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Altertumswissenschaften in a Digital AgeBerti, Monica, Naether, Franziska 20 April 2016 (has links) (PDF)
No description available.
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Kulturen und TechnologienReimer, Julia 11 December 2013 (has links) (PDF)
Internationale Sommerakademien als intensive Spezialkurse für fortgeschrittene Studierende und junge Wissenschaftler/innen haben sich seit einigen Jahren auch in Sachsen etabliert. Unter Beteiligung der SLUB fand an der TU Dresden Anfang Oktober 2013 zum Beispiel der Kurs „Digitization and its Impact on Society“. An der Universität Leipzig bot sich bereits zum vierten Mal im Rahmen der Europäischen Sommeruniversität „Kulturen und Technologien“ Raum für interdisziplinären Wissens- und Erfahrungsaustausch für Nachwuchswissenschaftler/innen.
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Geographiegeschichtsschreibung und Digital Humanities: Neue Methoden für ZeitschriftenanalysenSteinbach-Hüther, Ninja, Hänsgen, Dirk, Efer, Thomas, Wardenga, Ute 01 February 2022 (has links)
Das Projekt C01 „Unser Feld ist die Welt“: Geographische Gesellschaften 1821–1914 im internationalen Vergleich des Sonderforschungsbereichs 1199 untersucht Geographische Gesellschaften als wichtige Akteure von Verräumlichungsprozessen unter Globalisierungsbedingungen. In diesem Working Paper stellen wir die
dafür am Leibniz-Institut für Länderkunde (IfL) entwickelte Methodik bzw. die zugrundeliegende Methodologie vor. Sie bedient sich konventioneller Verfahren der Datengenerierung und -verarbeitung und verbindet diese mit computergestützten Analysen aus dem Bereich der Digital Humanities, die auf diese Daten angewandt werden. Die Digital Humanities befinden sich an der Schnittstelle zwischen Informatik sowie Geistes- und Sozialwissenschaften. Sie gelten als Bindeglied zwischen beiden Disziplinen, weil sie digitale Methoden als Werkzeuge zur Bearbeitung digitalisierter Materialien der Geisteswissenschaften anwenden.
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Ring Around the Rosie: Queer Temporality in Narratives of TraumaMuhic, Dina 10 April 2018 (has links)
This dissertation employs both traditional and digital tools to analyze fictional texts through the converging lenses of narratology, queer theory, and trauma studies. I am invested specifically in the work fictional narratives perform within the current cultural context, which is itself problematized by our increasingly fractured media landscape.
While most of the work on trauma and queerness examines the trauma that is often implicated in the experience of being queer, I take a different approach, investigating ways in which the experience of trauma is itself queer. Drawing on medical and psychiatric studies of post-traumatic stress disorder, I posit that the fragmented temporal and affective space of trauma is also the space of queerness. “Ring Around the Rosie” locates an intersection between Edelman’s anti-futurism and Muñoz’s utopian hope in the disavowal of the restrictive circularity of traumatic memory, and the subsequent embrace of Stockton’s concept of lateral growth.
Written language and linear narrative inevitably fail to adequately reconstruct, convey, and process trauma because traumatic memories are formed in the part of the brain that functions outside of language and chronological time and relies instead on sensory experience. I confront this barrier through queer temporality and a form of destabilized communication that does not rely on such language alone.
Since any true employment of the concept of the queer must itself perform queerness, I allow my analysis to develop in a manner as fragmented and multiplicitous as television programming itself, which includes an approach of critical closeness and an increasingly organizationally destabilized presentation of the argument. This project’s preoccupation with form stems, in part, from my desire to not only allow for but demand an affective and personal component to academic research and analysis. The supplementary digital module culminates this study of form through its online presentation that enacts the theories argued within it.
Paradoxically, “Ring Around the Rosie” is unified through fragmentation: of traumatic memories, of queer temporality, and of viewer engagement with fictional texts. / 10000-01-01
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The Nether Worlds of Jennifer Haley — A Case Study of Virtuality TheatreYeadon, Michelle 06 September 2018 (has links)
Studies exploring the first wave of digital performance foregrounded technology by cataloging experimentation and novel interactions between liveness, projections and code. As exercises in medium, these high tech spectacles demonstrate the aesthetic potential of digital media while introducing key media concepts. Jennifer Haley is a writer with one foot in theatre and one in code. She is uniquely positioned in two interdependent spheres, which makes her particularly suited to engineer a theatrical bridge into the virtual, because at the heart of the contemporary technological revolution is a new level of writing and media literacy. Theatre has been effectively accessing the virtual imagination for millennia, and new technologies create new intricacies for engaging the virtual within theatrical space. Each is a medium defined by action, which host other media, and provide in depth simulations. Haley’s plays push beyond the fascination and spectacle of technology to incorporate the mundane reality of the digital into the structure of her work. Haley writes plays specifically to resonate with the similarities she sees between theatre and virtual worlds. Utilizing techniques and tropes from other media and then framing the narrative from within a theatrical world Haley exploits the essence of an active, critical audience and opens a dialog between virtual worlds and the perceptions of the audience. She treats her media generated worlds as places. Other digital theatre plays may peer through a window into the virtual by dramatizing a conversation through media; Haley sends an expedition over the threshold into another world. A flesh version of an avatar breathing before the audience establishes a material existence unattainable in two dimensional screen media. Haley illuminates the constructed nature of mediatized communication, but she does it dramaturgically deemphasizing the technology and re-centering the human within the virtual drama. Her approach builds a metaphorical bridge between theatre and virtual digital realities. Through a close reading of Haley’s plays I will demonstrate how Haley takes the artistic next step for computer technology and theatre.
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The New Aesthetic and Art: Constellations of the PostdigitalContreras-Koterbay, Scott, Mirocha, Łukasz 01 January 2016 (has links)
The case for the new aesthetic -- Manifestations of the new aesthetic -- Glitch ontology and the new aesthetic -- Setting the stage : the new precursorsand boundaries for a new aesthetic art -- Letting go : new aesthetic artists and the new aesthetic art that works -- Teleology and the new aesthetic -- Conclusion -- References -- Biographies.
"The new aesthetic and art: constellations of the postdigital is an interdisciplinary analysis focusing on new digital phenomena at the intersections of theory andcontemporary art. Asserting the unique character of New Aesthetic objects, Contreras-Koterbay and Mirocha trace the origins of the New Aesthetic in visual arts, design, and software, find its presence resonating in various kinds of digital imagery, and track its agency in everyday effects of the intertwined physical world and the digital realm. Contreras-Koterbay and Mirocha bring to light an original perspective that identifies an autonomous quality in common digital objects and examples ofart that are increasingly an important influence for today's culture and society." / https://dc.etsu.edu/etsu_books/1118/thumbnail.jpg
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Sculpting Fantasy Realism Creatures of the DesertEisenbrey, Peter 01 May 2018 (has links)
Creature design and sculpture is about representing life with three dimensions. To begin designing a creature, the process begins by looking at real life. Studies of existing wildlife and anatomy reference provided the foundation for the creation process. The goal of this project was to study creature design and attempt creating feasible results. The background and location origin of these creatures are based on the environmental location of Arizona. The goal was creating and rendering four creatures with the attempt of achieving fantasy realism.
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First Steps: An Environment Scanning Process for Informing Decision-Making in Digital HumanitiesElliott, Cynthia 24 April 2012 (has links)
Poster presentation from the Living the Future 8 Conference, April 23-24, 2012, University of Arizona Libraries, Tucson, AZ. / Digital Humanities is a collaborative approach to humanist work using digital tools that encourage interdisciplinary scholarship and challenge current theoretical paradigms using technologies. This poster will present an environmental scanning process for discovering opportunities for the University of Arizona Libraries to take a leadership role in the area of Digital Humanities on campus. These first steps lead to identifying, collecting, and translating information about external influences into useful recommendations that provide input into our decision-making process.
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A computer assisted analysis of literary text : from feature analysis to judgements of literary meritCrosbie, Tess January 2016 (has links)
Using some of the tools developed mainly for authorship authentication, this study develops a toolbox of techniques towards enabling computers to detect aesthetic qualities in literature. The literature review suggests that the style markers that indicate a particular author may be adapted to show literary style that constitutes a "good" book. An initial experiment was carried out to see to what extent the computer can identify specific literary features both before and after undergoing a "corruption" of text by translating and re-translating the texts. Preliminary results were encouraging, with up to 90 per cent of the literary features being identifi ed, suggesting that literary characteristics are robust and quanti fiable. An investigation is carried out into current and historic literary criticism to determine how the texts can be classified as "good literature". Focus groups, interviews and surveys are used to pinpoint the elements of literariness as experienced by human readers that identify a text as "good". Initially identified by human experts, these elements are confirmed by the reading public. Using Classics as a genre, 100 mainly fiction texts are taken from the Gutenberg Project and ranked according to download counts from the Gutenberg website, an indicator of literary merit (Ashok et al., 2013). The texts are equally divided into five grades: four according to the download rankings and one of non- fiction texts. From these, factor analysis and mean averages determine the metrics that determine the literary quality. The metrics are qualified by a model named CoBAALT (computer-based aesthetic analysis of literary texts). CoBAALT assesses texts by Jane Austen and D. H. Lawrence and determines the degree to which they conform to the metrics for literary quality; the results demonstrate conformity with peer reviewed literary criticism.
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DANGERS OF THE NEWS(FEED): AN EXPLORATION INTO FAKE NEWS, PHOTOGRAPHIC TRUTH AND THE POWER OF DIGITAL COMMUNICATION ON FACEBOOKGalla, Taylor 01 January 2018 (has links)
In an age of ever-expanding digital communication platforms and the presence of news online becoming paramount, the amount of information being shared and the truth of that information is becoming more and more difficult to track. The power of these social platforms is one that all should recognize and reflect upon in terms of their use of them, and reliance on them for the information they need. This thesis seeks to explore this power and the ways in which to remedy the falsities spread on the platforms faster than ever before, through photographic journalism.
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