picture of Timothy Lenoir





Current Research Projects


History of Recent Science and Technology: STIM and Bioinformatics (1997-2003)

With funding from the Alfred P. Sloan Foundation and from the Dibner Foundation I have been engaged in two projects focused on using the web to construct the history of recent science and technology. Our goal has been to construct tools for enabling communities of scientists and engineers to archive, comment upon, and collaborate with historians in writing the history of their own fields. The first of these large projects, called Science and Technology in the Making (STIM) developed five separate web projects from 1997-1999 on episodes related to 1) the history of the electric vehicle, 2) the development of the polymerase chain reaction (PCR), 3) the Central Artery/Tunnel Project in Boston, 4) the Blackouts of New York City in 1965 and 1977, and 5) the history of human computer interaction. I contributed the Mousesite to STIM, a site focused on the pioneering work of Douglas Engelbart and his colleagues at the Stanford Research Institute during the 1960s and early 1970s.

The second generation of these projects has focused on the history of recent science and technology and has been sited at the Dibner Institute at MIT, where Jed Buchwald has served as Principal Investigator and has organized a complete team of technical support to facilitate the project. The project, which started in 2000 and will conclude in 2003, consists of websites devoted to five areas; namely, 1) the Apollo guidance system, 2) the history of bioinformatics, 3) the history of molecular evolution, 4) the physics of scales, and 5) materials science. My contribution has been the construction of the site for the history of bioinformatics.

Stanford Startup (2001-2003)

This is a project funded by Stanford Dean for Research, Charles Kruger to conduct a study of Stanford's relations to Silicon Valley. Together with Nathan Rosenberg (Economics), Harry Rowen (Business School, Hoover Institute), and a team of postdocs and students, we are exploring the sources of Stanford's culture of technological innovation and its contributions to industry. Our focus is especially on the ways in which Silicon Valley and other external sources have contributed to shaping Stanford programs and the ways Stanford has adapted to its local and national funding environment. My part in the project is the biomedical sciences at Stanford. I am also responsible for drafting our final product, which will be a book and related website. The project will conclude in 2003. Our working archival base and interim project reports can be viewed at the Stanford Startup webportal.

How They Got Game: The History of Video Games, Game Design, and Simulation (2001-2004)

With support from the Stanford Humanities Lab, Henry Lowood (Stanford University Libraries) and I are the principal investigators on a project exploring the history and cultural impact of a crucial segment of New Media: interactive simulations and video games. The current generation of video and PC games has established genres that effectively use narrative structures, allow for community-based interaction and content development, and push the boundaries of computer-generated animation, graphics, and audio. Our group of student collaborators are conducting research in five-genre defined areas of computer games: storytelling, strategy, simulation, sports, and shooters (3d first-person games). In addition to traditional methods of publication, we are working on web-based presentations of our content, including collaborative timelines, digital archives, and high doses of interactivity.

Important products of our research include:

  • Archival and Media Project-- we are constructing a digital archive of source materials, including the preservation of software, media streams, screenshots, and documentation

  • Class-- The project has also led to the introduction of a new Stanford class offered in the Science, Technology and Society Programs: STS145. "History of Computer Game Design: Technology, Culture, Business". Student papers from this course (80 in the first year alone) will be available through the project website.

  • Edited volume (in progress)-- We are preparing an edited volume of papers on the topic of our project, including papers from academic scholars, industry leaders, and several contributions from students who have taken the course.

  • Museum exhibit -- We are planning a multi-sited museum exhibit to take place in early 2004; this exhibit will feature several installations from the worlds of computer games and military simulation at the SF Yerba Buena Center for the Arts and the Stanford Cantor Center for the Visual Arts (for more information see the Yerba Buena Center's visual arts calendar).

  • Publications --
    "All But War Is Simulation: The Military Entertainment Complex." Configurations, Vol 8 (2000), pp. 238-335.

    "Fashioning the Military Entertainment Complex," Correspondence: An International Review of Culture and Society, Vol. 10, Winter/Spring, 2002-2003, pp. 14-16.

    "Programming Theaters of War: Gamemakers as Soldiers," in Robert Latham, ed., Bombs and Bandwidth: The Emerging Relationship between IT and Security, New York: New Press, 2003 (in press).

    "Theaters of War: The Military-Entertainment Complex," with Henry Lowood, in Jan Lazardzig, Helmar Schramm, Ludger Schwarte, eds., Kunstkammer, Laboratorium, Bühne--Schäuplatze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, Berlin; Walter de Gruyter Publishers, 2003 in both German and in English.


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