Search
Skip to Search Results- 19Rockwell, Geoffrey
- 6Ruecker, Stan
- 3Gouglas, Sean
- 3Ilovan, Mihaela
- 3Sondheim, Daniel
- 3Windsor, Jennifer
- 2Collaboration
- 2Digital Humanities
- 2Digital humanities
- 2Humanities Computing
- 2Interface Design
- 2Serious Games
-
2012
Rockwell, Geoffrey, Chernyavska, Maryna, Kononenko, Natalie, Sellmer, Megan, Anvik, Karl
How can crowdsourcing be used in the humanities? This paper describes a crowdsourcing project at the University of Alberta that developed a tool for participants to sign out audio clips for transcribing and translating from Ukrainian. The audio clips were from fieldwork on Ukrainian folklore and...
-
2010
Ruecker, Stan, Rockwell, Geoffrey, Organisciak, Peter, Sinclair, Stéfan
How can digital content be connected to text analysis tools? The TAPoR (Text Analysis Portal for Research) provided a workbench model, but usability studies suggest that a workbench was not how humanists thought of doing their research - humanists start with the text and apply tools as lenses for...
-
2012
Welsh, Anne, Nyhan, Julianne, Salmon, Jessica, Rockwell, Geoffrey
This extended interview with Geoffrey Rockwell was carried out via Skype on the 28th April 2012. He narrates that he had been aware of computing developments when growing up in Italy but it was in college in the late 1970s that he took formal training in computing. He bought his first computer,...
-
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...
-
2011
Rockwell, Geoffrey, Kee, Kevin
This dialogue was performed by Dr. Geoffrey Rockwell and Dr. Kevin Kee as a plenary presentation to the 2009 Interacting with Immersive Worlds Conference at Brock University in St. Catharines, Canada. Kevin introduced Geoffrey as a keynote speaker prepared to present on serious games. Instead of...
-
2013
Rockwell, Geoffrey, Gouglas, Sean
Introduction: Universities face significant pressures to commercialize and license intellectual property (IP). With declining or stagnant government funding, research offices and education ministries have looked to software licensing and technology transfer as possible avenues to make up these...
-
2012
Sondheim, Daniel, Windsor, Jennifer, Ilovan, Mihaela, Rockwell, Geoffrey, Ruecker, Stan
How can we study the interface of scholarly knowledge across print and digital epochs? To ask about interface across epochs is to take a concept that makes sense in the digital world and anachronistically bring it to bear on print in a way that could confuse both. Nonetheless we need to develop...
-
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...
-
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...
-
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...