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Reconceptualizing the digital humani...
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Kung, Kaby Wing-Sze.
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Reconceptualizing the digital humanities in Asia = new representations of art, history and culture/
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Reconceptualizing the digital humanities in Asia/ edited by Kaby Wing-Sze Kung.
其他題名:
new representations of art, history and culture/
其他作者:
Kung, Kaby Wing-Sze.
出版者:
Singapore :Springer Singapore : : 2020.,
面頁冊數:
xiv, 198 p. :ill., digital ;24 cm.
內容註:
Chapter 1. Museum Narration: a Memory-Driven Storyscape -- Chapter 2. Gazing of the Wuxia Body: Digital Visual Effects, Looking Relations, and Peter Chan's Wu Xia (2011) -- Chapter 3. Cinematic Contemplation Online: The Art and Philosophy of Life-world Series (2017) -- Chapter 4. Surrealism in 4D -- Part 2. Gender in the Digital Age -- Chapter 5. Ana Clara Oliveira Santos Garner Selfies: Putting The "Me" Into Media -- Chapter 6. Discussion of Web Literature: Feminist and Post-Feminist Ideas on Hong Ying's Blog -- Chapter 7. Visual Manipulation of East Asian Women in American Pop Female Performances -- Part 3. Media Engagement in the Digital Age -- Chapter 8. Electromagnetic Unconscious -- Chapter 9. The Digital Entanglement of Humanities, Literary and Storytelling -- Chapter 10. Dimensional Game Design: Perceptions of Character Design Appeal beyond Pixel Art -- Chapter 11. Reconceptualization of Historic Reality: Dojin Game San Guo Zhi Jiang Wei zhuan as the Case Study.
Contained By:
Springer Nature eBook
標題:
Digital humanities. -
電子資源:
https://doi.org/10.1007/978-981-15-4642-6
ISBN:
9789811546426
Reconceptualizing the digital humanities in Asia = new representations of art, history and culture/
Reconceptualizing the digital humanities in Asia
new representations of art, history and culture/[electronic resource] :edited by Kaby Wing-Sze Kung. - Singapore :Springer Singapore :2020. - xiv, 198 p. :ill., digital ;24 cm. - Digital culture and humanities ;v.2. - Digital culture and humanities ;v.2..
Chapter 1. Museum Narration: a Memory-Driven Storyscape -- Chapter 2. Gazing of the Wuxia Body: Digital Visual Effects, Looking Relations, and Peter Chan's Wu Xia (2011) -- Chapter 3. Cinematic Contemplation Online: The Art and Philosophy of Life-world Series (2017) -- Chapter 4. Surrealism in 4D -- Part 2. Gender in the Digital Age -- Chapter 5. Ana Clara Oliveira Santos Garner Selfies: Putting The "Me" Into Media -- Chapter 6. Discussion of Web Literature: Feminist and Post-Feminist Ideas on Hong Ying's Blog -- Chapter 7. Visual Manipulation of East Asian Women in American Pop Female Performances -- Part 3. Media Engagement in the Digital Age -- Chapter 8. Electromagnetic Unconscious -- Chapter 9. The Digital Entanglement of Humanities, Literary and Storytelling -- Chapter 10. Dimensional Game Design: Perceptions of Character Design Appeal beyond Pixel Art -- Chapter 11. Reconceptualization of Historic Reality: Dojin Game San Guo Zhi Jiang Wei zhuan as the Case Study.
This book examines new forms of representation that have changed our perception and interpretation of the humanities in an Asian, and digital, context. In analyzing written and visual texts, such as the use of digital technology and animation in different works of art originating from Asia, the authors demonstrate how literature, history, and culture are being redefined in spatialized relations amid the trend of digitization. Research studies on Asian animation are in short supply, and so this volume provides new and much needed insights into how art, literature, history, and culture can be presented in innovative ways in the Asian digital world. The first section of this volume focuses on the new conceptualization of the digital humanities in art and film studies, looking at the integration of digital technologies in museum narration and cinematic production. The second section of the volume addresses the importance of framing these discussions within the context of gender issues in the digital world, discussing how women are represented in different forms of social media. The third and final section of the book explores the digital world's impacts on people's lives through different forms of digital media, from the electromagnetic unconscious to digital storytelling and digital online games. This book presents a novel contribution to the burgeoning field of the digital humanities by informing new forms of representation and interpretations, and demonstrating how digitization can influence and change cultural practices in Asia, and globally. It will be of interest to students and scholars interested in digitization from the full spectrum of humanities disciplines, including art, literature, film, music, visual culture, media, and animation, gaming, and Internet culture. "This is a well-written book, and I enjoyed reading it. The first impression of the book is that it is very innovative - a down-to-the-earth academic volume that discusses digital culture." - Professor Anthony Fung, Professor, Director, School of Journalism and Communication, The Chinese University of Hong Kong "This book has contributed to the existing field of humanities by informing new forms of representation and interpretations, and how digitization may change cultural practices. There is comprehensive information on how the humanities in the digital age can be applied to a wide range of subjects including art, literature, film, pop music, music videos, television, animation, games, and internet culture." - Dr Samuel Chu, Associate Professor, The Faculty of Education, The University of Hong Kong.
ISBN: 9789811546426
Standard No.: 10.1007/978-981-15-4642-6doiSubjects--Topical Terms:
3166584
Digital humanities.
LC Class. No.: AZ188.A78 / R43 2020
Dewey Class. No.: 001.30285
Reconceptualizing the digital humanities in Asia = new representations of art, history and culture/
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Chapter 1. Museum Narration: a Memory-Driven Storyscape -- Chapter 2. Gazing of the Wuxia Body: Digital Visual Effects, Looking Relations, and Peter Chan's Wu Xia (2011) -- Chapter 3. Cinematic Contemplation Online: The Art and Philosophy of Life-world Series (2017) -- Chapter 4. Surrealism in 4D -- Part 2. Gender in the Digital Age -- Chapter 5. Ana Clara Oliveira Santos Garner Selfies: Putting The "Me" Into Media -- Chapter 6. Discussion of Web Literature: Feminist and Post-Feminist Ideas on Hong Ying's Blog -- Chapter 7. Visual Manipulation of East Asian Women in American Pop Female Performances -- Part 3. Media Engagement in the Digital Age -- Chapter 8. Electromagnetic Unconscious -- Chapter 9. The Digital Entanglement of Humanities, Literary and Storytelling -- Chapter 10. Dimensional Game Design: Perceptions of Character Design Appeal beyond Pixel Art -- Chapter 11. Reconceptualization of Historic Reality: Dojin Game San Guo Zhi Jiang Wei zhuan as the Case Study.
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