scholarly journals Preservation of Digital Art & Cultural Heritage. A graduate program at Bern University of the Arts

CeROArt ◽  
2014 ◽  
Author(s):  
Tabea Lurk
2021 ◽  
Vol 13 (7) ◽  
pp. 3966
Author(s):  
Anastasia Atabekova

This article explores the hypothesis that the concept of heritage is relevant for a university-based degree course in legal translators and interpreters’ training. The research rests on the legal and academic understanding of cultural heritage. The study explores its specifics regarding the English-taught discipline on Legal Translation and Interpreting Studies within the above-mentioned graduate program. The research integrates qualitative tools and statistical instruments, starts with the theoretical consideration of legislative and academic sources, proceeds to the empirical studies of heritage samples, and considers their relevance for the heritage module design within the specified discipline. The experimental design of such a module and its use for the training of students are also part of the present investigation that further explores students’ perceptions of the heritage module under study, with reference to their future career tracks. The study reveals the specifics and components of the heritage framework for the discipline under study and identifies those areas of professional activities for which students consider the heritage module as most useful and relevant. These issues have not been a subject for academic research so far, which contributes to the research relevance and novelty.


2021 ◽  
pp. 155541202110203
Author(s):  
Dany Guay-Bélanger

Video games, while a digital art, live on physical media. Whether cartridge, magnetic tape or floppy disk, they degrade. Without care and study, they disappear and cannot be played again. While it might be possible to preserve play using emulation or video captures, scholars need to consider every option at their disposal to preserve video games for future study. This includes securing original versions of games and ephemera, recording play, interviewing game creators, and players, and much more. This article develops a new approach to conceptualise video games as material and cultural heritage, and proposes a methodology for their study, especially those for which there is no original version left.


2018 ◽  
Vol 17 (1) ◽  
pp. 87-102
Author(s):  
Mohd Asri Che Ibrahim ◽  
Shukeri Mohamad

This study was conducted to determine the actual position of political syar'iyyah from the perspective of Islam and its practices in the context of the state of Kelantan, especially in the field of art and entertainment. The study also followed up with the state government and police of the arts, as well as reforms carried out from 1990 to 2015. The focus of this research focuses on the application of the basic arts and entertainment through the enforcement of the Control of Entertainment and Places of Entertainment 1998, Cultural Performance Guidelines (entertainment) Act 1998 and Control of Entertainment Enactment 2003, which became the main purpose of the exercise of political syar'iyyah. Analysis carried out on the action and reform the state government to the arts by syar'iyyah political perspective. The study employs a library and analysis of official documents such as circulars, news, enactment and guidelines issued by the state government. The study found that ijtihad and reforms undertaken during the period managed to bring about change and give the benefit to the community in Kelantan. It is hoped that this study can contribute to the enrichment of the cultural heritage of the Malay Muslims in accordance with the tenets and formation syar'iyyah political capital of the arts and entertainment that coincide with Islamic law. We hope this study will help art researchers in the future. Keywords: Siasah syar'iyyah, Arts, Policy, Kelantan, Entertainment     Artikel ini bertujuan membincangkan konsep siasah syar‘iyyah, sejarah perkembangan kesenian, polisi kerajaan Kelantan terhadap siasah syar‘iyyah dan pelaksanaannya di negeri Kelantan. Secara khusus, fokus kajian ini dilakukan bermula semasa pemerintahan TGNA pada tahun 1990 sehingga sekarang. Kajian berbentuk analisis dokumen ini bersandar kepada pemerhatian terhadap dokumen rasmi kerajaan seperti surat pekeliling, warta, enakmen dan garis panduan yang dikeluarkan oleh kerajaan Kelantan. Selain itu, data-data kajian juga turut disokong oleh pelbagai literatur lain seperti buku-buku ilmiah serta    wacana-wacana ilmiah yang berkaitan.  Hasil kajian mendapati tindakan dan pembaharuan yang dilakukan oleh kerajaan Kelantan dalam bidang siasah syar’iyyah adalah berdasarkan al-Quran dan al-Sunnah serta ijtihad. Terdapat beberapa pembaharuan yang dianggap sebagai pra syarat untuk mengadakan sesuatu persembahan kesenian serta beberapa contoh perubahan dalam kesenian yang dipersembahkan di Kelantan selepas tahun 1990 hingga sekarang telah menunjukkan perubahan yang sangat ketara. Pelaksanaan dasar kesenian dan hiburan ini berjaya memberi kemaslahatan kepada rakyat, dan dalam masa yang sama ia juga berjaya mempertahankan beberapa nilai kesenian lama yang tidak bertentangan dengan Islam. Selain itu terdapat juga beberapa persembahan kesenian yang diberi roh Islam dari sudut pelaksanaannya untuk menjadi santapan hiburan terhadap masyarakat. Kajian ini menyumbang kepada pengkaryaan khazanah seni dan hiburan Islam, menjadi model terhadap pelaksanaan hiburan dan selain itu ia dapat membantu para pengkaji seni untuk menambahkan ilmu dalam bidang kesenian Islam.   Kata kunci: kesenian, hiburan, enakmen, ijtihad dan maslahah


Author(s):  
Ramesh C. Gaur

It is estimated that India possesses more than five million manuscripts on varied subjects lying scattered or fragmented in India and foreign collections. This invaluable and unique pool of knowledge is under threat. Recognizing the need to encompass and preserve this knowledge resource and to make these accessible to scholars and researchers, Kala Nidhi Division of Indira Gandhi National Centre for the Arts (IGNCA) initiated a microfilming of manuscripts programme of private and public institutions in 1989. IGNCA has, so far, microfilmed over 250000 manuscripts in 20,600 microfilm rolls, out of that 14,400 rolls have been digitized. National Mission for Manuscripts (NMM) established in February 2003 seeks to unearth and preserve the vast manuscript wealth of India. The digitization of over 25000 manuscripts under NMM, IGNCA and also under project mode by Cultural Informatics Laboratory (CIL), IGNCA makes largest repository of copies of manuscripts at IGNCA. Besides, IGNCA is also having a unique collection of 2500 rare books, about 1,0,5000 slides, 2000 paintings, 3000 photographs, more than 3000 hours of video recordings, art objects, 10 personal collections of eminent scholars such as Dr. Suniti Kumar Chatterjee, Prof. Hazari Prasad Dwivedi, Dr. Kapila Vatsyayan and Prof. Maheswar Neog, photo documentation work on Rock Art, and various museums in India etc. Many of these collections such as rare books, photographs etc are well covered and some are not covered under copyright laws. However, there are issues such as ownership rights, permission rights and access rights etc, which do not allow open access to these collections. As per the existing arrangements, consultation to all collections at IGNCA is allowed to all, 25% copies of the material are also allowed on cost basis. However, to get a copy of the material, user need to approach the concerned library (from where the copies have been obtained) to seek permission. This chapter attempts to describe factors considered as hindrance to providing access to Indian cultural heritage material. Lack of proper policy guidelines especially on copyright issues and intellectual property rights concerning both cultural heritage materials in original as well as in digital form are an obstacle. Open access initiatives worldwide are advocating access to even current information. Cultural heritage belongs to the humanity worldwide, therefore, access should be given to all. These issues, which may not be solved at individual level or institutional level, require debate, deliberations and formulation of policy framework at the highest level.


Author(s):  
Arthur W. Burks

This is the story of how, in 1957, John Holland, a graduate student in mathematics; Gordon Peterson, a professor of speech; the present writer, a professor of philosophy; and several other Michigan faculty started a graduate program in Computers and Communications—with John our first Ph.D. and, I believe, the world's first doctorate in this now-burgeoning field. This program was to become the Department of Computer and Communication Sciences in the College of Literature, Science, and the Arts about ten years later. It had arisen also from a research group at Michigan on logic and computers that I had established in 1949 at the request of the Burroughs Adding Machine Company. When I first met John in 1956, he was a graduate of MIT in electrical engineering, and one of the few people in the world who had worked with the relatively new electronic computers. He had used the Whirlwind I computer at MIT [33], which was a process-control variant of the Institute for Advanced Study (IAS) Computer [27]. He had also studied the 1946 Moore School Lectures on the design of electronic computers, edited by George Patterson [58]. He had then gone to IBM and helped program its first electronic computer, the IBM 701, the first commercial version of the IAS Computer. While a graduate student in mathematics at Michigan, John was also doing military work at the Willow Run Research Laboratories to support himself. And 1 had been invited to the Laboratories by a former student of mine, Dr. Jesse Wright, to consult with a small research group of which John was a member. It was this meeting that led to the University's graduate program and then the College's full-fledged department. The Logic of Computers Group, out of which this program arose, in part, then continued with John as co-director, though each of us did his own research. This anomaly of a teacher of philosophy meeting an accomplished electrical engineer in the new and very small field of electronic computers needs some explanation, one to be found in the story of the invention of the programmable electronic computer. For the first three programmable electronic computers (the manually programmed ENIAC and the automatically programmed EDVAC and Institute for Advanced Study Computer) and their successors constituted both the instrumentation and the subject matter of our new Graduate Program in Computers and Communications.


2018 ◽  
Vol 9 (2) ◽  
pp. 215-228
Author(s):  
Lilyk Eka Suranny

The art of puppet making known in the community with tatah sungging art. In current society the tatah sungging art increasingly marginalized by the development era. This study used descriptive qualitative method. Initially tatah sungging art in the Kepuhsari village carried by a puppeteer named Ki Guno Wasito which was later revealed to posterity who subsequently developed in the community of Kepuhsari village. Tatah sungging art in the making of the puppet is a combination of the tatah (chisel) and sungging (coloring). The values contained in the tatah sungging art that is the economic values, moral / educational values, cultural and artistic value, historical value and cultural preservation. This values are deeply embedded in society  ABSTRAKSeni pembuatan wayang dikenal dimasyarakat dengan seni tatah sungging. Dalam masyarakat saat ini seni tatah sungging semakin terpinggirkan akibat perkembangan jaman. Penelitian ini bertujuan untuk mendeskripsikan mengenai sejarah perkembangan seni tatah sungging di Desa Kepuhsari, teknologi pembuatan wayang kulit serta nilai-nilai yang terkandung dalam seni tatah sungging tersebut. Penelitian ini menggunakan metode deskriptif kualitatif. Awalnya seni tatah sungging di Desa Kepuhsari dibawa oleh seorang dalang bernama Ki Guno Wasito yang kemudian diturunkan ke anak cucunya dan selanjutnya berkembang di masyarakat Desa Kepuhsari. Seni tatah sungging dalam pembuatan wayang merupakan perpaduan dari tatah (pahat) dan sungging (mewarnai). Nilai-nilai yang terkandung dalam seni tatah sungging yaitu nilai ekonomi, nilai moral/edukatif, nilai seni dan budaya serta nilai historis dan pelestarian budaya. Nilai-nilai tersebut melekat dalam kehidupan bermasyarakat.


2021 ◽  
Vol 13 (22) ◽  
pp. 12455
Author(s):  
Mauro Baioni ◽  
Federico Ceschel ◽  
Paola Demartini ◽  
Lucia Marchegiani ◽  
Michela Marchiori ◽  
...  

Digital social platforms (DSPs) are increasingly used to boost participation while giving a space for collaboration to wider audiences and marginalized groups of stakeholders. Considering that in the cultural heritage (CH) sector they are used as a possible booster of stakeholders’ participation and to foster innovation in practices related to CH management, the object of this study is to assess the stakeholder engagement strategies adopted by DSPs for CH from a network engagement perspective. The study takes stock of the main DSPs for CH in Europe and analyzes them through four key dimensions that distinguish different stakeholder engagement strategies (diffusion, accessibility, interactivity, and influence) to identify the alternative approaches to sustainable development based on social innovations adopted via these platforms. Following an exploratory approach, the research also delves into a specific case study (SoPHIA DSP), to deepen the understanding of if and how DSPs foster knowledge sharing among the different actors involved in a cultural project. Ultimately, this research provides a snapshot of the state of the arts on the literature and practices on DSPs, and outlines directions for future research, requesting for a longitudinal perspective to the framework and a vertical focus for consolidating the engagement strategies variables.


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