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Reconceptualizing the Digital Humanities in Asia New Representations of Art, History and Culture

Title
Reconceptualizing the Digital Humanities in Asia [electronic resource] : New Representations of Art, History and Culture / edited by Kaby Wing-Sze Kung.
ISBN
9789811546426
Edition
1st ed. 2020.
Publication
Singapore : Springer Singapore : Imprint: Springer, 2020.
Physical Description
1 online resource (XIV, 198 p.) 44 illus., 39 illus. in color.
Local Notes
Access is available to the Yale community.
Access and use
Access restricted by licensing agreement.
Summary
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 .
Variant and related titles
Springer ENIN.
Other formats
Printed edition:
Printed edition:
Printed edition:
Format
Books / Online
Language
English
Added to Catalog
September 21, 2020
Series
Digital Culture and Humanities, Challenges and Developments in a Globalized Asia, 2
Digital Culture and Humanities, Challenges and Developments in a Globalized Asia, 2
Contents
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: Dōjin Game San Guo Zhi Jiang Wei zhuan as the Case Study.
Also listed under
Kung, Kaby Wing-Sze. editor.
SpringerLink (Online service)
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