Slides to accompany Oct 5 talk at the Carleton University Art Gallery on the HeritageCrowd project (http://heritagecrowd.org); case study is available at http://writinghistory.trincoll.edu/crowdsourcing/heritagecrowd-project-graham-massie-feuerherm/
This document discusses using cinematic depictions of space from early films as a valuable resource for historical research. Specifically, it analyzes scenes from George Méliès' 1904 film "Le Voyage à travers l’Impossible" to understand spatial perceptions during a time of technological change. The film shows researchers using new technologies to rapidly traverse different spaces, from an urban modern center to the Alps to the sun to underwater. This emphasized how technology was dramatically reducing the effort and time to cross geographic, social, and cultural spaces in the early 20th century. Analyzing these early cinematic portrayals of space provides important insights into societal perceptions of space during periods of transformation.
Clo Willaerts - Social Media & Crowdsourcing vs. Cultural HeritageErfgoedland
This document discusses the relationship between social media, crowdsourcing, and cultural heritage institutions. It provides examples of how cultural organizations are using platforms like YouTube, Twitter, Flickr, and Wikipedia to engage audiences and curate historical information. Challenges mentioned include managing large amounts of user-generated content and balancing open collaboration with copyright issues.
What's on the Menu? Crowdsourcing in Digital Humanities Meredith Dabek
The document summarizes a project by the New York Public Library Labs to digitize and crowdsource transcription of their collection of historical menus. The initial goals were to transcribe 9,000 menus but this was expanded to the entire collection of around 45,000 menus. Through crowdsourcing transcription, correction, and geotagging, over 1 million dishes have been transcribed from more than 17,000 menus, reaching the initial goal within the first 3 months. The project has been active for 3 consecutive years.
Crowdsourcing a Community Collection (and the After Effects) Kate Lindsay, Al...Museums Computer Group
As the Centenary of the First World War approaches a plethora of projects and activities have begun to engage the public in the nation’s remembrance and commemorations. Many of these involve the collection of memories and experiences of the War passed down through families and across communities. Since 2008, the University of Oxford has harnessed the power of digital technologies to facilitate the collection of First World War memories and artefacts through an innovative community collection model, combining online and face to face engagement to crowdsource digital collections.
Presented by Alun Edwards at
The Museums Computer Group 'Museums on the Web' conference 2013 (UKMW13)
https://twitter.com/search?q=%23ukmw13
Tate Modern, 15 November 2013.
The theme for UKMW13 was ‘Power to the people’.
The Museums Computer Group: connecting, supporting, inspiring museum technology professionals
Invited workshop for the Humanities Research Center at Rice University, 7 March 2016.
This workshop will provide an overview of crowdsourcing in cultural heritage and consider the ethics and motivations for participation. International case studies will be discussed to provide real life illustrations of design tips and to inspire creative thinking.
Slides from:
Lecture given with Emma Clarke at Trinity College Dublin, Ireland
MPhil in Digital Humanities and Culture 2014/2015
EN7073: Theory and Practice of Digital Humanities
Crowdsourcing the digital humanites
The document discusses various standards and frameworks for digital preservation metadata, including Dublin Core, TEI, METS, PREMIS, BagIt, and ERISDA. It provides descriptions and examples of each with links to additional resources. Dublin Core is outlined as a metadata element set that includes elements like title, creator, date. PREMIS is described as a data dictionary for preservation metadata with attributes recorded for semantic units. BagIt and ERISDA are presented as standards for creating standardized digital file packages and repositories respectively.
Expand. Learn. Interact: Enabling Digital HumanitiesLora Aroyo
This document summarizes Lora Aroyo's presentation on enabling digital humanities. The presentation discusses expanding human cognition with technology, teaching machines through crowdsourcing diverse interpretations, and engaging users through novel interfaces like event-based browsing of linked historical media. The goals are to support interpretation, gather human semantics, and allow natural interaction. Challenges and the road ahead are also outlined.
This document discusses using cinematic depictions of space from early films as a valuable resource for historical research. Specifically, it analyzes scenes from George Méliès' 1904 film "Le Voyage à travers l’Impossible" to understand spatial perceptions during a time of technological change. The film shows researchers using new technologies to rapidly traverse different spaces, from an urban modern center to the Alps to the sun to underwater. This emphasized how technology was dramatically reducing the effort and time to cross geographic, social, and cultural spaces in the early 20th century. Analyzing these early cinematic portrayals of space provides important insights into societal perceptions of space during periods of transformation.
Clo Willaerts - Social Media & Crowdsourcing vs. Cultural HeritageErfgoedland
This document discusses the relationship between social media, crowdsourcing, and cultural heritage institutions. It provides examples of how cultural organizations are using platforms like YouTube, Twitter, Flickr, and Wikipedia to engage audiences and curate historical information. Challenges mentioned include managing large amounts of user-generated content and balancing open collaboration with copyright issues.
What's on the Menu? Crowdsourcing in Digital Humanities Meredith Dabek
The document summarizes a project by the New York Public Library Labs to digitize and crowdsource transcription of their collection of historical menus. The initial goals were to transcribe 9,000 menus but this was expanded to the entire collection of around 45,000 menus. Through crowdsourcing transcription, correction, and geotagging, over 1 million dishes have been transcribed from more than 17,000 menus, reaching the initial goal within the first 3 months. The project has been active for 3 consecutive years.
Crowdsourcing a Community Collection (and the After Effects) Kate Lindsay, Al...Museums Computer Group
As the Centenary of the First World War approaches a plethora of projects and activities have begun to engage the public in the nation’s remembrance and commemorations. Many of these involve the collection of memories and experiences of the War passed down through families and across communities. Since 2008, the University of Oxford has harnessed the power of digital technologies to facilitate the collection of First World War memories and artefacts through an innovative community collection model, combining online and face to face engagement to crowdsource digital collections.
Presented by Alun Edwards at
The Museums Computer Group 'Museums on the Web' conference 2013 (UKMW13)
https://twitter.com/search?q=%23ukmw13
Tate Modern, 15 November 2013.
The theme for UKMW13 was ‘Power to the people’.
The Museums Computer Group: connecting, supporting, inspiring museum technology professionals
Invited workshop for the Humanities Research Center at Rice University, 7 March 2016.
This workshop will provide an overview of crowdsourcing in cultural heritage and consider the ethics and motivations for participation. International case studies will be discussed to provide real life illustrations of design tips and to inspire creative thinking.
Slides from:
Lecture given with Emma Clarke at Trinity College Dublin, Ireland
MPhil in Digital Humanities and Culture 2014/2015
EN7073: Theory and Practice of Digital Humanities
Crowdsourcing the digital humanites
The document discusses various standards and frameworks for digital preservation metadata, including Dublin Core, TEI, METS, PREMIS, BagIt, and ERISDA. It provides descriptions and examples of each with links to additional resources. Dublin Core is outlined as a metadata element set that includes elements like title, creator, date. PREMIS is described as a data dictionary for preservation metadata with attributes recorded for semantic units. BagIt and ERISDA are presented as standards for creating standardized digital file packages and repositories respectively.
Expand. Learn. Interact: Enabling Digital HumanitiesLora Aroyo
This document summarizes Lora Aroyo's presentation on enabling digital humanities. The presentation discusses expanding human cognition with technology, teaching machines through crowdsourcing diverse interpretations, and engaging users through novel interfaces like event-based browsing of linked historical media. The goals are to support interpretation, gather human semantics, and allow natural interaction. Challenges and the road ahead are also outlined.
Valedictory Lecture
Making Thinking Visible in Complex Times
Prof Simon Buckingham Shum
This event took place on 15th July 2014 at 4:00pm (15:00 GMT)
Berrill Lecture Theatre, The Open University, Walton Hall Campus, Milton Keynes, United Kingdom
In 1968 Doug Engelbart gave “The Mother of All Demos”: a disruptive technology lab had quietly invented the mouse, collaborative on-screen editing, hyperlinks, video conferencing, and much more. This was the start of the paradigm shift, still unfolding: computers were no longer to be low level number crunchers, but might mediate and mould the highest forms of human thinking, both individual and collective. In this talk I review nearly 19 years in KMi chasing this vision with many colleagues, inventing tools for making dialogue, argument and learning processes visible in different ways. How do we harness such tools to tackle, not aggravate, the fundamental challenge facing the educational system, and its graduates: to think broadly and deeply, and to thrive amidst profound uncertainty and complexity? These are the hallmarks of the OU — and indeed, all true education from primary school onwards.
This document provides an abstract for a book that explores emergent models of authorship in the digital age. It discusses how new media artists are challenging traditional notions of creativity through practices like sampling, mashups, adaptations and appropriation. The book maps the rise of three new aesthetic practices - interruption, disturbance, and capture/leakage - following the death of old creative models. It also explores how creative practices in places like China have been unfettered by copyright restrictions, producing new forms through processes like "digital anthropophagy" and "productive mistranslation." The book examines the work of many international new media artists working in these styles.
Digital approaches for the arts - 2013 - Unthinkable ConsultingJustinSpooner
This document provides notes from a presentation on digital approaches for the arts. Some key points include:
- Technology should focus on creating better connections between people, ideas, and people/machines, not just more connections.
- Trends can be dangerous and relying on them leads to oblivion; new directions are needed, not just following what others are doing.
- Digital technology allows archives and collections to come alive by making content more accessible online to the public.
- Arts organizations should lead technology changes, not simply respond to pressures to adopt the latest technologies.
- Digital platforms are turning everyone into memory institutions by enabling the persistence of cultural works and events online.
Digital Humanities 101, ENGL 206, January 27, 2015Elizabeth Skene
This document provides an overview of digital humanities. It discusses definitions of digital humanities from various sources, noting that it is not a unified field but involves using digital tools and technologies to study humanities subjects. Key aspects identified include working with digitized information, metadata, preservation of digital materials, and open access. Values emphasized include public engagement, inclusiveness, and empowering diverse voices. Concerns are raised that digital archives could repeat power imbalances and privileging of certain voices over others.
Developers can use structured open data provided by museums to create new sites and apps for the general public, but can they help museums get to the point where the technology just works, data flows like water and our energy is focussed on the compelling stories museums can tell with the public?
Full text at http://openobjects.blogspot.com/2010/09/museums-meet-21st-century-opentech-2010.html
Explosions, sex & murder: at talk about mobile technologies and cinema heritageCharlotte Crofts
Charlotte Crofts introduces two recent smartphone apps which explore cinema history in the places where it actually happened: Curzon Memories App and The Lost Cinemas of Castle Park including World War 2 bombings, snogging in the back row and the Odeon cinema haunted by the ghost of Parrington Jackson, shot in 1946 during a screening of The Light That Failed, at the exact moment that gunshots went off on the screen... please note that this is a pdf of a powerpoint that had audio and video - links to the video are available but the audio is not available. Both apps are available on iTunes App Store and optimised for iOS6 (and Curzon Memories is also available on Android) and have an "armchair" mode for remote access to most of the content.
Digital Humanities as a Cooperative Enterprise in Network Society discusses how digital humanities is transforming from a solitary profession into a cooperative one through digital tools and networks. It provides examples of institutions openly sharing digital collections and resources to promote global scholarship. While new technologies provide opportunities, openness and accessibility will be key to ensuring freedom of expression and preventing the unintentional erosion of freedoms online. The future of research is one based on cooperation and open systems of knowledge management and exchange.
Digital Humanities as a Cooperative Enterprise in Network Society discusses how digital humanities is transforming from a solitary profession into a cooperative one through digital tools and networks. It provides examples of institutions openly sharing digital collections and resources to enhance global scholarship. While new technologies provide unprecedented access to information, humanistic skills remain essential to ensure authenticity and accuracy. The social turn in digital humanities is opening up new opportunities for collaborative research models built on open systems and networks.
MW2010: N. Proctor, The Museum Is Mobile: Cross-platform content design for a...museums and the web
The document discusses designing mobile content and experiences for museum audiences. It argues for moving beyond traditional audio tours and instead focusing on social media, facilitating conversations, and connecting communities of interest. Examples are provided of mobile experiences that engage audiences both inside and outside the museum.
The document discusses how museums, libraries, and archives are facing a shift from scarcity of materials to an abundance of digitized content and user-generated materials. It explores how the United States Holocaust Memorial Museum (USHMM) uses crowdsourcing and "citizen history" projects to engage the public in interpreting, transcribing, and providing context around archival collections. Key differences are noted between crowdsourcing, which focuses on collections goals, and citizen history projects, which prioritize research and educational outcomes. The USHMM aims to create open-ended environments for joint meaning-making between experts and the public around large digital collections.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
The document discusses digital hermeneutics, which is a theory of interpreting information by bringing people and technology together. It describes using a simple event model, open annotation, and SKOS to model and link historical media like events, places, times, actors, and concepts. This helps engage users by supporting browsing and exploration of the linked historical data through event narratives. It also discusses using crowdsourcing to extract entities, events and perspectives from cultural heritage collections and linking them to improve discovery for digital humanities researchers.
A whirlwind introduction to digital humanities for CDP Digital Humanities: Collections & Heritage - current challenges and futures workshop. February 22, 2018 Imperial War Museum
Cultural Heritage and the Technology of Culture: Finding the Nature of Illumi...Martin Kalfatovic
Cultural Heritage and the Technology of Culture: Finding the Nature of Illumination in Libraries and Museums. Martin R. Kalfatovic. 9th Shanghai International Library Forum. Shanghai, China. 19 October 2018.
How to follow actors through their traces. Exploiting digital traceabilityINRIA - ENS Lyon
This document discusses digital methods for social research using online data. It begins by outlining traditional qualitative and quantitative methods and their limitations. Next, it introduces the concept of digital traceability enabled by the web, which allows researchers to follow actors and map controversies. However, it also notes challenges like noise in large datasets and issues of data ownership. The document advocates an approach that combines qualitative interpretation with quantitative network analysis and mapping of online discussions. It argues digital methods can help overcome divides between qualitative and quantitative research by leveraging new types of online data sources.
Art is Open Source at Visualize: materials and links
Some links and resources explored at the Visualize talk and workshop in Lecce, Italy, June 2014
more info here:
http://www.artisopensource.net/network/artisopensource/2014/04/17/micro-histories-of-cities-and-ubiquitous-commons-at-visualize-in-lecce/
Estado arte de las Humanidades Digitales. Algunos proyectos de investigaciónGimena Del Rio Riande
Digital humanities projects and research from around the world are summarized. Key points:
- The document discusses the state of digital humanities, including conferences, participants, topics of interest.
- A history of digital humanities and related fields like humanist computing is provided, tracing work from the 1940s through present day.
- Examples of digital humanities centers, projects, resources and debates are outlined to illustrate the breadth and interdisciplinary nature of the field.
The document discusses several topics related to new media and networked performance, including:
1) The use of virtual demonstrations by Italian unions to protest IBM, showing how new technologies allow new forms of activism and job actions.
2) The networked_performance blog which chronicles network-enabled artistic practices and their social implications.
3) The live game/performance "Wayfarer" which uses location-based technologies and streaming video to immerse audiences.
4) Issues of identity, representation, and ethics in artistic practices that address geography, difference, and political/social issues.
This document discusses the context and structure of cultural heritage knowledge shared on social media and Wikipedia. It analyzes how "Roman archaeology" information was shared in 2011 versus 2014, noting increased tracking online. It performs network and centrality analyses of the Wikipedia page structure, finding categories and quality pages often ranked highly. It argues academics should surface high-quality work on Wikipedia to shape understanding, become key sources, and advocate for valid information on problematic pages. Shouting into social media preaches mainly to the choir; focusing contributions on Wikipedia could have more impact on shaping wider cultural heritage knowledge.
This document discusses how playing and building historical games can teach us about the past in three ways. First, playing games engages us emotionally with history and encourages exploration of contingency. Second, building games forces us to explicitly state our assumptions about how the past worked. Third, agent-based modeling allows us to simulate systems and explore unintended consequences of different scenarios, providing a "personal Groundhog Day" for history. The document argues that toying with history through games and simulations can foster deeper engagement and understanding compared to more traditional forms of learning history.
Valedictory Lecture
Making Thinking Visible in Complex Times
Prof Simon Buckingham Shum
This event took place on 15th July 2014 at 4:00pm (15:00 GMT)
Berrill Lecture Theatre, The Open University, Walton Hall Campus, Milton Keynes, United Kingdom
In 1968 Doug Engelbart gave “The Mother of All Demos”: a disruptive technology lab had quietly invented the mouse, collaborative on-screen editing, hyperlinks, video conferencing, and much more. This was the start of the paradigm shift, still unfolding: computers were no longer to be low level number crunchers, but might mediate and mould the highest forms of human thinking, both individual and collective. In this talk I review nearly 19 years in KMi chasing this vision with many colleagues, inventing tools for making dialogue, argument and learning processes visible in different ways. How do we harness such tools to tackle, not aggravate, the fundamental challenge facing the educational system, and its graduates: to think broadly and deeply, and to thrive amidst profound uncertainty and complexity? These are the hallmarks of the OU — and indeed, all true education from primary school onwards.
This document provides an abstract for a book that explores emergent models of authorship in the digital age. It discusses how new media artists are challenging traditional notions of creativity through practices like sampling, mashups, adaptations and appropriation. The book maps the rise of three new aesthetic practices - interruption, disturbance, and capture/leakage - following the death of old creative models. It also explores how creative practices in places like China have been unfettered by copyright restrictions, producing new forms through processes like "digital anthropophagy" and "productive mistranslation." The book examines the work of many international new media artists working in these styles.
Digital approaches for the arts - 2013 - Unthinkable ConsultingJustinSpooner
This document provides notes from a presentation on digital approaches for the arts. Some key points include:
- Technology should focus on creating better connections between people, ideas, and people/machines, not just more connections.
- Trends can be dangerous and relying on them leads to oblivion; new directions are needed, not just following what others are doing.
- Digital technology allows archives and collections to come alive by making content more accessible online to the public.
- Arts organizations should lead technology changes, not simply respond to pressures to adopt the latest technologies.
- Digital platforms are turning everyone into memory institutions by enabling the persistence of cultural works and events online.
Digital Humanities 101, ENGL 206, January 27, 2015Elizabeth Skene
This document provides an overview of digital humanities. It discusses definitions of digital humanities from various sources, noting that it is not a unified field but involves using digital tools and technologies to study humanities subjects. Key aspects identified include working with digitized information, metadata, preservation of digital materials, and open access. Values emphasized include public engagement, inclusiveness, and empowering diverse voices. Concerns are raised that digital archives could repeat power imbalances and privileging of certain voices over others.
Developers can use structured open data provided by museums to create new sites and apps for the general public, but can they help museums get to the point where the technology just works, data flows like water and our energy is focussed on the compelling stories museums can tell with the public?
Full text at http://openobjects.blogspot.com/2010/09/museums-meet-21st-century-opentech-2010.html
Explosions, sex & murder: at talk about mobile technologies and cinema heritageCharlotte Crofts
Charlotte Crofts introduces two recent smartphone apps which explore cinema history in the places where it actually happened: Curzon Memories App and The Lost Cinemas of Castle Park including World War 2 bombings, snogging in the back row and the Odeon cinema haunted by the ghost of Parrington Jackson, shot in 1946 during a screening of The Light That Failed, at the exact moment that gunshots went off on the screen... please note that this is a pdf of a powerpoint that had audio and video - links to the video are available but the audio is not available. Both apps are available on iTunes App Store and optimised for iOS6 (and Curzon Memories is also available on Android) and have an "armchair" mode for remote access to most of the content.
Digital Humanities as a Cooperative Enterprise in Network Society discusses how digital humanities is transforming from a solitary profession into a cooperative one through digital tools and networks. It provides examples of institutions openly sharing digital collections and resources to promote global scholarship. While new technologies provide opportunities, openness and accessibility will be key to ensuring freedom of expression and preventing the unintentional erosion of freedoms online. The future of research is one based on cooperation and open systems of knowledge management and exchange.
Digital Humanities as a Cooperative Enterprise in Network Society discusses how digital humanities is transforming from a solitary profession into a cooperative one through digital tools and networks. It provides examples of institutions openly sharing digital collections and resources to enhance global scholarship. While new technologies provide unprecedented access to information, humanistic skills remain essential to ensure authenticity and accuracy. The social turn in digital humanities is opening up new opportunities for collaborative research models built on open systems and networks.
MW2010: N. Proctor, The Museum Is Mobile: Cross-platform content design for a...museums and the web
The document discusses designing mobile content and experiences for museum audiences. It argues for moving beyond traditional audio tours and instead focusing on social media, facilitating conversations, and connecting communities of interest. Examples are provided of mobile experiences that engage audiences both inside and outside the museum.
The document discusses how museums, libraries, and archives are facing a shift from scarcity of materials to an abundance of digitized content and user-generated materials. It explores how the United States Holocaust Memorial Museum (USHMM) uses crowdsourcing and "citizen history" projects to engage the public in interpreting, transcribing, and providing context around archival collections. Key differences are noted between crowdsourcing, which focuses on collections goals, and citizen history projects, which prioritize research and educational outcomes. The USHMM aims to create open-ended environments for joint meaning-making between experts and the public around large digital collections.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
The document discusses digital hermeneutics, which is a theory of interpreting information by bringing people and technology together. It describes using a simple event model, open annotation, and SKOS to model and link historical media like events, places, times, actors, and concepts. This helps engage users by supporting browsing and exploration of the linked historical data through event narratives. It also discusses using crowdsourcing to extract entities, events and perspectives from cultural heritage collections and linking them to improve discovery for digital humanities researchers.
A whirlwind introduction to digital humanities for CDP Digital Humanities: Collections & Heritage - current challenges and futures workshop. February 22, 2018 Imperial War Museum
Cultural Heritage and the Technology of Culture: Finding the Nature of Illumi...Martin Kalfatovic
Cultural Heritage and the Technology of Culture: Finding the Nature of Illumination in Libraries and Museums. Martin R. Kalfatovic. 9th Shanghai International Library Forum. Shanghai, China. 19 October 2018.
How to follow actors through their traces. Exploiting digital traceabilityINRIA - ENS Lyon
This document discusses digital methods for social research using online data. It begins by outlining traditional qualitative and quantitative methods and their limitations. Next, it introduces the concept of digital traceability enabled by the web, which allows researchers to follow actors and map controversies. However, it also notes challenges like noise in large datasets and issues of data ownership. The document advocates an approach that combines qualitative interpretation with quantitative network analysis and mapping of online discussions. It argues digital methods can help overcome divides between qualitative and quantitative research by leveraging new types of online data sources.
Art is Open Source at Visualize: materials and links
Some links and resources explored at the Visualize talk and workshop in Lecce, Italy, June 2014
more info here:
http://www.artisopensource.net/network/artisopensource/2014/04/17/micro-histories-of-cities-and-ubiquitous-commons-at-visualize-in-lecce/
Estado arte de las Humanidades Digitales. Algunos proyectos de investigaciónGimena Del Rio Riande
Digital humanities projects and research from around the world are summarized. Key points:
- The document discusses the state of digital humanities, including conferences, participants, topics of interest.
- A history of digital humanities and related fields like humanist computing is provided, tracing work from the 1940s through present day.
- Examples of digital humanities centers, projects, resources and debates are outlined to illustrate the breadth and interdisciplinary nature of the field.
The document discusses several topics related to new media and networked performance, including:
1) The use of virtual demonstrations by Italian unions to protest IBM, showing how new technologies allow new forms of activism and job actions.
2) The networked_performance blog which chronicles network-enabled artistic practices and their social implications.
3) The live game/performance "Wayfarer" which uses location-based technologies and streaming video to immerse audiences.
4) Issues of identity, representation, and ethics in artistic practices that address geography, difference, and political/social issues.
This document discusses the context and structure of cultural heritage knowledge shared on social media and Wikipedia. It analyzes how "Roman archaeology" information was shared in 2011 versus 2014, noting increased tracking online. It performs network and centrality analyses of the Wikipedia page structure, finding categories and quality pages often ranked highly. It argues academics should surface high-quality work on Wikipedia to shape understanding, become key sources, and advocate for valid information on problematic pages. Shouting into social media preaches mainly to the choir; focusing contributions on Wikipedia could have more impact on shaping wider cultural heritage knowledge.
This document discusses how playing and building historical games can teach us about the past in three ways. First, playing games engages us emotionally with history and encourages exploration of contingency. Second, building games forces us to explicitly state our assumptions about how the past worked. Third, agent-based modeling allows us to simulate systems and explore unintended consequences of different scenarios, providing a "personal Groundhog Day" for history. The document argues that toying with history through games and simulations can foster deeper engagement and understanding compared to more traditional forms of learning history.
This document provides information about ancient Roman construction techniques and wall painting styles. It discusses several types of masonry known as opus quadratum, opus incertum, opus reticulatum, and opus mixtum used from the 2nd century BC to the 1st century AD. Brick construction and opus vittatum/opera listata techniques popular from the 2nd to 4th century AD are also outlined. The document briefly introduces four Pompeian styles of wall painting from the 2nd century BC to 79 AD before concluding.
This document discusses Roman archaeology for historians, focusing on how Roman archaeology has been tied to power in the present. It mentions the works of Francis Haverfield on Romanization in Britain and ancient town planning. The document notes that the course will not just cover Roman material culture, but will also consider how knowledge of Romans developed over time through changing interpretations, imaginations, and the role archaeology may play in the future.
Graham weingart connected past reanimating networks with agent modelingDoctorG
This document discusses using agent modeling to simulate and analyze networks derived from archaeological data on brick stamps from central Italy. It suggests running simulations with different parameters, such as increasing transaction costs or the "vision" of agents, to see how those changes impact the emergence of trends in the network and how long it takes for the simulation to reach its end point. The goal is to generate a "landscape of possible outcomes" and explore how real-world network characteristics may arise from the interactions of autonomous agents.
March 19 version practical necromancy uva mar 22 2013DoctorG
This document discusses using agent-based modeling and simulation as a form of "practical necromancy" to predict and understand the past. It begins by outlining the historical practice of necromancy and divination. It then argues that modern simulations, like agent-based models, can serve similar purposes by creating "zombies" or simulated agents following simple rules based on our understanding of past systems and behaviors. Through emergent patterns from simulating interactions between these agents, we can test and explore hypotheses about how the past may have functioned, even if we cannot prove what exactly happened. Several examples are provided of past agent-based models the author has created related to information diffusion in the Roman world. The document argues
This document discusses becoming a digital humanist and provides advice for getting started in digital humanities work. It recommends blogging, tweeting, sharing drafts, and putting work out publicly to build an online presence and make connections. Digital skills like data mining, network analysis, and text decomposition techniques are presented as ways to explore digital humanities. The key message is to not be afraid to experiment and fail publicly, as this is how one learns and advances in this field.
Games have a deep history and were used for more than just entertainment. Ancient cultures played games involving boards, balls, and physical challenges. More recently, video games can provide interactive historical experiences when designed well using principles of flow, meaningful gameplay, and gamification. Building digital games allows historians to engage in a new form of knowledge creation and sharing history.
Agent based modeling & roman resource extractionDoctorG
This document summarizes an agent-based model of Roman resource extraction that simulates economic and social interactions over generations. The model represents an economy, environment, and patronage system. In each cycle, agents harvest resources, move to consume resources, and can become clients to ask for help or support others. The model is run for 50 generations under different resource settings. Results are analyzed based on network growth, participation rates, and correspondence to archaeological evidence of social networks, showing patterns of inequality emerge for certain resource conditions. While useful for understanding Roman growth, the model has limitations and can be improved with more archaeological and historical network data.
This document provides guidance on planning an educational digital project in three steps:
1. Define the desired outcome by establishing essential questions and understandings visitors should have after interacting with the project.
2. Plan how to assess whether visitors achieved the desired outcome, such as through quizzes or demonstrations of knowledge.
3. Develop the implementation including a narrative structure, content to meet assessment goals, and ensuring the project is valid, reliable and usable. Examples for a Rideau Canal project include different story arcs that could be used. Templates are provided to help structure the planning process.
This short document appears to be notes for a presentation with 3 slides. It lists the title for the first slide and then simply lists "Slide two" and "Slide three" for the subsequent slides, providing only the barest of information about the content or structure of the presentation.
1. The document describes an agent-based model called TravellerSim that simulates the movement of travelers between settlements to study site hierarchies and territories.
2. In TravellerSim, agents represent travelers that choose destinations based on the attractiveness of settlements, which is determined by the settlements' importance and distance.
3. The model produces outputs like maps of interaction networks and the formation of factions that can provide insights into past human geography and social networks.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
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This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
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ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
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Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
6. And sometimes, given a space, it self-organizes... Myth of the Black Confederate Soldier Blogosphere vs. Ancestry.com (Leslie Madsen-Brooks, “‘I nevertheless am a historian”: Digital Historical Practice and Malpractice around Black Confederate Soldiers” Writing History in the Digital Age – going live tomorrow!
7. Who is the Crowd? Depends on the project Wikipedia: 87% Men, 13% women 23% with degrees 26% are undergrads 45% secondary level or less (survey of 58 000 self selected ‘wikipedians’, UNU, Collaborative Creativity Group http://www.wikipediastudy.org/)
11. Why Digitally Crowdsourced History? An outlet for those who wish to share historical narratives Collecting an abundance of perspectives, or the aesthetics of the cracked mirror
12. Why Digitally Crowdsourced History? An outlet for those who wish to share historical narratives Collecting an abundance of perspectives, or the aesthetics of the cracked mirror Local community consciousness
13. So what is HeritageCrowd then? Ushahidi.com Omeka.com
16. Our ‘ideal’ data flow SMS image from http://commons.wikimedia.org/wiki/File:SMS_test.jpg Telephone operator, By Deasington, http://commons.wikimedia.org/wiki/File:Telephone_girl.JPG
21. The medium & the message Technology and the appearance of authority
22.
23. What would we have done differently? Train wreckatMontparnasse Station, at Place de Rennes side (now Place du 18 Juin 1940), Paris, France, 1895. Studio Lévy and Sons (Studio Lévy & fils)
24. What would we have done differently? “Retroactive crowdsourcing”
25. What would we have done differently? “Retroactive crowdsourcing” “Gamification” of digitally crowdsourced work
26. What would we have done differently? “Retroactive crowdsourcing” “Gamification” of digitally crowdsourced work Procedural Rhetorics of the Software
27. Relinquishing Control of the Historical Voice Source for this photo? It exists in multiple copies online... See http://j.mp/oumey5
28. Relinquishing Control of the Historical Voice Conventional role of the historian: constructor of historical narratives
29. Relinquishing Control of the Historical Voice Conventional role of the historian: constructor of historical narratives Uses sources to interpret the past, but interpretation is in the hands of the historian
30. Relinquishing Control of the Historical Voice Conventional role of the historian: constructor of historical narratives Uses sources to interpret the past, but interpretation is in the hands of the historian Social authority of the historian: institutionally trained, professional credentials
31. Relinquishing Control of the Historical Voice With the crowdsourcing of history, we are asking people from the public to define their sense of history and heritage
32. Relinquishing Control of the Historical Voice With the crowdsourcing of history, we are asking people from the public to define their sense of history and heritage “Every person their own historian”
33. Relinquishing Control of the Historical Voice With the crowdsourcing of history, we are asking people from the public to define their sense of history and heritage “Every person their own historian” The democratization of history?
34. In a nutshell: Choose your base platform carefully, thinking through the technological and epistemological implications Collect what already exists. Seed your site with this material so you can identify the gaps. Image: Termininga, Wikimedia Commons, http://commons.wikimedia.org/wiki/File:Almond_nut.jpg
35. Narrow your target when communicating with the public: get them to fill the holes. Make sure to design for engagement. Building your crowd is key: put initial resources into publicity.
36. Have an “elevator pitch”. Make sure that the project can be described completely in 30 seconds or less. Build your outreach and social media strategy around getting that pitch in front of as many eyes in your target crowd as possible.
37. Whither HeritageCrowd? Platform for outreach & communication Environment for teaching & training of students (especially in HIST2809)
38. Thank You CUAG FASS Jr. Research Fellowship, 2011 History Department Communities of the Ottawa Valley
Editor's Notes
The longitude prize - http://www.nmm.ac.uk/harrison –http://en.wikipedia.org/wiki/Longitude_prize
Our project has more in common with the quilt index
We targeted a local area with which we were familiar,17 the Pontiac county in Western Quebec (Click through for a Google map of the region). Internet connectivity in “the Pontiac”, as it is always referred to colloquially, has only recently transitioned from dial-up internet connection.18 More importantly, over half the population does not have a high school diploma,19 an indicator of low internet use.20 The Pontiac’s sister county in the neighbouring province of Ontario, Renfrew, was also a target region for similar reasons.21 Both of these counties together are known as “the Upper Ottawa Valley”.
Interesting items from the database.
We have effectively given the community a forum to offer historical narratives. There is no “expertise” required to use HeritageCrowd. It’s kind of like Wikipedia. I have no training in science, but for all you know, I could have written the introductory paragraph to the Wikipedia article on biology or genetics or gene splicing. Whether or not the administrators decide to remove my changes is another story (“What’s this guy talking about!?”) but the question is not one of expertise. In any case, we don’t screen submissions made to HeritageCrowd except to filter out spam or otherwise inappropriate material.
(as it happens, Ushahidi as a platform does work in terms of widening access beyond the tech-savy: we did get voice and SMS contributions, and so met that aim of our project at least).
Get out and walk the walk, and talk to people. Identify, contact, and cultivate key players.