32,604 research outputs found

    LODE: Linking Digital Humanities Content to the Web of Data

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    Numerous digital humanities projects maintain their data collections in the form of text, images, and metadata. While data may be stored in many formats, from plain text to XML to relational databases, the use of the resource description framework (RDF) as a standardized representation has gained considerable traction during the last five years. Almost every digital humanities meeting has at least one session concerned with the topic of digital humanities, RDF, and linked data. While most existing work in linked data has focused on improving algorithms for entity matching, the aim of the LinkedHumanities project is to build digital humanities tools that work "out of the box," enabling their use by humanities scholars, computer scientists, librarians, and information scientists alike. With this paper, we report on the Linked Open Data Enhancer (LODE) framework developed as part of the LinkedHumanities project. With LODE we support non-technical users to enrich a local RDF repository with high-quality data from the Linked Open Data cloud. LODE links and enhances the local RDF repository without compromising the quality of the data. In particular, LODE supports the user in the enhancement and linking process by providing intuitive user-interfaces and by suggesting high-quality linking candidates using tailored matching algorithms. We hope that the LODE framework will be useful to digital humanities scholars complementing other digital humanities tools

    The computational turn: thinking about the digital humanities

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    Tangible User Interfaces as a Pathway for Information Visualisation for Low Digital Literacy in the Digital Humanities

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    Information visualisation has become a key element for empowering users to answer and produce new questions, make sense and create narratives about specific sets of information. Current technologies , such as Linked Data, have changed how researchers and professionals in the Humanities and the Heritage sector engage with information. Digital literacy is of concern in many sectors, but is especially of concern for Digital Humanities. This is due to the fact that the Humanities and Heritage sector face an important division based on digital literacy that produce gaps in the way research can be carried out. One way to overcome the challenge of digital literacy and improve access to information can be Tangible User Interfaces (TUIs), which allow a more meaningful and natural pathway for a wide range of users. TUIs make use of physical objects to interact with the computer. In particular, they can facilitate the interaction process between the user and a data visualisation system. This position paper discusses the opportunity to engage with Digital Humanities information via TUIs and data visualisation tools, offering new ways to analyse, investigate and interpret the past

    "The Collecting Itself Feels Good": Towards Collection Interfaces for Digital Game Objects

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    © Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, https://doi.org/10.1145/2967934.2968088Digital games offer a variety of collectible objects. We investigate players' collecting behaviors in digital games to determine what digital game objects players enjoyed collecting and why they valued these objects. Using this information, we seek to inform the design of future digital game object collection interfaces. We discuss the types of objects that players prefer, the reasons that players value digital game objects, and how collection behaviors may guide play. Through our findings, we identify design implications for digital game object collection interfaces: enable object curation, preserve rules and mechanics, preserve context of play, and allow players to share their collections with others. Digital game object collection interfaces are applicable to the design of digital games, gamified applications, and educational software.Canadian Network for Research and Innovation in Machining Technology, Natural Sciences and Engineering Research Council of Canada Social Sciences and Humanities Research Council of CanadaPeer-reviewe

    Interpretation at the controller's edge: designing graphical user interfaces for the digital publication of the excavations at Gabii (Italy)

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    This paper discusses the authors’ approach to designing an interface for the Gabii Project’s digital volumes that attempts to fuse elements of traditional synthetic publications and site reports with rich digital datasets. Archaeology, and classical archaeology in particular, has long engaged with questions of the formation and lived experience of towns and cities. Such studies might draw on evidence of local topography, the arrangement of the built environment, and the placement of architectural details, monuments and inscriptions (e.g. Johnson and Millett 2012). Fundamental to the continued development of these studies is the growing body of evidence emerging from new excavations. Digital techniques for recording evidence “on the ground,” notably SFM (structure from motion aka close range photogrammetry) for the creation of detailed 3D models and for scene-level modeling in 3D have advanced rapidly in recent years. These parallel developments have opened the door for approaches to the study of the creation and experience of urban space driven by a combination of scene-level reconstruction models (van Roode et al. 2012, Paliou et al. 2011, Paliou 2013) explicitly combined with detailed SFM or scanning based 3D models representing stratigraphic evidence. It is essential to understand the subtle but crucial impact of the design of the user interface on the interpretation of these models. In this paper we focus on the impact of design choices for the user interface, and make connections between design choices and the broader discourse in archaeological theory surrounding the practice of the creation and consumption of archaeological knowledge. As a case in point we take the prototype interface being developed within the Gabii Project for the publication of the Tincu House. In discussing our own evolving practices in engagement with the archaeological record created at Gabii, we highlight some of the challenges of undertaking theoretically-situated user interface design, and their implications for the publication and study of archaeological materials

    Designing a Semantically Rich Visual Iinterface for Cultural Digital Libraries Using the UNESCO Multilingual Thesaurus

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    This paper reports on the design of a visual user interface for the UNESCO digital portal. The interface makes use of the UNESCO multilingual thesaurus to provide visualized views of terms and their relationships and the way in which spaces associated with the thesaurus, the query and the results can be integrated into a single user interface.\u

    Visualizing Fantasy Fiction: Design of a Class in Digital Scholarship and Visualization, including Research, Organization and Digital Visualization, that Does Not Require Programming or IT support

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    This paper outlines a course to integrate digital visualizations into undergraduate research. These visualizations will include mapping and timelines of events, and the ability to hyperlink the events, characters, and story lines in a fantasy fiction story such as Lord of the Rings or A Game of Thrones. The digital scholarship will involve the methodology for collecting, organizing, and representing the data for the visualizations. The topic for the visualizations in this paper is fantasy fiction; however the methods to develop these visualizations will be applicable to many academic disciplines, including the humanities and social sciences. The paper outlines the justification for this class, the appropriate audience for this class, and the tools needed. Types of projects and homework assignments to implement the visualizations are suggested. It concludes with a syllabus outlining a typical schedule for this class

    Thesaurus-assisted search term selection and query expansion: a review of user-centred studies

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    This paper provides a review of the literature related to the application of domain-specific thesauri in the search and retrieval process. Focusing on studies which adopt a user-centred approach, the review presents a survey of the methodologies and results from empirical studies undertaken on the use of thesauri as sources of term selection for query formulation and expansion during the search process. It summaries the ways in which domain-specific thesauri from different disciplines have been used by various types of users and how these tools aid users in the selection of search terms. The review consists of two main sections covering, firstly studies on thesaurus-aided search term selection and secondly those dealing with query expansion using thesauri. Both sections are illustrated with case studies that have adopted a user-centred approach

    Designing a semantically rich visual interface for cultural digital libraries using the UNEsCO multilingual thesaurus

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    This paper reports on the design of a visual user interface for the UNESCO digital portal. The interface makes use of the UNESCO multilingual thesaurus to provide visualized views of terms and their relationships and the way in which spaces associated with the thesaurus, the query and the results can be integrated into a single user interface
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