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  1. A Companion to Digital Humanities

    This Companion offers a thorough, concise overview of the emerging field of humanities computing. 

    • Contains 37 original articles written by leaders in the field. 
    • Addresses the central concerns shared by those interested in the subject. 
    • Major sections focus on the experience of particular disciplines in applying computational methods to research problems; the basic principles of humanities computing; specific applications and methods; and production, dissemination and archiving. 
    • Accompanied by a website featuring supplementary materials, standard readings in the field and essays to be included in future editions of the Companion.

      (Source: publisher's website) 

     

    Eric Dean Rasmussen - 10.03.2011 - 10:45

  2. New Media in the Academy: Labor and the Production of Knowledge in Scholarly Multimedia

    Despite a general interest in exploring the possibilities of multimedia and web-based research, the humanities profession has been slow to accept digital scholarship as a valid form of intellectual endeavor. Questions about labor, peer-review, and co-authorship often arise in academic departments’ attempts to evaluate digital research in the tenure and promotion process. In this essay, we argue that these tensions stem from a general misunderstanding of the kinds of "work" that goes into producing scholarship in multimedia form. Multimedia work, we suggest, places scholars in an extended network that combines minds, bodies, machines, and institutional practices, and lays bare the fiction that scholars are disembodied intellectuals who labor only with the mind. We argue that while traditional ideas of what "counts" as scholarship continue to privilege content over form, intellectual labor over physical labor, and print over digital media, new media’s functional (and in some cases even biological) difference from old media contributes to a double erasure, for scholars working in multimedia, of both their intellectual contributions and their material labor.

    Eric Dean Rasmussen - 29.09.2011 - 08:31

  3. Understanding Knowledge Work

    Alan Liu responds to reviews of The Laws of Cool: Knowledge Work and the Culture of Information by N. Katherine Hayles and Johanna Drucker, both of whom admire Liu's book but believe that it exaggerates the influence of corporate knowledge work while providing an inadequate response to its destructive ahistoricism. Liu proposes that the digital age needs "new-media platforms of humanistic instruction" to supplement critical and theoretical humanistic approaches to help students understand how the human concerns and impulses that give rise to new media productions relate to knoweldge work.

     

    Eric Dean Rasmussen - 19.10.2011 - 14:38

  4. Humanities Games and the Market in Digital Futures

    Humanities Games and the Market in Digital Futures

    Eric Dean Rasmussen - 20.10.2011 - 08:50

  5. Digital Scholarly Communication

    HASTAC´s conference on Digital Scholarly Communication showed why and how we cannot change the academic message without transforming the medium. And vice versa. The gathering experimented with an array of new forms and formats designed not just to discuss those three terms--digital, scholarly, communication--but to show how they work together to change one another and, indeed, to contribute to the transformation of higher education more generally. Bringing together voices from many sectors of the academy in a variety of new formats, this conference presages powerful new possibilities for interdisciplinary, interactive, and multimedia research and communication both in the academy and for the general public.

    Patricia Tomaszek - 03.12.2011 - 19:21

  6. Getting Started in the Digital Humanities with DHCommons

    Digital methodologies and new media are changing the landscape of research and teaching in modern languages and literatures. Scholars can now computationally analyze entire corpora of texts or preserve and share materials through digital archives. Students can engage in authentic applied research linking text to place, or study Shakespeare in a virtual Globe Theater. In the face of all the digital humanities buzz--from the MLA to the New York Times to Twitter--where can scholars interested in the field turn to get started? This three-hour preconvention workshop welcomes language and literature scholars who wish to learn about, start, or join digital scholarly projects for research and/or teaching. Representatives of major digital humanities projects and initiatives will share their expertise on project design, available resources and opportunities, lead small-group training sessions on technologies and skills to help participants get started, and be available for follow-up one-on-one consultations later in the day.

    Eric Dean Rasmussen - 17.01.2012 - 11:06

  7. Getting Started in the Digital Humanities Panel Discussion (ELMCIP)

    A roundtable discussion featuring seven experts from large digital humanities projects. Panelists were given three minutes to explain, briefly, their current digital humanities project before the moderator asked a series of questions that included variations of the following: How did you move "to the next level" in DH? What challenges have you faced doing DH work? How have you funded your work? The bulk of the discussion was devoted to questions from the audience. 

    Eric Dean Rasmussen - 17.01.2012 - 11:20

  8. Software Studies, a Lexicon

    This collection of short expository, critical, and speculative texts offers a field guide to the cultural, political, social, and aesthetic impact of software. Computing and digital media are essential to the way we work and live, and much has been said about their influence. But the very material of software has often been left invisible. In Software Studies, computer scientists, artists, designers, cultural theorists, programmers, and others from a range of disciplines each take on a key topic in the understanding of software and the work that surrounds it. These include algorithms; logical structures; ways of thinking and doing that leak out of the domain of logic and into everyday life; the value and aesthetic judgments built into computing; programming's own subcultures; and the tightly formulated building blocks that work to make, name, multiply, control, and interweave reality. The growing importance of software requires a new kind of cultural theory that can understand the politics of pixels or the poetry of a loop and engage in the microanalysis of everyday digital objects.

    Patricia Tomaszek - 03.09.2012 - 17:47

  9. Building the Infrastructural Layer: Reading Data Visualization in the Digital Humanities

    Information visualization is a technique for organizing, representing, and interpreting information visually. Information visualizations can take the form of hand-drawn diagrams, popular “infographics,” or interactive, computer-based visualizations. We see examples of information visualizations produced and displayed in myriad contexts, including: the scientific modeling of the Higgs boson particle, the NY Times 2012 presidential election coverage, the popular infographics exhibited at Visual.ly, corporate PowerPoint presentations, public web galleries like Nathan Yau’s Flowing Data or Manuel Lima’s Visual Complexity, Google’s Ngram Viewer, and finally, in humanities research and pedagogy. Examples in the digital humanities include the Stanford Literary Lab’s use of the Gephi visualization platform to map its own academic community, the Software Studies Initiative’s visualization of thousands of cultural media objects like magazines, manga pages, and paintings, as well as Alan Liu’s Research-oriented Social Environment (RoSE) project that incorporates visualization tools directly into the research process.

    Scott Rettberg - 09.01.2013 - 00:47

  10. Mining the Knowledge Base: Exploring Methodologies for Analysing the Field of Electronic Literature

    This is a work-in-progress report from an exploration of the intersection between the fairly conventional digital humanities method of creating a database - specifically, the ELMCIP Electronic Literature Knowledge Base (http://elmcip.net/knowledgebase) and the digital methods strategy of directly analysing online, digital content. We are testing out different methods of analysing data about conference series harvested from the Knowledge Base, using social network analysis to visualise the connections between people, events and works and tag analysis.

    Scott Rettberg - 16.01.2013 - 21:40

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