scholarly journals Philologie und Digitalität. Perspektiven für die Musikwissenschaft im Kontext fächerübergreifender Institutionen

2020 ◽  
Author(s):  
Ulrich Konrad

Currently, the qualitative spectrum of methods in the philological sciences is being substantially expanded, with far-reaching implications, through the integration of the empirical, quantitative, and evaluative possibilities of the Digital Humanities. The example of the planning and establishment of „Kallimachos,“ the Center for Philology and Digitality (ZPD) at the University of Würzburg, demonstrates how a research center in the field of interplay between the humanities and cultural studies, digital humanities, and computer science can bring about a surge of change by providing in-depth insights into each other‘s subjects and ways of thinking. It not only brings with it a new view of the epistemological interests of philology, its questions, its canon, and its key concepts, but also makes computer science aware of the ‚recalcitrance‘ of humanities subjects and thus confronts it with new tasks. The ZPD is the result of a systematic reflection on the digital transformation of philology, with its traditional focus on editing and analyzing, in order to advance this development both in terms of content and methodology. For example, the formation of linguistic conventions in speaking and writing about music in 19th-century composers‘ texts and in music journals would be an ideal subject for the application of digital methods of analysis and the development of new research questions based on them. Research networks that jointly develop and rethink methods on the level of data structures across disciplines are likely to be a proven means of preserving our own discipline in the future, even if this may occasionally be a relationship borne more by reason than by love.

2020 ◽  
Vol 21 (26) ◽  
Author(s):  
Mikko Tolonen ◽  
Eetu Mäkelä ◽  
Jani Marjanen ◽  
Tuuli Tahko

Digihumanitaaria-alane haridus peaks keskenduma selgelt määratletud allvaldkondadele, mis on mõttekad kohalikus kontekstis. Otsustasime Helsinki ülikoolis pöörata peatähelepanu interdistsiplinaarse digihumanitaaria valdkonnale. Käesolevas artiklis näitame, et digihumanitaaria-alaste uuringute edukaks läbiviimiseks on oluline interdistsiplinaarsus, ning väidame, et seda on digihumanitaarharidusse kõige parem liita humanitaarteaduslikel ühisuuringutel põhineva projektipõhise õppe kaudu.   Digital Humanities can be regarded as a complex landscape of partially overlapping and variously connected domains, including e.g. computational humanities, multimodal cultural heritage and digital cultural studies and cultural analytics (Svensson 2010). Yet, as a precondition for setting up an educational programme within an academic institution, one needs to be able to delineate the discipline being taught (Sinclair and Gouglas 2002, 168) in terms of a coherent academic identity, interrelations between courses, and skills that graduates will attain. Therefore any locally situated educational enterprise needs to focus on those areas of DH that can be reasonably tied to research conducted at the hosting institution. At the University of Helsinki, we have put particular effort into defining our educational profile in interdisciplinary computational humanities, taught both as a minor studies module (30 ECTS) and an MA track (120 ECTS). Because of the complexities of humanities data and the lack of standard protocols for dealing with it, it is very difficult for a humanities scholar to apply computational and statistical methods in a trustworthy manner without specialist help. At the same time, neither can computer scientists, statisticians or physicists answer humanities questions on their own, even if they understand the algorithms. Our solution to this problem is to argue that computational humanities research, and as a consequence also digital humanities education, should be fundamentally interdisciplinary endeavours, where statisticians, computer scientists and scholars in the humanities work together to develop, test and apply the methodology to solve humanities questions. Our version of computational humanities thus exists precisely and solely at the intersection of humanities and computer science rather than as separate from either of them. Consequently, people participating in this field should primarily anchor their academic profile to one of the parent disciplines instead of trying to find an identity purely in the middle. This is reflected in our educational approach. We provide students in the humanities with instruction on how to use ready-made tools, workflows or applied programming, granting them a general digital competency and agency, but our focus is on developing a broader literacy regarding data and computational methods. By learning to contextualize their skills within the field of computational humanities as a whole, the humanities students also learn to assess where their personal boundaries lie, and where an interdisciplinary collaboration is required instead. In this context, their computational literacy also helps them converse with the methodological experts coming to the field from computer science. In this interdisciplinary setting, we take a project-based approach to learning, tying teaching to actual research projects being conducted at the faculty. This approach both harnesses the varying competencies of our students and provides an excellent basis for learning interdisciplinary collaboration (Bell 2010). The culmination of our project courses is the Digital Humanities Hackathon, a multidisciplinary collaboration between the University of Helsinki digital humanities programme and the data science programmes at the Department of Computer Science and Aalto University. For researchers and students from computer and data sciences, the Hackathon is an opportunity to test their abstract knowledge against complex real-life problems; for people from the humanities and social sciences, it shows what is possible to achieve with such collaboration. For both, the Hackathon gives the experience of working with people from different backgrounds as part of an interdisciplinary team and simulates group work in such professional settings as the students may find themselves in after graduation, acculturating them to work outside academia (cf. Rockwell and Sinclair 2012). Our conception of computational humanities as intrinsically collaborative and interdisciplinary is based on the realisation that the traditional, single-author research culture of the humanities is a hindrance to successfully integrating computational approaches into humanities research. We feel that our formulation of the field has the power to contribute to the renewal of research culture and education within the humanities in general, adding value to traditional disciplinary curricula, as well as equipping students with skills relevant in the workplace.


Author(s):  
Vincenzo De Florio

In this chapter our survey of methods and structures for application-level fault-tolerance continues, getting closer to the programming language: Indeed, tools such as compilers and translators work at the level of the language—they parse, interpret, compile or transform our programs, so they are interesting candidates for managing dependability aspects in the application layer. An important property of this family of methods is the fact that fault-tolerance complexity is extracted from the program and turned into architectural complexity in the compiler or the translator. Apart from continuing with our survey, this chapter also aims at providing the reader with two practical examples: • Reflective and refractive variables, that is, a syntactical structure to express adaptive feedback loops in the application layer. This is useful to resilient computing because a feedback loop can attach error recovery strategies to error detection events. • Redundant variables, that is, a tool that allows designers to make use of adaptively redundant data structures with commodity programming languages such as C or Java. Designers using such tools can define redundant data structures in which the degree of redundancy is not fixed once and for all at design time, but rather it changes dynamically with respect to the disturbances experienced during the run time. Both tools are new research activities that are currently being carried out by the author of this book at the PATS research group of the University of Antwerp. It is shown how through a simple translation approach it is possible to provide sophisticated features such as adaptive fault-tolerance to programs written in any language, even plain old C.


Author(s):  
Heidi Kurvinen

This chapter discusses the various practical, epistemological and methodological issues of importance when a historical scholar with limited digital skills wants to take a step towards learning how to conduct digital analyses. As a feminist historian, the author combines this approach with a discussion of the relation of feminist research and digital humanities. In line with practice in feminist research, she uses a self-reflexive approach and asks how the increase in the understanding of digital methods influences research questions in feminist history. Do digital humanities tools transform the work as feminist historians? How can digital analyses develop the field of gender history in general and the history of feminism in particular? Can a scholar who has limited technological skills engage with an informed and critical discussion with digitised materials? In doing this the chapter provides an inside reflective history of the making of digital history.


2014 ◽  
Vol 3 (1) ◽  
pp. 375
Author(s):  
FREDERICO FREITAS

<p class="FreeForm"><strong>Resumo: </strong>Entrevista com Zephyr Frank, diretor do <em>Spatial History Project</em> (Projeto de História Espacial) e do <em>Center for Spatial and Textual Analysis</em> (Centro de Análise Espacial e Textual) da Universidade Stanford, nos Estados Unidos, sobre <em>spatial history</em> e outras linhas de pesquisa englobadas sob o rótulo das humanidades digitais. A discussão toca o tema do uso de novos métodos digitais como o SIG histórico, a leitura à distância e a análise de redes sociais na pesquisa em humanidades, questionando os limites e as possibilidades de tais ferramentas. Por fim, discute-se sobre o investimento institucional e financeiro necessário para a implementação dessas novas tecnologias de pesquisa.</p><p class="FreeForm"><strong>Palavras-chave:</strong> <em>Spatial History</em> – Humanidades Digitais – Redes Sociais – Leitura à Distância.</p><p class="FreeForm"> </p><p class="FreeForm"><strong>Abstract: </strong>An interview with Zephyr Frank, director of both the Spatial History Project and the Center for Spatial and Textual Analysis at Stanford University, on spatial history and other lines of research encompassed by the digital humanities label. The discussion touches on the new digital methods of research like historical GIS, distant reading, and social network analysis, which are becoming more common among humanists. It also questions the possibilities and limits of such tools. Finally, it presents a brief discussion on the institutional and financial resources needed for implementing those new research technologies.</p><p class="FreeForm"><strong>Keywords:</strong> Spatial History – Digital Humanities – Social Networks – Distant Reading.<em></em></p>


Author(s):  
Inmaculada Rodríguez ◽  
Maria Salamó ◽  
Anna Puig

This paper presents two gamification experiences developed in the Computer Science (CS) degree at the University of Barcelona. Usually, the CS degree suffers from low class attendance, which impacts the participation of students in in-class programming activities. Additionally, this degree includes a basic course related to human computer interaction that, despite of being valuable for the formation of students, they feel as boring and useless, far from their - heavily computer focused - interests. Then we decided to gamify a basic course of programming skills and the mentioned HCI course. We decided to use two different formats, online and physical. First, one experience was performed in “Human Factors in Computing” course of third year of studies, with 70 enrolled students. First, students attended to a 3D online theoretical class related to emotional design in “The education district” (TED) platform, which is a 3D Virtual World (VW) for educational purposes, developed by Virtway corporation. Afterwards, they participated in the ‘Game of thrones’ gamified activity where they evaluated the usability of TED. Second, we designed ‘physical’ gamified classes to increase attendance to Data Structures course, and in consequence, augment the number of programming exercises that students perform and the assistance they receive from the teacher. During the gamified sessions, the 120 enrolled students enhanced their skills in solving programming problems. The experience consisted of three kinds of challenges (with easy, medium, and hard difficulty level) solved in large, medium, and low-sized groups of students, respectively. The results of both experiences were satisfactory as evidenced by the percentage of students (&gt;=66,7%) that rated the activities between 6 and 10 (in a 0 to 10 scale).


2013 ◽  
Vol 28 (70) ◽  
Author(s):  
Mads Rosendahl Thomsen

Mads Rosendahl Thomsen: “Very Distant Reading. Literature, the Big Data, and Google Ngrams”The article discusses the uses of Google Ngram Viewer in light of the current larger interest in digital humanities. Through a series of examples, the article seeks to demonstrate how Ngrams are useful for providing a better context for otherwise more intuitive notions of cultural importance of works and how the tool can help generate new research questions, both with regards to the position of literary works in culture and with regards to the differences between the literary world and culture at large.


2017 ◽  
Vol 20 (1) ◽  
pp. 4
Author(s):  
Huub Wijfjes

Digital humanities is an important challenge for more traditional humanities disciplines to take on, but advanced digital methods for analysis are not often used to answer concrete research questions in these disciplines. This article makes use of extensive digital collections of historical newspapers to discuss the promising, yet challenging relationship between digital humanities and historical research. The search for long-term patterns in digital historical research appropriately positions itself within previous approaches to historical research, but the digitization of sources presents many practical and theoretical questions and obstacles. For this reason, any digital source used in historical research should be critically reviewed beforehand. Digital newspaper research raises new issues and presents new possibilities to better answer traditional questions.


2019 ◽  
Vol 12 (1) ◽  
pp. 7-20
Author(s):  
Péter Telek ◽  
Béla Illés ◽  
Christian Landschützer ◽  
Fabian Schenk ◽  
Flavien Massi

Nowadays, the Industry 4.0 concept affects every area of the industrial, economic, social and personal sectors. The most significant changings are the automation and the digitalization. This is also true for the material handling processes, where the handling systems use more and more automated machines; planning, operation and optimization of different logistic processes are based on many digital data collected from the material flow process. However, new methods and devices require new solutions which define new research directions. In this paper we describe the state of the art of the material handling researches and draw the role of the UMi-TWINN partner institutes in these fields. As a result of this H2020 EU project, scientific excellence of the University of Miskolc can be increased and new research activities will be started.


2019 ◽  
Author(s):  
FRANCISCO CARLOS PALETTA

This work aims to presents partial results on the research project conducted at the Observatory of the Labor Market in Information and Documentation, School of Communications and Arts of the University of São Paulo on Information Science and Digital Humanities. Discusses Digital Humanities and informational literacy. Highlights the evolution of the Web, the digital library and its connections with Digital Humanities. Reflects on the challenges of the Digital Humanities transdisciplinarity and its connections with the Information Science. This is an exploratory study, mainly due to the current and emergence of the theme and the incipient bibliography existing both in Brazil and abroad.Keywords: Digital Humanities; Information Science; Transcisciplinrity; Information Literacy; Web of Data; Digital Age.


Author(s):  
Joanne Pransky

Purpose – This article is a “Q&A interview” conducted by Joanne Pransky of Industrial Robot Journal as a method to impart the combined technological, business and personal experience of a prominent, robotic industry engineer-turned entrepreneur regarding the evolution, commercialization and challenges of bringing a technological invention to market. Design/methodology/approach – The interviewee is Dr Yoky Matsuoka, the Vice President of Nest Labs. Matsuoka describes her career journey that led her from a semi-professional tennis player who wanted to build a robot tennis buddy, to a pioneer of neurobotics who then applied her multidisciplinary research in academia to the development of a mass-produced intelligent home automation device. Findings – Dr Matsuoka received a BS degree from the University of California, Berkeley and an MS and PhD in electrical engineering and computer science from the Massachusetts Institute of Technology (MIT). She was also a Postdoctoral Fellow in the Brain and Cognitive Sciences at MIT and in Mechanical Engineering at Harvard University. Dr Matsuoka was formerly the Torode Family Endowed Career Development Professor of Computer Science and Engineering at the University of Washington (UW), Director of the National Science Foundation Engineering Research Center for Sensorimotor Neural Engineering and Ana Loomis McCandless Professor of Robotics and Mechanical Engineering at Carnegie Mellon University. In 2010, she joined Google X as one of its three founding members. She then joined Nest as VP of Technology. Originality/value – Dr Matsuoka built advanced robotic prosthetic devices and designed complementary rehabilitation strategies that enhanced the mobility of people with manipulation disabilities. Her novel work has made significant scientific and engineering contributions in the combined fields of mechanical engineering, neuroscience, bioengineering, robotics and computer science. Dr Matsuoka was awarded a MacArthur Fellowship in which she used the Genius Award money to establish a nonprofit corporation, YokyWorks, to continue developing engineering solutions for humans with physical disabilities. Other awards include the Emerging Inventor of the Year, UW Medicine; IEEE Robotics and Automation Society Early Academic Career Award; Presidential Early Career Award for Scientists and Engineers; and numerous others. She leads the development of the learning and control technology for the Nest smoke detector and Thermostat, which has saved the USA hundreds of billions of dollars in energy expenses. Nest was sold to Google in 2013 for a record $3.2 billion dollars in cash.


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