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Workshop on Computational Methods in the Humanities 2026 (COMHUM 2026)

9 September - 10 September
Free

The third edition of the COMHUM workshop is taking place on 9 and 10 September 2026 at the University of Lausanne (UNIL)

How to come to the conference.

The workshop will take place in room  275 of the Internef building. Please take the metro M1 and leave at station UNIL-CHAMBERONNE. Then it will be a 4-5 minutes walk. Usually, you get a public transport pass at your hotel reception. If not, you can buy tickets at the metro station or at cff.ch (there is a very useful app too).

Program

[PDF] COMHUM 2026 – Program [indicative]

9 SeptemberCOMPUTATIONAL GAME STUDIES TRACK
Computational Game Studies - Session 1Data Analysis
9h15OPENING
9h30Johan CudaToward a Humanities-Oriented Methodology for Topic Modeling
10hCôme ParrinelloVideo Games as Literary Art : The Role of the Protagonist in Narrative Games, A narrative and stylistic study.
10h30Coffee break
KEYNOTE
11hAudrey MoutatFrom Design to Immersion: Spatial Dynamics in Digital Environments
12hLUNCH
Computational Game Studies - Session 2AI tools
13h30Guillaume GuexRefining the Computational Analysis of Interactive Fiction: A Hybrid Framework using Bag-of-Paths Formalism and LLMs
14hMartin Moritz and Peltonen JaakkoIntelligence Artificielle et Jeux Vidéo
14h30Jari Lindroos, Tanja Välisalo, Raine Koskimaa and Tero KerttulaTowards Real-Time Analysis of Digital Game Reception
15hCOFFEE BREAK
Computational Game Studies - Session 3Case Studies
15h30Harshit KargetiImplementing and Analyzing Settlers of Catan as a Digital Artifact: Computational Recreation and Procedural System Analysis
16hJohn BessaiPracticing Civic Adjudication: A MacIntyrean Model of Ethics in a Parameterized Game-Engine Micro-Prototype
16h30Maxime KremerVideo Games as Prosopographical Networks and Geographic Information Systems for Early Medieval History: Crusader Kings III and the Digital Historian
17hEnd of day 1
19hRestaurant (optional)
10 SeptemberGLOBAL TRACK
Global track – Session 1Cultural heritage
8h30Tim Eipert and Fabian C. MossTowards a Generative Model of Medieval Chant
9hLuca Biccheri, Roberta Padlina and Frederic GoubierTowards a Computational Ontology of Fallacies
9h30Rémi PetitpierreComputational Map Semiotics: Detecting and Encoding Cartographic Signs in Large Heterogeneous Historical Corpora
10hVenla Poso, Ida Toivanen and Jari LindroosThe Longevity and Sustainability of AI in Research Infrastructure and Cultural Heritage
10h30COFFEE BREAK
Global track – Session 2Digitalization
11hFlorian Wachter, Andreas Ederer, Gregor Diez, Anton Skrinjar and Stephan SchneiderA Multimodal Computational Imaging Pipeline for the Recovery of Weathered and Erased Stone Inscriptions
11h30Adriano Ettari and Guido RussoMAGIC: A Computational Framework for Large-Scale Manuscript Digitization, Preservation, and Semantic Enrichment
12hAmbra TorregrossaIn Ariosto’s Creative Workshop: From Ink to the Digital Genetic Edition of the Autograph Fragments of the Orlando furioso as a Virtual Research Environment
12h30LUNCH
Global track – Session 3Methods
14hFrançois BavaudOn the geometry of word embeddings, with applications to lexical variety
14h30Maitrayee MukherjeeComputing the Wayward: A Participatory Computational Method for Reading Complex Archives
15hAris Xanthos et Colin LuginbühlExecutable claims for graph-based text analysis: from exploration to auditability
15h30COFFEE BREAK
Global track – Session 4Textual analysis
16hSimon Gabay et Jean-Luc FalconeComputing Flaubert’s gueuloir: a phonetic-driven stylometric analysis
16h30Regina Guzaerova and Elena HamidyNegotiating Ethics and Aesthetics: Linguistic and Literary Perspectives on the Facebook Corpus of Russian-Language Authors
17hJan Jokisch et Antonio Rojas CastroEvaluating Network Analysis in Drama: A Gold-Standard Assessment of Scenic Co-Presence
17h30CLOSING

Special track: computation and video games

Without doubt, the digital has become an integral part of our everyday experience, whether it is due to our use of digital devices, the ever-increasing amounts of data collected and processed by said devices, or the prevalence of LLMs and AI agents in most websites or softwares. Academia and the humanities have never been more digital, which pushes digital humanities to frontiers beyond computational approaches to humanities or the application of humanities research methods to the digital. In this context, the COMHUM workshop series positions itself as an international forum primarily devoted to the following research questions:

(1) which formal or computational approaches can help address the particular challenges posed by the growing presence of the digital in humanities, e.g., digital artifacts, software, LLMs, and computer-generated data? In these cases and beyond,

(2) which methods are most appropriate to tackle the challenges posed by humanities research and how can they be applied to concrete research questions?

The first day is devoted to the specific topic of computation and video games. This topic explores computational methods for analyzing video games as well as humanities approaches to computation in video games. It has a number of ramifications in a variety of disciplines, including software studies, critical code studies, literary analysis, digital humanities, and game studies. It is of particular interest for a number of research initiatives at UNIL and in neighboring institutions. COMHUM 2026 will be a perfect opportunity to bring together researchers from various communities studying video games using computational approaches or studying computation in video games, to review the state of the art in this domain and to outline its future developments.

In the spirit of the previous editions of the COMHUM workshop, the second day was open to submissions on any topic pertaining to theoretical or applied research on computational methods for humanities research broadly conceived.

The official language of the workshop is English.

Invited Speaker

  • Audrey Moutat, University of Limoges, Centre de Recherches Sémiotiques (CeReS)

Scientific Committee

  • Fanny Barnabé, University of Namur
  • François Bavaud, University of Lausanne, SLI, LLIST
  • Sophie Bémelmans, University of Lausanne, SLI
  • Maude Bonenfant, Université du Québec à Montréal
  • Giovanni Colavizza, University of Copenhagen and University of Bologna
  • Guillaume Guex, University of Lausanne, SLI, LLIST
  • Damien Hansen, Université libre de Bruxelles
  • Pierre-Yves Hurel, University of Lausanne, SLI
  • Loïc Jeanson, University of Lausanne, SLI, LLIST
  • Coline Métrailler, University of Lausanne, SLI, LLIST
  • Isaac Pante, University of Lausanne, SLI, LLIST
  • Davide Picca, University of Lausanne, SLI, LLIST
  • Michael Piotrowski, University of Lausanne, SLI, LLIST
  • Loris Rimaz, University of Lausanne, SLI, LLIST (program chair)
  • Yannick Rochat, University of Lausanne, SLI, LLIST (program chair)
  • Elena Spadini, University of Bern
  • Sébastien de Valeriola, Université libre de Bruxelles
  • Aris Xanthos, University of Lausanne, SLI, LLIST

Local organisers

  • Sophie Bémelmans
  • Guillaume Guex
  • Loïc Jeanson
  • Colin Luginbühl
  • Stéphanie Pichot
  • Loris Rimaz (program chair)
  • Yannick Rochat (program chair)
  • Aris Xanthos

Further Info

Please get in touch with Loris Rimaz (loris.rimaz@unil.ch) or Yannick Rochat (yannick.rochat@unil.ch) for specific questions whose answer may not be found on the website.

Topics

The topics of the workshop are divided into two tracks. The special track focuses on formal and computational approaches to video games as digital artifacts as well as humanities approaches to computation in video games. This can include research related to the development and use of computational methods for video game analysis, including reverse engineering, decompiling and data collection, or analysis of computation and the emergence of code in video games, including their influence on narrative, gameplay and design.

Topics in the special track include, but are not limited to:

  • Methods for data extraction in video games (e.g. telemetry, assets, models, code)
  • Computational methods for video game analysis (including spatial, representational and narrative aspects)
  • Analyses of intersection of computational approaches and the study of video games
  • Humanities approaches to computation of video games (including software)

In addition, an open track welcomes submissions on formal and computational aspects related to the development and use of computational methods in the humanities in general (with a particular interest for the disciplines represented in the Faculty of Arts of UNIL, such as literature, linguistics, history, history of art, cinema studies, archaeology or philosophy).

Topics in the open track include, but are not limited to:

  • Theoretical issues of formal modeling in the humanities
  • Knowledge representation in the humanities
  • Data structures addressing specific problems in the humanities (including text and markup)
  • Computational methods in the humanities (e.g., for language and literary studies,  historical studies, or multimodal data)
  • Applications of computer vision, image analysis and spatial analysis in the humanities

Submissions

We invite researchers to submit abstracts of 500 to 1000 words (excluding references). Abstracts will be reviewed double-blind by the members of the program committee, and all submissions will receive at least two independent reviews. Abstracts submitted at review stage must not contain the authors’ names, affiliations, or any information that may disclose the authors’ identity.

Authors of accepted abstracts will be invited to present their research at the workshop as a talk, and the abstracts will be published in the book of abstracts of the workshop.

The abstracts must use the ACL format (LaTeX, Word). Abstracts must be submitted electronically in PDF format. For abstract submissions, we use EasyChair: https://easychair.org/conferences/?conf=comhum26

Authors of accepted contributions can be invited, after the conference, to submit a full paper version (6–16 pages), which, after peer-review, will be published in an open-access, electronic conference volume endowed with persistent identifiers (to be confirmed soon).

Details

  • Start: 9 September
  • End: 10 September
  • Cost: Free

Venue