From bringing a book to life to utilizing graphs to map out human nature, it is clear that technology can play an essential role to subjects within the humanities. The project of mapping out the character relationships and storyline of The Great Gatsby through the use of a computer portrays the way digital technology is augmenting scholarship by providing yet another spectrum through which the story can be retold. In other words, by incorporating digital media, the novel begins to evolve into other forms of useful mediums thus giving the audience another way to look at and understand the plot. Reality is being augmented in this project due to the utilization of computation in an effort to bring this story to life. Another story being brought to life through the means of augmenting the way we perceive reality is human emotion. In the article “Temporal Patterns of Happiness and Information in a Global Social Network: Hedonometrics and Twitter,” the author informs the audience through data and graphs about the way a study of human happiness was conducted through the use of social media, another form of technology that plays a role in amplifying the human experience. By digitally bringing an identity of humanity to life, it provides us insight into contextual information through other mediums. In retrospect, this right here is the value digitalism places on the humanities. All in all, Hayles’, “How We Think” prepared me to understand how digital technology plays a vital role in these articles. Had I not been informed on Hayes’ perspective, I wouldn’t have understood that digitalizing the humanities could provide other means of understanding a novel, human emotion, and other man-made subject. Through many different apparatuses, digital humanities are advancing the way we perceive the world around us. Take Neuromancer for example. Gibson’s use of cyberspace provides a distorted reality where digital influences prevail throughout the novel. If we were to achieve such a world where we allow technology to garble with our comfortable reality, perhaps a dystopia would arise similar to the one found in Neuromancer. But for now, we must appreciate how technology has provided us with ways to digitally alter our perception of subject matter within the humanities.
Dodds PS, Harris KD, Kloumann IM, Bliss CA, Danforth CM (2011) Temporal Patterns of Happiness and Information in a Global Social Network: Hedonometrics and Twitter. PLoS ONE 6(12): e26752. doi:10.1371/journal.pone.0026752
Gibson, William. Neuromancer. New York: Ace, 1984. Print.
Hayles, Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: U of Chicago, 2012. Print.
Wilson, Mark. (2013, July 25). Infographic: “Every Scene in the Great Gatsby”