Kunstgeschichte und Digital Humanities/ Art History and the Digital Humanities (Fortsetzung der Debatte aus Heft 2, 2016)

2016 ◽  
Vol 79 (3) ◽  
pp. 299-304
Author(s):  
Béatrice Joyeux-Prunel
Author(s):  
Miguel Escobar Varela ◽  
Andrea Nanetti ◽  
Michael Stanley-Baker

In Singapore, digital humanities (DH) is inclusive of the larger spectrum of the humanities, including not only its traditional disciplines (e.g., languages and literature, philosophy, law, geography, history, art history, musicology) but also anthropology, heritage studies, museum studies, performing arts, and visual arts. Multilingual, interdisciplinary, and audiovisual projects are particularly prominent. A community is growing around an emergent concept of DH, and it is developing results mainly in society-driven research projects. Although the DH label is relatively new, and DH dialogue across Singapore institutions is at its early stages, Singapore-based researchers have carried out digital research for decades. An increasing number of projects are home-grown, but several projects have also migrated to Singapore recently due to the high degree of mobility at Singaporean institutions. Current trends suggest that the next stage of DH history in Singapore will include the development of more formal institutions and more participation in global DH conversations.


2020 ◽  
Vol 3 (2) ◽  
pp. 117-121
Author(s):  
Angelica Federici ◽  
Joseph Chandler Williams

The Digital Humanities have challenged all disciplines of Art History to engage with new interdisciplinary methodologies, learn new tools, and reevaluate their role within academia. In consequence, art historians occupy a new position in relation to the object of study. Museums have been equally transformed. The possibilities of creating virtual realities for lost/inaccessible monuments poses a new relationship between viewer and object in gallery spaces. Digital Humanities interventions in museums even allow us to preserve the memory of endangered global heritage sites that cease to exist or are inaccessible (celebrated examples including the lost Great Arch of Palmyra reconstructed with a 3D printer). Curatorial practices are now trending towards a sensorial and experiential approach. Is the role of Digital Humanities, in academic as well in museum settings, to “reveal” the object itself, through an empirical display of existing material, or to “reconstruct” something of the original experience of the object to engage spectators? Can we propose a reconciliation between these two “poles”? The Sixth International Day of Doctoral Studies promoted by RAHN aims to investigate the role of Digital Humanities by fostering a dialogue between the protection of cultural heritage sites, museology, the history of art, and the digitalization of Big Data.


2016 ◽  
Vol 79 (2) ◽  
pp. 155-158
Author(s):  
Max Marmor

Author(s):  
Alessandro Conti ◽  
Grazia Tucci ◽  
Valentina Bonora ◽  
Lidia Fiorini

Three-dimensional acquisition techniques, reality-based modelling and virtual reality are tools used in Digital Humanities prevalently for displaying the results of a study, but they can also suggest new methods of investigation to humanities scholars. In a case study regarding art history, these techniques made it possible to recreate the layout of the Sala di Saturno in Pitti Palace (Florence) in the 17th century, based on information obtained from archive documents on the tapestries designed for that hall and a 3D model expressly elaborated with geomatic techniques. The results were summarised in a video showed in 2019 during the exhibition on tapestries dedicated to Cosimo I de' Medici. A tool was also developed to assist exhibition and museum curators in their work. Through virtual reality, they can design temporary exhibitions or modify the display of the works of art in a museum in a realistic way, using visually and metrically accurate models of the pieces and exhibition rooms.


Author(s):  
Nevio Danelon ◽  
Maurizio Forte

The authors discuss their experience at Duke University and, more specifically, at the Dig@Lab, a core research unit of the CMAC (Computational Media Art and Culture) program in the Department of Art, Art History, and Visual Studies. This community of scholars and students represents a new branch of experimental teaching in digital humanities with the participation of students and faculty from the humanities, engineering, computer science, neuroscience, and visual media. In particular, the Dig@Lab studies the impact of virtual reality in cyberarchaeology and virtual museums.


2021 ◽  
Vol 4 (3) ◽  
pp. 491-500
Author(s):  
James Hutson ◽  
Trent Olsen

The technology of virtual reality (VR) has had proven educational benefits over the last three decades. Yet, most research conducted on these benefits has been confined to the sciences, especially in Computer Science. The application of VR technology for the Digital Humanities is only now beginning to receive attention, but more study needs to be conducted on its uses within various humanistic disciplines. In order to expand on the research at a pivotal time in education when modalities expand to incorporate more hybrid, distance education, and online learning, this study reviews the literature and theories behind the educational use of VR as a tool to reinforce learning outcomes in the field of art history. Through the review, theories and best practices are presented for practical adoption at various level of instruction at other institutions, as well as a list of recommendations for integrating VR technology specifically within art history instruction.


1985 ◽  
Vol 30 (12) ◽  
pp. 962-964
Author(s):  
Pavel Machotka

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