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REPRESENTING SPATIAL CONCEPTS: MODERN EAST ASIAN HISTORY IN A DIGITAL PUBLICATION FORMAT 代表空间概念:现代东亚历史在数字出版格式
IF 1.1 2区 历史学 Q1 Arts and Humanities Pub Date : 2022-12-16 DOI: 10.1111/hith.12285
Christian Wachter

How do we adequately capture multivocal history? What are good ways to represent multiple narratives and arguments in an open-ended fashion? The online publication Bodies and Structures 2.0: Deep-Mapping Modern East Asian History, edited by David R. Ambaras and Kate McDonald, addresses these questions for modern East Asian spatial history. Mainly a tool for teaching and research, the website works by interlinking historiographical information and primary sources. Complementarily, Bodies and Structures 2.0 displays all its contents via a set of visualizations. In this review essay, I argue that this multimodal format is innovative on two ends. First, the site convincingly implements what earlier research on hypertext and visualization has long sought—namely, to exceed traditional text and its limitations to represent intricate matters neatly. This is because of these media formats’ semiotic efficiency in analytically representing complex wholes and their parts. Second, Bodies and Structures 2.0 successfully translates its multivocal concept of spatial history into an interactive multimodal user experience. All in all, it demonstrates that representing concepts is not just about the applied language of narrative and argumentation; it is also about the publication's form. Bodies and Structures 2.0, therefore, is an exciting work from the perspective of theory of history.

我们如何充分捕捉多声历史?以开放式的方式表现多重叙述和论点的好方法是什么?由David R. Ambaras和Kate McDonald编辑的在线出版物《主体与结构2.0:东亚现代史的深度映射》,为东亚现代史解答了这些问题。该网站主要是一个教学和研究的工具,通过将历史编纂信息和原始资料联系起来。作为补充,body and Structures 2.0通过一组可视化显示其所有内容。在这篇评论文章中,我认为这种多模式格式在两个方面都是创新的。首先,该网站令人信服地实现了超文本和可视化的早期研究长期以来所追求的东西——即超越传统文本及其局限性,巧妙地表示复杂的事物。这是因为这些媒体格式在分析地表示复杂的整体及其部分时具有符号学效率。其次,《体与结构2.0》成功地将其空间历史的多声音概念转化为交互式的多模式用户体验。总而言之,它表明表征概念不仅仅是关于叙事和论证的应用语言;这也与出版物的形式有关。因此,从历史理论的角度来看,《身体与结构2.0》是一部令人兴奋的作品。
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引用次数: 0
APPROXIMATING ALGORITHMS: FROM DISCRIMINATING DATA TO TALKING WITH AN AI 近似算法:从辨别数据到与人工智能对话
IF 1.1 2区 历史学 Q1 Arts and Humanities Pub Date : 2022-12-12 DOI: 10.1111/hith.12283
N. Katherine Hayles

Wendy Hui Kyong Chun's Discriminating Data: Correlation, Neighborhoods, and the New Politics of Recognition offers important tools to understand and, more importantly, transform the algorithms perpetuating and intensifying discrimination in North American societies. Unpacking her work's implications, this essay offers seven approximations—ranging from eliminating bias to rethinking the symbiotic relations between humans and computational media—as solutions to the problems she identifies. While some approximations reveal limitations in others, the clashes between them are due to the scope of the frameworks they employ. All are useful in the struggle to comprehend, in both small and large terms, the nature of the profound changes in the contemporary condition as computational media penetrate ever more deeply into the fabrics of our lives.

Wendy Hui Kyong Chun的《鉴别数据:相关性、邻里关系和新认知政治》提供了重要的工具来理解,更重要的是,改变北美社会中延续和加剧歧视的算法。这篇文章揭示了她的工作的意义,提供了七个近似-从消除偏见到重新思考人类与计算媒体之间的共生关系-作为她所识别的问题的解决方案。虽然一些近似揭示了其他近似的局限性,但它们之间的冲突是由于它们使用的框架的范围。随着计算媒体越来越深入地渗透到我们的生活结构中,所有这些都有助于我们从大大小小的角度理解当代环境中深刻变化的本质。
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引用次数: 2
THE OLD AND NEW OF DIGITAL HISTORY 数字历史的新旧
IF 1.1 2区 历史学 Q1 Arts and Humanities Pub Date : 2022-12-07 DOI: 10.1111/hith.12284
STEFAN TANAKA

This article reflects on the expectations and changes that digital technologies have brought to history, activities that are increasingly codified as digital history. Because of the breadth of digital technologies and communicative media, the contours of a digital history are still unclear, so I frame my discussion with two potential narratives that begin from different ideas that emerged from World War II weapons research. One narrative begins with Roberto Busa and the application of a computer to find concordances in the writings of Saint Thomas Aquinas. The emphasis here is on the application of computer technologies to the practice of history. The second narrative begins with Vannevar Bush's essay “As We May Think” and focuses on digital technologies as a key element in an information system. This beginning invites a parallel between inscription technologies (especially the movable-type press) and knowledge systems. Both narratives imbibe the modern faith in technology to improve; the “new” is better, but the latter better involves humans and societies. Despite important differences between them, both narratives lead to an inquiry into the foundations of our modern knowledge system. In the case of history, the question is whether a knowledge system that was developed in the nineteenth century and designed to encompass and order the world into one system is still apposite in our digital world. I close by suggesting that one such presumption that needs to be reconsidered is the idea of the past as a prior and distant time-form. A shift from “the past” to “pasts” opens history to a broader field of previous happenings and a reconsideration of chronological time, of change, and to other modes of transmission, such as storytelling.

这篇文章反映了数字技术给历史带来的期望和变化,这些活动越来越多地被编纂为数字历史。由于数字技术和传播媒体的广度,数字历史的轮廓仍然不清楚,所以我用两种可能的叙述来构建我的讨论,这两种叙述是从二战武器研究中出现的不同观点开始的。一种叙述是从罗伯托·布萨开始的,他使用计算机在圣托马斯·阿奎那的著作中寻找一致性。这里的重点是计算机技术在历史实践中的应用。第二种叙述以Vannevar Bush的文章《正如我们可能想到的》(As We May Think)开始,重点关注作为信息系统关键元素的数字技术。这一开端将铭文技术(尤其是活字印刷机)和知识系统相提并论。这两种说法都吸收了现代对技术改进的信念;“新”更好,但后者更好地涉及人类和社会。尽管它们之间存在着重要的差异,但这两种叙述都导致了对我们现代知识体系基础的探究。就历史而言,问题在于,19世纪发展起来的、旨在将世界纳入一个体系并使之有序的知识体系,是否仍然适用于我们的数字世界。最后,我建议需要重新考虑这样一个假设,即把过去看作是一个先验的、遥远的时间形式。从“过去”到“过去”的转变为历史打开了一个更广阔的领域,包括以前发生的事情,重新考虑时间顺序和变化,以及其他传播方式,如讲故事。
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引用次数: 0
HISTORY AS ANTIDOTE: THE ARGUMENT FOR DOCUMENTATION IN DIGITAL HISTORY 作为解药的历史:数字历史中的文献学争论
IF 1.1 2区 历史学 Q1 Arts and Humanities Pub Date : 2022-12-07 DOI: 10.1111/hith.12279
LAURA K. MORREALE

The ephemeral nature of computer-enabled historical work is a well-documented concern within the field of history. The quick pace of technological change often renders digital scholarship obsolete, which in turn encourages historians to retreat to the stable and durable comfort of print, even as digital methodologies enrich our research and expand the audience for it. What has been missing so far in the conversation about digital history is a clear understanding of how it differs from traditional historical products, what can be gained from it, and how we might document the work undertaken using these machine-based methodologies. Because it is best understood as a process rather than as a product, digital history must have a history of its own to tether it to the scholarly community and to ensure that it endures past the active phase of any project. This article argues that digital historians should catalog their work using a normalized template following the Digital Documentation Process, a guide for producing documentation that is suitable for computer-based historical scholarship and tailored to its specific parameters. Self-documentation is beneficial to those who create digital history and those who consume it. It is urgent to establish a field-wide expectation that digital history will be consistently documented as a matter of course, lest we lose scholarship that has already been produced and forgo the enormous opportunities that computer-enabled methodologies offer to historians.

计算机支持的历史工作的短暂性是历史领域中一个有充分记录的问题。技术变革的快速步伐经常使数字学术过时,这反过来又鼓励历史学家退回到稳定和持久的印刷舒适感,即使数字方法丰富了我们的研究并扩大了它的受众。到目前为止,关于数字历史的讨论中缺少的是对它与传统历史产品的不同之处的清晰理解,从中可以获得什么,以及我们如何使用这些基于机器的方法记录所进行的工作。因为它最好被理解为一个过程,而不是一个产品,数字历史必须有自己的历史,以将其与学术界联系起来,并确保它在任何项目的活跃阶段都能持续下去。本文认为,数字历史学家应该按照数字文档流程(digital Documentation Process)使用标准化模板对他们的工作进行编目。数字文档流程是一种制作文档的指南,适用于基于计算机的历史研究,并根据其特定参数进行定制。自我记录对创造数字历史和消费数字历史的人都是有益的。迫切需要建立一个全领域的期望,即数字历史将被一贯地记录下来,这是理所当然的,以免我们失去已经产生的学术成果,并放弃计算机方法为历史学家提供的巨大机会。
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引用次数: 1
IMPLICATED GAMING: CHOICE AND COMPLICITY IN LUDIC HOLOCAUST MEMORY 隐含游戏:大屠杀记忆中的选择和同谋
IF 1.1 2区 历史学 Q1 Arts and Humanities Pub Date : 2022-12-07 DOI: 10.1111/hith.12277
TAMIKA GLOUFTSIS

Holocaust memorial sites and institutions have begun to embrace new media and digital technologies as methods of communication, public engagement, and memorialization. Despite increasing numbers of interactive digital media projects focused on Holocaust education, there is a significant gulf between the topics addressed by digital Holocaust works and those conceptualized and studied at a higher level in scholarly Holocaust literature. Most notably, challenging questions regarding the categories of bystandership, complicity, and perpetration are largely ignored in favor of traditional victim-focused narratives. I suggest that, in their eagerness to adopt virtual reality (VR) and mixed reality (MR) technologies, digital Holocaust memory projects have neglected the significant potential of nonimmersive video games to address questions regarding bystandership and complicity. By moving away from the perceptual immersion of VR and toward the ludic and simulative arguments of video games, digitally interactive Holocaust projects may be able to lessen the risks of over-immersion and retraumatization that are antithetical to critical historical thinking and understanding. This article examines the 2013 game Papers, Please as an example of how video games can present sophisticated arguments about human agency, bystandership, and complicity. By placing players in a historical problem space laden with impossible moral choices, Papers, Please demonstrates the systemic forces that structure human behavior under extreme, violent, and authoritarian conditions. I argue that Holocaust-based ludic digital media modeled after Papers, Please could explore bystandership and complicity in similarly nuanced and powerful ways, potentially touching on academic Holocaust concepts such as the “choiceless choices” of “the gray zone.” Addressing these topics in ludic historical media could help to bridge the gap between popular and scholarly understandings of the Holocaust in the twenty-first century.

大屠杀纪念馆和机构已经开始采用新媒体和数字技术作为交流、公众参与和纪念的方法。尽管以大屠杀教育为重点的互动数字媒体项目越来越多,但数字大屠杀作品所涉及的主题与大屠杀学术文献中概念化和更高层次研究的主题之间存在着巨大差距。最值得注意的是,关于旁观者、同谋和犯罪者类别的具有挑战性的问题在很大程度上被忽视,而倾向于传统的以受害者为中心的叙述。我认为,在他们急于采用虚拟现实(VR)和混合现实(MR)技术的过程中,数字大屠杀记忆项目忽视了非沉浸式电子游戏解决旁观者和同谋问题的巨大潜力。通过从VR的感性沉浸转向电子游戏的滑稽和模拟,数字互动大屠杀项目可能能够减少过度沉浸和再创伤的风险,这与批判性的历史思考和理解是对立的。本文将以2013年的游戏《Papers, Please》为例,阐述电子游戏如何呈现关于人类代理、旁观者和共谋的复杂争论。通过将玩家置于充满不可能的道德选择的历史问题空间中,《Papers, Please》展示了在极端、暴力和专制条件下构建人类行为的系统力量。我认为,以《Papers, Please》为模型的以大屠杀为基础的滑稽数字媒体,可以以同样微妙而有力的方式探索旁观者和同谋,可能触及学术上的大屠杀概念,如“灰色地带”的“别无选择的选择”。在有趣的历史媒体中讨论这些问题有助于弥合21世纪大众和学术对大屠杀的理解之间的差距。
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引用次数: 0
OPENING THE BLACK BOX OF INTERPRETATION: DIGITAL HISTORY PRACTICES AS MODELS OF KNOWLEDGE 打开解读的黑匣子:作为知识模型的数字历史实践
IF 1.1 2区 历史学 Q1 Arts and Humanities Pub Date : 2022-12-04 DOI: 10.1111/hith.12281
SILKE SCHWANDT

Digital history is more than just the implementation of algorithmic and other data practices in the practice of history writing. It places our discipline under a microscope and enables us to focus in on what history writing is in the first place: writing about the past under specific social and societal conditions. This article argues for a closer look at the traditions of history writing in order to understand its principles and to determine what the digital condition contributes to historiography. Does the work of historians actually change in principle, or does digital history instead reflect the digital condition under which we operate? The article begins with a reflection on the works of Wilhelm Dilthey and Michel de Certeau to discuss how the society in which the historian writes influences the practices of interpretation. The article then presents what can be understood as the digital condition of our present societies and shows how algorithms function as “black boxes” that influence our social interactions, communication, and understanding of the world. The article's third part brings together the earlier discussions of practices of history writing and the digital condition in order to examine the role of modeling for knowledge production in the sciences and the humanities. The closing argument then focuses on the use of visualizations in digital history as an example of the operational use of models of knowledge in opening the “black box” of interpretation.

数字历史不仅仅是在历史写作实践中实现算法等数据实践。它将我们的学科置于显微镜下,使我们能够首先关注历史写作是什么:在特定的社会和社会条件下书写过去。本文主张更仔细地审视历史写作的传统,以理解其原则,并确定数字条件对史学的贡献。历史学家的工作实际上在原则上发生了变化,还是数字历史反而反映了我们所处的数字条件?本文首先对威廉·狄尔泰和米歇尔·德·塞托的作品进行反思,讨论历史学家写作的社会如何影响阐释的实践。然后,文章介绍了我们当前社会的数字条件,并展示了算法如何作为“黑盒子”影响我们的社会互动、交流和对世界的理解。文章的第三部分汇集了早期关于历史写作实践和数字条件的讨论,以检验在科学和人文学科中知识生产建模的作用。然后,结束语将重点放在数字化历史中可视化的使用上,作为在打开解释的“黑盒子”中使用知识模型的操作示例。
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引用次数: 0
STILL PLAYING WITH THE PAST: HISTORY, HISTORIANS, AND DIGITAL GAMES 仍在玩弄过去:历史、历史学家和数字游戏
IF 1.1 2区 历史学 Q1 Arts and Humanities Pub Date : 2022-11-30 DOI: 10.1111/hith.12280
Esther Wright

Playing with the Past: Digital Games and the Simulation of History, edited by Matthew Wilhelm Kapell and Andrew B. R. Elliott, was a significant publication in the establishment of historical (digital) game studies, a field that has since continued to grow. This review essay notes some of the key interventions made by the edited collection and its scope in accounting for the complexities of digital historical games. It also reflects on what the book represented at the early stages of the discipline and the ways in which scholarly approaches have developed (or not) in the decade since its publication. In doing so, it focuses on several key areas that arose in Playing with the Past and have remained central to historical game studies. In particular, this essay examines questions of digital games’ relationship to “professional,” written history; whether games can (or need to) teach their players about the past; and the troublesome reoccurrence of and reliance on certain difficult terms, such as “historical accuracy” and “historical authenticity.” This essay argues that all three of these fundamental aspects of our current approaches to historical game studies require further criticality to build on the foundational work of Playing with the Past as well as the vital work published in the field over the last decade.

Matthew Wilhelm Kapell和Andrew B. R. Elliott编辑的《Playing with the Past: Digital Games and Simulation of History》是历史(数字)游戏研究领域的重要出版物,这一领域此后一直在不断发展。这篇评论文章指出了编辑集所做的一些关键干预,以及它在解释数字历史游戏复杂性方面的范围。它还反映了这本书在该学科的早期阶段所代表的内容,以及自出版以来十年来学术方法的发展(或不发展)方式。在此过程中,本文将重点关注《Playing with the Past》中出现的几个关键领域,这些领域一直是历史游戏研究的核心。本文特别探讨了数字游戏与“专业”历史的关系问题;游戏是否能够(或需要)让玩家了解过去;还有麻烦的反复出现和依赖某些困难的术语,比如“历史准确性”和“历史真实性”。本文认为,我们当前历史游戏研究方法的所有这三个基本方面都需要在《Playing with the Past》的基础工作以及过去十年来该领域发表的重要工作的基础上进一步加强。
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引用次数: 1
THE PROPERTIES OF DIGITAL HISTORY 数字历史的性质
IF 1.1 2区 历史学 Q1 Arts and Humanities Pub Date : 2022-11-21 DOI: 10.1111/hith.12286
STEPHEN ROBERTSON

This article offers a definition of digital history that focuses on the core affordances of the personal computer and the process by which those properties come to be exploited. I begin by outlining the two properties of computers that I argue define digital history: they process data and (as Janet H. Murray noted) provide an immersive and interactive medium. I then examine how digital historians in the United States have employed those affordances. That process has proceeded unevenly, with computers having been used as a medium before they were employed to process data, and has produced additive forms—digital archives, digital public history, data analysis published in print—that rely on existing formats rather than on the affordances of computers. While such forms are a necessary step toward a more fully realized digital history, their prevalence suggests that it will take some time for that process to play out. The final section looks to recently published and forthcoming long-form digital arguments for the direction of that development. Examples from Stanford University Press's Digital Projects series point to some of the ways that the data analysis and the immersive and interactive medium of the computer might be combined.

本文提供了数字历史的定义,重点关注个人计算机的核心功能以及这些属性被利用的过程。我首先概述了计算机的两个属性,我认为这两个属性定义了数字历史:它们处理数据,并且(正如Janet H. Murray所指出的)提供一种沉浸式和交互式的媒介。然后,我研究了美国的数字历史学家如何利用这些启示。这一过程的发展并不均衡,计算机在被用来处理数据之前就已经被用作一种媒介,并且产生了附加形式——数字档案、数字公共历史、以印刷品出版的数据分析——这些形式依赖于现有的格式,而不是计算机的功能。虽然这些形式是迈向更全面实现的数字历史的必要步骤,但它们的流行表明,这一过程需要一段时间才能完成。最后一部分着眼于最近出版的和即将出版的长篇数字论据,以确定这一发展方向。斯坦福大学出版社(Stanford University Press)的《数字项目》(Digital Projects)系列中的例子指出了数据分析和计算机的沉浸式互动媒体可能结合在一起的一些方式。
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引用次数: 0
COMPOSING HISTORY FOR THE WEB: DIGITAL REFORMULATION OF NARRATIVE, EVIDENCE, AND CONTEXT 为网络编写历史:叙述、证据和背景的数字化重构
IF 1.1 2区 历史学 Q1 Arts and Humanities Pub Date : 2022-11-20 DOI: 10.1111/hith.12275
SHAHZAD BASHIR

I recently published A New Vision for Islamic Pasts and Futures, a digital book that presents a new way to understand Islam. This article describes the process and conceptual work that went into designing the book's interface. It emphasizes that hypertext enabled through digital means is not intrinsically more dynamic than print since work in both forms requires equally intensive hermeneutical effort. However, the digital realm provides a more expansive spectrum of tools to formulate concepts and to build on them. Digital presentation can be integrated into processes of theorizing, describing, and advocating that form the core of scholarship in the humanities. The article focuses on three areas—narrative, evidence, and context—that are central to modern historical work. My book's interface demonstrates that web capabilities are compositional tools whose deployment should be mulled over in a manner similar to how authors treat writing and editing. Moreover, we should take account of the quotidian fact that, in our environment, information and knowledge reach us extensively via computer-based mediation. Whether in books or in articles, academic work is assimilated through piecemeal delivery rather than bound volumes. Instead of romanticizing traditional forms whose import may be diminishing, historians and other humanities scholars can create new arguments by being attentive to the web's capabilities and to the current social conditions of possibility pertaining to the circulation of knowledge. Facility with digital composition can then feed back into all forms of humanistic thinking and writing.

我最近出版了《伊斯兰教的过去和未来的新视野》,这是一本电子书,展示了一种理解伊斯兰教的新方法。本文描述了设计本书界面的过程和概念性工作。它强调,通过数字手段实现的超文本本质上并不比印刷更具动态性,因为两种形式的工作都需要同样密集的解释学努力。然而,数字领域提供了更广泛的工具来制定概念并以此为基础进行构建。数字呈现可以整合到形成人文学科学术核心的理论化、描述和倡导过程中。这篇文章集中在三个方面——叙述、证据和背景——这是现代历史工作的核心。我的书的界面表明,web功能是组合工具,其部署应该像作者对待写作和编辑一样仔细考虑。此外,我们应该考虑到这样一个司空见惯的事实:在我们的环境中,信息和知识通过基于计算机的中介广泛地传递给我们。无论是在书中还是在文章中,学术工作都是通过零碎的交付而不是装订成册来吸收的。历史学家和其他人文学者可以通过关注网络的能力和与知识流通有关的当前社会条件来创造新的论点,而不是将其重要性可能正在减弱的传统形式浪漫化。数字构图的能力可以反馈到所有形式的人文思维和写作中。
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引用次数: 1
TOWARD THE RECOGNITION OF ARTIFICIAL HISTORY MAKERS 朝向承认人造历史的创造者
IF 1.1 2区 历史学 Q1 Arts and Humanities Pub Date : 2022-11-20 DOI: 10.1111/hith.12278
MARNIE HUGHES-WARRINGTON

Artificial intelligence is a historical discipline. This does not simply mean that its history can be written. It is historical on account of its recursive basis for action: its systems turn to prior beliefs—often through multiple steps or layers—to make recommendations for the present or predictions for the future. Using the two rooms approach of Alan Turing's imitation game, I highlight the potential for machine and human histories to be recognized via at least the idea of weak artificial intelligence. This recognition illuminates the mixed nature of the logic of history, combining deductions and endoxa. Finally, I note that illuminating and exploring this mixed logic of history signals a turn to historiographical metaphysics with Aristotelian features and, thus, the recognition of histories by professional historians as only part of a historiographical world. This signals that the recognition of machine and human history makers does not simply turn on the acknowledgement of imitation.

人工智能是一门历史学科。这并不仅仅意味着它的历史可以被书写。它是历史性的,因为它的行为基础是递归的:它的系统转向先前的信念——通常通过多个步骤或层次——为现在提出建议或预测未来。我利用阿兰·图灵(Alan Turing)模仿游戏的两个房间方法,强调了至少通过弱人工智能的概念来识别机器和人类历史的潜力。这种认识说明了历史逻辑的混合性质,它把演绎和内蕴结合在一起。最后,我注意到,阐明和探索这种历史的混合逻辑标志着向具有亚里士多德特征的历史学形而上学的转变,因此,职业历史学家承认历史只是历史学世界的一部分。这表明,对机器和人类历史创造者的承认并不仅仅取决于对模仿的承认。
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引用次数: 1
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