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Speculative computing: Instruments for interpretive scholarship.

机译:投机计算:解释性奖学金的工具。

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摘要

Like many modern humanities computing projects, Ramon Llull's Ars Magna, a system of inscripted, manipulable wheels dating to the thirteenth century, asserts that interpretation can be aided by mechanism without being generated mathematically or mechanically. That this assertion is sometimes lost on the larger academic community is not simply a failure of the devices scholar-technologists produce (although, as the work outlined here seeks to demonstrate, we could do a better job of anticipating and incorporating patently interpretive or subjective forms of interaction on the part of our users into the systems we create for them). Instead, it betrays our failure to articulate the humanistic and hermeneutic value of algorithmic work to a lay audience.;This dissertation uses Llull's Ars Magna to introduce the relationships of algorithm, ars combinatoria, aesthetic provocation, diagrammatic reasoning, and ludic practice to the work of humanities scholarship and then presents two major case studies in the design of digital instruments and environments that open themselves to performance and intervention on the part of interpretive agents. The first is the Temporal Modelling PlaySpace, a composition tool for sketching subjective and inflected timelines that (like temporal relations in humanities data generally) are not necessarily unidirectional, homogenous, or continuous. Temporal Modelling's innovation lies in its extraction for re-purposing of well-formed XML from users' intuitively-designed and even deliberately ambiguous diagrammatic models. The second case study deals with computational and interface or visualization strategies for turning problems in representing subjectivity and deixis into opportunities for critical engagement in the Ivanhoe Game, a ludic subset of the larger IVANHOE project, an interpretive role-playing environment conceived by Jerome McGann and Johanna Drucker.;Both of these projects stem from work in progress at the University of Virginia's Speculative Computing Laboratory. The goals and methods of SpecLab are demonstrated (and tested in performance) in a trio of creative design exercises or "imaginary solutions" which make use of ideas developed in chapters on Llull, Temporal Modelling, and the Ivanhoe Game---and "speculative computing" is introduced as a new paradigm for exploratory digital work in the humanities.
机译:像许多现代人文科学计算项目一样,拉蒙·鲁尔(Ramon Llull)的Ars Magna系统(可追溯到13世纪的可手写的轮子系统)断言,可以借助机制来辅助解释,而无需通过数学或机械方法即可生成。这种主张有时在更大的学术界消失了,这不仅仅是学者技术人员生产的装置的失败(尽管,正如此处概述的工作试图证明的那样,我们可以做得更好,以预期和纳入专利的解释性或主观形式用户与我们为他们创建的系统之间的互动)。相反,它背叛了我们未能向非专业观众表达算法工作的人文主义和解释学价值的方法。本论文利用鲁尔的Ars Magna来介绍算法,ars组合,美学挑衅,图解推理和荒谬实践之间的关系。 ,然后介绍了数字仪器和环境设计方面的两个主要案例研究,这些案例和研究可以使解释性行为者进行表演和干预。第一个是时间建模PlaySpace,这是一种用于绘制主观和变化时间线的合成工具,这些时间线(通常与人文数据中的时间关系一样)不一定是单向的,同质的或连续的。时间性建模的创新在于从用户的直观设计甚至故意模棱两可的图表模型中重新提取格式正确的XML。第二个案例研究涉及计算和界面或可视化策略,这些策略将代表主观性和敏捷性的问题转化为艾芬豪游戏的关键参与机会,艾芬豪游戏是大型IVANHOE项目的荒谬子集,由杰罗姆·麦甘(Jerome McGann)和Johanna Drucker 。;这两个项目都来自弗吉尼亚大学推测计算实验室正在进行的工作。 SpecLab的目标和方法通过三个创造性的设计练习或“想象的解决方案”进行了演示(并在性能上进行了测试),它们利用了Llull,时间建模和艾芬豪游戏等章中开发的思想-和“投机性“计算”作为人文科学探索性数字工作的新范例而引入。

著录项

  • 作者

    Nowviskie, Bethany Paige.;

  • 作者单位

    University of Virginia.;

  • 授予单位 University of Virginia.;
  • 学科 Information science.;Computer science.
  • 学位 Ph.D.
  • 年度 2004
  • 页码 329 p.
  • 总页数 329
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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