Journal Articles (Digital Humanities)
Items in this Collection
- 25Rockwell, Geoffrey
- 8Ruecker, Stan
- 6Sinclair, Stéfan
- 5Ilovan, Mihaela
- 5Sondheim, Daniel
- 4Gouglas, Sean
- 4Digital Humanities
- 4Humanities Computing
- 4Humanities--Computer Network Resources
- 4Humanities--Computer Network Resources--Study and Teaching (Higher)
- 4Humanities--Data Processing
- 4Humanities--Data Processing--Study and Teaching (Higher)
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2012
Sinclair, Stéfan, Rockwell, Geoffrey
Introduction: One can think through a digital humanities curriculum in three ways. One can ask what should be the intellectual content of a program and parse it up into courses; one can imagine the skills taught in a program and ensure that they are covered; or one can ensure that the...
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2012
Rockwell, Geoffrey, Sinclair, Stéfan
Introduction: One can think through a digital humanities curriculum in three ways. One can ask what should be the intellectual content of a program and parse it up into courses; one can imagine the skills taught in a program and ensure that they are covered; or one can ensure that the...
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Artificial Interactions: The Ethics of Virtual Assistants Survey Data
2021-09-01
This is the public opinion data collected for the Masters thesis, Artificial Interactions: The Ethics of Virtual Assistants, by Julia Guy (MA/MLIS, 2022). Using an online survey, this research explores public opinion related to ethical concerns and the portrayal of human-like characteristics by...
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2014
Chu, Man-Wai, Holmes, David, Blimke, Simeon, Gouglas, Sean, Lucky, Shannon, Rockwell, Geoffrey, Gee, Domini
The videogame industry is a considerable market: in 2012, the industry was worth over $86 billion USD and about seventy-two percent of American households play videogames. It is unsurprising, then, that commercial and educational developers and/or researchers have sought to capitalise on...
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2012
Quamen, Harvey, Gouglas, Sean, Rockwell, Geoffrey, Smith, Victoria, Hoosein, Sophia
In his book Humanities Computing, in a chapter fittingly titled \"Discipline,\" Willard McCarty attempts to define the discipline of Humanities Computing by understanding what is happening within the discipline. According to McCarty it is through this understanding that \"we may get to the...
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2014
Yu, Joyce, Engel, Maureen, Rockwell, Geoffrey, Day, Shawn
In the digital humanities we specialize in imagining and launching digital projects, but we rarely consider how to end them. In this paper we propose to discuss the ends of a particular digital project as a case study for the planning of ending. The project we focus on is the Globalization and...
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2013
Gutierrez, Lucio, Gouglas, Sean, deJong, Erick, Uszkalo, Kirsten, Stroulia, Eleni, Henry, Calen, Lucky, Shannon, Rockwell, Geoffrey, Boechler, Patricia, Illovan, Mihaela
The Campus Mysteries project developed an augmented reality game platform called fAR-Play and a learning game called Campus Mysteries with the platform. This paper reports on the development of the platform, the development of the game, and a assessment of the playability of the game. We conclude...
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2012-01-01
The phrase “Web 2.0” is supposed to have been coined at a conference brainstorming session about the new types of websites emerging after the dot.com collapse.1 Web 2.0 sites, like the Wikipedia and Flickr, are often characterized by broad participation in content creation. They leverage the web...
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2018-01-01
Maps are everywhere. They are the most significant contemporary mediator between people and the spaces we inhabit. Importantly though, they no longer get folded up and placed in glove boxes, waiting for the next road trip, nor are they consigned to those quaint old volumes called “atlases.” Now,...
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Eye-ConTact: Towards a new design for text-analysis tools
1998
Anyone who has used a text-analysis tool like TACT has at some point been frustrated by its limitations and wished that a feature or two could be added. In 1992 we set out to imagine a text-analysis environment which would not only have the features we desired, but could be extended continually...