The Hamburg Museum of Arts and Crafts has a well designed exhibit called Hokusai x Manga that looks at the history of comics from the first kibyōshi to current manga and videogames. The exhibit draws on an extensive collection of woodblock books and prints from the Edo period. They mix a historical approach with themes like the depiction of demons (Yokai) in print and the franchise Yo-kai Watch.
One of the earliest comic picture books that they have is Kyōden’s Playboy, Roasted à la Edo (1785). Harvard has put up a Flash version of this in English and Japanese. (Second book here, third here.) They also have a copies of Hokusai Manga (or Hokusai’s Sketches) published starting in 1814 which was a sort of manual on how to draw with lots of examples. Note that “manga” at the time didn’t mean what it means now.
There is an excellent catalogue with useful essays including one at the end on “Manga in Transition” by Jaqueline Berndt.
Shulze, S., et al. (2016). Hokusai X Manga: Japanese Pop Culture since 1680. Munich, Hirmer.
From Slashtdot, Mattel has released a Barbie® Careers Game Developer Doll. She has “[b]right red hair and eyeglasses are fashion-forward with techie style!” This time Mattel has been careful not to be patronizing.
A laptop (with real game code graphics), tablet (with the game she is working on) and silvery headset expand the storytelling possibilities and career opportunities.
Inspire young gamers with this doll who is at the top of her game!
The New York Times has a video series called the Retro Report. One story is about Dungeons & Dragons: Satanic Panic. It looks at the media fed moral panic that eventually lost steam. It ends by praising all the “leadership” and “moral” skills learned. Now experts are recommending “free play” and … ironically … role playing games are now the solution!
Past Visions: penned by Frederick William IV is a lovely visualization of hist historical sketches and doodles. The visualization has a rich prospect view where you see miniatures of all the sketches arranged over time. You can pan in and out or use the keywords to see subsets. There is information available about each sketch (in German.)
My conference notes cover mostly the Canadian Society for Digital Humanities, but also DHSI at Congress, where I presented CWRC for Susan Brown, and the last day of the Canadian Game Studies Association. Here are some general reflections.
I am impressed by how the CGSA is growing and how vital it is. It has as many attendees as CSDH, but younger and enthusiastic attendees rather than tired. Much of the credit goes to the long term leadership of people like Jen Jensen.
CSDH has some terrific keynotes this year starting with Ian Milligan, then Tara McPherson, and finally Diane Jakacki.
It was great to see people coming up from the USA as CSDH/SCHN gets a reputation for being a welcoming conference in North America.
Programs of research, which are by nature exploratory, may require faculty members to take up modes of research that depart from methods they have previously used, therefore the form the resulting scholarship takes should not prejudice its evaluation. Original works in new media forms, whether digital or other, should be evaluated as scholarship following best practices if so presented. Likewise, researchers should be encouraged to experiment with new forms when disseminating knowledge, confident that their experiments will be fairly evaluated.
The Guidelines have a final section on Documented Deposit:
Digital media have not only expanded the forms that research can take, but research practices are also changing in the face of digital distribution and open access publishing. In particular we are being called on to preserve research data and to share new knowledge openly. Universities that have the infrastructure should encourage faculty to deposit not only digital works, but also curated datasets and preprint versions of papers/monographs with documentation in an open access form. These can be deposited with an embargo in digital archives as part of good practice around research dissemination and preservation. The deposit of work, including online published work, even if it is available elsewhere, ensures the long-term preservation by ensuring that there are copies in more than one place. Further, libraries can then ensure that the work is not only preserved, but is discoverable in the long term as publications come and go.
At the end of April I gave a talk at the University of Würzburg on Replication as a way of knowing in the digital humanities. This was sponsored by the Dr. Fotis Jannidis who holds the position of Chair of computer philology and modern German literature there. He and others have built a digital humanities program and interesting research agenda around text mining and German literature. The talk tried out some new ideas Stéfan Sinclair and I are working on. The abstract read:
Much new knowledge in the digital humanities comes from the practices of encoding and programming not through discourse. These practices can be considered forms of modelling in the active sense of making by modelling or, as I like to call them, practices of thinking-through. Alas, these practices and the associated ways of knowing are not captured or communicated very well through the usual academic forms of publication which come out of discursive knowledge traditions. In this talk I will argue for “replication” as a way of thinking-through the making of code. I will give examples and conclude by arguing that such thinking-through replication is critical to the digital literacy needed in the age of big data and algorithms.
What can we learn from the discourse around text tools? More than might be expected. The development of text analysis tools has been a feature of computing in the humanities since IBM supported Father Busa’s production of the Index Thomisticus (Tasman 1957). Despite the importance of tools in the digital humanities (DH), few have looked at the discourse around tool development to understand how the research agenda changed over the years. Recognizing the need for such an investigation a corpus of articles from the entire run of Computers and the Humanities (CHum) was analyzed using both distant and close reading techniques. By analyzing this corpus using traditional category assignments alongside topic modelling and statistical analysis we are able to gain insight into how the digital humanities shaped itself and grew as a discipline in what can be considered its “middle years,” from when the field professionalized (through the development of journals like CHum) to when it changed its name to “digital humanities.” The initial results (Simpson et al. 2013a; Simpson et al. 2013b), are at once informative and surprising, showing evidence of the maturation of the discipline and hinting at moments of change in editorial policy and the rise of the Internet as a new forum for delivering tools and information about them.
I just discovered that IBM to close Many Eyes. This is a pity. It was great environment that let people upload data and visualize it in different ways. I blogged about it ages ago (in computer ages anyway.) In particular I liked their Word Tree which seems one of the best ways to explore language use.
It seems that some of the programmers moved on and that IBM is now focusing on Watson Analytics.
Shakespeare’s ability to distil human nature into an elegant turn of phrase is rightly exalted – much remains vivid four centuries after his death. Less scrutiny has been given to statistics about the playwright and his works, which tell a story in their own right. Here we analyse the numbers behind the Bard.
The authors offer a series of visualizations of statistics about Shakespeare that are rather more of a tease than anything really interesting. They also ignore the long history of using quantitative methods to study Shakespeare going back to Mendenhall’s study of authorship using word lengths.
Mendenhall, T. C. (1901). “A Mechanical Solution of a Literary Problem.” The Popular Science Monthly. LX(7): 97-105.