This work explores the field of Digital Humanities (DH), an emerging discipline at the intersection of the humanities and digital technologies. Through an historical and anthropological approach, it investigates the evolution, applications, and cultural and social implications of DH. In the first chapter, Digital Humanities are defined as a research field, tracing their origins and outlining their development until the most recent transformations. The second chapter presents the current state of the discipline, analyzing the main areas of application and the operational practices that characterize research and disclosure in the digital sphere. The third chapter explores DH as a cultural medium, focusing on how projects such as Regium@Lepidi 2200 and the use of gamification - particularly the videogame Minecraft – contributes to the dissemination and reinterpretaion of historical and cultural heritage. The fourth chapter instead considers the potential of DH as a social medium, capable of giving voice to marginalized subjects and stimulating critical reflection. In this regard, projects such as The Uncensored Library by the British collective Blockworks are analyzed, aimed at fighting journalistic censorship. Finally, through an interview with the CEO of Symboolic AI (a company operating in the IT sector), the study reflects on the role and actual importance of the humanities within the corporate world. This is done starting from the experience of a computer engineer with a classical education. The thesis concludes by emphasizing how Digital Humanities are not only tools for research but active agents in the construction and transmission of knowledge, values, and worldviews.
Il presente lavoro esplora il campo delle Digital Humanities (DH), una disciplina emergente all’incrocio tra scienze umane e tecnologie digitali. Attraverso un approccio storico e antropologico, il lavoro indaga l'evoluzione, le applicazioni e le implicazioni culturali e sociali delle DH. All’interno del primo capitolo vengono definite le Digital Humanities quali campo di ricerca, ricostruendone le origini e tracciandone gli sviluppi fino alle più recenti trasformazioni. Il secondo capitolo presenta lo stato dell’arte della disciplina, analizzando i principali ambiti di applicazione e le pratiche operative che ne caratterizzano la ricerca e la divulgazione in ambito digitale. Il terzo capitolo esplora le DH come medium culturale, concentrandosi su come progetti quali Regium@Lepidi 2200 e l’uso della gamification - considerando in particolare il videogioco Minecraft - contribuiscano alla diffusione e alla reinterpretazione del patrimonio storico e culturale. Il quarto capitolo considera invece il potenziale delle DH come medium sociale, capace quindi di dare voce a soggetti marginalizzati e a stimolare una riflessione critica. In tal senso, vengono analizzati progetti come The Uncensored Library del collettivo britannico Blockworks contro la censura giornalistica; infine, attraverso l'intervista all'amministratore delegato di Symboolic AI (azienda che opera nel settore informatico), si è cercato di ragionare sul ruolo e sull'effettiva importanza delle discipline umanistiche all'interno del mondo aziendale: ciò è stato fatto partendo dall'esperienza di un ingegnere informatico con formazione classica. La tesi si conclude sottolineando come le Digital Humanities non siano solo strumenti di ricerca, ma attori attivi nella costruzione e nella trasmissione di conoscenze, valori e visioni del mondo.
L'Umanistica Digitale. Storia, strumenti e innovazione culturale e sociale attraverso alcuni casi di studio
MONTANARI, ALESSIO
2024/2025
Abstract
This work explores the field of Digital Humanities (DH), an emerging discipline at the intersection of the humanities and digital technologies. Through an historical and anthropological approach, it investigates the evolution, applications, and cultural and social implications of DH. In the first chapter, Digital Humanities are defined as a research field, tracing their origins and outlining their development until the most recent transformations. The second chapter presents the current state of the discipline, analyzing the main areas of application and the operational practices that characterize research and disclosure in the digital sphere. The third chapter explores DH as a cultural medium, focusing on how projects such as Regium@Lepidi 2200 and the use of gamification - particularly the videogame Minecraft – contributes to the dissemination and reinterpretaion of historical and cultural heritage. The fourth chapter instead considers the potential of DH as a social medium, capable of giving voice to marginalized subjects and stimulating critical reflection. In this regard, projects such as The Uncensored Library by the British collective Blockworks are analyzed, aimed at fighting journalistic censorship. Finally, through an interview with the CEO of Symboolic AI (a company operating in the IT sector), the study reflects on the role and actual importance of the humanities within the corporate world. This is done starting from the experience of a computer engineer with a classical education. The thesis concludes by emphasizing how Digital Humanities are not only tools for research but active agents in the construction and transmission of knowledge, values, and worldviews.| File | Dimensione | Formato | |
|---|---|---|---|
|
Montanari.Alessio.pdf
Accesso riservato
Dimensione
1.92 MB
Formato
Adobe PDF
|
1.92 MB | Adobe PDF |
I documenti in UNITESI sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.
https://hdl.handle.net/20.500.14251/3250