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ISSN 1938-4122
Announcements
DHQ: Digital Humanities Quarterly
2012 6.1
Articles
A Life Lived in Media
Mark Deuze, Department of Telecommunications, Indiana University; Peter Blank, Department of Telecommunications, Indiana University; Laura Speers, King's College, London
Abstract
[en]
Research since the early years of the 21st century consistently shows that through
the years more of our time gets spent using media, that being concurrently exposed to
media has become a foundational feature of everyday life, and that consuming media
for most people increasingly takes place alongside producing media. Contemporary
media devices, what people do with them, and how all of this fits into the
organization of our everyday life disrupt and unsettle well-established views of the
role media play in society. Instead of continuing to wrestle with a distinction
between media and society, this contribution proposes we begin our thinking with a
view of life not lived with media, but in media. The media
life perspective starts from the realization that the whole of the world and our
lived experience in it are framed by, mitigated through, and made immediate by
(immersive, integrated, ubiquitous and pervasive) media.
Comic Book Markup Language: An Introduction and Rationale
John A. Walsh, Indiana University
Abstract
[en]
Comics, comic books, and graphic novels are increasingly the target of seriously
scholarly attention in the humanities. Moreover, comic books are exceptionally
complex documents, with intricate relationships between pictorial and textual
elements and a wide variety of content types within a single comic book publication.
The complexity of these documents, their combination of textual and pictorial
elements, and the collaborative nature of their production shares much in common with
other complex documents studied by humanists — illuminated manuscripts, artists’
books, illustrated poems like those of William Blake, letterpress productions like
those of the Kelmscott Press, illustrated children’s books, and even Web pages and
other born-digital media. Comic Book Markup Language, or CBML, is a TEI-based XML
vocabulary for encoding and analyzing comic books, comics, graphic novels, and
related documents. This article discusses the goals and motivations for developing
CBML, reviews the various content types found in comic book publications, provides an
overview and examples of the key features of the CBML XML vocabulary, explores some
of the problems and challenges in the encoding and digital representation of comic
books, and outlines plans for future work. The structural, textual, visual, and
bibliographic complexity of comic books make them an excellent subject for the
general study of complex documents, especially documents combining pictorial and
textual elements.
Envisioning the Digital Humanities
Patrik Svensson, University of Umeå
Abstract
[en]
Over the last couple of years, it has become increasingly clear that the digital
humanities is associated with a visionary and forward-looking sentiment, and that the
field has come to constitute a site for far-reaching discussions about the future of
the field itself as well as the humanities at large. Based on a rich set of materials
closely associated with the formation of the digital humanities, this article
explores the visions and expectations associated with the digital humanities and how
the digital humanities often becomes a laboratory and means for thinking about the
state and future of the humanities. It is argued that this forward-looking sentiment
comes both from inside and outside the field, and is arguably an important reason for
the attraction and importance of the field. Furthermore, the author outlines a
visionary scope for the digital humanities and offers a personal visionary statement
as the endpoint to the article series.
The Materialities of Close Reading: 1942, 1959, 2009
David Ciccoricco, University of Otago
Abstract
[en]
This article identifies some of the popular and historical contradictions inherent to
the very notion of close reading digital literature, and puts forth an updated
conception of what the author argues continues to be a vital practice of literary
study. More specifically, it establishes continuities between a pre-digital
historical conception of close reading and the sort of materially-conscious
hermeneutics that digital textuality requires. The author applies the updated
conception of close reading digital literature to Steve Tomasula's TOC
, a self-described “new media novel.”
Pertinent Discussions Toward Modeling the Social
Edition: Annotated Bibliographies
Ray Siemens, University of Victoria; Meagan Timney, University of Victoria; Cara Leitch, University of Victoria; Corina Koolen, University of Victoria; Alex Garnett, University of Victoria
Abstract
[en]
The two annotated bibliographies present in this publication document and feature
pertinent discussions toward the activity of modeling the social edition, first
exploring reading devices, tools and social media issues and, second, social
networking tools for professional readers in the Humanities. In this work, which is
published conjointly with the LLC piece “
Toward Modeling
the Social Edition: An Approach to Understanding the Electronic Scholarly
Edition in the Context of New and Emerging Social Media,
” we consider a typology of electronic scholarly editions adjacent to
activities common to humanities scholars who engage texts as expert readers, noting
therein that many methods of engagement both reflect the interrelated nature of
long-standing professional reading strategies and are social in nature; extending
this framework, the next steps in the scholarly edition’s development in its
incorporation of social media functionality reflect the importance of traditional
humanistic activities and workflows, and include collaboration, incorporating
contributions by its readers and re-visioning the role of the editor away from that
of ultimate authority and more toward that of facilitator of reader involvement.
Author Biographies
URL: http://www.digitalhumanities.org/dhqdev/vol/6/1/index.html
Last updated:
Comments: dhqinfo@digitalhumanities.org
Published by: The Alliance of Digital Humanities Organizations
Affiliated with: Literary and Linguistic Computing
Copyright 2005 -
This work is licensed under a Creative Commons Attribution-NoDerivatives 4.0 International License.
Last updated:
Comments: dhqinfo@digitalhumanities.org
Published by: The Alliance of Digital Humanities Organizations
Affiliated with: Literary and Linguistic Computing
Copyright 2005 -
This work is licensed under a Creative Commons Attribution-NoDerivatives 4.0 International License.