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Chapter 4

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发表于 2025-10-14 19:41:14 | 显示全部楼层 |阅读模式
本帖最后由 2023级2304班 于 2025-10-18 15:16 编辑

The Architecture of Experience: Digital Humanities as a Neo-Humanistic Synthesis
    The journey through the digital humanities, as charted in this comprehensive chapter, reveals a field that is not merely technological but profoundly philosophical. It begins with the digital paradox that refocuses attention on material objects, extends through a sensory revolution, and culminates in the creation of immersive digital constructs of space and performance. The final pieces of this puzzle—Virtual Reality and Games—complete the picture by demonstrating that the ultimate ambition of the digital humanities is to construct experiential architectures. These are not just tools for analysis but are the modern heirs to a long humanistic tradition of using immersive environments to shape understanding, arguing that to truly know the past, one must, in a mediated sense, be able to inhabit it.
From Representation to Embodied Experience
    The chapter's logical climax arrives with Virtual Reality (VR) and Games. The discussion of VR is masterfully framed not as a technological novelty, but as the digital extension of a core humanistic impulse. The argument that "the architecture of humanism is nothing if not a virtual reality" is pivotal. It connects digital projects like Rome Reborn and the St. Gall Project directly to the work of Alberti, Brunelleschi, and Jefferson, who constructed physical environments to "recapture the spirit of the ancient." This reframes DH not as a break from tradition, but as its continuation by new means. Digital VR is the latest medium for achieving the Renaissance goal of making the past palpable, moving beyond static models to interactive, navigable spaces that provide a "platform for research" through synchronic and diachronic comparison.
    This evolution from observation to participation is fully realized in the section on Games. Here, the digital humanities embrace their most dynamic and contentious form. The chapter wisely anchors digital games in a long history of "humanistic activity," from funeral games and the allegory of chess to Castiglione’s The Book of the Courtier. This historical grounding legitimizes games as a serious object and medium of study. Modern digital games are presented not as mere entertainment but as systems that can "reveal deep structural forces" of history and culture, and even model "counterhistorical scenarios." They are, in essence, interactive scholarly arguments—playable constructs that make the contingency of history and the complexity of ethical choice tangible. The concluding question—"Can we read the game as a book?"—powerfully encapsulates the field's challenge to traditional scholarly forms, demanding a redefinition of authorship, readership, and the very nature of publication.
The Ultimate Material Turn
    The introduction of VR and Games creates powerful resonances with earlier sections. The "Construct and Model" is now understood not just as a 3D visualization, but as an inhabitable argument. The Rome Reborn project is the ultimate expression of the construct, transforming it from a model to be viewed into a world to be experienced.
    Furthermore, this represents the final and most radical stage of the "Material Turn." If the chapter began by refocusing on the materiality of a cuneiform tablet or a manuscript, it ends by assigning a new kind of materiality to experience itself. The spatial experience of a Roman citizen, the strategic decisions of a historical actor, the sensory immersion in a ritual—these intangible aspects of the past become the "objects" of study. Digital tools grant them a form of materiality by simulating them in a coded environment that can be explored and manipulated. This is the culmination of the shift from studying what the past left behind to experimenting with how the past felt and operated.
The Scholarly Ludonarrative
    A compelling personal insight that emerges from this complete picture is the concept of the Scholarly Ludonarrative. Ludonarrative is a term from game studies describing the intersection of a game's story (narrative) and its gameplay (ludology). In the context of digital humanities, we can see the entire field moving towards the creation of scholarly ludonarratives.
    A traditional scholarly narrative is linear and authored: a book or article presents an argument. A DH project like a complex game or an immersive VR reconstruction is a ludonarrative. Its "narrative" is the historical or cultural thesis it embodies (e.g., "the Roman Forum was a space of concentrated political and religious power"). Its "ludic" element is the interactive, systemic, and often non-linear way a user discovers and engages with that thesis—by choosing which building to enter first, witnessing how a crowd simulates in the space, or failing/succeeding in a game-based political strategy.
    This framework explains the field's transformative potential and its institutional challenges. The scholarly ludonarrative is a deeply powerful form of argumentation because it is experiential and multi-perspectival. However, it cannot be "read" like a book by a tenure committee. It must be "played," and its "authorship" is distributed among modelers, programmers, historians, and designers. The final, unfinished state of the Rome Reborn game engine, mentioned in the text, is a poignant symbol of this gap between the field's innovative potential and the traditional academic structures that struggle to evaluate and fund it. The future of the digital humanities may depend on its ability to not only create these powerful scholarly ludonarratives but also to develop the critical vocabulary and institutional frameworks to recognize their value.
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