Reconceptualizing the Digital Humanities in Asia
New Representations of Art, History and Culture
Series: Digital Culture and Humanities; 2;
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Product details:
- Edition number 1st ed. 2020
- Publisher Springer Nature Singapore
- Date of Publication 10 September 2020
- Number of Volumes 1 pieces, Book
- ISBN 9789811546419
- Binding Hardback
- No. of pages198 pages
- Size 235x155 mm
- Weight 489 g
- Language English
- Illustrations XIV, 198 p. 11 illus. Illustrations, black & white 94
Categories
Long description:
"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.
- 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
- 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 Sam Chiu, Associate Professor, The Faculty of Education, The University of Hong Kong
Table of 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.