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Skip to Search Results- 25Rockwell, Geoffrey
- 8Ruecker, Stan
- 6Sinclair, Stéfan
- 5Ilovan, Mihaela
- 5Sondheim, Daniel
- 4Gouglas, Sean
- 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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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...
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2011-01-01
As more and more scholarship is digital, we need to develop a culture of conversation around the evaluation of digital academic work. We have to be able to evaluate new types of research, like analytic tools and hypermedia fiction, that are difficult to review. The essay surveys common types of...
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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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2003
Games are used to teach the humanities not for research. We are not even comfortable studying games seriously, let alone proposing that games could be a form of research. It is only recently that computer games have become the subject of serious humanities inquiry. At the same time there is a...
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2012
Sinclair, Stéfan, Rockwell, Geoffrey
Introduction: Using a computer to analyze a text intimidates many humanities students, but the reality is that text analysis is becoming a fundamental and naturalized part of how we operate in a digital society. Text analysis is what enables Google to compile and index tens of billions of web...
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2012
Rockwell, Geoffrey, Sinclair, Stéfan
Introduction: Using a computer to analyze a text intimidates many humanities students, but the reality is that text analysis is becoming a fundamental and naturalized part of how we operate in a digital society. Text analysis is what enables Google to compile and index tens of billions of web...
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2012
Bieber, Mark, Dobson, Teresa, Brown, Susan, Blandford, Ann, Rodriguez, Omar, Giacometti, Alejandro, Sondheim, Daniel, Ranaweera, Kamal, Fiorentino, Carlos, Rockwell, Geoffrey, Ilovan, Mihaela, Ruecker, Stan, Nelson, Brent, Sinclair, Stéfan, Windsor, Jennifer, Radzikowska, Milena, Faisal, Sarah, Frizzera, Luciano, Michura, Piotr
This article discusses a set of prototypes currently being designed and created by the Interface Design team of the Implementing New Knowledge Environments (INKE) project. These prototypes attempt to supplement the user experience in reading digital scholarly editions, by supporting a set of...
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The design of an international social media event: A day in the life of the digital humanities
Download2012
Organisciak, Peter, Meredith-Lobay, Megan, Rockwell, Geoffrey, Ruecker, Stan, Nyhan, Julianne, Ranaweera, Kamal
A Day in the Life of the Digital Humanities (Day of DH) is a community documentation project that brings together digital humanists from around the world to document what they do on one day, typically March 18. The goal of the project, which has been run three times since 2009, is to bring...