networks, tools, and resources will best serve teaching
and research only if they are susceptible to human choice,
experimentation, and creative application. One of the prevalent
causes of late twentieth century frustration with technology is
that so many technological tools often allow for little human
choice. Janus-like, digital technology can be programmed as a
tightly controlled, closed environment, or one that is more
expansive, flexible, and susceptible, and genuinely interactive.
The Two Ravens Project will attempt to influence the evolving
digital environement as a source for and means of imaginative
invention. A second assumption follows upon the realization that
any technology can either reflect the status quo or enhance the
prevailing order, perhaps recast it into something new and more
compelling. The degree of determinism of any technology rests not
so much upon the complexity or mechanical intricacy of the
technology, but the degree of sophistication with which we
conceptualize and evaluate it. Technical wizardry is of little
value if the evaluative tools are rudimentary or poorly
articulated.
Primary Goals
The Two Ravens Institute undertakes:
- to refocus currently polarized and simplistic discussions
about technology as it relates to culture, education, and
the individual in terms that recognize the complexity and
ambiguity of these issues
- to invigorate these discussions with perspectives
normally associated with the humanities--perspectives
largely absent from current discourse and
- to foster an intellectual environment wherein individuals
can assume greater responsibility for a strong and
continuing democracy.
Structure
The term 'institute' is used in more than one sense. It
implies an ongoing series of short, intensive workshops devoted
to one or more of the thematic issues noted below. Twice each
year, the Institute will convene week-long retreats with
approximately 10-12 people prominent in a variety of academic and
creative fields. These small groups will discuss pertinent themes
in seclusion, with a final report(s) published at the conclusion
of the meeting. Those invited to the retreats will be
purposefully selected to allow for a broad array of perspectives
to be brought into focus around the general theme.
'Institute' also can be construed as a related set of themes
that a number of existing institutes in the humanities and
sciences would address over time, as well as referring to a
virtual organization whose discussions, publications,
recommendations, and projects are facilitated largely through
digital networks.
Administration
The Two Ravens Institute is jointly administered through the
libraries at Rice University and the Townsend Center for the
Humanities at the University of California, Berkeley. Project
retreats will be held at facilities under the auspices of the
University of California and Rice, as well as other venues,
including the Woodrow Wilson School at Princeton and Glasgow
University in Scotland, to encourage broad engagement with the
project's themes.
Promulgation
The promulgation of materials produced at Institute retreats
and other sponsored meetings will be wide and routine. Institute
related issues and recommendations will be sent to scholarly
societies and journals, as well as newspapers, more popular
weekly magazines, political agencies, and television and radio
venues.
Benchmarks of Success
This project will be judged successful upon evidence of the
following:
- the promulgation of its proceedings cause wider
dissemination of the themes and issues of the Institute
in other media, including non-scholarly journals and
broadcasting
- a larger public takes up the issues of the institute as
an extended dialogue
- the ideas generated in the retreats become incorporated
into scholarly writing and teaching
- a more sophisticated understanding of the implications of
technology for society is evident in legislative bodies
- greater interdisciplinarity in research on and teaching
about technology occurs
- networked technology becomes more of a utility for
educational collaboration and community building
- greater accuracy of prediction, and more thoughtful
applications, of technology as a tool of education
Themes
The Institute will convene conferences, workshops, and
occassions of public discourse on the following topics.
1. What is the preferred evolution of the humanities in the
digital era?
What strategies can be articulated to assist in the evolution
of the humanities to accomplish the desired goals? Exploration of
the changes in methodologies and new performance measures will be
undertaken; new models of discourse and training discussed.
Examples of current and suggested transformations to the canon
and the appropriation of humanistic themes by scholars in the
sciences and other disciplines will be studied and assessed.
2. Self-Governance in the Digital Age
The role of technology--particularly networked technology--in
fostering changing concepts of the individual and a democratic
society. This includes examining historical evidence on the
changing philosophies of citizenship in an increasingly
technological state; the issue of sovereignty in the digital era;
technology as an instrument of political and social reform.
3. Technology and National Security
The investment in technology as a national good for education
and improved communication in the United States; the consequences
of a renewed educational infrastructure for future national
security; the impetus of technology to thwart or enhance these
goals; equity of access as an issue of security; the historical
relationship of progress to technology as a guarantor of a secure
state; nationalism in a global networked environment.
4. Historical/Cultural Research on the Relationship of
Technology and the Imagination.
There exists a long and rich tradition of myth, legend, fairy
tale, and fabular poetry that describes technology as
antithetical to human imagination. Technology is portrayed as
hierarchical, rigidly structured, and predictable. Many fairy
tales, such as Rumplestiltskin, portray technology as a
disenfranchising force that overturns traditional roles,
individual identity, and cultural continuity, with ambiguous
results.
5. Contemporary Definitions and Descriptions of Technology.
Focus on the terms, particularly the metaphors, similes, and
analogies, used to describe current digital technology as a means
to discover the cultural contextualization of new phenomena, as
well as the prevailing constraints on applications and
opportunities that such language might entail.
6. General Research on the Reception and Predictions of
Technology
Analysis of the initial and developing response to
technologies, e.g. gunpowder, the steam engine, the laser,
telephone, and television to discern the evolution of a
technology's appropriation into a social construct. Further study
of the relationship of the concepts of technology and history and
their (deterministic) interrelationship.
7. Identity and Technology: Story Telling
Until recently, cultural values and survival techniques were
passed along in human societies largely through story telling.
Story telling, or private myth making, is also a critically
important means by which children define themselves and make
sensible order of their world. Intensive exploration of the role
of stories in the development of children, examples and analysis
of their stories, and the effects of modern technologies,
including digital networks, on the traditions of individual and
familial story telling.
8. Oral and Literate Cultures
Building upon scholarship that analyzes the distinctive
characteristics of these cultural types, Institute members
research the typology of selected late twentieth century
societies, sources and patterns of information access and
utilization, and the nature of popular and academic tropes,to
determine what role networked technology might play as an agent
of cultural change from literate to oral, and the consequences.
9. Technology and the Material Object
Within the last two centuries, technology has transformed the
production, distribution, availability, and cost of material
objects. It has also changed the way objects, including art
objects, are perceived, valued, and interpreted. The Institute
explores the convergence of art and technology, and the influence
of technology on perceptual response.
In addition to the above categories for research and
discussion, the Institute undertakes the following:
10. The Use of Technology to Foster the Imagination
In contradistinction to many prevailing traditions, means and
methods by which modern digital networks can enhance creativity
and be used as a means to preserve, access, and foster
responsibility for the cultural heritage are designed and
implemented.
11. Redefining Technological Applications for the 21st
Century
Exploring alternate ways to use technology, as well as new
metaphors and analogies with which to describe emerging
technological phenomena.
The Two Ravens Institute takes its name from Old Norse
mythology. Two ravens rested on the shoulders of the god
Odin: Huginn and Muninn, Thought and Memory. The ravens
circled the sky, often during battle, and returned in the
evening to Odin. It was considered apocalyptic if only one of
the ravens should return, the consequences being a society
governed by memory without thought, or thought without
memory. The story was meant to represent the concepts of a
world defined by the figurative absence of the living, with
the past eternally unchanged, or the rule of the present
without understanding of what has come before. As for ravens,
with only one, there may as well be none.
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