26 research outputs found

    Digital Humanities Strategies in Transcultural Studies

    Get PDF
    In this article the authors discuss the Digital Humanities strategies of Heidelberg University’s interdisciplinary Cluster of Excellence “Asia and Europe”. It describes the structures, methods, workflows and tools that have been established in Transcultural Studies research to profit from Digital Humanities research. It introduces a schematic workflow of typical humanities research within the Cluster’s digital research environment developed by the Heidelberg Research Architecture (HRA). The authors discuss challenges and solutions on the way towards sustainable digital research and education in the field of Transcultural Studies

    Words, words. They’re all we have to go on: Image finding without the pictures.

    Get PDF
    The paper is an output of the FuzzyPhoto project carried out in collaboration with the Centre for Computational Intelligence, Faculty of Technology, DMU. The file attached is a pre-copyedited, author-produced version of an article accepted for publication in Digital Scholarship in the Humanities following peer review. The version of record is available online at: http://dx.doi.org/10.1093/llc/fqv018This paper describes a Recommendation System to help photographic historians make connections between widely dispersed and previously unrelated records of photographs held in different heritage institutions, and demonstrates how it has been used to rediscover images of exhibits from the Royal Photographic Society annual exhibitions of over 120 years ago. While the surviving exhibition catalogues are a rich information source, they are largely devoid of illustrations of the exhibits. The FuzzyPhoto project has developed techniques for analyzing a corpus of more than 1.4 million historical photographic records across different galleries, libraries, archives and museums, in order to identify similarities between them and used the results to offer visitors to those sites links to potentially related items at other sites, thus creating a web of interconnections between them. The paper describes techniques used for data acquisition, cleaning, integration, semantic-based data mining, approximate reasoning and fuzzy algorithm-based similarity metrics. It compares the approach described here with manual searches and more sophisticated computational methods such as linked data and concludes that FuzzyPhoto is an effective method for dealing with the realities of messy collection records that could be extended to other types of archival objects such as paintings, maps, textiles, etc. where record matching is required

    ‘The Wandering Adolescent of Contemporary Japanese Anime and Videogames’

    Get PDF
    PhDThis thesis examines the figure of the wandering adolescent, prominently visible in Japanese television anime and videogames produced from 1995 to the present. Japan in the 1990s and at the millennium experienced intense economic and social change, as the collapse of the 'bubble' economy of the 1980s resulted in a financial recession from which the country has yet to recover. At the close of the decade, the national experience was characterised in media descriptions of malaise and disenfranchisement, and the loss of perceived core traditional cultural values. Arguably in this period the figure of the adolescent changed qualitatively in Japanese culture, rising to prominence within youth panic discourses circulated by the Japanese news media. These concerned the perceived rise in antisocial and problematic teenage behaviour, including the otaku, the hikikomori shut-in, classroom disobedience, bullying, and prostitution, while multiple cases of brutal murder perpetrated by teenagers became the focus of extensive media coverage. Public discourse expressed alarm at the perceived breakdown of the traditional family and the growing commodification of childhood in Japanese culture. This thesis develops understanding of the shifting attitude in Japan towards adolescence within the context of these cultural anxieties, and through the analysis of anime and videogames suggests strategies that are at work within popular cultural texts that are the product of, contribute to and reorient debates about the position of the suddenly and inescapably visible teenager in Japanese society. Through analysis of discourses relating to the shifting representation of the wandering adolescent as it moves across cultural texts and media forms, the thesis forms an original contribution to knowledge and understanding of Japanese anime and videogames through illumination of a prominent motif that to date remains unexamined

    Undergraduate Catalogue 2021-2022

    Get PDF
    https://scholarship.shu.edu/undergraduate_catalogues/1037/thumbnail.jp

    Undergraduate Catalogue 2018-2019

    Get PDF
    https://scholarship.shu.edu/undergraduate_catalogues/1036/thumbnail.jp

    Undergraduate Catalogue 2018-2019

    Get PDF
    https://scholarship.shu.edu/undergraduate_catalogues/1036/thumbnail.jp
    corecore