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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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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2019-01-01
Shifting library catalogs from physical to digital has come at a cost. Catalog records no longer leave traces of their own evolution, which is a loss for librarianship. The subjective nature of information classification warrants self-examination, within which we may see the evolution of...
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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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2015
Ruecker, Stan, Rockwell, Geoffrey, Windsor, Jennifer, Frizzera, Luciano, Ilovan, Mihaela, Sondheim, Daniel
Since the advent of digital scholarly editions, there have been many arguments to the effect that digital versions are able to offer more to humanities scholars than printed ones. Though this opinion is shared by most scholars producing digital editions, a number have also published printed...
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The WoW Factor: A Virtual Ethnographic Study of Sacred Things and Rituals in World of Warcraft
The WoW Factor: A Virtual Ethnographic Study of Sacred Things and Rituals in World of Warcraft
Download2015-05-29
This paper describes the method of complete participant observation-style virtual ethnography and how it was used to study sacred objects and rituals in the virtual world of Azeroth, from the massively multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). Drawing heavily from...
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2015-11-12
This chapter investigates the relationship between innovation in emerging technologies and neoliberalism as it is implemented in the case of the National Institute for Nanotechnology (NINT) on the campus of the University of Alberta in Edmonton, Canada.i Neoliberalism in this context is defined...
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2014
Rockwell, Geoffrey, Chartier, Ryan, Simpson, John, Dyrbye, Amy
What can we learn from the discourse around text tools? More than might be expected. The development of text analysis tools has been a feature of computing in the humanities since IBM supported Father Busa's production of the Index Thomisticus (Tasman 1957). Despite the importance of tools in 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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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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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...