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Skip to Search Results- 25Rockwell, Geoffrey
- 6Ruecker, Stan
- 6Sinclair, Stéfan
- 4Gouglas, Sean
- 3Ilovan, Mihaela
- 3Sondheim, Daniel
- 4Humanities--Computer Network Resources
- 4Humanities--Computer Network Resources--Study and Teaching (Higher)
- 4Humanities--Data Processing
- 4Humanities--Data Processing--Study and Teaching (Higher)
- 4Humanities--Methodology
- 4Humanities--Methodology--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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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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2012
Moroz, Ashley, Sellmer, Megan, Radzikowska, Milena, Arazy, Ofer, Rockwell, Geoffrey, Ruecker, Stan, Brown, Susan
This article addresses the design of a dynamic repository interface to support numerous scholarly activities. Starting with the four fundamental functions associated with persistent storage — create, read, update, and delete (CRUD) — we tested, as an organizing rubric for the interface, the...
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Interrupting digitization and thinking about text or digitization and the form of digital text
Download2009
Enthusiasm for digitization hides the complexity of processes involved and the significance of the cultural changes achieved in our time. Itʹs worth examining again the ways in which we usually see the digital, often considered as an interruption of the continuous flow into discrete intervals....
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2003
Drucker, Johanna, Rockwell, Geoffrey
Ivanhoe is both a game and a project that is documenting a discussion around play and literary criticism. This collection of papers presents our current thinking on the Ivanhoe project. Produced after three years of research conversations among the members of the Speculative Computing Lab...