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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
171

Recherche d'information et humanités numériques : une approche et des outils pour l'historien / Information seeking and digital humanities : an approach and tools for the historian

Suire, Cyrille 13 September 2018 (has links)
Les travaux de cette thèse portent sur les conséquences du développement du numérique sur la pratique de recherche en SHS au sens large et en histoire en particulier. L'introduction du numérique bouleverse les pratiques de recherche en histoire en mettant à disposition du chercheur un grand volume de sources numérisées ainsi que de nombreux outils d'analyse et d'écriture. Si ces nouveaux moyens de recherche permettent à la discipline d'adopter de nouvelles approches et de renouveler certains points de vue, ils posent également des questions sur les plans méthodologique et épistémologique. Devant ce constat, nous avons choisi d'étudier plus en détail l'impact des outils de recherche d'information, bibliothèques numériques et moteurs de recherche de sources sur l'activité de recherche en histoire. Ces systèmes offrent un accès à un grand volume de documents historiques mais leur fonctionnement repose sur des traitements informatiques pour la plupart invisibles aux yeux des utilisateurs, qui peuvent ainsi s'apparenter à des boîtes noires. L'objectif principal de cette thèse est donc de donner les moyens aux utilisateurs d'observer et de comprendre ces processus dans l'optique de leur permettre d'en intégrer les effets de bord à leur méthodologie. Afin de mieux positionner notre objet d'étude, nous proposons un cadre conceptuel reposant sur la notion de ressource numérique. Ce concept représente les systèmes numériques que nous étudions au sein de leur contexte d'usage, de production et d'exécution, il fait le lien entre des usages attendus par les utilisateurs et des choix méthodologiques ou techniques issus des présupposés de ces concepteurs. Sur la base de ce cadre conceptuel, nous proposons une analyse des bibliothèques numériques et moteurs de recherche de sources en fonction de chacun des contextes. Ainsi, notre étude propose une analyse des usages de ce type de ressource numérique dans le cadre d'une recherche en histoire en adoptant une démarche expérimentale et en produisant des indicateurs de la pratique. Ces indicateurs sont ensuite croisés avec le fonctionnement du système, dans ces contextes de production et d'exécution, pour en révéler les biais méthodologiques. À l'issue de ces analyses, nous proposons un réinvestissement de ces résultats sous la forme d'un outil logiciel dédié à l'enseignement d'une approche critique de la recherche d'information en ligne pour les apprentis historiens. Ces travaux sont évalués par une démarche expérimentale. Elle est construite sur la base d'un prototype d'observation du comportement des utilisateurs en situation de recherche d'information et des outils de démonstration des biais associés au fonctionnement des processus informatiques impliqués lors des phases de production des contenus et d'exécution du système. Ce prototype a fait l'objet de plusieurs phases d'expérimentation liées à son développement, l'évaluation de ces fonctionnalités et de son impact sur la pratique dans un contexte de formation. / The work of this thesis focuses on the consequences of digital technology development on research practice in the humanities in the broad sense and particularly in history. The introduction of digital technology disrupts historical research practices by making available to the researcher a large volume of digitized sources as well as numerous analysis and writing tools. These new capacities of research allow the discipline to adopt new approaches and renew certain points of view, but they also raise methodological and epistemological questions. Given this observation, we have chosen to study in more detail the impact of information retrieval tools, digital libraries and search engines on historical research activity. These systems offer access to a large volume of historical documents but they depend on computer processes that are mostly invisible to users and acting as black boxes. The main objective of this work is to give users the means to observe and understand these processes in order to allow them to integrate their side effects in a suitable methodology. In order to better position our object of study, we propose a conceptual framework based on the notion of digital resource. This concept represents the digital systems that we study within their contexts of use, production and execution. It connects uses expected by users and methodological or technical choices based on the assumptions of system designers. Based on this conceptual framework, we propose an analysis of digital libraries and historical sources search engines according to each context. Thus, our study proposes an analysis of the uses of this type of digital resource within the framework of a research in history. The study adopts an experimental approach and produces indicators of the practice. These indicators are then crossed with the functioning of the system, in its contexts of production and execution, to reveal the potential methodological biases. Following these analyzes, we propose a reinvestment of these results in the form of a software tool dedicated to teaching a critical approach to online information retrieval for student in history. This work is evaluated by an experimental approach. It is built on the basis of a prototype of observation of the behavior of the users when they are looking for information. Our experimental approach is also based on demonstration tools of the biases associated with the functioning of the computer processes involved during the contexts of production and execution. This prototype has been the subject of several experimental phases related to its development, the evaluation of these features and its impact on practice in a training context.
172

La réalisation matérielle du "Französisches Etymologisches Wörterbuch" : impact de la mise en forme typographique sur le développement d'un projet lexicographique / The material realization of the "Französisches Etymologisches Wörterbuch" : the impact of typography on the development of a lexicographical project

Kremer, Sarah 20 December 2018 (has links)
Le dictionnaire étymologique du français de Walther von Wartburg, le Französisches Etymologisches Wörterbuch (FEW), est en cours d’informatisation. Ses 25 volumes, répartis sur plus de 16000 pages, sont saisis puis jalonnés de balises sémantiques XML par une série d’algorithmes afin de permettre la mise en place d’un FEW électronique et son interaction avec différentes ressources extérieures. Or, l’encodage des données saisies ainsi que leur affichage dépendent directement de polices de caractères qui soient en mesure de formater l’ensemble du contenu du FEW, notamment une série de caractères inédits utilisés pour la notation de transcriptions phonétiques.L’objet de cette thèse consiste dans l’étude de la réalisation matérielle du FEW, en particulier sa typographie, des premières publications d’articles en 1922 jusqu’à leur diffusion actuelle sous une forme uniquement numérique. L’étude s’appuie pour cela sur une analyse des évolutions de la présentation du dictionnaire en abordant ses changements, d’ordre lexicographique mais aussi technique. Cette analyse est complétée par l’observation d’une série d’autres dictionnaires dont la mise en forme typographique est remarquable. La thèse participe ainsi à mettre en évidence la manière dont le FEW est un objet lexicographique unique.Le résultat concret de la thèse correspond à la création d’une famille de caractères adaptée aux usages du FEW. Ces polices sont exploitées au sein de deux interfaces: la première accompagne les rédacteurs du FEW lors de l’élaboration de nouveaux articles, la seconde permet aux utilisateurs de consulter et d’interagir avec la base de données du FEW informatisé. Issue d’une collaboration entre linguistes, informaticiens et designers, cette thèse propose un modèle d’intégration du design typographique au sein des humanités numériques / The etymological dictionary of the French language by Walther von Wartburg, entitled Französisches Etymologisches Wörterbuch (FEW), is being digitalized. Its 25 volumes spread over 16,000 pages are currently being typed and tagged with semantical XML language using a series of algorithms, in order to create a computerized FEW, able to interact with several external resources. However, the encoding and the display of the data requires appropriate fonts to typeset the whole dictionary, including a series of specific characters for phonetic transcriptions.The purpose of this thesis is to study the material realization of the FEW, and more specifically its typography, starting from the publication of the first articles in 1922 up to their current circulation as an exclusively digital content. The study is based on an analysis of the evolution of the dictionary's layout, taking into account lexicographical but also technical changes. This analysis is completed by a study of a selection of other dictionaries whose typesetting is remarkable. This thesis hence contributes to highlighting the extent to which the FEW is a unique lexicographic object.The concrete result of this thesis consists in a typeface family tailored to the needs of FEW users. These fonts are implemented in two interfaces: the first one is used by FEW editors to structure and write new articles, the second one enables users to consult and interact with the database of the computerized FEW.The result of a collaboration between linguists, computer scientists and designers, this thesis proposes a new model for integrating typographic design within digital humanities
173

Limits of the real : a hypertext critical edition of Bhartṛhari's Dravyasamuddeśa, with the commentary of Helārāja

Li, Charles Cheuk Him January 2018 (has links)
This dissertation is divided into two parts. The first is a critical study of the Dravyasamuddeśa, a chapter from the Vākyapadīya of Bhartṛhari, a 5th-century Sanskrit philosopher of language. It also deals with the 10th-century commentary of Helārāja, which was highly influential in shaping the interpretation of the text by later authors. Although the Vākyapadīya is a treatise on Sanskrit grammar, and this particular chapter purports to deal with the grammatical category of dravya, in the Dravyasamuddeśa, Bhartṛhari is mostly concerned with establishing a non-dual theory of reality. Helārāja, five centuries later, defends this theory and attempts to re-interpret other schools of thought, namely Buddhism and Sāṃkhya, in its terms. The second part of the dissertation is a critical edition and annotated translation of the Dravyasamuddeśa and the commentary. It also describes the making of the edition - for this project, an open source software package was developed to automatically collate diplomatic transcriptions of manuscript witnesses in order to generate an apparatus variorum. The resulting apparatus forms part of an interactive, online digital edition of the text, from which the printed edition is generated.
174

Art in the Library: Using the Digital Commons Platform to Preserve Library Exhibits

Spears, Jessica, Bravo, Deyse 01 June 2018 (has links)
McKee Library has cultivated relationships with local artists as well as partnered with several departments on campus to exhibit a variety of art works in different mediums throughout the year. We have used our digital commons platform to digitally preserve these exhibits, promote the artists, and encourage future partnerships. In our presentation, we will discuss the following: developing partnerships around campus and the community, artist agreements, creation of digital exhibits, and gallery promotion.
175

Your Abjection is in Another Castle: Julia Kristeva, Gamer Theory, and Identities-in-Différance

Ramirez, Ricardo R 01 June 2017 (has links)
Typified rhetorical situations are often a result of normalized ideologies within cultures; however, they also have the capability to produce new ideology. Within these discursive sites, identities are constructed among these normalized social acts. More importantly, these identities are constructed across many layers, not limited to one social act, but many that overlap and influence each other. In this paper, I focus on the identities that are constructed in marginalized spaces within sites of interacting discourse. Focusing on the rhetoric of abjection posited by Julia Kristeva, along with McKenzie Wark’s exploration of gamespace, a liminal theoretical space that encompasses the sites of analysis and ideology formation from the perspective of gamers, I analyze disruptions of normalized social practices in the gaming genre in order to implement the use of abjection as a method of understanding how sites of difference produce meaning for minoritarian subjects.
176

A R(EVOLUTION) OF ENVIRONMENTAL ETHICS: YOUNG-ADULT DYSTOPIAN FICTION AS A VEHICLE FOR ECOCRITICAL AWARENESS

Davis, Megan S 01 March 2019 (has links)
Prominent within various scientific journals, news media outlets, and online publications are conversations surrounding what is dubbed “climate anxiety.” This wide-stemmed social unrest is caused, in large part, by the unrelenting, consistent data from the scientific community reporting rising sea levels, species extinction, and “record-breaking” heatwaves as well as an increasing average of global temperatures, that seem to top the next every year for the past decade. However, an underlying thread to these reports remains largely consistent. Unless serious regard is given to our natural surroundings and how we have come to interact within it, regions of the Earth considered desirable for human life will likely become uninhabitable, and other parts horrifically inhospitable to humans and other species. When addressed so simply and plainly, it seems that the response to such life-altering implications ought to be simple: do whatever it takes to ensure that a diversity of life, including that of humankind, can continue on the planet Earth. Voices of the scientific community have decreed that a driving force behind the lackadaisical approach to deterring such dire climatological circumstances, is the inability to grasp the immense scope of climate change issues. This thesis, then, aims at proposing a directive to correct this problematic mentality, and a specific generation to combat this nature. Using the lens of ecocriticism, the study of literature and the environment, combined with cutting-edge theoretical findings in the field, I will focus on the literary portrayal of climate change within young-adult dystopian fiction. While regarding the scholarship on the recent increase of YA fiction that takes a critical approach to human ethics and the portrayal of the demise of the natural environment in those texts, I will examine how this trend responds to my ideas of young-adult fiction functioning within Ecocriticism. Moreover, you will see a pattern charting how literature can revolutionize and evolve the mind frame of human ethics on a planetary scale, starting with the young adult readers. Further, I will highlight how these ideologies could and ought to be incorporated into a composition classroom. Composition already has a strong history of grounding itself in the notion of identity, and how contingent factors (social, political, economic, ecological, etc.) are integrated into the construction of that identity. This thesis poses that if we can introduce a sense of how those factors affect our ability to act in the natural world and potential consequences of these actions by way of pop culture outlets like YA Climate Fiction, readers can begin to re-shape our identities and actions, individually and collectively, towards Ecocritical ethics and awareness.
177

The Empathy of Immersion: An Exploration of Battlefield 1 Through the Lense of Empathetic Virtual Reality

Gonzalez, Katelynn N 28 March 2018 (has links)
This thesis examines two works from different mediums, the short story “How to Tell a True War Story” by Tim O’Brien and the video game Battlefield 1, to compare how each constructs empathy using virtual reality and mimetic communication between audience and the work. The thesis draws from both digital media studies and affect theory to construct a nuanced view of how empathy functions in the works. The body responds to empathy physically. As social creatures, humans feel the emotions of those around them, even if those around them are virtually constructed. In other words, the thesis will explore how video games have been used historically and what their effects are on gamers, especially gamers’ bodies and emotional responses to the constructed virtual reality. This work aims to show how the lines of fiction and reality become blurred to establish empathy within a narrative and virtual reality space.
178

Digital Humaniora Pedagogik : Digitalisering av text och konsekvenser för lärande / Digitising Text in Digital Humanities Pedagogy: Consequences for Learning

Masreliez, Marie-Louise January 2013 (has links)
Den här studien undersöker hur förutsättningar för lärande förändras genom digital humanities.Utgångspunkt för lärande hämtas ur designteoretiskt multimodalt perspektiv. Teoretiskutgångspunkt för att uppnå förståelse inom digital humanities är hermeneutisk teori. Studien hargenomförts med den öppna metoden litteraturanalys och analyserar antologin DigitalHumanities Pedagogy: Principles, Practices, Politics. Studien belyser digital humanities utifrånolika kunskapsskapande aktiviteter inom lärande och hur lärande kan främjas genom digitalaverktyg och inlärningsmiljöer. Studien belyser exempel på hur digital humanities ställer nyakrav på undervisning och den lärande samt att digitala öppna universitet med fri tillgång tillmaterial och undervisning, förändrar förutsättningarna för institutioner. / New digital open universitites with free access to knowledge change the conditions of how learning occurs. This is a study into the new conditions of learning through the digital humanities. A designtheoretical multimodal perspective as well as hermeneutic thoery have been deployed to problematize the digital humanities. The study has been performed with the open method of literature analyses and the anthology Digital Humanities Pedagogy: Principles, Practices, Politics has been the object of study. The study questions the digital humanities from knowledge creating activities within learning and, at the same time, how learning may benefit from interacting with the digital. The study concludes what the effects of the digital humanities may be on theories of learning, on the student and on the institutions
179

"You're Getting to be a Habit with Me": Diegetic Music, Narrative, and Discourse in "Bioshock"

2015 September 1900 (has links)
In 2K Games’ Bioshock (2007) the player, as the protagonist Jack, is thrown into a dystopian, futuristic alternate history of America. Rapture is an underwater city saturated in music: popular songs from the mid twentieth century; classical-style soundtrack pieces composed by Garry Schyman; characters humming, singing, whistling or playing instruments; musical vending machines; and even the sounds of whales and other creatures all participate in forming a textured soundscape. The songs from the 1930s - 50s used throughout Bioshock recall a real-world cultural environment—a popular music culture that is both comfortably recognizable yet strangely unfamiliar. They occur within the game world and are heard by the player and game characters, and thus the songs are diegetic or “screen music.” In Bioshock, such music is an explicit component of narrative production, game environment creation, and player immersion. Significantly, diegetic music participates in the construction of narrative through a constant interplay or negotiation with the video game’s other elements—visual, textual, ludic—and ultimately functions as a distinct discourse able to mediate for Jack/the player between contesting factors, via established conventional codes of musical, cultural, film, and now video game signification. Bioshock’s use of music initiates a pre-game discourse during installation and prior to every game session in the disc-loading scenes, and this musical discourse is continued throughout the narrative. The story’s opening and descent into Rapture further establishes and “naturalizes” the presence of diegetic music as part of the story being told, and as a vital component of the audio-visual environment enhances player immersion. At the same time, these opening instances and subsequent occurrences of diegetic music at significant points in the story demonstrate that music’s culturally encoded emotive potential produces ironic and poignant effects, while its lyrical intertextuality generates narratological and ludic commentary in various song/scene pairings.
180

From "disentangling the subtle soul" to "ineluctable modality" : James Joyce's transmodal techniques

Mulliken, Jasmine Tiffany 02 June 2011 (has links)
This study of James Joyce's transmodal techniques explores, first, Joyce's implementation of non-language based media into his works and, second, how digital technologies might assist in identifying and studying these implementations. The first chapter introduces the technique of re-rendering, the artistic practice of drawing out certain characteristics of one medium and, by then depicting those characteristics in a new medium, calling attention to both media and their limitations and potentials. Re-rendering can be content-based or form-based. Joyce employs content-based re-rendering when he alludes to a piece of art in another medium and form-based re-rendering when he superimposes the form of another medium onto his text. The second chapter explores Dubliners as a panoramic catalog of the various aspects involved in re-rendering media. The collection of stories, or the fragmented novel, shows synaesthetic characters, characters engaged in repetition and revision, and characters translating art across media by superimposing the forms, materials, and conventions of one medium onto another. Dubliners culminates in the use of coda, a musical structure that commonly finalizes a multi-movement work. The third chapter analyzes of A Portrait of the artist as a young man, focusing on its protagonist who exhibits synaesthetic qualities and a penchant for repeating phrases. With each repetition he also revises, a practice that foreshadows the form-based re-rendering Joyce employs in Ulysses and Finnegans Wake. The fourth chapter explores the "Sirens" episode of Ulysses. In this episode, Joyce isolates the structure of the musical medium and transfers it to a literary medium. This technique shows his advanced exploration of the effects of one artistic medium on another and exemplifies his innovative technique of re-rendering art forms. Finally, the fifth chapter explores how we might use digital technologies to visualize Joyce's techniques of re-rendering. Based on these visualizations, we might identify further connections Joyce makes across his works. / text

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