From Exploration to Critique: Catalyzing Critical Inquiry with Cultural Collection Visualizations.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Florian Windhager, Eva Mayr, Katrin Glinka
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引用次数: 0

Abstract

This paper examines whether visualizations in cultural heritage fields can move beyond their traditional roles of exploration and analysis to facilitate higher-order cognitive processes central to the practice of "critique". Drawing on arts and humanities perspectives, we define critical cognition as a mode of inquiry that explores and evaluates the potentiality of cultural objects and topics-and interrogates the associated representation and research systems that shape them-against the background of their actual state. We propose a framework for thinking about the critical potential of visualization systems and outline design strategies that enhance critical cognition and encourage responsive action. To that end, we examine multiple system components, including culture and context, collection practices, digital modeling, visualization, and research practices. We argue that by incorporating critical perspectives on these system components into interface design, we can empower users, foster more reflective and nuanced engagement with cultural collections, deepen understanding of their social, historical, and epistemic contexts, and ultimately strengthen trust in visualization methods within the arts and humanities.

从探索到批判:用文化收藏可视化催化批判性探究。
本文探讨了文化遗产领域的可视化是否可以超越其传统的探索和分析角色,以促进对“批判”实践核心的高阶认知过程。借鉴艺术和人文学科的观点,我们将批判性认知定义为一种探究模式,它探索和评估文化对象和主题的潜力,并在其实际状态的背景下询问相关的表征和塑造它们的研究系统。我们提出了一个框架来思考可视化系统的关键潜力,并概述了增强批判性认知和鼓励响应性行动的设计策略。为此,我们研究了多个系统组件,包括文化和背景、收集实践、数字建模、可视化和研究实践。我们认为,通过将对这些系统组件的批判性观点纳入界面设计,我们可以赋予用户权力,促进对文化收藏品的更多反思和细致入微的参与,加深对其社会、历史和认知背景的理解,并最终加强对艺术和人文学科中可视化方法的信任。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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