Author: Stan Ruecker,Milena Radzikowska,Stefan Sinclair
Category: Language Arts & Disciplines
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Browsing for information is a significant part of most research activity, but many online collections hamper browsing with interfaces that are variants on a search box. Research shows that rich-prospect interfaces can offer an intuitive and highly flexible alternative environment for information browsing, assisting hypothesis formation and pattern-finding. This unique book offers a clear discussion of this form of interface design, including a theoretical basis for why it is important, and examples of how it can be done. It will be of interest to those working in the fields of library and information science, human-computer interaction, visual communication design, and the digital humanities as well as those interested in new theories and practices for designing web interfaces for library collections, digitized cultural heritage materials, and other types of digital collections.
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In this volume, Matthew L. Jockers introduces readers to large-scale literary computing and the revolutionary potential of macroanalysis--a new approach to the study of the literary record designed for probing the digital-textual world as it exists today, in digital form and in large quantities. Using computational analysis to retrieve key words, phrases, and linguistic patterns across thousands of texts in digital libraries, researchers can draw conclusions based on quantifiable evidence regarding how literary trends are employed over time, across periods, within regions, or within demographic groups, as well as how cultural, historical, and societal linkages may bind individual authors, texts, and genres into an aggregate literary culture. Moving beyond the limitations of literary interpretation based on the "close-reading" of individual works, Jockers describes how this new method of studying large collections of digital material can help us to better understand and contextualize the individual works within those collections.
Computer-Assisted Interpretation in the Humanities
Author: Geoffrey Rockwell,Stéfan Sinclair
Publisher: MIT Press
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The image of the scholar as a solitary thinker dates back at least to Descartes' Discourse on Method. But scholarly practices in the humanities are changing as older forms of communal inquiry are combined with modern research methods enabled by the Internet, accessible computing, data availability, and new media. Hermeneutica introduces text analysis using computer-assisted interpretive practices. It offers theoretical chapters about text analysis, presents a set of analytical tools (called Voyant) that instantiate the theory, and provides example essays that illustrate the use of these tools. Voyant allows users to integrate interpretation into texts by creating hermeneutica -- small embeddable "toys" that can be woven into essays published online or into such online writing environments as blogs or wikis. The book's companion website, Hermeneuti.ca, offers the example essays with both text and embedded interactive panels. The panels show results and allow readers to experiment with the toys themselves.The use of these analytical tools results in a hybrid essay: an interpretive work embedded with hermeneutical toys that can be explored for technique. The hermeneutica draw on and develop such common interactive analytics as word clouds and complex data journalism interactives. Embedded in scholarly texts, they create a more engaging argument. Moving between tool and text becomes another thread in a dynamic dialogue.
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Crowdsourcing, or asking the general public to help contribute to shared goals, is increasingly popular in memory institutions as a tool for digitising or computing vast amounts of data. This book brings together for the first time the collected wisdom of international leaders in the theory and practice of crowdsourcing in cultural heritage. It features eight accessible case studies of groundbreaking projects from leading cultural heritage and academic institutions, and four thought-provoking essays that reflect on the wider implications of this engagement for participants and on the institutions themselves. This book will be essential reading for information and cultural management professionals, students and researchers in universities, corporate, public or academic libraries, museums and archives.
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This book provides an overview of various challenges and contemporary research activities in cultural heritage information focusing particularly on the cultural heritage content types, their characteristic and digitization challenges; cultural heritage content organization and access issues; users and usability as well as various policy and sustainability issues associated with digital cultural heritage information systems and services. Cultural Heritage Information, the first book in the peer-reviewed i-Research series, contains eleven chapters that have been contributed by seventeen leading academics from six countries. The book begins with an introductory chapter that provides a brief overview of the topic of digital cultural heritage information with the subsequent chapters addressing specific issues and research activities in this topic. The ordering of the chapters moves from scene setting on policies and infrastructures, through considerations of interaction, access and objects, through to concrete system implementations. The book concludes by looking forward to issues around sustainability, in the widest sense, that are necessary to think about in order to maximize the availability and longevity of our digital cultural heritage. The key topics covered are: - Managing digital cultural heritage information - Digital humanities and digital cultural heritage (alt-history and future directions) - Management of cultural heritage information: policies and practices - Cultural heritage information: artefacts and digitization technologies - Metadata in cultural contexts – from manga to digital archives in linked open data environment - Managing cultural heritage: information systems architecture - Cultural heritage information users and usability - A framework for classifying and comparing interactions in cultural heritage information systems - Semantic access and exploration in cultural heritage digital libraries - Supporting exploration and use of digital cultural heritage materials: the PATHS perspective - Cultural heritage information services: sustainability issues. Readership: This will be essential reading for researchers in Information Science specifically in the areas of digital libraries, digital humanities and digital culture. It will also be useful for practitioners and students in these areas who want to know the different research issues and challenges and learn how they have been handled in course of various research projects in these areas.
Final Conference of the Marie Skłodowska-Curie Initial Training Network for Digital Cultural Heritage, ITN-DCH 2017, Olimje, Slovenia, May 23–25, 2017, Revised Selected Papers
Author: Marinos Ioannides
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This book constitutes the refereed post-conference proceedings of the Final Conference of the Marie Skłodowska-Curie Initial Training Network for Digital Cultural Heritage, held in Olimje, Slovenia, in May 2017. The 29 revised full papers included in this volume were carefully reviewed and selected from 198 submissions. They focus on interdisciplinary and multi-disciplinary research concerning cutting edge cultural heritage informatics, -physics, -chemistry and -engineering and the use of technology for the representation, documentation, archiving, protection, preservation and communication of cultural heritage knowledge.
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Besides familiar and now-commonplace tasks that computers do all the time, what else are they capable of? Stephen Ramsay's intriguing study of computational text analysis examines how computers can be used as "reading machines" to open up entirely new possibilities for literary critics. Computer-based text analysis has been employed for the past several decades as a way of searching, collating, and indexing texts. Despite this, the digital revolution has not penetrated the core activity of literary studies: interpretive analysis of written texts. Computers can handle vast amounts of data, allowing for the comparison of texts in ways that were previously too overwhelming for individuals, but they may also assist in enhancing the entirely necessary role of subjectivity in critical interpretation. Reading Machines discusses the importance of this new form of text analysis conducted with the assistance of computers. Ramsay suggests that the rigidity of computation can be enlisted in the project of intuition, subjectivity, and play.
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This book constitutes the refereed proceedings of the 5th International Conference on Digital Heritage, EuroMed 2014, held in Limassol, Cyprus, in November 2014. The 84 full and 51 short papers presented were carefully reviewed and selected from 438 submissions. They focus on the interdisciplinary and multi-disciplinary research concerning cutting edge cultural heritage informatics, -physics, chemistry and engineering and the use of technology for the representation, documentation, archiving, protection, preservation and communication of Cultural Heritage knowledge.
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Digital design is not only about creating visually appealing products and promotions; it needs to possess a practical aspect in addition to being aesthetically appealing. Digital Design in Action explores these pragmatic applications and the creative design aspects for various mediums, including the web, apps, ePub, visual presentations, and PDF. Using the latest digital publishing tools and a project-based pedagogy, this book includes projects ranging from real-world to experimental. Each chapter contains the perfect balance of vibrant figures, techniques and applications to help guide the reader into harnessing their inner potential.
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This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.
First International Workshop, MM4CH 2011, Modena, Italy, May 3, 2011, Revised Selected Papers
Author: Costantino Grana,Rita Cucchiara
Publisher: Springer Science & Business Media
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This book constitutes the revised selected papers from the First International Workshop on Multimedia for Cultural Heritage, MM4CH 2011, held in Modena, Italy, on May 3, 2011. The 8 full papers and 9 poster papers included in this volume were carefully reviewed and selected from 25 submissions. In addition, the book contains a paper resuming the outcome of the discussion session. The workshop aimed on creating a profitable informal working day to discuss hot topics in multimedia, with special application to cultural heritage. The papers of the oral session are divided in topical sections named interaction and analysis and management.
An Introduction to GUI Design Principles and Techniques
Author: Wilbert O. Galitz
Publisher: John Wiley & Sons
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Bringing together the results of more than 300 new design studies, an understanding of people, knowledge of hardware and software capabilities, and the author’s practical experience gained from 45 years of work with display-based systems, this book addresses interface and screen design from the user’s perspective. You will learn how to create an effective design methodology, design and organize screens and Web pages that encourage efficient comprehension and execution, and create screen icons and graphics that make displays easier and more comfortable to use.
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From our bank accounts to supermarket checkouts to the movies we watch, strings of ones and zeroes suffuse our world. Digital technology has defined modern society in numerous ways, and the vibrant digital culture that has now resulted is the subject of Charlie Gere’s engaging volume. In this revised and expanded second edition, taking account of new developments such as Facebook and the iPhone, Charlie Gere charts in detail the history of digital culture, as marked by responses to digital technology in art, music, design, film, literature and other areas. After tracing the historical development of digital culture, Gere argues that it is actually neither radically new nor technologically driven: digital culture has its roots in the eighteenth century and the digital mediascape we swim in today was originally inspired by informational needs arising from industrial capitalism, contemporary warfare and counter-cultural experimentation, among other social changes. A timely and cutting-edge investigation of our contemporary social infrastructures, Digital Culture is essential reading for all those concerned about the ever-changing future of our Digital Age. “This is an excellent book. It gives an almost complete overview of the main trends and view of what is generally called digital culture through the whole post-war period, as well as a thorough exposition of the history of the computer and its predecessors and the origins of the modern division of labor.”—Journal of Visual Culture
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Understand the core concepts and skills of multimedia production and digital storytelling using text, graphics, photographs, sound, motion, and video. Then, put it all together using the skills that you have developed for effective project planning, collaboration, design, and production. Presented in full color with hundreds of vibrant illustrations, Multimedia Foundations, Second Edition trains you in the principles and skill sets common to all forms of digital media production, enabling you to create successful, engaging content, no matter what tools you are using. The second edition has been fully updated and features a new chapter on video production and new sections on user-centered design, digital cinema standards (2K, 4K, and 8K video), and DSLR and video camcorder recording formats and device settings. The companion website, which features a wealth of web resources, glossary terms, and video tutorials, has also been updated with new content for both students and instructors.
Acquisition, Curation, and Dissemination of Spatial Cultural Heritage Data
Author: Matthew L. Vincent,Víctor Manuel López-Menchero Bendicho,Marinos Ioannides,Thomas E. Levy
Category: Social Science
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This book examines how computer-based programs can be used to acquire ‘big’ digital cultural heritage data, curate, and disseminate it over the Internet and in 3D visualization platforms with the ultimate goal of creating long-lasting “digital heritage repositories.’ The organization of the book reflects the essence of new technologies applied to cultural heritage and archaeology. Each of these stages bring their own challenges and considerations that need to be dealt with. The authors in each section present case studies and overviews of how each of these aspects might be dealt with. While technology is rapidly changing, the principles laid out in these chapters should serve as a guide for many years to come. The influence of the digital world on archaeology and cultural heritage will continue to shape these disciplines as advances in these technologies facilitate new lines of research. serif">The book is divided into three sections covering acquisition, curation, and dissemination (the major life cycles of cultural heritage data). Acquisition is one of the fundamental challenges for practitioners in heritage and archaeology, and the chapters in this section provide a template that highlights the principles for present and future work that will provide sustainable models for digital documentation. Following acquisition, the next section highlights how equally important curation is as the future of digital documentation depends on it. Preservation of digital data requires preservation that can guarantee a future for generations to come. The final section focuses on dissemination as it is what pushes the data beyond the shelves of storage and allows the public to experience the past through these new technologies, but also opens new lines of investigation by giving access to these data to researchers around the globe. Digital technology promises significant changes in how we approach social sciences, cultural heritage, and archaeology. However, researchers must consider not only the acquisition and curation, but also the dissemination of these data to their colleagues and the public. Throughout the book, many of the authors have highlighted the usefulness of Structure from Motion (SfM) work for cultural heritage documentation; others the utility and excitement of crowdsourcing as a ‘citizen scientist’ tool to engage not only trained students and researchers, but also the public in the cyber-archaeology endeavor. Both innovative tools facilitate the curation of digital cultural heritage and its dissemination. Together with all the chapters in this volume, the authors will help archaeologists, researchers interested in the digital humanities and scholars who focus on digital cultural heritage to assess where the field is and where it is going.
Second International Conference, ECLAP 2013, Porto, Portugal, April 8-10, 2013, Revised Selected Papers
Author: Paolo Nesi,Raffaella Santucci
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This book contains revised selected papers from the Second International Conference on Information Technologies for Performing Arts, Media Access and Entertainment, ECLAP 2013, held in Porto, Portugal, in April 2013. The 24 papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: perspectives and (digital) strategies for cultural heritage institutions; trust, quality and tools for cultural heritage digital libraries; educational services for the performing arts; dance in the world of data and objects; acting and natural interaction; and music and opera of a digital generation.
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The circular economy describes a world in which reuse through repair, reconditioning and refurbishment is the prevailing social and economic model. The business opportunities are huge but developing product and service offerings and achieving competitive advantage means rethinking your business model from early creativity and design processes, through marketing and communication to pricing and supply. Designing for the Circular Economy highlights and explores ‘state of the art’ research and industrial practice, highlighting CE as a source of: new business opportunities; radical business change; disruptive innovation; social change; and new consumer attitudes. The thirty-four chapters provide a comprehensive overview of issues related to product circularity from policy through to design and development. Chapters are designed to be easy to digest and include numerous examples. An important feature of the book is the case studies section that covers a diverse range of topics related to CE, business models and design and development in sectors ranging from construction to retail, clothing, technology and manufacturing. Designing for the Circular Economy will inform and educate any companies seeking to move their business models towards these emerging models of sustainability; organizations already working in the circular economy can benchmark their current activities and draw inspiration from new applications and an understanding of the changing social and political context. This book will appeal to both academia and business with an interest in CE issues related to products, innovation and new business models.
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The book represents the culmination of a hugely successful heritage preservation project initiated by the Government of India’s Department of Science and Technology. It presents extensive research on the digital preservation of the history, mythology, art, architecture and culture of the world heritage site Hampi in Karnataka, the seat of the Vijayanagara dynasty in medieval India. Further, the book introduces readers to a range of techniques developed by Indian technical research groups for digitally preserving both the tangible and intangible cultural heritage of the region. These techniques are sufficiently generic to be applied in heritage preservation efforts for other historical sites around the world as well. Technological advances have made it possible to not only create digital archives of these heritage artifacts, but to also share these resources for people to view, explore, experience, and analyze. This book showcases how cutting-edge technology can be combined with cultural and historical research to digitize and preserve heritage. It is the consolidation of work conducted under the Indian Digital Heritage project, a unique initiative of the Department of Science & Technology (DST), Government of India. The project involved collaboration between researchers in the areas of Technology, Computer Science, Architecture and the Humanities for the digital documentation and interpretation of India’s tangible and intangible heritage. It highlights the art, architecture, and cultural legacy of the world heritage site of Hampi in Karnataka, the medieval capital of the 14th-16th century Vijayanagara dynasty. The contributors to this book are scientists and technology experts from prominent academic institutes in India such as the IITs (Indian Institutes of Technology), NIIT, and NID (National Institute of Design) working in collaboration with some of India’s top architects, art historians, anthropologists, heritage groups and multi-disciplinary cultural institutions such as the National Institute of Advanced Studies (NIAS). Their papers will introduce readers to cutting-edge technologies from research areas such as computer vision, 3D modeling and artificial intelligence as they are employed to preserve art and culture in the digital domain. The book is divided into four parts. Part 1 details efforts and techniques for modeling and representing the tangible heritage of Hampi, such as the reconstruction of damaged structures, realistic walk-throughs, and haptic rendering. Part 2 includes chapters detailing the analysis and digital restoration of artifacts such as mural paintings, inscriptions and sculptures, as well as mobile-based visual search for artifacts. Part 3 includes chapters on conjectural re-constructions of the architectural life, social life and traditions of Hampi. Lastly, Part 4 addresses the knowledge-based archiving and exploration of cultural heritage.
Risk Society, Lived Cultural Heritage, Re-designing Reflexivity
Author: Stephanie Koerner
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This important book addresses critical themes in the development of archaeology as a reflexive, self-critical discipline in the modern world. It explores the ethical, political and cultural tensions and responsibilities which need to be addressed by archaeologists when working within networks of global ecologies and communities, examining how authoritarian traditions can exacerbate the divide between expert and public knowledge. Moreover, it analyses how localized acts of archaeology relate to changing conceptions of risk, heritage, culture, identity, and conflict. Bringing insights from Alain Schnapp, Michael Shanks, Isabelle Stengers, Bruno Latour, Ulrich Beck, John Urry and others to cross-disciplinary discussions of these themes, Unquiet Pasts shows how archaeological discourse can contribute towards engaging and understanding current dilemmas. It also shows how archaeology, as a localized and responsibly exercised practice, can play a part in building our commonly shared and experienced world.