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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. 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

  6. Radiophonic Laura: Voice, Song, Information, Intelligence

    Web essay with video content on the various permutations of _Laura_ story through multiple media.  _Laura_ is discussed as a parable of information exchange, with a focus on how sound is transmitted through and across multiple film texts, repetition and desire, noise and the cosmic.

    Joe Milutis - 20.01.2012 - 22:17

  7. F2F

    F2F might seem retro to you. It struck me as very 1991. The idea of a hypertext that is heavy on the text seemed to lose its charm as soon as images, moving animation, video and sound could also be included. One of the downsides to the speed of the evolution of hypertext, is that whole possible genres and subgenres were not given the chance to grow. What happened to the web-film-essay? Well, it never happened. Sure, there are some text-book-market CD-ROMs and the like that do something similar, but they use video more as mere illustration. What about a film essay that would incorporate the mystery the moving image rather than try to compete with it? What about utilizing images and sounds that potentially resist the text? What about playing with the clips like a video artist would?

    Joe Milutis - 20.01.2012 - 22:40

  8. R, Adieu

    A harrowing alphabetical excursion into the world of the rolled r. Milutis tracks—and, through sounds and videos, shows—the primal violence and utopian trill of 'the most rrresilient of locutions' in sound poetry, regional dialects, and televisual affects, from Kurt Schwitters to Georges Perec to Rodgers and Hart to Charles Bernstein.

    Joe Milutis - 22.01.2012 - 21:15

  9. Digital Humanities in Practice (DIKULT 207, Fall 2012)

    Digital Humanities in Practice (DIKULT 207, Fall 2012)

    Patricia Tomaszek - 24.08.2012 - 14:00

  10. 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

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