Beyond Remediation: The Role of Textual Studies in Implementing New Knowledge Environments (original) (raw)

Modelling in digital humanities: Signs in context

2016

In this paper we focus on modelling as a creative process to gain new knowledge about material and immaterial objects by generating and manipulating external representations of them. We aim at enriching the current theoretical understanding by contextualising digital humanities practices within a semiotic conceptu-alisation of modelling. A semiotic approach enables us to contextualise modelling in a scholarly framework well suited to humanistic enquiries, forcing us to investigate how models function as signs within specific contexts of production and use. Kralemann and Lattmann's semiotic model of modelling complemented by Elleström's theories on iconicity are some of the tools we use to inform this semiotic perspective on modelling. We contextualise Kralemann and Lattmann's theory within modelling practices in digital humanities by using three examples of models representing components and structure of historical artefacts. We show how their model of models can be used to understand and contextualise the models we study and how their classification of model types clarify important aspects of digital humanities modelling

Digitalization Culture vs Archaeological Visualization: Integration of Pipelines and Open Issues

ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, 2017

Scholars with different backgrounds have carried out extensive surveys centred on how 3D digital models, data acquisition and processing have changed over the years in fields of archaeology and architecture and more in general in the Cultural Heritage panorama: the current framework focused on reality-based modelling is then split in several branches: acquisition, communication and analysis of buildings (Pintus et alii, 2014). Despite the wide set of well-structured and all-encompassing surveys on the IT application in Cultural Heritage, several open issues still seem to be present, in particular once the purpose of digital simulacra is the one to fit with the “pre-informatics" legacy of architectural/archaeological representation (historical drawings with their graphic codes and aesthetics). Starting from a series of heterogeneous matters that came up studying two Italian UNESCO sites, this paper aims at underlining the importance of integrating different pipelines from differ...

Computation and the Humanities: Towards an Oral History of Digital Humanities (Springer Series on Cultural Computing Computation and the Humanities)

This book addresses the application of computing to cultural heritage and the discipline of Digital Humanities that formed around it. Digital Humanities research is transforming how the Human record can be transmitted, shaped, understood, questioned and imagined and it has been ongoing for more than 70 years. However, we have no comprehensive histories of its research trajectory or its disciplinary development. The authors make a first contribution towards remedying this by uncovering, documenting, and analysing a number of the social, intellectual and creative processes that helped to shape this research from the 1950s until the present day. By taking an oral history approach, this book explores questions like, among others, researchers’ earliest memories of encountering computers and the factors that subsequently prompted them to use the computer in Humanities research. Computation and the Humanities will be an essential read for cultural and computing historians, digital humanists and those interested in developments like the digitisation of cultural heritage and artefacts. This book is open access under a CC BY-NC 2.5 license

Charting a New Aesthetics for History: 3D, Scenarios, and the Future of the Historian’s Craft

Innovations in computing are presenting historians with access to new forms of expression with the potential to enhance scholars' capacities and to support novel methods for analysis, expression and teaching. Computer-generated form can change the way we generate, appropriate, and disseminate content. If these benefits are to be realized, however, the discipline must make room for a new domain of practice-based research. the practices we have for knowledge generation were devised in association with print technology, and historians must now acquire and develop practices that can inform our use of digital forms of representation, as well as the platforms that sustain them.

On Cognition and the Digital in the Study of Ancient Textual Artefacts

""This talk will present some cognitive aspects of the study of Ancient textual Artefacts and how understanding these cognitive processes has the potential to influence, complement, and ultimately enhance the use of digital tools. As such, it will situate itself at the confluence of the Digital Humanities and of the Cognitive Humanities. Scholars studying Ancient Textual Artefacts endeavour to create knowledge through the decipherment, transcription, transliteration, edition, commentary, and contextualization of textual artefacts, thereby transforming data and information into knowledge and meaning. Their task is hence intrinsically interpretative, and relies heavily on the mobilization of both perceptual and conceptual cognitive processes. To illustrate the claim that the act of knowledge creation is interpretative, I will briefly present the example of a Roman tablet that was interpreted once in 1917 and a second time in 2009. I will then argue that the act of digitization of Ancient Textual Artefacts already participates in the act of interpretation of textual artefacts, thereby conferring to the digitized versions of the textual artefacts three ontological characteristics making them into avatars of textual artefacts. I will then describe how, in an effort to integrate these observations into the design and development of digital tools, I have focused on analysing the expert practices of scholars working with ancient textual artefacts. Applying ethnographic methodologies and cross-referencing my findings with results from the cognitive sciences literature, I was able to identify a set a perceptual processes that intervene in the act of interpretation of ancient textual artefacts, as well as a set of conceptual processes. I will highlight three types of perceptual, embodied processes: (1) visual processes, which, as I will illustrate through the example of digital modelling work conducted on the Artemidorus papyrus, can also involve physical interactions; (2) kinaesthetic processes, where the act of tracing the texts participates in decipherment – a claim that also holds true for undeciphered texts such as Proto-Elamite, as the cognitive sciences literature on pseudo-letters would seem to suggest; and (3) aural processes, where sounding out the texts can trigger breakthroughs – a claim supported by the literature on word recognition. I will then present three types of conceptual processes involving: (1) semantic memory, also involved in word recognition; (2) acquisition and mobilization of unconscious structural knowledge, for which the cognitive sciences literature on artificial grammar learning seems to suggest that exposure to structured scripts generates unconscious knowledge; and (3) insights (aka “aha!” moments), for which the literature on creativity proposes a wide variety of possible triggers. I will conclude by claiming that by bringing the cognitive into the digital humanities, both the Cognitive Humanities and the Digital Humanities have the exciting potential to enrich each other and empower the humans doing Humanities research.""

At the Computer's Edge: The Value of Virtual Constructions to the Interpretation of Cultural Heritage

2010

The title of this paper is an adaptation of Ian Hodder’s notion that interpretation starts ‘at the trowel’s edge’ (1997), as excavations should be active, reflexive and multivocal practices, during which interpretation takes place as an inextricable part of our research. The process of interpretation is a complicated issue. It has engrossed most practitioners, and is closely related to the conceptualisation of the past as reflecting contemporary social and cultural experiences through the scrutiny of cultural heritage remains. Archaeological remains are under appreciated, as they can be accessed only by specialised audiences, and any finds are presented by means of conventional illustrations and comprehensive list of artefacts. Even the most common recording method in archaeology, i.e. fieldnotes, and the subsequent site reports, have been criticised (Hodder 1989) for their distance and impersonality, as well as their attempt to demonstrate objectivity by establishing rigorous classifications and complex terminologies. For that reason, different forms of media have been used in the interpretive processes, not only in scientific research, but also for providing varied levels of engagement with the archaeological datasets by the public. The advent of computer applications in archaeology and cultural heritage over the last twenty years has transformed both the way we do archaeology and our understanding of fundamental words, such as artefact, heritage and interpretation (Cameron & Kenderdine 2007: 1-3). Although these technologies tried to overcome the issues discussed above, as they were rapidly evolving they created a trend, usually leading to the application of these tools for the sake of it, in order to demonstrate their powerful capabilities, and were not being driven by any scientific considerations (Gillings 2005, Goodrick & Earl 2004, Richards 1998: 341). Virtual constructions have been constantly used in various forms, such as virtual and augmented reality, for the interpretation of cultural heritage in museums and institutions, but they have also been employed to illustrate journals, and even externalise our reasoning in academic books. The high visual stimulus that virtual constructions usually provide is a useful way to attract visitors to museums, archaeological sites or other heritage institutions. They also allow archaeological knowledge to be communicated and interpreted more effectively. In addition, online platforms have been used to make archaeological knowledge approachable to the public, by incorporating multimedia, simplified versions of field notes and self-explanatory images. On the other hand, novices in the field of digital methodologies are not aware of the potential of virtual constructions in investigating and interpreting archaeological data. This means that digitally constructed versions of the past can be effectively employed as a means of formal spatial analysis in the reasoning process of archaeological scientific research. It can be used to investigate multifaceted issues, which cannot be approached by any conventional means used in archaeology, such as architectural drawings and photography. This paper examines how the interpretation of archaeological remains, and consequently cultural heritage, can be facilitated by the use of computer methodologies, and argues that these applications should be considered one of the most promising ways to approach incomplete, abstract and ambiguous archaeological evidence. They create unique perspectives and new theoretical visions, advancing the construction of disciplinary knowledge, while making the audience extract meaning from the information being visualised, and making difficult-to-understand or abstract concepts more comprehensible. In order to examine this potential we use as a case study a Minoan site in Greece.

Introduction: a critique of digital practices and research infrastructures 1

Cultural Heritage Infrastructures in Digital Humanities, 2017

Digital Humanities might appear a recent phenomenon. Yet almost seventy years have gone by since Father Roberto Busa initiated his Digital Humanities project: the computer-assisted lemmatization of the complete Thomistic corpus (http://www.corpusthomisti-cum.org/). Although Busa first conceived of this project in 1946, it took him nearly four decades to realize it; leveraging the power of the digital computer as an ordering machine capable of processing and listing potentially infinite amounts of textual data. The development of the first computational analysis of archaeological materials, a numerical classification of Eurasian Bronze axes conducted by Jean-Claude Gardin and Peter Ihm in the late 1950s (Cowgill 1967; Huggett 2013) introduced a different aspect of computer-based research: one that brought to the fore the possibilities afforded by digital methods for dimension reduction, discovery and visualization of latent structures of complex data. Fast-forwarding to the present day, two surprisingly distinct communities have already emerged in digital arts and humanities research. On the one hand, Digital Humanities, at least until very recently, appeared preoccupied with transforming the traditions of text-based humanities computing, drawn directly from library collections and scholarly practice. Digital Heritage, on the other hand, has drawn more from theories and practices in digital archaeology and the digital representation of material culture but has often gained attention for its adoption of cutting-edge visualization and virtual reality technology. While driven by the traditions of custodian institutions such as museums, galleries, libraries, and archives and special collections, Digital Heritage leverages the capabilities of contemporary technologies in visualizing and representing cultural objects beyond text, and occasionally borrows ideas from the entertainment industry. Digital Heritage might influence Digital Humanities in terms of lessons learnt from visu-alization, scanning / recording, 3D photorealistic modelling, GPS and mapping technologies , and possibly even instructional design and serious game development. But Digital 1