Joyce in the Machine/ Re-Joyce in the Digital Humanities
 
 

Eishiro Ito


Abstract

     The whole academic area of humanities has been facing a massive decline around the world: the number of students, their job opportunities and financial budgets have been steadily shrinking. So, in the Information Age, something must be done to improve the current situation: the digitization of the literary text to attract many more people in a more accessible way using multimedia features.

Readers are required to have a wide range of background knowledge to understand the scholastic texts of James Joyce which cover Irish history, Christianity and European cultures. There have been various kinds of annotations, guidebooks and academic books about Joyce's works in book form. Recently, numerous websites related to James Joyce have been developed in order to offer annotations and articles free of charge.

James Joyce himself was very interested in the progress of technology as he described some aspects of the early twentieth-century technological culture in his literary works. Digital Joyce studies might be what the author wanted us to be engaged in. The ultimate digital Joyce tool is probably "Joycestick," a virtual reality game developed by a Boston College team, which enables you to experience the world of "Ulysses" virtually.

Keywords: technology, machine, Humanities, Digital Humanities, Joycean websites, Joycean mailing lists, "Joycestick" (virtual reality game)

  The full version is available in James Joyce Journal, Vol. 25, No. 2.  The James Joyce Society of Korea, December 2019, 105-125.
Copyright 2019 Eishiro Ito







 



        


Copyright (c) 2019 Eishiro Ito.  All rights reserved.