A New Companion to Digital Humanities by Susan Schreibman, Ray Siemens, John Unsworth

By Susan Schreibman, Ray Siemens, John Unsworth

This highly-anticipated quantity has been greatly revised to mirror alterations in expertise, electronic humanities tools and practices, and institutional tradition surrounding the valuation and book of electronic scholarship.

  • A totally revised version of a celebrated reference paintings, supplying the main entire and up to date number of learn presently on hand during this swiftly evolving discipline
  • Includes new articles addressing topical and provocative matters and ideas akin to unfashionable computing, laptop fabrication, gender dynamics, and globalization
  • Brings jointly a world group of authors who're pioneers of leading edge learn within the electronic humanities
  • Accessibly based into 5 sections exploring infrastructures, construction, research, dissemination, and the way forward for electronic humanities
  • Surveys the earlier, current, and way forward for the sphere, supplying crucial learn for someone attracted to greater realizing the speculation, tools, and alertness of the electronic humanities

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Extra info for A New Companion to Digital Humanities

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The president’s address for 1884. Transactions of the Philological Society, 510–11. E. 2001. Caught in a Web of Words. New Haven: Yale University Press. Nowviskie, B. 2013. Resistance in the materials. org/2013/resistance‐in‐the‐ materials (accessed June 20, 2015). Ohya, K. 2013. Programming with Arduino for digital humanities. Journal of Digital Humanities 2 (3). org/2‐3/ programming‐with‐arduino‐for‐digital‐humanities (accessed June 20, 2015). , and Igoe, T. 2004. Physical Computing: Sensing and Controlling the Physical World with Computers.

This display system is representative of the powerful qualities that distinguish mARChive from the panoramas of the nineteenth century: omnistereo imagery, spatial audio, real‐time image generation, and interactivity (McGinity, 2014). , 2007). Panoramic Immersion In virtual reality, the panoramic view is joined by sensorimotor exploration of an image space that gives the impression of a “living” environment. (Grau, 2003:7) As noted, the panorama has been at the core of the visualization paradigms described in this chapter as a conjunction of virtual reality technologies.

In a discussion of contemporary panoramic form, it is important to introduce works by media artists and engineers that also exploit panoramic imaginary. The large‐scale Embodiment, Entanglement, and Immersion 27 installation artists Michael Naimark (USA), Luc Courchesne (Canada), Masaki Fujihata (Japan), and Jeffrey Shaw (Australia) have all been working within the oeuvre of extended narratives and augmented devices for immersive panoramic images since the mid‐1980s, and their works are useful examples in the context of this chapter.

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