Roman Cyborgs! On Significant Otherness, Material Absence, and Virtual Presence in the Archaeology of Roman Religion

2019 ◽  
Vol 23 (1) ◽  
pp. 64-81
Author(s):  
Eva Mol

In this article I explore different ways archaeologists can contribute to and learn from theorizing the digital world beyond the traditional functionalistic means of applying computational methods. I argue that current digital technologies can be a very constructive tool to create non-human experience and awareness. I pursue this argument by presenting ideas from a work-in-progress project experimenting with the post-human and the virtual, and by exploring significant otherness in Roman religion and the dark spots in human perception, through the analysis of an absent temple in Rome. Applying post-human philosophies and an expanded concept of virtuality beyond the digital makes it possible to change our approach to object/human/divine relations in Roman cults and how we present Roman heritage towards a post-humanist framework. Through this, digital archaeology can become one of the ways of re-examining and reinventing our ideas of the human, the past and the digital.

2015 ◽  
Vol 19 (1) ◽  
pp. 26-49
Author(s):  
Heather Wiltse ◽  
Erik Stolterman ◽  
Johan Redström ◽  

The digital computational technologies that over the past decades have come to be fully integrated into nearly all aspects of human life have varying forms, scales, interactive mechanisms, functions, configurations, and interconnections. Much of this complexity and associated implications for human experience are, however, hidden by prevalent notions of ‘the computer’ as an object. In this paper, we consider how everyday digital technologies collectively mediate human experience, arguing that these technologies are better understood as fluid assemblages that have as many similarities with the infra-structural as they have properties typical for objects. We characterize these aspects in terms of ‘wicked interactions,’ drawing on and adapting the classic theory of wicked problems in design discourse that has similarly considered the complexity of interactions with and within other types of social infrastructure. In doing this we emphasize the need and the potential for building up connections between philosophy of technology and design discourse, with the hope that this might further the shared goals of understanding digital technologies and their consequences and determining how to act in relation to them and their design.


2015 ◽  
Vol 1 (1) ◽  
Author(s):  
Jeremy Huggett

AbstractThis paper presents a grand challenge for Digital Archaeology of a different kind: it is not technical in and of itself, it does not seek out technological solutions for archaeological problems, it does not propose new digital tools or digital methodologies as such. Instead, it proposes a broader challenge, one which addresses the very stuff of archaeology: an understanding of how digital technologies influence and alter our relationships with data, from their creation and storage ultimately through to the construction of archaeological knowledge. It argues that currently this area is under-theorised, under-represented, and under-valued, yet it is increasingly fundamental to the way in which we arrive at an understanding of the past.


2020 ◽  
Vol 11 (2) ◽  
pp. 261-273 ◽  
Author(s):  
Anna Kouhia

Over the past twenty years, hobby crafting has experienced a revival of interest, as people have started to seek new ways to engage with crafts as creative leisure in an increasingly digital world. Along the way, emerging, digital technologies have provided new tools and ways to engage in hobby crafting. Indeed, today’s hobby crafts are frequently concerned with material mediated via the internet and accomplished with the aid of software, which also affects our understanding of maker identities in online communities. This article argues that digitalization has not only revolutionized hobbyist craft making with new tools and technologies, but has also paved new ways for practising creative skills, which has had a significant impact on makers’ engagements with craft materials, objects and communities of practices. This is demonstrated through netnographic explorations on Facebook’s leisure craft community where digital material practices are increasingly prevalent in hobbyists’ everyday life. As a conclusion, the article speculates on visions of the future of hobby crafts and its relevance as a leisure pursuit.


Author(s):  
John Mansfield

Advances in camera technology and digital instrument control have meant that in modern microscopy, the image that was, in the past, typically recorded on a piece of film is now recorded directly into a computer. The transfer of the analog image seen in the microscope to the digitized picture in the computer does not mean, however, that the problems associated with recording images, analyzing them, and preparing them for publication, have all miraculously been solved. The steps involved in the recording an image to film remain largely intact in the digital world. The image is recorded, prepared for measurement in some way, analyzed, and then prepared for presentation.Digital image acquisition schemes are largely the realm of the microscope manufacturers, however, there are also a multitude of “homemade” acquisition systems in microscope laboratories around the world. It is not the mission of this tutorial to deal with the various acquisition systems, but rather to introduce the novice user to rudimentary image processing and measurement.


2020 ◽  
Vol 26 ◽  
Author(s):  
Pengmian Feng ◽  
Lijing Feng ◽  
Chaohui Tang

Background and Purpose: N 6 -methyladenosine (m6A) plays critical roles in a broad set of biological processes. Knowledge about the precise location of m6A site in the transcriptome is vital for deciphering its biological functions. Although experimental techniques have made substantial contributions to identify m6A, they are still labor intensive and time consuming. As good complements to experimental methods, in the past few years, a series of computational approaches have been proposed to identify m6A sites. Methods: In order to facilitate researchers to select appropriate methods for identifying m6A sites, it is necessary to give a comprehensive review and comparison on existing methods. Results: Since researches on m6A in Saccharomyces cerevisiae are relatively clear, in this review, we summarized recent progresses on computational prediction of m6A sites in S. cerevisiae and assessed the performance of existing computational methods. Finally, future directions of computationally identifying m6A sites were presented. Conclusion: Taken together, we anticipate that this review will provide important guides for computational analysis of m 6A modifications.


2021 ◽  
pp. 1-45
Author(s):  
Susan Elizabeth Gagliardi ◽  
Constantine Petridis

Abstract Mapping Senufo: Art, Evidence, and the Production of Knowledge – an in-progress, collaborative, born-digital publication – will offer a model for joining theories about the construction of identities and the politics of knowledge production with research and publication practice. In this article, we examine how computational methods have led us to reframe research questions, reevaluate sources, and reimagine the form of a digital monograph. We also demonstrate how our use of digital technologies, attention to iteration, and collaborative mode of working have generated fresh insights into a corpus of arts identified as Senufo, the nature of evidence for art-historical research, and digital publication. We posit that the form of a digital publication itself can bring processes of knowledge construction to the fore and unsettle expectations of a tidy, authoritative narrative.


2021 ◽  
Vol 263 (2) ◽  
pp. 4913-4918
Author(s):  
Anna Schwendicke ◽  
M. Ercan Altinsoy

Humans perceive whole-body vibration in many daily life situations. Often they are exposed to whole-body vibration in combination with acoustic events. Sound and vibration usually stems from the same source, for example concerts or travelling in vehicles, such as automobile, aircrafts, or ships. While we can describe acoustic stimuli using psychoacoustic descriptors such as loudness or timbre, the description human perception of whole body vibration frequently has been reduced to comfort or quality in the past. Unlike loudness or timbre, comfort and quality are dependent on the overall context. Especially in vehicles expectations might differ lot between different vehicle classes. Previous studies have evaluated a large range of suitable descriptors for whole-body vibrations that are independent of context. They suggest that certain descriptors are driven to a large extend by the frequency content of the vibration. This study systematically investigates the influence of frequency content on the perception of whole-body vibration varying frequency content and intensity of the vibrations. The results verify the frequency dependence of specific descriptors and identify the respective frequency ranges.


Heritage ◽  
2021 ◽  
Vol 4 (4) ◽  
pp. 4460-4472
Author(s):  
Angelos Manglis ◽  
Paschalina Giatsiatsou ◽  
Dimitra Papadopoulou ◽  
Vasiliki Drouga ◽  
Anastasia Fourkiotou

Focusing on both physical and virtual accessibility, this paper presents the methodology developed by MeDryDive for the selection of AUCHS (Accessible Underwater Cultural Heritage Sites) in Greece, Italy, Croatia, and Montenegro. MeDryDive is a project that aims at the promotion of AUCHS in the Mediterranean as distinctive tourism destinations through personalized dry dive experiences. The candidate sites are assessed in order to be included in the transnational thematic tourism product “Dive in the Past” and promoted through Creative and Cultural Industry (CCI) applications, including a Serious Game, Augmented and Virtual Reality applications, and promotional videos, all developed in the context of the project. The main goal of the methodology is to meet the requirements for both the sustainability of the thematic tourism product and the digital applications’ development. The assessment of AUCHS is based on specific criteria that result from setting weighing factors and classifying indicators as either critical or non-critical. The criteria are categorized into core (feasibility) criteria and complementary (appropriateness) criteria for determining the total level of readiness. This set of criteria enables site selection through an elimination method, identifying the suitable pilot and follow-on sites for the integration of digital technologies into the tourism offering.


2015 ◽  
Vol 37 (4) ◽  
pp. 195-214
Author(s):  
Sarah M. Loose

This article focuses on digital humanities and Renaissance studies in Canada, highlighting established projects such as Iter and newer efforts such as Serai, and addressing recent interest in historical GIS. This survey of projects demonstrates how the work of Renaissance studies faculty and graduate students in Canada is increasing accessibility to sources, creating new knowledge environments and spaces for collaboration, and encouraging new ways to map and visualize Renaissance data, with an end result that enhances our understanding of the past and the ways that digital technology is changing humanities scholarship. The article also suggests that from the perspective of graduate students, participation in these endeavours provides not only training in digital technologies but also the opportunity to contribute knowledge to the field in concrete ways and the chance to establish a foundation in methodologies and practices that will shape approaches to Renaissance studies research and teaching in the future. Cet article se penche sur les humanités numériques et les études de la Renaissance au Canada, en présentant des projets établis tels qu’Iter et plus récents tels que Serai, ainsi qu’en examinant l’intérêt plus récent pour le système d’information géographique (SIG) historique. Ce survol de différents projets montre comment le travail de professeurs et d’étudiants aux études supérieures dans le domaine améliore l’accès aux sources, créent des environnements pour de nouvelles connaissances et des espaces de collaboration, et favorisent de nouvelles façons de visualiser des données relatives à la Renaissance, enrichissant ainsi notre compréhension du passé, tout en mettant en lumière les transformations des sciences humaines provoquées par les technologies numériques. Cet article avance également qu’en ce qui concerne les étudiants aux études supérieures, la participation dans ces projets non seulement leur donne de l’expérience en humanités numériques, mais leur donne aussi la chance de pouvoir contribuer de façon concrète à l’avancement des connaissances dans leur domaine. Ces expériences leur donne également l’opportunité de développer une méthode et des pratiques qui détermineront leurs approches dans leur recherche et leur enseignement à venir en études de la Renaissance.


Author(s):  
Ravi Kiran Mallidi ◽  
Manmohan Sharma ◽  
Jagjit Singh

Legacy Digital Transformation is modernizing or migrating systems from non-digital or older digital technology to newer digital technologies. Digitalization is essential for information reading, processing, transforming, and storing. Social media, Cloud, and analytics are the major technologies in today's digital world. Digitalization (business process) and Digital Transformation (the effect) are the core elements of newer global policies and processes. Recent COVID pandemic situation, Organizations are willing to digitalize their environment without losing business. Digital technologies help to improve their capabilities to transform processes that intern promote new business models. Applications cannot remain static and should modernize to meet the evolving business and technology needs. Business needs time to market, Agility, and reduce technical debt. Technology needs consist of APIs, better Security, Portability, Scalability, Cloud support, Deployment, Automation, and Integration. This paper elaborates different transformation/modernization approaches for Legacy systems written in very long or End of Life (EOL) systems to newer digital technologies to serve the business needs. EOL impacts application production, supportability, compliance, and security. Organizations spend money and resources on Digital Transformation for considering Investment versus Return on Investment, Agility of the System, and improved business processes. Migration and Modernization are critical for any Legacy Digital Transformation. Management takes decisions to proceed with Digital Transformation for considering Total Cost Ownership (TCO) and Return on Investment (ROI) of the program. The paper also includes a TCO-ROI calculator for Transformation from Legacy / Monolithic to new architectures like Microservices.


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