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In this book, John Burrows reveals that prepositions, conjunctions, personal pronouns, and articles--the part of speech that make up at least one third of fictional works in English--can tell us a great deal about the characters who speak them. By computing the frequency which with characters use words such as "the," "of," "it," and "I", it becomes possible to study character development in an even clearer light than before. What emerges from this unique study is the groundwork for more authoritative literary judgements.
This Companion offers a thorough, concise overview of the emerging field of humanities computing. Contains 37 original articles written by leaders in the field. Addresses the central concerns shared by those interested in the subject. Major sections focus on the experience of particular disciplines in applying computational methods to research problems; the basic principles of humanities computing; specific applications and methods; and production, dissemination and archiving. Accompanied by a website featuring supplementary materials, standard readings in the field and essays to be included in future editions of the Companion.
Besides familiar and now-commonplace tasks that computers do all the time, what else are they capable of? Stephen Ramsay's intriguing study of computational text analysis examines how computers can be used as "reading machines" to open up entirely new possibilities for literary critics. Computer-based text analysis has been employed for the past several decades as a way of searching, collating, and indexing texts. Despite this, the digital revolution has not penetrated the core activity of literary studies: interpretive analysis of written texts. Computers can handle vast amounts of data, allowing for the comparison of texts in ways that were previously too overwhelming for individuals, but they may also assist in enhancing the entirely necessary role of subjectivity in critical interpretation. Reading Machines discusses the importance of this new form of text analysis conducted with the assistance of computers. Ramsay suggests that the rigidity of computation can be enlisted in the project of intuition, subjectivity, and play.
In this work, Marcin Milkowski argues that the mind can be explained computationally because it is itself computational - whether it engages in mental arithmetic, parses natural language, or processes the auditory signals that allow us to experience music.
This book challenges the ways we read, write, store, and retrieve information in the digital age. Computers—from electronic books to smart phones—play an active role in our social lives. Our technological choices thus entail theoretical and political commitments. Dennis Tenen takes up today's strange enmeshing of humans, texts, and machines to argue that our most ingrained intuitions about texts are profoundly alienated from the physical contexts of their intellectual production. Drawing on a range of primary sources from both literary theory and software engineering, he makes a case for a more transparent practice of human–computer interaction. Plain Text is thus a rallying call, a frame of mind as much as a file format. It reminds us, ultimately, that our devices also encode specific modes of governance and control that must remain available to interpretation.
In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies." The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.
Bayesian Modeling and Computation in Python aims to help beginner Bayesian practitioners to become intermediate modelers. It uses a hands on approach with PyMC3, Tensorflow Probability, ArviZ and other libraries focusing on the practice of applied statistics with references to the underlying mathematical theory. The book starts with a refresher of the Bayesian Inference concepts. The second chapter introduces modern methods for Exploratory Analysis of Bayesian Models. With an understanding of these two fundamentals the subsequent chapters talk through various models including linear regressions, splines, time series, Bayesian additive regression trees. The final chapters include Approximate Bayesian Computation, end to end case studies showing how to apply Bayesian modelling in different settings, and a chapter about the internals of probabilistic programming languages. Finally the last chapter serves as a reference for the rest of the book by getting closer into mathematical aspects or by extending the discussion of certain topics. This book is written by contributors of PyMC3, ArviZ, Bambi, and Tensorflow Probability among other libraries.
The Arden Research Handbook of Contemporary Shakespeare Criticism is a wide-ranging, authoritative guide to research on critical approaches to Shakespeare by an international team of leading scholars. It contains chapters on 20 specific critical practices, each grounded in analysis of a Shakespeare play. These practices range from foundational approaches including character studies, close reading and genre studies, through those that emerged in the 1970s and 1980s that challenged the preconceptions on which traditional liberal humanism is based, including feminism, cultural materialism and new historicism. Perspectives drawn from postcolonial, queer studies and critical race studies, besides more recent critical practices including presentism, ecofeminism and cognitive ethology all receive detailed treatment. In addition to its coverage of distinct critical approaches, the handbook contains various sections that provide non-specialists with practical help: an A–Z glossary of key terms and concepts, a chronology of major publications and events, an introduction to resources for study of the field and a substantial annotated bibliography.
In 1989 we visited Australia, where we taught American Literature at the University of Newcastle on a Fulbright Grant. We read Australian literature, and were very much impressed by Australian writers and the picture they gave of their country. We traveled within the country from the coast to the Outback, saw koalas and kangaroos and wombats in the wlld, fossicked for gold, and flew to China, where we also lectured and visited the Summer Palace and the Great Wall during a time of great stress within that country. A later return to Australia showed a country much changed from the one we had first seen, but still a wonderful place.