Our project will present a short paper titled “The Benefits of RDF and External Ontologies for Heterogeneous Data: A case study using the Japanese Visual Media Graph” at the 16th International Symposium for Information Science.
Due to Covid-19, it is held as a virtual conference, with free registration.
The 10th annual conference of the Japanese Association for Digital Humanities, JADH2020: “A New Decade in Digital Scholarship: Microcosms and Hubs” hosted by the Graduate School of Language and Culture, Osaka University took place in virtual space this last weekend (20-22 November 2020).
Continue reading “Presenting at JADH2020”
Here we are, finally done with our series on Tiny Use Case 2, so let’s do a quick TL;DR summary of what happened in the four preceding blogposts (1, 2, 3, 4):
It has been quite a journey getting to this fourth part in our series on Tiny Use Case 2. We started out by introducing Hiroki Azuma’s discourse defining work, Otaku: Japan’s Database Animals, and picking out a claim that would be worth examining on the JVMG database. Next we introduced the two datasets (The Visual Novel Database (VNDB) and Anime Characters Database (ACDB)) we were employing for our analysis, and examined some key descriptive statistics. Finally, in part three we employed the toolkit of regression analysis to see whether our two hypotheses are confirmed or contradicted by the data at our disposal. Our hypotheses were:
Following the first part of this series, where we introduced Hiroki Azuma’s seminal book Otaku: Japan’s Database Animals, and identified the point (“many of the otaku characters created in recent years are connected to many characters across individual works” (p 49)) we are testing on the JVMG database; in part two we discussed the two datasets (The Visual Novel Database (VNDB) and Anime Characters Database (ACDB)) we are working with and the operationalization of our concepts on these datasets. Furthermore, we examined some key descriptive statistics , and based on what we saw, we reformulated our initial two hypotheses to be the following:
In the first part of this series we introduced Hiroki Azuma’s seminal book Otaku: Japan’s Database Animals, and identified a point to try and test on the JVMG database, namely that “many of the otaku characters created in recent years are connected to many characters across individual works” (p 49). This led to the formulation of the following two hypotheses.
Hiroki Azuma’s Dōbutsu ka suru posutomodan: otaku kara mita nihon shakai (Animalizing postmodern: Japanese society as seen from otaku), published by Kōdansha in 2001, has been one of the most influential treatises on not only Japanese otaku (the word roughly translates to avid fans of anime, manga, games, etc., similar in meaning to geek in the English language domain), but also on the production and consumption paradigm defining Japanese anime, manga, light novels and games in late modernity. The books impact on the discourse around otaku and the just enumerated domains is truly international thanks in part to the English translation, which was published in 2009 as Otaku: Japan’s database animals (introduction and translation by Jonathan E. Abel & Shion Kono, University Of Minnesota Press, all quotes in the following are from this English edition).
Part I of this blogpost left us with the question of whether there is a specificity to visual novel game characters. Part II concluded with an invitation to compare two specific design elements, tareme and tsurime, in light of the player’s position during the gaming experience and the data available on the VNDB repository. In this third and final part we will summarize the analysis of data pertaining to tareme and tsurime leads us.
First, we need to remind ourselves that the exchange of gazes
between the player and the character is one of the defining elements of a
visual novel game’s experience. A visual novel game is played in a first-person
perspective: the prose is written in the first person and character sprites are
generally depicted as looking at the player.
This digression has been necessary to highlight the importance that the first person and the gaze have in generating the experience, and in turn re-highlight the potential importance of eyes in the construction of the characters. This brings us once more to tareme and tsurime and what kind of demeanor they communicate. According to their description on VNDB.org, tareme suggests a gentler and caring demeanor, opposed to tsurime, which suggests a demeanor that is more distant and generally non-friendly.
At the end of part I of this blogpost, we were asking ourselves whenever we could use data from The Visual Novel Database to further our investigation into visual novel game characters. First, let us look at the numbers of vndb.org: the site catalogues over 91240 visual novel characters via a system of 2140 traits. These characters come from a grand total of over 27951 distinct visual novel game titles. The Visual Novel Database’s trait system is a rich apparatus with which fans can catalogue characters in visual novels on the basis of specific categories. There are trait trees pertaining to a character’s hair, a character’s eyes, their body shape, their clothes, personal items, personality, their role in the game’s narrative, what they do and what is done to them, with separate trees for sexual activity.
To employ such a system in a meaningful manner, we first decided to consider the position of the player as they play through a visual novel game. During the course of the game, the player is (usually) first introduced to each of the game’s characters, and then presented with the first of many choices to steer the gameplay experience towards one character or another. Intimacy is gradually built through discovery of a character’s personal narrative, which articulates conventional design elements known to fans and producers into the game’s specific narrative context. By knowing the character more and more, the player can make decisions that are more in accord with a specific character.
The first Tiny Use Case undertaken within the JVMG was about Japanese visual novel games and their characters. Japanese Visual Novel Games are prose-heavy interactive experiences whose main goal is to win the affections of one or more characters. Visual novel games feature situations and interaction proper of Japanese anime and manga, which the player navigates by choosing which path to take through the narrative at specific points. These points are presented as choices between multiple options, each of which will steer the player towards one character or another, or even towards a failure state. The player progress towards a character’s affection through a series of narrative events, until physical intimacy is reached. When intimacy gets physical, it is usually represented in pornographic fashion, with situations proper of pornographic manga and anime.
Japanese Visual novel games present an interesting research object in the form of character design elements. within visual novel works, we can observe usage of moe, shōjo manga and BL (Boys Love) aesthetics as an integral part of the gamic experience. In particular, character eyes and gazes are central to depiction of intimacy between characters. Do the eyes of visual novel characters code some patterned ways of relating to them? How can we employ the JVMG data gathering efforts to garner insights into the characters of visual novel games, especially regarding character eyes and gaze? Can we test this against knowledge from both the researchers and scholars in the field?