5,548 research outputs found

    Digital humanities is text heavy, visualization light, and simulation poor

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    This article examines the question of whether Digital Humanities has given too much focus to text over non-text media and provides four major reasons to encourage more non-text-focused research under the umbrella of Digital Humanities. How could Digital Humanities engage in more humanities-oriented rhetorical and critical visualization, and not only in the development of scientific visualization and information visualization

    Analyzing Audio/Visual Data in the Digital Humanities

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    The Bloomsbury Handbook to the Digital Humanities reconsiders key debates, methods, possibilities, and failings from across the digital humanities, offering a timely interrogation of the present and future of the arts and humanities in the digital age.Comprising 43 essays from some of the field\u27s leading scholars and practitioners, this comprehensive collection examines, among its many subjects, the emergence and ongoing development of DH, postcolonial digital humanities, feminist digital humanities, race and DH, multilingual digital humanities, media studies as DH, the failings of DH, critical digital humanities, the future of text encoding, cultural analytics, natural language processing, open access and digital publishing, digital cultural heritage, archiving and editing, sustainability, DH pedagogy, labour, artificial intelligence, the cultural economy, and the role of the digital humanities in climate change. From this chapter: We offer an observation, perhaps even provocation: DH is undergoing an A/V turn. The combination of access to data either through digitization or born-digital sources alongside advances in computing from memory to deep learning is resulting in a watershed moment for the analysis of audio and visual data in the field

    Art and Medicine: A Collaborative Project Between Virginia Commonwealth University in Qatar and Weill Cornell Medicine in Qatar

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    Four faculty researchers, two from Virginia Commonwealth University in Qatar, and two from Weill Cornell Medicine in Qatar developed a one semester workshop-based course in Qatar exploring the connections between art and medicine in a contemporary context. Students (6 art / 6 medicine) were enrolled in the course. The course included presentations by clinicians, medical engineers, artists, computing engineers, an art historian, a graphic designer, a painter, and other experts from the fields of art, design, and medicine. To measure the student experience of interdisciplinarity, the faculty researchers employed a mixed methods approach involving psychometric tests and observational ethnography. Data instruments included pre- and post-course semi-structured audio interviews, pre-test / post-test psychometric instruments (Budner Scale and Torrance Tests of Creativity), observational field notes, self-reflective blogging, and videography. This book describes the course and the experience of the students. It also contains images of the interdisciplinary work they created for a culminating class exhibition. Finally, the book provides insight on how different fields in a Middle Eastern context can share critical /analytical thinking tools to refine their own professional practices

    Palette of possibilities: developing digital tools for displaying the uncertainty in the virtual archaeological “reconstruction” of the house V 1,7 (Casa del Torello di Bronzo) in Pompeii

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    This thesis has two major purposes: (1) to create a 3D virtual “reconstructive” model of the peristyle with the nymphaeum wall (room b) of the house V 1,7 (House of the Bronze Bull) in Pompeii, and (2) to prepare a probability map based on this model that will show the reliability level for each individual part. The author underlines the importance of recording paradata of the entire workflow. The aim of this study is to highlight the problems concerned with 3D virtual archaeological reconstructions – in particular, the lack of proper referencing tools and lack of reflexivity when presenting those models to the public. The basic data for this study were scans obtained in a framework of the Swedish Pompeii Project. One set of scans was imported into 3DStudio Max and the reconstruction was modelled with reference to it. After this stage, a probability map was created in order to present the plausibility of every element in the form of a color scale (green being most plausible, red being least plausible). Furthermore, the probability map was geo-referenced and visualized within ArcGIS. Once this task was realized, a database was created and linked in order to connect the different parts of the probability map with the sources used to perform the reconstruction. The project proved that 3D virtual models are useful tools in examining the spatial relations of the objects and the visual representation of the scene. The results obtained show the necessity of documenting the entire scientific process thoroughly. Furthermore, it was concluded that this subject needs to be more discussed by archaeologists, and that the scientific vocabulary concerning these implementations should be standardized

    The American Literature Scholar in the Digital Age

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    Essays reflecting on the development of the first wave of digital American literature scholarshi

    Pastplay: Teaching and Learning History with Technology

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    In the field of history, the Web and other technologies have become important tools in research and teaching of the past. Yet the use of these tools is limited—many historians and history educators have resisted adopting them because they fail to see how digital tools supplement and even improve upon conventional tools (such as books). In Pastplay, a collection of essays by leading history and humanities researchers and teachers, editor Kevin Kee works to address these concerns head-on. How should we use technology? Playfully, Kee contends. Why? Because doing so helps us think about the past in new ways; through the act of creating technologies, our understanding of the past is re-imagined and developed. From the insights of numerous scholars and teachers, Pastplay argues that we should play with technology in history because doing so enables us to see the past in new ways by helping us understand how history is created; honoring the roots of research, teaching, and technology development; requiring us to model our thoughts; and then allowing us to build our own understanding

    The Digital Humanities and Literary Studies

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    This book delivers an introduction and overview of developing intersections between digital methods and literary studies. The Digital Humanities and Literary Studies serves as a starting place for those who wish to learn more about the possibilities, and the limitations, of the oft-touted digital humanities in the literary space. The volume engages with the proponents of digital humanities and its detractors alike, aiming to offer a fair and balanced perspective on this controversial topic. The book combines a survey and background approach with original literary research and, therefore, straddles the divide between seasoned digital experts and interested newcomers

    Investigation of mobile devices usage and mobile augmented reality applications among older people

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    Mobile devices such as tablets and smartphones have allow users to communicate, entertainment, access information and perform productivity. However, older people are having issues to utilise mobile devices that may affect their quality of life and wellbeing. There are some potentials of mobile Augmented Reality (AR) applications to increase older users mobile usage by enhancing their experience and learning. The study aims to investigate mobile devices potential barriers and influence factors in using mobile devices. It also seeks to understand older people issues in using AR applications
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