著者
Yuichiro Kobayashi Misaki Amagasa Takafumi Suzuki
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.2, no.1, pp.90-107, 2017-09-06 (Released:2017-09-07)
参考文献数
29

Popular songs can be regarded as a fine representation of modern society andculture. In particular, the lyrics of popular songs are the most importantaspect for understanding the sense of values and linguistic sensitivity in agiven generation and community. The purpose of the present study is toinvestigate the chronological variation of popular Japanese songs usingstylometric techniques. This study draws on the lyrics of 858 songs, whichappeared on the Oricon annual top 20 single hit chart between 1976 and 2015. Thelinguistic features investigated in this study include five different types oflexical indices, namely (a) number of words, (b) parts-of-speech, (c) wordtypes, (d) character types, and (e) vocabulary level. Multiple regressionanalysis was conducted to explore the chronological change in the frequencies oflexical indices. The results showed that the frequencies of word types andcharacter types dramatically changed before and after 1990. Moreover, the usagesof auxiliary verbs as well as lower level vocabulary became more prominent,whereas the frequencies of adjectival nouns and conjunctions decreased. Thefindings suggest that a turning point in cultural trends corresponds with thehistorically significant political and economic events, such as the end of theShowa era and the burst of the bubble economy.
著者
Eun Seo Jo Mark Algee-Hewitt
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.3, no.1, pp.1-32, 2018-10-21 (Released:2018-10-22)
参考文献数
21

Historians have traditionally relied on close readings of select primary sources to evaluate linguistic and discursive changes over time, but this approach can be limiting in its scope. Numeric representations of language allow us to statistically quantify and compare the significance of discursive changes and capture linguistic relationships over time. Here, we compare two deep learning methods of quantitatively identifying the chronology of linguistic shifts: RNN classification and RNN language modeling. In particular, we examine deep learning methods of isolating stylistic from topical changes, generating “decade embeddings,” and charting the changing average perplexity in a language model trained on chronologically sorted data. We apply these models to a historical diplomatic corpus, finding that the two world wars proved to be notable moments of linguistic change in American foreign relations. With this example we show applications of text-based deep learning methods for digital humanities usages.

6 0 0 0 OA Remixing Retro

著者
Domini Gee
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.4, no.1, pp.54-71, 2019-08-30 (Released:2019-08-29)
参考文献数
28

Attempts to preserve retro game elements or ‘the classic feeling’ through remixing retro elements with modern ones are not a new method. However, it is an effective preservation method. According to Newman, videogame preservation goes beyond simply preserving hardware. In order to deliver “authentic play (and aesthetic) experiences”, it also necessary to determine what are the most significant, qualitative aspects or properties that make a particular videogame what it is (Newman 2012, 122–23). Part of the success of classic characters like Mario is how often they are reused and reimagined (Suominen 2012, 8). Even if you have never played the original Mario games, you have still likely been exposed to the franchise’s most ‘basic’ elements through their various iterations. However, while the game industry typically aims for continual innovation and reinvention (Newman 2012, 9), the changing market and gaming landscape is allowing for alternative opportunities for remixing retro elements. One notable example includes Mega Man 9, which garnered praise for their gorgeous, realistic graphics. While all three games were made for modern consoles, Mega Man 9 was made in classic retro style, not only to return the series to its roots but also to give players a new story and “the classical feel” (Takeshita 2008). By studying the approaches developers have used, it is possible to study what ‘feeling’ they were attempting to preserve, what elements were considered most essential, how these elements were translated, and what new meanings occur.
著者
Hajime Murai
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.5, no.1, pp.4-21, 2020-11-20 (Released:2020-11-19)
参考文献数
16
被引用文献数
2

In recent years, there have been attempts to generate stories automatically by utilizing computers and various other kinds of information technology. However, it remains unclear how story sequences can be made to look natural and appear interesting. This study conducted a data description of 134 famous Japanese comic detective stories and listed 37 types of plot elements, 10 types of tricks, 9 types of criminal motives, and 10 types of relationships between victims and criminals, in order to realize a computational narratological analysis. Based on these parameters, eleven factors have been extracted through factor analysis. The structures of the plot transition networks varied according to the factors present in the detective stories. Therefore, an elaborate, human-like, and understandable creation of plot transitions can be enabled based on the detailed differences between plot transition networks.
著者
James Newman
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.4, no.1, pp.7-36, 2019-08-30 (Released:2019-08-29)
参考文献数
52
被引用文献数
2

This article focuses on Nintendo’s influential and much-celebrated 1998 videogame The Legend of Zelda: Ocarina of Time (hereafter OoT). In particular, it explores the often unexpectedly creative and wholly transformative ways in the game is played by ‘speedrunners.’ Seeking to race through the game as quickly as possible, speedrunners play in a distinctive way that combines mastery of performance execution with a deep knowledge of the game’s operation and how its systems may be exploited. Speedrunning performances are creative because they involve astonishingly detailed investigations of the minutiae of game behaviors. They are transformative because they disrupt and even invert much-vaunted aspects of the game as sequences that slow down progress are circumvented. As such, what would otherwise class as crucial moments in the storyline, key character development and even locales, are not only raced through but are actively skipped. Compared with the game’s narrative, the connectivity of its spaces, and the complex but clearly mapped passage of time as set out in Nintendo’s officially-endorsed ‘Strategy Guides’ (see Buchanan et al 1998; Hollinger et al 1998; Loe and Guess 1998), the OoT speedrun constructs an altogether different game with vastly altered priorities. And so, the offer to, ‘Join legendary hero Link as he journeys across Hyrule, and even through time, to thwart the plans of Ganondorf.’ (Nintendo 2017), is recast as a breakneck dash to the closing credits sequence evading and avoiding all but the essential moments of gameplay.

2 0 0 0 OA Playing with Pain

著者
Tsugumi Okabe Jérémie Pelletier-Gagnon
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.4, no.1, pp.37-53, 2019-08-30 (Released:2019-08-29)
参考文献数
31

The genre of boys’ love (BL), which generally refers to a body of works that depict fictional relationships between beautiful “boys,” is produced for and consumed mainly by women in Japan. Ludic expressions of sexuality and gender unique to BL have gained popularity on a global scale but have also drawn negative attention. In this article, we employ the concept of asobigokoro (playful spirit/heart) to highlight the importance of regional ideas of play and playfulness in game analysis. We argue that asobigokoro functions as a kind of counter-discourse as it privileges non-Eurocentric ways of knowing, understanding, and “playing” with representations of sexuality. Game analysis through an asobigokoro lens enriches the field of regional gaming by drawing on Japanese sociopolitical contexts to situate a reading of Japanese ludic representations. Asobigokoro stresses the importance of understanding cultural variations of “play” and “playfulness” in order to make sense of “taboo” subjects in culturally nuanced ways. In our textual analysis of Enzai: Falsely Accused, we discover that the simultaneous appropriation and subversion of violent and sexually explicit content, which characterizes the game’s asobigokoro, can be traced to Japanese feminist forms of asobi (play), which are rooted within the Yaoi tradition.
著者
Hajime Murai
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.3, no.1, pp.49-72, 2018-10-21 (Released:2018-10-22)
参考文献数
22

Although the literary structures employed in the Bible (chiasmus, concentric structures, and parallelism) are important for its interpretation, the ambiguity of these structures renders them problematic. In this paper, in order to establish an objective framework of evaluation for these structures, a quantitative analysis method is proposed. The target hypothesis of literary structures is the Parallel Literary Structure hypothesis about the hierarchical literary structure of the Bible. This hypothesis proposes that the literary structures in all books of the Bible have a parallel common system. Specifically, the validity of text divisions was evaluated based on divisions rendered in a number of extant Bible translations. Then, corresponding pericope pairs (a pericope is a small story unit in the Bible) that include various “common rare” words and phrases were counted, and the number of valid pairs was compared with the number of randomly constructed structures. From this analysis, statistical significances were extracted and the result strongly supports the hypothesis quantitatively.
著者
Kazushi Ohya
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.1, no.1, pp.68-85, 2015-09-02 (Released:2015-09-02)
参考文献数
24

This paper introduces the idea of data sharing strategy based on a conversion service, not on a sharing application, scheme, or ontology, that are dominant in proposals for language documentation. Although these three methods have been basic tactics for sharing corpora, they have a conceptual flaw in terms of descriptive linguistics. In this paper we report the results of a previous project - the LingDy project, and propose a basic concept for corpus sharing strategy to support personal diachronic data sharing. This paper is a revised version of a handout at JADH2012, so readers should be careful that this content is based on results at the time of 2012.
著者
Martin Holmes
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.3, no.1, pp.73-97, 2018-10-21 (Released:2018-10-22)
参考文献数
19
被引用文献数
1

The Landscapes of Injustice project is a multi-institutional seven-year research project funded by a Partnership Grant from the Social Sciences and Humanities Research Council of Canada. The project mission is to investigate, document, and analyze the process by which, beginning in 1942, tens of thousands of people of Japanese ethnicity were interned, and their property was seized and disposed of by the Canadian government and its agents. Part of this process involves identifying where Japanese Canadians were living and working prior to their internment, what property they owned, and how the dispossession affected them. This requires that we identify Japanese Canadian individuals across a range of different types of official and unofficial records, often based only on name, on a scale that makes an entirely manual process impractical. The project has therefore developed a semi-automated algorithmic approach to determining whether any name in the records is Japanese or not. This article describes the algorithm in detail, along with its application and limitations.
著者
Beverley McGuire
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.5, no.2, pp.43-60, 2020-12-25 (Released:2020-12-27)
参考文献数
32

This paper examines two self-tracking apps inspired by Buddhist ideas and practices but designed for the broader public: Mitra: Track What Matters Most and Stop, Breathe & Think. It shows how the apps enable users to develop greater emotional and ethical awareness, and it argues that their minimalist and customizable design features help mitigate against users becoming dependent on the technology itself. It then illustrates ways that other apps like Calm instead seek to lure users into their technology and keep them there. It concludes with a discussion of how such hooks and attention-economic strategies strengthen habits of consumption.
著者
Sebastian Nehrdich
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.5, no.2, pp.132-153, 2020-12-25 (Released:2020-12-27)
参考文献数
19
被引用文献数
3

For research on Buddhist textual material, citations and similar passages are of major importance. This paper explores the application of continuous word representations and nearest neighbor search in order to efficiently compute a network of parallel passages for the Chinese Buddhist canon. It also discusses methods of evaluating the quality of the detected parallels and demonstrates a potential use case for the resulting data in the form of a web application for philological research.
著者
Peter Mühleder Martin Roth Tracy Arndt Florian Rämisch
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.5, no.1, pp.61-83, 2020-11-20 (Released:2020-11-19)
参考文献数
25

The internet provides exciting opportunities for scholars of Japanese videogames. Fans from all over the world passionately collect, order, and share information about their hobby online. In this paper, we will show how we can exploit these potentials for research on Japanese videogames. We call this approach “duct-taping” databases: the integration of information from various heterogeneous, fragmentary online resources with the goal of creating a robust research dataset. We will discuss the potentials and challenges of this approach and show how it allows us to better understand the historical development of Japan’s videogame production.
著者
Paul Longley Arthur Jason Ensor Marijke van Faassen Rik Hoekstra Nonja Peters
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.3, no.1, pp.98-113, 2018-10-21 (Released:2018-10-22)
参考文献数
42
被引用文献数
3

Migrants all over the world have left multiple traces in different countries, and this cultural heritage is of growing interest to researchers and to the migrant communities themselves. Cultural heritage institutions, however, have dwindling funds and resources to meet the demand for the heritage of immigrant communities to be protected. In this article we propose that the key to bridging this gap is to be found in new possibilities that are opened up if resources are linked to enable digital exploration of archival records and collections. In particular, we focus on the value of building a composite and distributed resource around migrants’ life courses. If this approach is used and dispersed collections held by heritage institutions can be linked, migrant communities can have access to detailed information about their families and researchers to a wealth of data—serial and qualitative—for sophisticated and innovative research. Not only does the scattered data become more usable and manageable, it becomes more visible and coherent; patterns can be discovered that were not apparent before. We use the Dutch-Australian collaborative project “Migrant: Mobilities and Connection” as an example and case study of this life course–centered methodology and propose that this may develop into a migration heritage template for migrants worldwide.
著者
Wenyi Shang Winbin Huang
出版者
Japanese Association for Digital Humanities
雑誌
Journal of the Japanese Association for Digital Humanities (ISSN:21887276)
巻号頁・発行日
vol.3, no.1, pp.33-48, 2018-10-21 (Released:2018-10-22)
参考文献数
20
被引用文献数
2

The Song Dynasty was a decisive period of transformation in ancient China, during which relationships between scholars and politicians are thought to have become closer and closer, and this change is considered part of the “Tang–Song transition.” In the Song Dynasty, the Yuanyou 元祐 era (1086–94) was a critical and complex period with regard to its political environment. The major purpose of this paper is to investigate the relationships between scholars and politicians during this period. The connections between figures collected from the CBDB (China Biographical Database) include both literary relations and political relations. Two scholars have a literary relation when both of them write to a common third figure, and a political relation between two politicians is demonstrated through such connections as political support associations, recommendation sponsorship, and oppositional political affiliations. In the present study, two matrices are respectively constructed according to literary and political relations among figures and a Poisson-Gamma factorization model is adopted to obtain the key factors of the matrices. According to calculated results and literary history, the scholars can be clearly classified into three groups. We identified two groups of the politicians with this method, while we found other politicians to have steered a course between them. Furthermore, the figures engaged in common literary pursuits are more likely to share common political goals. As a result, the observation that scholars and politicians are related closely in the Yuanyou era confirms that this period must have featured literati politics.