dc.contributor.author
Bakels, Jan-Hendrik
dc.contributor.author
Grotkopp, Matthias
dc.contributor.author
Scherer, Thomas
dc.contributor.author
Strati, Jasper
dc.date.accessioned
2021-06-28T13:24:43Z
dc.date.available
2021-06-28T13:24:43Z
dc.identifier.uri
https://refubium.fu-berlin.de/handle/fub188/31202
dc.identifier.uri
http://dx.doi.org/10.17169/refubium-30938
dc.description.abstract
This article presents a framework that reconciles the requirements of computational methods with a qualitative, phenomenological approach to the analysis of audiovisual media. In its temporality and multimodality we treat audiovisual media as exemplary with regard to the wider field of performative arts and their analysis in digital humanities approaches.
First, we argue in favor of grounding digital methodology explicitly in scholarly, theoretical approaches to the human experience of performative arts and outline a qualitative approach to compositional patterns and dynamics of affect in audio-visual media. To demonstrate this approach, an exemplary scene analysis highlights the specifics of analyzing experiential qualities based on micro-level descriptions of compositional structures.
Eventually, the main body of the article spells out three central challenges with regard to this use of computational tools: 1.) recasting common film analytical vocabulary into a machine readable semantic ontology; 2.) setting up a systematic and applicable annotation routine that is based on the developed semantic ontology and allows for the interpersonal and consistent description of larger corpora; 3.) developing visualizations and query tools that enable the identification and tracing of compositional patterns within complex sets of annotation data.
The article concludes by demonstrating the benefits of visualized annotation data by taking up the exemplary analysis sketched out earlier and, ultimately, reflects upon the implications of the outlined AdA filmontology as a programmatic starting point to addressing intersubjective bases of experience in the wider field of digital humanities.
en
dc.format.extent
41 Seiten
dc.rights.uri
https://creativecommons.org/licenses/by-nd/4.0/
dc.subject
Computational Analysis
en
dc.subject
Human Experience
en
dc.subject
Performative Arts
en
dc.subject
Digital Humanities
en
dc.subject.ddc
700 Künste und Unterhaltung::700 Künste::700 Künste, Bildende und angewandte Kunst
dc.title
Matching Computational Analysis and Human Experience: Performative Arts and the Digital Humanities
dc.type
Wissenschaftlicher Artikel
dcterms.bibliographicCitation.articlenumber
47
dcterms.bibliographicCitation.journaltitle
Digital Humanities Quarterly
dcterms.bibliographicCitation.number
4
dcterms.bibliographicCitation.volume
14
dcterms.bibliographicCitation.url
http://www.digitalhumanities.org/dhq/vol/14/4/000496/000496.html
refubium.affiliation
Philosophie und Geisteswissenschaften
refubium.affiliation.other
Institut für Theaterwissenschaft
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refubium.affiliation.other
Kolleg-Forschungsgruppe Cinepoetics
dcterms.accessRights.openaire
open access
dcterms.isPartOf.issn
1938-4122
refubium.resourceType.provider
WoS-Alert