Taking inspiration from the network representation of real-life actors co-staring in movies (see Bacon number) the central question for this Tiny Use Case (TUC) was can we find patterns in the networks of co-appearing characters that are specific to Japanese media mixes (explained below). The short answer is we couldn’t, but read on to learn about the interesting things we found in the process of trying.Continue reading
On the 9th of April we had the pleasure of participating in the Pimp your publication: Potenzielle Einsatzszenarien von Graphentechnologien im digitalen Publizieren workshop co-organized by the two working groups Graphen & Netzwerke and Digitales Publizieren of the Verbandes Digital Humanities im deutschsprachigen Raum.Continue reading
We are very happy to report that we held the first Information Commons for Manga, Anime and Video Games meeting on the 12th of March. The participants of the meeting were present and former colleagues from the Ritsumeikan University Center for Game Studies in Kyoto working on the datasets for the Japanese Media Arts Database, members of the startup Animeshon from South Tyrol, and, of course, everyone from the JVMG project.Continue reading
During the first part of this blogpost, we outlined our investigation into recurring practices of character design in visual novel games employing character data from The Visual Novel Database (VNDB). To map these practices, we visualized our dataset as a network of nodes, and examined its modularity and the eigenvector centrality of its subnetworks. Through the combined examination of modularity and eigenvector centrality, we were able to observe patterns of trait distribution across our dataset. We identified three trait communities, one of which included the near totality of character traits describing character sexual activity and pornographic depictions. The gendered distribution of types of pornography in the field of visual novel games elicited us to stratify our dataset according to characters’ intended audiences. This second part of our blogpost describes the results of our data stratification.CONTINUE READING
The process of designing characters for a visual novel game relies on shared conventions for drawing character clothes, hairstyles, accessories, for articulating character demeanor (through visual and other cues) and more. In some cases, certain character types are conventionally depicted with certain visually recognizable traits. For example, a character’s hair could be drawn so that it sports a strand of hair which moves according to the character’s mood, this is called an ‘ahoge‘(idiot hair), and signifies a correspondingly whimsical personality. Another character might treat their love interest coldly while secretly harboring affections for them, struggling in the contradiction, a ‘tsundere’ demeanor, which does not necessarily have a corresponding outward visual trait to signify this personality type. Ahoge and tsundere are two of hundreds of templates for character design, which combine to shape a character’s identity.CONTINUE READING
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”
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:continue reading
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:continue reading