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Visualisierungen mit Unity: Das Projekt „BELLUM ET ARTES“Wacker, Markus, Neubert, Stefan 09 April 2024 (has links)
No description available.
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Forschen mit dem 4D Browser – Multimodale Daten, Werkzeuge und Visualisierungen für Kunst- und ArchitekturgeschichteKröber, Cindy 09 April 2024 (has links)
No description available.
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Infrastruktur für die Dokumentation von digitalen Rekonstruktionen - Das DFG-Projekt IDOVIRWacker, Markus 09 April 2024 (has links)
No description available.
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Same same, but different? On the Relation of Information Science and the Digital Humanities: A Scientometric Comparison of Academic Journals Using LDA and Hierarchical ClusteringBurghardt, Manuel, Luhmann, Jan 26 June 2024 (has links)
In this paper we investigate the relationship of Information Science (IS) and the
Digital Humanities (DH) by means of a scientometric comparison of academic
journals from the respective disciplines. In order to identify scholarly practices
for both disciplines, we apply a recent variant of LDA topic modeling that makes
use of additional hierarchical clustering. The results reveal the existence of characteristic topic areas for both IS (information retrieval, information seeking behavior, scientometrics) and DH (computational linguistics, distant reading and
digital editions) that can be used to distinguish them as disciplines in their own
right. However, there is also a larger shared area of practices related to information management and also a few shared topic clusters that indicate a common
ground for – mostly methodological – exchange between the two disciplines.
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Digital Humanities an der Universität Regensburg: Geschichte – Projekte – StudiengangBurghardt, Manuel, Isemann, Daniel, Kattenbeck, Markus, Ludwig, Bernd, Wolff, Christian 20 June 2024 (has links)
No description available.
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Spelling Normalisation and Linguistic Analysis of Historical Text for Information ExtractionPettersson, Eva January 2016 (has links)
Historical text constitutes a rich source of information for historians and other researchers in humanities. Many texts are however not available in an electronic format, and even if they are, there is a lack of NLP tools designed to handle historical text. In my thesis, I aim to provide a generic workflow for automatic linguistic analysis and information extraction from historical text, with spelling normalisation as a core component in the pipeline. In the spelling normalisation step, the historical input text is automatically normalised to a more modern spelling, enabling the use of existing taggers and parsers trained on modern language data in the succeeding linguistic analysis step. In the final information extraction step, certain linguistic structures are identified based on the annotation labels given by the NLP tools, and ranked in accordance with the specific information need expressed by the user. An important consideration in my implementation is that the pipeline should be applicable to different languages, time periods, genres, and information needs by simply substituting the language resources used in each module. Furthermore, the reuse of existing NLP tools developed for the modern language is crucial, considering the lack of linguistically annotated historical data combined with the high variability in historical text, making it hard to train NLP tools specifically aimed at analysing historical text. In my evaluation, I show that spelling normalisation can be a very useful technique for easy access to historical information content, even in cases where there is little (or no) annotated historical training data available. For the specific information extraction task of automatically identifying verb phrases describing work in Early Modern Swedish text, 91 out of the 100 top-ranked instances are true positives in the best setting.
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Close and Distant Reading Visualizations for the Comparative Analysis of Digital Humanities DataJänicke, Stefan 19 July 2016 (has links) (PDF)
Traditionally, humanities scholars carrying out research on a specific or on multiple literary work(s) are interested in the analysis of related texts or text passages. But the digital age has opened possibilities for scholars to enhance their traditional workflows. Enabled by digitization projects, humanities scholars can nowadays reach a large number of digitized texts through web portals such as Google Books or Internet Archive. Digital editions exist also for ancient texts; notable examples are PHI Latin Texts and the Perseus Digital Library.
This shift from reading a single book “on paper” to the possibility of browsing many digital texts is one of the origins and principal pillars of the digital humanities domain, which helps developing solutions to handle vast amounts of cultural heritage data – text being the main data type. In contrast to the traditional methods, the digital humanities allow to pose new research questions on cultural heritage datasets. Some of these questions can be answered with existent algorithms and tools provided by the computer science domain, but for other humanities questions scholars need to formulate new methods in collaboration with computer scientists.
Developed in the late 1980s, the digital humanities primarily focused on designing standards to represent cultural heritage data such as the Text Encoding Initiative (TEI) for texts, and to aggregate, digitize and deliver data. In the last years, visualization techniques have gained more and more importance when it comes to analyzing data. For example, Saito introduced her 2010 digital humanities conference paper with: “In recent years, people have tended to be overwhelmed by a vast amount of information in various contexts. Therefore, arguments about ’Information Visualization’ as a method to make information easy to comprehend are more than understandable.” A major impulse for this trend was given by Franco Moretti. In 2005, he published the book “Graphs, Maps, Trees”, in which he proposes so-called distant reading approaches for textual data that steer the traditional way of approaching literature towards a completely new direction. Instead of reading texts in the traditional way – so-called close reading –, he invites to count, to graph and to map them. In other words, to visualize them.
This dissertation presents novel close and distant reading visualization techniques for hitherto unsolved problems. Appropriate visualization techniques have been applied to support basic tasks, e.g., visualizing geospatial metadata to analyze the geographical distribution of cultural heritage data items or using tag clouds to illustrate textual statistics of a historical corpus. In contrast, this dissertation focuses on developing information visualization and visual analytics methods that support investigating research questions that require the comparative analysis of various digital humanities datasets. We first take a look at the state-of-the-art of existing close and distant reading visualizations that have been developed to support humanities scholars working with literary texts. We thereby provide a taxonomy of visualization methods applied to show various aspects of the underlying digital humanities data. We point out open challenges and we present our visualizations designed to support humanities scholars in comparatively analyzing historical datasets. In short, we present (1) GeoTemCo for the comparative visualization of geospatial-temporal data, (2) the two tag cloud designs TagPies and TagSpheres that comparatively visualize faceted textual summaries, (3) TextReuseGrid and TextReuseBrowser to explore re-used text passages among the texts of a corpus, (4) TRAViz for the visualization of textual variation between multiple text editions, and (5) the visual analytics system MusikerProfiling to detect similar musicians to a given musician of interest. Finally, we summarize our and the collaboration experiences of other visualization researchers to emphasize the ingredients required for a successful project in the digital humanities, and we take a look at future challenges in that research field.
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Mobile People, Mobile God: Mobile Societies, Monotheism, and the Effects of Ecological Landscapes on the Development of Ancient ReligionsSurman, Edward 01 January 2016 (has links)
Despite the wealth of scholarship concerning the origins of religious beliefs, practices, and cultures, there has been little consideration of the impact of ecological landscapes on the development of ancient religions. Although the influence of the natural environment is considered among the variables in explaining the development of various economic, political, and other social systems throughout history, there is a specific gap concerning its impact on the origins of religious systems. The argument which is taken up in this writing is the correlation between agriculturally marginal landscape and the development of monotheism. Specifically that the religions of the ancient Iranians and Israelites were shaped, in part, by the ecological landscapes in which they developed. Using comparative case studies (primarily: Judaism, Zoroastrianism; and including the religions: Egypt, Mesopotamia, the Kikuyu, Maasai, and Lakota) and a dataset of temple sites of the greater Near East through the Iron Age, which are in established archaeological record, digitally mapped in ArcGIS, this argument takes up an examination of the apparent interconnection between mobile societies, monotheism, and a respective lack of temple building culture. Although the primary subjects of the argument are very ancient religious societies, this research is eminently relevant to modern humans because we continue to be affected by natural and built environments. Our modern minds and bodies are shaped, partly, in pragmatic response to spaces in which we develop individually and collectively. This writing is one call for more work to be done to understand the effects of our environments on our minds and ways of thinking. This call for scholarship – for understanding – comes, not accidentally, at a time when the implications of human psychological responses to the environment are particularly unsettling. As the tide of human-caused climate change begins to flood our societies and world, how too might the currents of an unraveling biosphere affect our minds? If the development of a mobile deity and mobile society was the pragmatic response of a people to agriculturally marginal landscapes, what economic, social, and religious constructs might be borne of ecological devastation?
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Negotiating Desire: Resisting, Reimagining and Reinscribing Normalized Sexuality and Gender in Fan FictionFowler, Charity A 01 January 2017 (has links)
Fan studies has examined how fan fiction resists heteronormativity by challenging depictions of gender and sexuality, but to date, this inquiry has focused disproportionately on slash, to the exclusion of other genres of fan fiction. Additionally, scholars disagree about slash’s subversive effects by setting up a seemingly stable dichotomy—subversive vs. misogynistic—where one does not necessarily exist.
In this project, I examine multiple genres of fan fiction—namely, slash arising from bromances; femslash from female friendships; incestuous fan fiction from dysfunctional familial relationships; and polyamorous fics. I chose fics from four televisions shows—NBC’s Revolution, MTV’s Teen Wolf, the CW’s The Vampire Diaries, and its spin-off, The Originals—and closely read them to identify patterns in their representations of gender and sexuality and how they connect to the source texts. Taking a dialogic “both/and” approach, I argue that critics claiming that slash is often not subversive are right to a point, but miss a key potential of fan fiction: its ability to evoke possibility—for new endings, relationships, and sexualities. Heteronormativity often asserts itself in endings; queerness plays in the middles and margins. So, too, does fan fiction. While some individual fics may reinforce elements of heteronormativity, many also actively question and transgress norms of gender, sexuality and love. Further, they embrace fluidity and possibility, and engage with the source texts and larger culture around them in a way that provides a subversive interpretation of both and offers insight into the function of the constructed nature of institutionalized heterosexuality.
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The Institute of New Feelings: Plastic Identities and Imperfect Surfaceszhou, Weijian 01 January 2017 (has links)
Digital media are moldable spaces where an image is simultaneously a thought. This instance and flexibility enables digital existences to be malleable, transformative, situational, and unstable. They are plastic images. Video games generate digital bodies that are a fusion of subjectivities and cybernetic simulations, in a perceivable and ambiguous process. Such bodies are extensions of ourselves, being girlish, imperfect, unfinished and happening—digesting and emitting clusters of feelings, regardless of our biological gender and age. The performative experience of play is progressively departing from spectacle, gambling and competition, and increasingly shifting towards an emotional journey of alternate realities, spreading subjectivities into the visible and invisible areas of screens. Such experience, and our plastic identities that reside within, marks a collaborative attempt between designers and audience to establish a new protocol of liquid perspectives functioning within and beyond digital space. Digital plasticity itself is a practice, as well as an inextricable process of understanding and deploying identities in the contemporary media-saturated pluralistic environment.
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