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Picturing Black History, Getty Images and Origins 描绘黑人历史、盖蒂图片和起源
Pub Date : 2024-02-01 DOI: 10.1525/tph.2024.46.1.185
Elizabeth Gritter
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引用次数: 0
Review: The Museum: A Short History of Crisis and Resilience, by Samuel J. Redman 评论博物馆:塞缪尔-J.-雷德曼著《危机与复原简史
Pub Date : 2024-02-01 DOI: 10.1525/tph.2024.46.1.197
Bethanee Bemis
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引用次数: 0
The Rhetoric of Freedom 自由的修辞
Pub Date : 2024-02-01 DOI: 10.1525/tph.2024.46.1.7
Sylvea Hollis
Over the past few years, the National Council on Public History (NCPH)’s annual meeting has given attention to the forthcoming 250th anniversary of the American Revolution. NCPH has worked with the National Park Service (NPS) to present a scholar’s roundtable with different annual themes. The roundtable at the 2023 meeting examined “The Rhetoric of Freedom.” This essay opens with an exploration of the theme. What follows is an introduction to the scholars who participated in the roundtable; a description of their suite of programming; and a summary of their findings. I close with a “best practices” case study of the Aiken-Rhett House, an urban plantation mansion in Charleston, South Carolina. The case study answers a reoccurring question that emerged from roundtable discussions: How do historians engage public(s) in narratives of freedom, bondage, and nation building?
在过去几年中,美国国家公共史理事会(NCPH)的年会一直关注即将到来的美国革命 250 周年纪念活动。NCPH 与美国国家公园管理局(NPS)合作,每年都会举办不同主题的学者圆桌会议。2023 年会议的圆桌会议探讨了 "自由的修辞"。本文首先探讨了这一主题。接下来是对参加圆桌会议的学者的介绍;对他们的整套计划的描述;以及对他们的研究成果的总结。最后,我将对南卡罗来纳州查尔斯顿的城市种植园宅邸艾肯-雷特宅(Aiken-Rhett House)进行 "最佳实践 "案例研究。该案例研究回答了圆桌讨论中反复出现的一个问题:历史学家如何让公众参与自由、奴役和国家建设的叙事?
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引用次数: 0
Once Upon a Time in Northern Ireland, by James Bluemel and Sian McIlwaine, KEO Films and Walk on Air Films Once Upon a Time in Northern Ireland》,James Bluemel 和 Sian McIlwaine 导演,KEO Films 和 Walk on Air Films 出品
Pub Date : 2024-02-01 DOI: 10.1525/tph.2024.46.1.182
Jack Hepworth
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引用次数: 0
Review: Terror & Truth: Civil Rights Tourism and the Mississippi Movement, by Steven A. King and Roger Davis Gatchet 评论:恐怖与真相:民权旅游与密西西比运动》,作者 Steven A. King 和 Roger Davis Gatchet
Pub Date : 2024-02-01 DOI: 10.1525/tph.2024.46.1.202
Jodi Skipper
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引用次数: 0
The International African American Museum, Charleston, SC 国际非裔美国人博物馆,南卡罗来纳州查尔斯顿
Pub Date : 2024-02-01 DOI: 10.1525/tph.2024.46.1.145
Najmah Thomas
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引用次数: 0
Review: Storytelling in Museums, edited by Adina Langer 回顾:博物馆中的讲故事》,Adina Langer 编辑
Pub Date : 2024-02-01 DOI: 10.1525/tph.2024.46.1.210
Ann E. McCleary
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引用次数: 0
Video Game Development as Public History 作为公共历史的电子游戏开发
Pub Date : 2024-02-01 DOI: 10.1525/tph.2024.46.1.74
Darren Reid
Public historians have recently directed significant attention toward video games as a media form for engaging diverse audiences with participatory historical representations and arguments. Yet despite the availability of easy-to-use game creation tools, historians have been slow to adopt game development. I developed a video game, Ab Uno Sanguine, based on my PhD research to assess the practicality of game design as a venue for public history practice. This article reflects on my experiences in historical game development along the ADDIE (Analyze, Design, Develop, Implement, Evaluate) process of game production. This paper connects game studies, historical game studies, and digital public history scholarship to demonstrate how historians can become historian-developers to disseminate their research without a large budget or a professional game design team.
最近,公共历史学家们将大量注意力投向了视频游戏,将其作为吸引不同受众参与历史表述和论证的一种媒体形式。然而,尽管有了易于使用的游戏制作工具,历史学家在采用游戏开发方面却进展缓慢。我在博士研究的基础上开发了一款视频游戏《Ab Uno Sanguine》,以评估游戏设计作为公共历史实践场所的实用性。本文按照游戏制作的 ADDIE(分析、设计、开发、实施、评估)流程,回顾了我在历史游戏开发方面的经验。本文将游戏研究、历史游戏研究和数字公共史学联系起来,展示了历史学家如何在没有大量预算或专业游戏设计团队的情况下成为历史开发者,传播他们的研究成果。
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引用次数: 0
Commemorating in Place 就地纪念
Pub Date : 2024-02-01 DOI: 10.1525/tph.2024.46.1.29
Joanna Auerbach
What makes historical tourism so compelling? The author reflects upon her personal experience of Holocaust tourism to tease out its meaning and appeal. The paper considers the making of meaning through the in-situ experience, including through association, sensory perception, and imagination. The paradigm of dark tourism, traditionally associated with superficial consumption, is dismissed as being too naive a rendering of the visitor experience. Instead, the author commends the tourist’s inherent capacity to make connections between the past and the present, and thereby generate meaning. Ultimately, however, the author finds her most authentic response to “being there” is one of commemoration, since she knows that what she is visiting in the present is not history itself, but merely a memory of it.
是什么让历史旅游如此引人注目?作者通过对大屠杀旅游的个人经历进行反思,揭示了大屠杀旅游的意义和吸引力。本文考虑了通过现场体验,包括通过联想、感官知觉和想象力来创造意义的问题。传统上与肤浅消费联系在一起的 "黑暗旅游 "模式被认为对游客体验的描述过于天真。相反,作者赞扬了游客在过去和现在之间建立联系,从而产生意义的内在能力。然而,作者最终发现,她对 "身临其境 "最真实的反应是一种纪念,因为她知道,她现在所参观的并不是历史本身,而仅仅是对历史的记忆。
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引用次数: 0
Video Game Development as Public History 作为公共历史的电子游戏开发
Pub Date : 2024-02-01 DOI: 10.1525/tph.2024.46.1.74
Darren Reid
Public historians have recently directed significant attention toward video games as a media form for engaging diverse audiences with participatory historical representations and arguments. Yet despite the availability of easy-to-use game creation tools, historians have been slow to adopt game development. I developed a video game, Ab Uno Sanguine, based on my PhD research to assess the practicality of game design as a venue for public history practice. This article reflects on my experiences in historical game development along the ADDIE (Analyze, Design, Develop, Implement, Evaluate) process of game production. This paper connects game studies, historical game studies, and digital public history scholarship to demonstrate how historians can become historian-developers to disseminate their research without a large budget or a professional game design team.
最近,公共历史学家们将大量注意力投向了视频游戏,将其作为吸引不同受众参与历史表述和论证的一种媒体形式。然而,尽管有了易于使用的游戏制作工具,历史学家在采用游戏开发方面却进展缓慢。我在博士研究的基础上开发了一款视频游戏《Ab Uno Sanguine》,以评估游戏设计作为公共历史实践场所的实用性。本文按照游戏制作的 ADDIE(分析、设计、开发、实施、评估)流程,回顾了我在历史游戏开发方面的经验。本文将游戏研究、历史游戏研究和数字公共史学联系起来,展示了历史学家如何在没有大量预算或专业游戏设计团队的情况下成为历史开发者,传播他们的研究成果。
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引用次数: 0
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