Category: Digital Humanities

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Exploring Emotional Engagement in Augmented Reality Simulation of the Seven Dyslexia Visual Distortion

Dyslexia is a phonological learning difficulty that affects an individual’s ability to process linguistic codes despite having high cognitive ability and keen vision. People with visual dyslexia also experience seven visual distortions in reading: words that jump out of the page, melt away, blurry, shaky, and others. Regardless of dyslexia’s high prevalence rate (1 out

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Memes as Critique of Daily Life: A Study on “HomeDesign369” TikTok Videos

The rise of interior design short videos on YouTube Shorts and TikTok has become favourable content, offering entertainment and practical solutions for daily life problems. Recently, the popularity of these videos has surged, particularly due to the viral phenomenon of “Little John”. The narratives of “Little John” and his interior problems were popularised by a

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Fanfiction: Mode of Storytelling or Marketing Device, Analysed Through Uses and Gratifications Approach

Fanfiction is an evolving literary genre that happens in a fictional world, combining the elements of beloved characters and alternate scenarios. It is a technique of world-building with retellings of stories catered to the preferences of audience practiced in the contemporary world. In the recent times with the coming of the Marvel Comics adapting their

“Transfigured Reminiscence”: A Vintage Porcelain Figurine Reborn Through 3D Virtualization and Kintsugi Art

Pottery and porcelain are inherently delicate and easily damaged, particularly during transportation or through inadvertent handling. Such damage diminishes their value. While traditional restoration methods may not fully recover the original value of these objects, the co-creation of new artifacts that fuse two distinct cultural traditions produces a new object with unique value. Our current

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The Prominence of Smart in Smart Tourism Experience: A Netnographic Examination of Online Reviews

The purpose of this study is to investigate Jakarta’s potential as a smart tourism city from the viewpoint of visitors, specifically from their post-trip experience through online reviews. The study uses a netnography approach and content analysis to examine online reviews. Data were collected based on Google Review from 25 attractions in Jakarta to understand

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Using Machine Learning to Classify Art Style in Naturalism and Realism

Art styles have evolved over time in response to changing cultural, societal, and artistic influences. The naturalism and realism art styles emerged as artistic and philosophical movements in the 19th century, and while they had some similarities, they also had some important differences. There is, however, a challenge in fully recognizing and understanding the complexities

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Unveiling the Spiritual Depths: Analyzing Japanese Religious Philosophy in Sekiro: Shadows Die Twice

This academic analysis examines the incorporation of Japanese religious philosophy in Sekiro: Shadows Die Twice, a video game by FromSoftware. The analysis focuses on the concepts of kegare, samsara, and stagnation, exploring their portrayal in the game’s narrative, characters, and symbolism. Sekiro represents the Shinto concept of kegare through the “Dragonrot” disease, prompting players to

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Digital Preservation and Data Integrity: A Case Study

This study investigated the data integrity affected by digital preservation in archival institutions. Digital preservation is a broad term that includes everything that needs to be done to keep digital materials accessible even if the media fails or technology changes. The objectives of this study are to identify the factors that influence digital preservation, to

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Digital Technologies in Teacher Education With Reference to French Language Teacher

This paper examines digital technologies in teacher education with reference to French language teacher. The purpose was to find whether digital technologies can be used by teachers to teach French language. First, there is need for the education sector to adopt digital technologies to teach in the classrooms. Secondly, it has been observed that learning

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Transcultural Languages: 3D Reconstruction of the Wampo Canoe, and Its Interpretation Through Intelligent Technologies on Digital Fabrication

The heritage rescue promoted since 2003 by Unesco in its convention for the safeguarding of the Intangible Cultural Heritage is the foundational basis of our research group, which focuses on the generation of new cultural expressions with the integration of state-of-the-art intelligent technologies. Our objective is to rescue, transcribe/translate and create new expressions based on

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Immersive Technology Uses in Interactive Media: A Collection of Case Studies

A collection of case studies that combine immersive technologies such as augmented and virtual reality in various contexts are introduced to outline some of the signals and trends in emerging interactive media. A series of authors share uses of AR/VR/MR in a wide range of fields including tourism, education, archeology, communication, and more. Common themes,

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MMORPG Games as a Way of Coping During the Pandemic: A Study on World of Warcraft

Negative effects of coronavirus expand from physical to mental health, thus finding methods for emotional coping and wellness has become crucial. The act of play is a way to improve one’s wellness and it has been discussed as an intrinsic human activity nested in the culture. During quarantines “play” was in the virtual form more

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Towards Kommos: The Narrative Vessel — A Proposed Construct of Narrative Formation

This paper scaffolds a larger investigation entitled Configuring Kommos: Narrative in event, place, and memory, which explores the tangible formation of narrative generated from the intangibility of a largely undocumented historic event: the Massacre of the Acqui Division on the island of Kefalonia, Greece in 1943. The aim of this project is to investigate a