Write a note on some of the projects of Digital Humanities.
Name: Upasna Goswami
paper: 204 Contemporary Western Theories and Film Studies
Roll no: 20
Enrollment no: 4069206420220012
Batch: 2023-2024 (M.A Sem 3)
Email id:
goswamiupasna339@gmail.com
Submitted to: S. B. Gardi Department of English, maharaja Krishnakumarsinhji Bhavnagar University
Introduction:
Digital Humanities is a broad field of research and scholarly activity covering not only the use of digital methods by arts and humanities researchers and collaboration by Digital Humanities specialists with computing and scientific disciplines but also how the arts and humanities offer distinctive insights into the major social and cultural issues raised by the development of digital technologies. Work in this field is necessarily collaborative, involving multiple skills, disciplines, and areas of expertise. The use of computers to analyze research data in arts and humanities disciplines such as literature and history dates back to the 1940s. The University of Cambridge was a pioneer in the development of humanities computing, with the establishment in 1964 of the Literary and Linguistic Computing Centre under the chairmanship of Roy Wisbey. The emphasis in these early days was on the potential of the computer to facilitate the creating and sorting of large concordances and thesauri of historical texts. The work of pioneers such as Wisbey led
to the growth during the 1970s and 1980s of an international community of specialists in humanities computing across a range of disciplines, who focused on the development of computational methods to accommodate the complex and varied structures found in the primary materials used by humanities scholars. (www.cdh.cam.ac.uk/cdh/what-is-dh) The digital humanities also referred to as humanities computing, maybe a field of study, research, teaching, and invention concerned with the intersection of computing and therefore the disciplines of the humanities. It is a study that is methodological naturally and interdisciplinary in scope. It involves investigation, analysis, synthesis and presentation of data in electronic form. It studies how these media affect the disciplines during which they're used, and what these disciplines need to contribute to our knowledge of computing. When one talks about the internet, it is a myth that English is the language which rules. In the lawless land of internet, language transients the border. It overcomes conventional grammatical rules. It takes shape into internet specific slang and overall revolutionalizes linguistic rules. The millennials are the most important change-makers in the linguistic world which occurs in today's internet marketing. Current generation grew up with the computers and the internet by their side and they have also developed a special language, dialect, and slang of English. The age-old grammar Nazi attitude is shaken and stirred by this young generation and they have taken many advanced steps in the creation of tone and pitch to convey emotions by experimenting with traditional English grammar and mixing and merging it with local languages like Hindi or regional languages like Gujarati Marathi or Tamil. (Oza, 2019)
“Digital Humanities refers to new modes of scholarship and institutional units for collaborative, transdisciplinary, and computationally engaged research, teaching, and publication. Digital Humanities is less a unified field than an array of convergent practices that explore a universe in which print is no longer the primary medium in which knowledge is produced and disseminated. Digital Humanities.” (Burdick et al 2012)
“The digital humanities, then, and their interdisciplinary core found in the field of humanities computing, have a long and dynamic history best illustrated by an examination of the locations at which specific disciplinary practices intersect with computation.” (Schreibman et al 2004)
When the world of Digital Humanities first introduced, it had been called “humanities computing,” and while people agreed on a couple of elements of a creation story, there was no coherent account of where this “new” field came from. Over the years, it developed into the many events leading up to the present state of Digital Humanities. Digital Humanities isn't a unified field but an array of convergent practices that explore a universe during which:
1. The print is not any longer the exclusive or the normative medium in which knowledge is produced and/or disseminated; instead, print finds itself absorbed into new, multimedia configurations; and
2. Digital tools, techniques, and media have altered the assembly and dissemination of data within the arts, human and social sciences.
A Digital Humanities project is one which uses digital methods and computational techniques as part of its research methodology, dissemination plan, and/or public engagement.
A typical Digital Humanities project will use both digital and non-digital methods in its research design. Digital methods enable scholars to ask questions that are difficult to answer using non-digital methods, due to the size or complexity of the source material. They also enable the public to engage with research in an accessible way.
Digital methods are not always quantitative. Scholarly digital editions, for example, use digital methods to support the manual production of texts that are designed to be read.
A typical Digital Humanities project will use digital methods in both its research methodology and dissemination plan, simply by making the products of its research (data, tools, web apps etc) publicly accessible at the end of the project. Clerical Exile in Late Antiquity is an example of this:
A database was designed so that the team could input information about exile cases. The team had full control over the design of the database, because it needed to reflect their source materials and enable them to capture information that was pertinent to their research questions.
Advanced search and data visualisation tools, such as historical mapping and social network diagrams, were designed so that the research team could analyse their data and thereby answer their research questions.
At the end of the project, the research team added user guidance and background information so that the database, advanced search, and data visualisation tools can be used by their peers and a wider audience. This online resource was one of the project’s key research outputs.
History and Development of Digital Humanities in the Academic World:
1949-1970: Digital Humanities in Computing Centers: 1949: Father Roberto Busa began his index of every word in the works of St. Thomas Aquinas (11M words); visits Thomas Watson and enlists IBM 1963: Roy Wisbey founded the Centre for Literary and Linguistic Computing in Cambridge to support his work with Early Middle High German Texts.
.1966: Computers and the Humanities founded; Wilhelm Ott (developer of TUSTEP) learns to program (http://www.allc.org/node/210); see also his early experiments in “multimedia”: http://people.lis.illinois.edu/~unsworth/Ott.multimedia.mov
1970: The first instance of what later became the Association for Literary and Linguistic Computing conference is held at the University of Cambridge.
1973-1992: Digital Humanities and Scholarly Societies:
1973: Founding of The Association for Literary and Linguistic Computing 1978: Founding of the Association for Computers and The Humanities
1985: Perseus Project has begun at Harvard
1986: Literary and Linguistic Computing founded
1986: SGML specification released 1987: Text-Encoding Initiative, Humanist has begun
1989: First joint ACH/ALLC conference held in Toronto (at which Bob Kraft demonstrates Ibycus, TLG, hypertext)
1991: Electronic Beowulf Project 1992: H-Net founded
1992-2004: Digital Humanities and Libraries:
1992: Etext Center founded at Virginia by Kendon Stubbs http://www.lib.virginia.edu/kls/text_only.html
1993: Mosaic released, IATH founded at Virginia, STG founded at Brown; EAD development begins at Berkeley.
1994: First edition of the TEI guidelines; Center for History and New Media founded
1996: The first draft of XML spec released (co-edited by the North American editor of the TEI Guidelines); Digital Library Program founded at the University of Michigan; SCETI founded at Penn 1999: MITH founded
2003: HASTAC founded
2004: Blackwell Companion to Digital Humanities
2005-2012: DH mainstreamed: 2005: The Blake Archive approved by MLA‟s CSE
2006: MLA publishes Electronic Textual Editing
2006: ACLS report on Cyberinfrastructure for Humanities and Social Sciences
2006: NEH Office of Digital Humanities
2007: NEH DH Start-up grants 2007: Centernet founded 2008: CLIR Survey of Digital Humanities Centers
A Digital Humanities project is one which uses digital methods and computational techniques as part of its research methodology, dissemination plan, and/or public engagement.
A typical Digital Humanities project will use both digital and non-digital methods in its research design. Digital methods enable scholars to ask questions that are difficult to answer using non-digital methods, due to the size or complexity of the source material. They also enable the public to engage with research in an accessible way.
Digital methods are not always quantitative. Scholarly digital editions, for example, use digital methods to support the manual production of texts that are designed to be read.
A typical Digital Humanities project will use digital methods in both its research methodology and dissemination plan, simply by making the products of its research (data, tools, web apps etc) publicly accessible at the end of the project. Clerical Exile in Late Antiquity is an example of this:
A database was designed so that the team could input information about exile cases. The team had full control over the design of the database, because it needed to reflect their source materials and enable them to capture information that was pertinent to their research questions.
Advanced search and data visualisation tools, such as historical mapping and social network diagrams, were designed so that the research team could analyse their data and thereby answer their research questions.
At the end of the project, the research team added user guidance and background information so that the database, advanced search, and data visualisation tools can be used by their peers and a wider audience. This online resource was one of the project’s key research outputs.
Some projects use digital methods as part of their impact and public engagement plans, rather than as an aid to the research. Cine Ricordi: Italian Cinema Audiences is an example of this. We worked with the project team to develop a map of Italy which provides location-based access to interviews of people recounting their memories of attending the cinema in the 1950s. It also includes a system for enabling the public to upload memories and memorabilia to the map.
The outputs of a Digital Humanities project are often:
An online resource or mobile app, for use by scholars and the public, as a research output or medium for public engagement.
High quality data for sharing under an open access license.
Submission of the online resource and/or data for REF as either research outputs or impact case studies. Many of the DHI’s online resources have been submitted to previous REFs and RAEs
.
Most successful Digital Humanities projects begin with Principle Investigators who have an idea or a research problem but do not know whether it will benefit from a digital approach.
Words : 2004
Works Cited
“\/.” YouTube, 16 June 2023, https://www.jstor.org/stable/10.1086/673587. Accessed 27 November 2023.
O'Toole, Robert. “What are Digital Humanities? - DAHL journal.” Inspires Learning, 11 April 2023, https://www.inspireslearning.com/dahl/digital-humanties/what-are-digital-humanities/. Accessed 27 November 2023.
Oza, Preeti. “(PDF) Digital Humanities-An Introduction.” ResearchGate, 4 July 2020, https://www.researchgate.net/publication/342692665_Digital_Humanities-An_Introduction. Accessed 27 November 2023.
“WHAT IS A DIGITAL HUMANITIES PROJECT? – DHI.” The Digital Humanities Institute, https://www.dhi.ac.uk/what-is-a-digital-humanities-project/. Accessed 27 November 2023.
No comments:
Post a Comment