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Skip to Search Results- 26Rockwell, Geoffrey
- 8Ruecker, Stan
- 6Sinclair, Stéfan
- 5Ilovan, Mihaela
- 5Sondheim, Daniel
- 4Gouglas, Sean
- 4Digital Humanities
- 4Humanities--Computer Network Resources
- 4Humanities--Computer Network Resources--Study and Teaching (Higher)
- 4Humanities--Data Processing
- 4Humanities--Data Processing--Study and Teaching (Higher)
- 4Humanities--Methodology
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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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2013-04-02
If the 19th century was witness to a shift in awareness of time as a concept, and the 20th century revealed awareness in the power of language, then the 21st century will be characterized by keen spatial awareness. Despite the assumption that space would become insignificant in the digital age,...
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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...
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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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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
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
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,...
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Interrupting digitization and thinking about text or digitization and the form of digital text
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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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2012
Rockwell,Geoffrey, Ruecker, Stan, Radzikowska, Milena, Sondheim, Daniel, Ilovan, Mihaela
The digital age has led to the advent of electronic collections with millions or even billions of items. This paper examines the types of interfaces that are emerging for large-scale collections, specifically addressing what a large collection looks like online, and how it can be managed by...
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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...