8 research outputs found

    Abstracts: HASTAC 2017: The Possible Worlds of Digital Humanities

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    The document contains abstracts for HASTAC 2017

    The People Inside

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    Our collection begins with an example of computer vision that cuts through time and bureaucratic opacity to help us meet real people from the past. Buried in thousands of files in the National Archives of Australia is evidence of the exclusionary “White Australia” policies of the nineteenth and twentieth centuries, which were intended to limit and discourage immigration by non-Europeans. Tim Sherratt and Kate Bagnall decided to see what would happen if they used a form of face-detection software made ubiquitous by modern surveillance systems and applied it to a security system of a century ago. What we get is a new way to see the government documents, not as a source of statistics but, Sherratt and Bagnall argue, as powerful evidence of the people affected by racism

    Indiana University’s advanced cyberinfrastructure in service of IU strategic goals: Activities of the Research Technologies Division of UITS and National Center for Genome Analysis Support – two Pervasive Technology Institute cyberinfrastructure and service centers - during FY2014

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    This report presents information on the activities of the Research Technologies Division of UITS and the National Center for Genome Analysis Support, two cyberinfrastructure and service centers of the Pervasive Technology Institute. Research Technologies (RT) is a subunit of University Information Technology Services (UITS) and it operates and supports the largest computational, data, and visualization systems at IU. The National Center for Genome Analysis Support (NCGAS) is primarily federally funded, serving the national community of genome scientists. NCGAS leadership is drawn from the Office of the Vice President for Information Technology, UITS, the College, and the School of Informatics and Computing. This report focuses on contributions of RT and NCGAS to accomplishment of IU’s bicentennial goals, and is organized according to those goals. Together the activities of NCGAS and RT represent a large share of the activities of PTI in support of the IU community. PTI’s Research Centers (Data to Insight Center, Digital Science Center, and the Center for Applies Cybersecurity Research) also provide support to the IU community in various forms but the primary focus of these research centers is informatics, information technology, and computer science research

    The Object of Platform Studies: Relational Materialities and the Social Platform (the case of the Nintendo Wii)

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    Racing the Beam: The Atari Video Computer System,by Ian Bogost and Nick Montfort, inaugurated thePlatform Studies series at MIT Press in 2009.We’ve coauthored a new book in the series, Codename: Revolution: the Nintendo Wii Video Game Console. Platform studies is a quintessentially Digital Humanities approach, since it’s explicitly focused on the interrelationship of computing and cultural expression. According to the series preface, the goal of platform studies is “to consider the lowest level of computing systems and to understand how these systems relate to culture and creativity.”In practice, this involves paying close attentionto specific hardware and software interactions--to the vertical relationships between a platform’s multilayered materialities (Hayles; Kirschenbaum),from transistors to code to cultural reception. Any given act of platform-studies analysis may focus for example on the relationship between the chipset and the OS, or between the graphics processor and display parameters or game developers’ designs.In computing terms, platform is an abstraction(Bogost and Montfort), a pragmatic frame placed around whatever hardware-and-software configuration is required in order to build or run certain specificapplications (including creative works). The object of platform studies is thus a shifting series of possibility spaces, any number of dynamic thresholds between discrete levels of a system

    Computational Shifts in Theatrical Space

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    This dissertation describes a set of research projects that were conducted between 2012 and 2014 in order to answer the question how do computational ideas alter our understanding of place? Each project was produced in the context of the performing arts and included plays, dance performances and film and installation work. For each project new software and hardware systems were created as a means of exploring different types of mediated communication. These systems include a scalable depth-camera based tracking system for performance on stage, a tool for manipulation of live-streamed video incorporated into stage performance, a method of tracking biometric data of performers live during the performance and a game-engine for creating interactive environments. Collectively these experiments establish a framework for the discussion of the nature of the shifts caused by applying computational ideas to space. Finally, the results lay the foundation for further theoretical work concerning the creation of cultural artifacts that exist somewhere between the material and immaterial, the influence of computation on the nature of modeling, and the impact of ubiquitous computing on contemporary notions of performance and play

    8th. International congress on archaeology computer graphica. Cultural heritage and innovation

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    El lema del Congreso es: 'Documentación 3D avanzada, modelado y reconstrucción de objetos patrimoniales, monumentos y sitios.Invitamos a investigadores, profesores, arqueólogos, arquitectos, ingenieros, historiadores de arte... que se ocupan del patrimonio cultural desde la arqueología, la informática gráfica y la geomática, a compartir conocimientos y experiencias en el campo de la Arqueología Virtual. La participación de investigadores y empresas de prestigio será muy apreciada. Se ha preparado un atractivo e interesante programa para participantes y visitantes.Lerma García, JL. (2016). 8th. International congress on archaeology computer graphica. Cultural heritage and innovation. Editorial Universitat Politècnica de València. http://hdl.handle.net/10251/73708EDITORIA
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