Digital humanities involves the intersection of digital technologies and humanities research. It can include building digital collections and tools for authoring, analyzing, and managing research. Digital humanities centers typically offer resources like databases, tools for analysis, and training. They serve as hubs for innovation and experimentation in applying new technologies to answer humanities questions. Debates include whether digital humanities should apply technologies or critically examine their impact, and whether databases can support narrative scholarship. Visualizations are increasingly important in digital humanities for exploring subjects like ancient cities in new ways.
Definitions, issues and debates in the Digital Humanities.
• What are Digital Humanities centres? Are there new ones? For
example at Princeton!
• And organizations like HASTAC and http://www.artshumanities.
net.
• DIGHUMLAB draft mission and goals.
• European organizations, DARIAH, CLARIN, NeDiMAH, etc..
• Some famous and useful case studies, tools and methods
• Education opportunities.
• Getting started in DH..
Definitions, issues and debates in the Digital Humanities.
• What are Digital Humanities centres? Are there new ones? For
example at Princeton!
• And organizations like HASTAC and http://www.artshumanities.
net.
• DIGHUMLAB draft mission and goals.
• European organizations, DARIAH, CLARIN, NeDiMAH, etc..
• Some famous and useful case studies, tools and methods
• Education opportunities.
• Getting started in DH..
A whirlwind introduction to digital humanities for CDP Digital Humanities: Collections & Heritage - current challenges and futures workshop. February 22, 2018 Imperial War Museum
Research data management: a tale of two paradigms: Martin Donnelly
Presentation I was supposed to give at "Scotland’s Collections and the Digital Humanities" workshop in Edinburgh on May 2nd 2014. Illness prevented it, but my heroic DCC colleague Jonathan Rans stepped up and delivered the presentation on my behalf.
Making an Impact: How Digitised Resources Change LivesSimon Tanner
This paper will draw upon the research done by the author from a wide number of sources and will provide a compelling account of the advantages of digitised content.
The paper will cover using case studies and exemplars from across the sectors information on:
Where the value and impact can be found in digitised resources,
What modes of value and impact are achievable, and
Who are the beneficiaries gaining from the impact and value?
Special attention is worth paying to the proposal of 5 modes of value for digitised resources. The basic value modes suggested here may act as a guide for future digitisation impact assessment. If these value models to society as a whole are satisfied then many other benefits identified in this paper will also accrue.
This document therefore provides strong information to support:
Fundraising and revenue development plans,
Audience development,
Designing evaluation and impact assessment,
Project planning, and
Planning activities to augment digitised resources.
The aim is to provide key information and strong exemplars for the following primary stakeholders:
Memory institutions and cultural heritage organisations such as libraries, museums and archives.
Holders and custodians of special collections.
Managers, project managers and fundraisers who are seeking to justify further investment in digitised resources.
Academics looking to establish digital projects and digital scholarship collaborations with collection owners.
IT as a Utility Network+: Libraries of the Future - Sir Duncan Rice Library, ...Steve Brewer
This introduction was given by Steve Brewer. The event continued the series of workshops on the theme of Libraries of the Future with a focus on community engagement. We were very pleased to welcome participants to the Sir Duncan Rice Library at the University of Aberdeen. This new library describes itself as a 21st century space for learning and research having been opened less than two years ago. We welcome all those with an interest in the theme of Libraries of the Future and especially those concerned with outreach and community activities and related knwoledge management.
Keynote speakers:
Sarah Chapman from Aberdeen University Special Collections department
Simon Burnett from Robert Gordon University
The agenda for the two day event was as follows:
11:30 - 12:00 - registration
12:00 - 13:00 - welcome and introduction to the IT as a Utility Network+ (light buffet lunch available)
13:00 - 13:45 - talk: knowledge management for libraries + questions
13:45 - 14:15 - Community engagement - key issues?
14:15 - 15:00 - break out groups - discussion of community engagement key issues
15:00 - 15:20 - coffee break
15:20 - 15:50 -Report back from break out groups
15:50 - 16:50 - Discussion on emerging ideas
16:50 - 17:30 - Identification of possible follow on actions
Evening meal - Bauhaus
09:00 - 09:15 - welcome coffee and pastries
09:15 - 09:30 - Recap from day one
09:30 - 10:00 - talk: community engagement (from the Sir Duncan Rice Library library team)
10:00 - 11:00 - library tour
11:00 - 11:15 - coffee break
11:15 - 12:30 - community engagement - discussion
12:30 - 13:30 - working lunch - agreement on follow in actions and recommendations on community engagement.
Keynote talk given during the 9th Conf. on Artificial Intelligence in Security and Defence, AISD2019, Beirut, 26th-29th March,
2019
----
Open data in disaster management
The UN General Assembly defined in February 2017 a disaster as “A serious disruption of the functioning of a community or a society at any scale due to hazardous events interacting with conditions of exposure, vulnerability and capacity, leading to one or more of the following human, material, economic and environmental losses and impacts. It is deeply intertwined with the broader concept of risks, defined by the European commission as a “combination of the probability of occurrence of a hazard generating harm in a given scenario and the severity of that harm.”
Managing these uncertainties requires a large spectrum of data coming from different sources, government being one of the most important. Open Government Data (OGD) is a philosophy and a set of policies that promotes transparency, accountability and value creation by making government data available to all. According to the OGD 8 principles, defined in 2007, Sebastopol, California, these data should be: complete, primary, timely, accessible, machine processable, non-discriminatory, non-proprietary, license-free.
One goal of Open Government Data is to rise the interest of third-parties stakeholders and their (open) innovation capabilities, Open Data is providing trusted information which is important in a troubled context, with a lot of rumors (see also the emergence of fake news). As governments are among the largest data creators and providers, OGD is a central issue for disaster management or risk mitigation, for example through the provision of costly and/or rare data, like data related to infrastructures, weather data or satellite imagery. By definition, OGD is contributing to remove the data silos created by the different information systems of different bodies of government, administration or external stakeholders, allowing a cross-boundary information sharing. It is also a tool to improve cooperation among stakeholders in case of emergency. All of this is of paramount importance regarding disaster management.
Through a set of use cases, this talk will highlight (1) how OGD has been or could be used during the whole of the disaster management cycle, from prevention and preparedness, emergency management, response, and recovery; (2) its current or potential benefits and possible improvements through its linkage with other sources of information, structured and unstructured, such social media and crowdsourcing ; and (3) its identified barriers regarding data availability and quality, organizational readiness, multi-stakeholders involvement, and cooperation.
Shaping our Future: Digitization Partnerships Across Libraries, Archives and ...UBC Library
Presentation by Ingrid Parent at the National Diet Library in Tokyo, Japan, Dec. 2, 2010.
Shaping our Future: Digitization Partnerships Across Libraries, Archives and Museums
Slide deck from MCN.edu Annual Conference Presentation, November 2015. Panelists included:
Jeff Steward, Harvard Art Museum
Janet Strohl-Morgan, Princeton University Art Museum
William Weinstein, Philadelphia Museum of Art
Brian Dawson, Canada Science and Technology Museums Corporation
Carolyn Royston, Independent Consultant
Moderated by Douglas Hegley, Minneapolis Institute of Art.
Sponsored by the MCN Digital Strategies & Transformations SIG and the Information Technology SIG.
Displaying research data between archaeologists or to the general public is usually through linear presentations, timed or stepped through by a presenter. Through the use of motion tracking and gestures being tracked by a camera sensor, presenters can provide a more engaging experience to their audience, as they won't have to rely on prepared static media, timing, or a mouse. While low-cost camera tracking allow participants to have their gestures, movements, and group behaviour fed into the virtual environment, either directly (the presenter is streamed) or indirectly (a character represents the presenter).
Using an 8 metre wide curved display (Figure 1) that can feature several on-screen panes at once, the audience can view the presenter next to a digital environment, with slides or movies or other presentation media triggered by the presenter’s hand or arm pointing at specific objects (Figure 2). An alternative is for a character inside the digital environment mirroring the body gestures of the presenter; where the virtual character points will trigger slides or other media that relates to the highlighted 3D objects in the digital scene.
Major points:
#1 Spatial and experiential issues of digital/virtual archives
#2 Archives of spatial objects and platial relationships
For Knowescape workshop, 3-4 September 2015, Valetta, Malta. Workshop: "Knowledge maps and access to digital archives". URL: http://knowescape.org/event/the-role-of-knowledge-maps-for-access-to-digital-archives/
A whirlwind introduction to digital humanities for CDP Digital Humanities: Collections & Heritage - current challenges and futures workshop. February 22, 2018 Imperial War Museum
Research data management: a tale of two paradigms: Martin Donnelly
Presentation I was supposed to give at "Scotland’s Collections and the Digital Humanities" workshop in Edinburgh on May 2nd 2014. Illness prevented it, but my heroic DCC colleague Jonathan Rans stepped up and delivered the presentation on my behalf.
Making an Impact: How Digitised Resources Change LivesSimon Tanner
This paper will draw upon the research done by the author from a wide number of sources and will provide a compelling account of the advantages of digitised content.
The paper will cover using case studies and exemplars from across the sectors information on:
Where the value and impact can be found in digitised resources,
What modes of value and impact are achievable, and
Who are the beneficiaries gaining from the impact and value?
Special attention is worth paying to the proposal of 5 modes of value for digitised resources. The basic value modes suggested here may act as a guide for future digitisation impact assessment. If these value models to society as a whole are satisfied then many other benefits identified in this paper will also accrue.
This document therefore provides strong information to support:
Fundraising and revenue development plans,
Audience development,
Designing evaluation and impact assessment,
Project planning, and
Planning activities to augment digitised resources.
The aim is to provide key information and strong exemplars for the following primary stakeholders:
Memory institutions and cultural heritage organisations such as libraries, museums and archives.
Holders and custodians of special collections.
Managers, project managers and fundraisers who are seeking to justify further investment in digitised resources.
Academics looking to establish digital projects and digital scholarship collaborations with collection owners.
IT as a Utility Network+: Libraries of the Future - Sir Duncan Rice Library, ...Steve Brewer
This introduction was given by Steve Brewer. The event continued the series of workshops on the theme of Libraries of the Future with a focus on community engagement. We were very pleased to welcome participants to the Sir Duncan Rice Library at the University of Aberdeen. This new library describes itself as a 21st century space for learning and research having been opened less than two years ago. We welcome all those with an interest in the theme of Libraries of the Future and especially those concerned with outreach and community activities and related knwoledge management.
Keynote speakers:
Sarah Chapman from Aberdeen University Special Collections department
Simon Burnett from Robert Gordon University
The agenda for the two day event was as follows:
11:30 - 12:00 - registration
12:00 - 13:00 - welcome and introduction to the IT as a Utility Network+ (light buffet lunch available)
13:00 - 13:45 - talk: knowledge management for libraries + questions
13:45 - 14:15 - Community engagement - key issues?
14:15 - 15:00 - break out groups - discussion of community engagement key issues
15:00 - 15:20 - coffee break
15:20 - 15:50 -Report back from break out groups
15:50 - 16:50 - Discussion on emerging ideas
16:50 - 17:30 - Identification of possible follow on actions
Evening meal - Bauhaus
09:00 - 09:15 - welcome coffee and pastries
09:15 - 09:30 - Recap from day one
09:30 - 10:00 - talk: community engagement (from the Sir Duncan Rice Library library team)
10:00 - 11:00 - library tour
11:00 - 11:15 - coffee break
11:15 - 12:30 - community engagement - discussion
12:30 - 13:30 - working lunch - agreement on follow in actions and recommendations on community engagement.
Keynote talk given during the 9th Conf. on Artificial Intelligence in Security and Defence, AISD2019, Beirut, 26th-29th March,
2019
----
Open data in disaster management
The UN General Assembly defined in February 2017 a disaster as “A serious disruption of the functioning of a community or a society at any scale due to hazardous events interacting with conditions of exposure, vulnerability and capacity, leading to one or more of the following human, material, economic and environmental losses and impacts. It is deeply intertwined with the broader concept of risks, defined by the European commission as a “combination of the probability of occurrence of a hazard generating harm in a given scenario and the severity of that harm.”
Managing these uncertainties requires a large spectrum of data coming from different sources, government being one of the most important. Open Government Data (OGD) is a philosophy and a set of policies that promotes transparency, accountability and value creation by making government data available to all. According to the OGD 8 principles, defined in 2007, Sebastopol, California, these data should be: complete, primary, timely, accessible, machine processable, non-discriminatory, non-proprietary, license-free.
One goal of Open Government Data is to rise the interest of third-parties stakeholders and their (open) innovation capabilities, Open Data is providing trusted information which is important in a troubled context, with a lot of rumors (see also the emergence of fake news). As governments are among the largest data creators and providers, OGD is a central issue for disaster management or risk mitigation, for example through the provision of costly and/or rare data, like data related to infrastructures, weather data or satellite imagery. By definition, OGD is contributing to remove the data silos created by the different information systems of different bodies of government, administration or external stakeholders, allowing a cross-boundary information sharing. It is also a tool to improve cooperation among stakeholders in case of emergency. All of this is of paramount importance regarding disaster management.
Through a set of use cases, this talk will highlight (1) how OGD has been or could be used during the whole of the disaster management cycle, from prevention and preparedness, emergency management, response, and recovery; (2) its current or potential benefits and possible improvements through its linkage with other sources of information, structured and unstructured, such social media and crowdsourcing ; and (3) its identified barriers regarding data availability and quality, organizational readiness, multi-stakeholders involvement, and cooperation.
Shaping our Future: Digitization Partnerships Across Libraries, Archives and ...UBC Library
Presentation by Ingrid Parent at the National Diet Library in Tokyo, Japan, Dec. 2, 2010.
Shaping our Future: Digitization Partnerships Across Libraries, Archives and Museums
Slide deck from MCN.edu Annual Conference Presentation, November 2015. Panelists included:
Jeff Steward, Harvard Art Museum
Janet Strohl-Morgan, Princeton University Art Museum
William Weinstein, Philadelphia Museum of Art
Brian Dawson, Canada Science and Technology Museums Corporation
Carolyn Royston, Independent Consultant
Moderated by Douglas Hegley, Minneapolis Institute of Art.
Sponsored by the MCN Digital Strategies & Transformations SIG and the Information Technology SIG.
Displaying research data between archaeologists or to the general public is usually through linear presentations, timed or stepped through by a presenter. Through the use of motion tracking and gestures being tracked by a camera sensor, presenters can provide a more engaging experience to their audience, as they won't have to rely on prepared static media, timing, or a mouse. While low-cost camera tracking allow participants to have their gestures, movements, and group behaviour fed into the virtual environment, either directly (the presenter is streamed) or indirectly (a character represents the presenter).
Using an 8 metre wide curved display (Figure 1) that can feature several on-screen panes at once, the audience can view the presenter next to a digital environment, with slides or movies or other presentation media triggered by the presenter’s hand or arm pointing at specific objects (Figure 2). An alternative is for a character inside the digital environment mirroring the body gestures of the presenter; where the virtual character points will trigger slides or other media that relates to the highlighted 3D objects in the digital scene.
Major points:
#1 Spatial and experiential issues of digital/virtual archives
#2 Archives of spatial objects and platial relationships
For Knowescape workshop, 3-4 September 2015, Valetta, Malta. Workshop: "Knowledge maps and access to digital archives". URL: http://knowescape.org/event/the-role-of-knowledge-maps-for-access-to-digital-archives/
Can recent technology help bridge cultures through playful interaction appropriate to traditional tacit means of acquiring knowledge? In order to help answer this question, we designed four Adobe Flash-based based game prototypes and evaluated them via a touch-screen PC. The goal was to offer nonChinese participants a playful way of experiencing aspects of traditional Chinese culture. The four single-player games were based on the four arts of China (music, calligraphy, painting and the game of Go!). In the evaluation we asked non-Chinese and the Chinese participants to evaluate the games in terms of learning, fun, and cultural authenticity. While this form of tangible computing proved engaging, it raises technical issues of how to convey appropriately the interactive elements without the help of the evaluator, and how to evaluate user satisfaction. We also briefly discuss more embodied and spatial possibilities for projection and interaction.
The 3D world is your stage, part of Birds of a Feather session "The Tyranny of Distance" dha2014, @UWA Perth, with Matt Munson. Christof Schoch, Toma Tasovac (they were virtually present from Europe).
Slides for presentation given at the first Digital Humanities Congress held in Sheffield from 6 – 8 September 2012 with the support of the Network of Expert Centres and Centernet.
URL http://www.shef.ac.uk/hri/dhc2012
Ian Bogost’s concept of procedural rhetoric is a tantalising theory of the power and potential of computer games, especially serious games. Yet does this concept really distinguish games from other media? Can this concept be usefully applied to the design and critique of serious games? This paper explores the ramifications of games (particularly serious games) as procedural rhetoric and whether this concept is problematic, useful, inclusive, or better employed as a recalibrated meta-epistemic theory of serious games that persuade or suggest to the player that the game mechanics, game genre, or digitally simulated world-view is open to criticism and reflection.
Some critics may have you believe that computer game studies lack theoretical rigor, that games cannot afford meaningful experiences. I agree with them, sometimes, but I also believe that a richer understanding of computer games is possible, and that this understanding can shed some light on related issues in the wider field of Digital Humanities.
My main area of research has been designing and evaluating how contextually appropriate interaction can aid the understanding of cultures distant in time, space, and in understanding to our own. This field is sometimes called Virtual Heritage. In Virtual Heritage, tools of choice are typically virtual reality environments, and the projects are very large in scale, complexity, and cost, while my projects are often prototypes and experimental designs. I have many challenges, for example, morphing technological constraints into cultural affordances, and avoiding possible confusion between artistic artifice and historical accuracy, all the while evaluating intangible concepts in a systematic way without disturbing the participants’ sense of immersion. To help me judge the success or failure of these projects I have shaped some working definitions of games, culture, cultural understanding, cultural inhabitation, and place. However, these concepts and definitions are not enough. I also have to now tackle the issues of simulated violence, artificial “other” people, the temptation of entertainment masquerading as education, and the difficulties inherent in virtually evoking a sense of ritual.
My lecture, then, is a discussion into how game-based learning, and the study of culture, heritage and history, might meaningfully intersect.
2013 Cultural Heritage Creative Tools and Archives Workshop" (CHCTA), National Museum of Denmark, Copenhagen, 26-27 June 2013, Final Session-Panel summary slides by Erik Champion for 5 minute talk..(url"http://chta.wordpress.com)
Champion, E. (2012). “Promises, threats and dreams in the Digital Humanities”. The 3rd U21 Digital Humanities Workshop, Interfaces - Digital studies of culture and cultural studies of the digital. Lund University, Lund, Sweden, September 19 - 21. Invited Keynote. Website: http://conference.sol.lu.se/en/u21-digital-humanities/
Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
heritage visualisation and serious game design
• major concepts and issues in the field
• learning from game design
• problems that arise when entertainment, heritage,
history and education collide
Challenge: Develop agents that can pass on information about a past or distant culture without disrupting historic authenticity or player engagement.
Aim: Develop proof of concepts using historical situations, face tracking, speech to text or biofeedback and game-themed situations.
Opportunity: developments in biofeedback and realistic avatars, and camera tracking.
Future direction: combine with psychologists and animation specialists along with linguists, historians and art historians.
The MA in Digital Humanities at King's College London looks at how we create and disseminate knowledge in an age where so much of what we do is mobile, networked and mediated by digital culture and technology
It gives a critical perspective on digital theory and practice in studying human culture, from the perspectives of academic scholarship, cultural heritage and the commercial world
We study the history and current state of the digital humanities, and their role in modelling, curating, analysing and interpreting digital representations of human culture in all its forms.
For more information: http://www.kcl.ac.uk/artshums/depts/ddh/study/pgt/madh/index.aspx
Dr. Sandra Hirsh, professor and director at the San Jose State University School of Library and Information Science, delivered the opening keynote presentation at the Library 2.013 Worldwide Virtual Conference on October 18, 2013.
In this keynote presentation, Hirsh summarizes the global and technical trends impacting all sectors of the library and information field, highlights the role libraries can serve as the technological and educational hub for their communities, and defines the new roles and skills that will be required of information professionals to help their organizations thrive in today’s global information market.
A recording of the presentation is available here: http://www.library20.com/page/2-013-recordings
Planning for Success: Surviving and Thriving through understanding the Value ...Simon Tanner
Public lecture given for the Medieval and Modern Manuscript Studies in the Digital Age (MMSDA) 2014, Cambridge, UK.
@SimonTanner
http://simon-tanner.blogspot.co.uk/
CHRISTINA NGUYEN, University of Toronto Mississauga Library
In the world of digital literacies, liaison and instructional librarians are increasingly coming to terms with a new term: algorithmic literacy. No matter the liaison or instruction subjects – computer science, sociology, language and literature, chemistry, physics, economics, or other – students are grappling with assignments that demand a critical understanding, or even use, of algorithms. Over the course of this session, we’ll discuss the term ‘algorithmic literacies,’ explore how it fits into other digital literacies, and see why it as a curriculum might belong at your library. We’ll also look at some examples of practical pedagogical methods you can implement right away, depending on what types of AL lessons you want to teach, and who your patrons are. Lastly, we’ll discuss how librarians should view themselves as co-learners when working with AL skills. This session seeks to bring together participants from across the different libraries, with diverse missions/vision/mandates, to explore ways we can all benefit from teaching AL. If time permits, we may discuss how text and data librarians (functional specialists) can support the development of this curriculum.
Keynote talk at the Web Science Summer School, Singapore, 8 December 2014. Today we see the rise of Social Machines, like Twitter, Wikipedia and Galaxy Zoo—where communities identify and solve their own problems, harnessing commitment, local knowledge and embedded skills, without having to rely on experts or governments.
The Social Machines paradigm provides a lens onto the interacting sociotechnical systems of our hybrid digital-physical world, citizen-centric and at scale—emphasising empowerment and sociality in a world of pervasive technology adoption and automation.
This talk will present the Social Machines paradigm as an approach to social media analytics and a rethinking of our scholarly practices and knowledge infrastructure.
A joint presentation by Ernesto Priani and Ernesto Priego for the International Conference on Latin American Cybercultural Studies, oresight Centre, University ofLiverpool, UK
19 May 2011, 3PM
http://latamcyber.wordpress.com/
Images on the first and last slide are excerpts from The Infinite Library, an ongoing project by Daniel Gustav Cramer and Haris Epaminonda.
http://www.theinfinitelibrary.com/
This presentation by Ernesto Priego and Ernesto Priani is shared under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
http://creativecommons.org/licenses/by-nc-sa/3.0/
In this presentation, Alex Juhasz, Director of the Mellon DH Grant and Professor of Media Studies at Pitzer College, along with Ashley Sanders, Digital Scholarship Librarian and DH specialist, will describe
(1) what the digital humanities is (and digital scholarship more broadly)
(2) the opportunities the Mellon DH grant and the Claremont Colleges Library provide for faculty and students to learn more, and
(3) present a snapshot of some of the exciting work already happening at the 7Cs.
Current Disruptions in Media: Earthquakes or New Openings? Stanford as CatalystMartha Russell
Across the globe, new word-of-mouth messaging methods are emerging. Many of these involve new technologies. The strategic use of media has become a game changer for both local and global businesses. Traditional media platforms are outpaced by the speed of flash movements as they unfold. Technical discoveries outpace the scientific journals available to announce them. Journalists, entertainers, academics, scientists, and citizens are experimenting with new tools and platforms for content creation, consumption and curation.
When the news about Tahir Square, or Occupy Wall Street or, more recently the Brazilian protests, hit the headlines of newspapers and magazines, they were already outdated. Documentaries were equally incapable of tracking and fully describing these movements. Traditional narratives – and the technologies used to tell them - fall short of accurately portraying the ideas and behaviors that are emerging through new modes of communication. Information travels so fast, that news is no longer "new". Ubiquitous media disintermediates traditional business ecosystems. And every company must take on roles of a media company.
The world of digital content is experiencing an explosion of innovation in both creation and consumption of media. It may well have been consumer applications that ignited the transformation, but business, enterprise and government interests have joined the party. Across the entire innovation ecosystem of media, new technologies and new uses of it by people are creating a sea change in the way people participate and in the responses they expect, Streaming coverage, both amateur and professional – both business and community, is powered by cutting edge technology in combinations of smartphones, 4G, drone cameras and, even, Google Glass can report on events and movements, products and services. The new role of the Chief Digital Officer has emerged in many organizations - to help management bridge the changing roles usually played by Chief Information Officers, Chief Marketing Officers, and Chief Technology Officers.
Labs affiliated with mediaX at Stanford University study how people and information technology interact. We invite discovery collaborations on the future of content for business, education, and entertainment.
What are the key issues and opportunities in digital scholarship, and how sho...Stuart Dempster
Key elements of current and emergent academic practice(s) in the age of AI and machine learning, and how academic libraries can develop resources, people and institutional responses.
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
S12. Digital Infrastructures and New (and Evolving) Technologies in Archaeology (Roundtable)
The role of new technologies in digital infrastructures.
Significant investment, potential risks and rewards.
Pros and cons of technology [platforms] already in use within an archaeological data infrastructure, OR introduction of new technology [photog; XR, GIS+].
Technologies may include but are not limited to Linked Data, Natural Language Processing, Image Recognition and machine/deep learning. OR VR, AR, MR.
Challenges and potential usefulness of these technologies within archaeological data infrastructures
Current and future best practices.
For the 1-2 PM (GMT+8) March 2021 webinar:
ASEAN AUSTRALIA SMART CITIES WEBINAR SERIES: PROMOTING SMART TOURISM RECOVERY VIA VIRTUAL REALITY Part 7 via ZOOM, https://events.development.asia/learning-events/asean-australia-smart-cities-webinar-series-part-7-promoting-smart-tourism-recovery
This short 7-8 minute speech considers XR (extended reality) for cultural tourism.
TIPC 2 Online 2020 conference, virtual/Leiden
This paper explores Assassin’s Creed: Odyssey as a way to explore idyllic historic landscapes and heritage sites with some degree of questing and simulated danger. It applies Assassin’s Creed: Odyssey in two ways, as discovery tour option mode and as a metaphor to explore in more general and speculative terms how questing and historical dilemmas and conflicts could be incorporated into both fan tourism and cultural/historical tourism (Politopoulos, Mol, Boom, & Ariese, 2019).
Keza MacDonald views Assassin’s Creed as a virtual museum, Ubisoft regards it as the recovery of lost worlds: “ “We give access to a world that was lost” said Jean Guesdon (MacDonald, 2018). “Discovery Tour will allow a lot of our players to revisit this world with their kids, or even their parents.”
Origins’ Discovery Tour mode “promises” educational enlightenment (Thier, 2018; Walker, 2018); Odyssey’s additional Story Creator Mode (Zagalo, 2020) adds personalized quests. Beyond the polaroid fun of sharing landscape selfies with other players and ancient history voyeurs across the Internet, there is also the prospect of “Video game–induced tourism: a new frontier for destination marketers” (Dubois & Gibbs, 2018). Plus physical location VR games. Game company Ubisoft created escape game VR and virtual tours inside physical exhibitions such as Assassin’s Creed VR – Temple of Anubis (Gamasutra Staff, 2019). Is there a market for historical playgrounds as virtual tourism?
Abstract. This paper discusses a simplified workflow and interactive learning opportunities for exporting map and location data using a free tool, Recogito into a Unity game environment with a simple virtual museum room template. The aim was to create simple interactive virtual museums for humanities scholars and students with a minimum of programming or gaming experience, while still allowing for interesting time-related tasks. The virtual environment template was created for the Oculus Quest and controllers but can be easily adapted to other head-mounted displays or run on a normal desktop computer. Although this is an experimental design, it is part of a project to increase the use of time-layered cultural data and related mapping technology by humanities researchers.
Conference keynote slides for Hainan Conference, November 2019, Hainan China.
Virtual heritage is the combination of virtual reality and cultural heritage. It promises the best features of both, but is difficult to achieve in reality. Why is this so challenging? Has virtual reality offered more than tantalising glimpses of the future in the related fields of cultural heritage and tourism?
The features virtual reality (VR) shares with mixed reality (MR) and augmented reality (AR) are mostly agreed upon, but there are at least two perplexing issues. Technological fusion implies imaginative fusion, and augmented reality had a previous ocular focus.
Virtual reality as a term is also in danger of being replaced by the term XR. What is XR and why is it so potentially useful to heritage tourism? Given VR, AR, MR and XR are typically screen-based, how can screen tourism capitalize of cultural heritage and virtual reality, and on the unique selling points of XR?
I will conclude with a few suggestions and projects we are currently working on or about to commence.
Cite as: K8 Champion, E. (2019). Virtual Heritage, Gaming, & Cultural Tourism, 4th Boao International Tourism Communication Forum (ITCF), Hainan, China, 23-24 November. Interviewed on Chinese television. http://www.baitcf.com/index.php/Ch/Cms/Index/indexe
2019 DH downunder 9 December 2019 talk:
Digital heritage, Virtual Heritage, Extended Reality (XR): what are they?
Can gaming, AR or MR provide insight to the past?
OR: Are they a waste of money, expensive new technology?
Could, for example, digital heritage pose a threat to culture? Ziauddin Sardar 1995: “Cyberspace is a giant step forward towards museumization of the world: where anything remotely different from Western culture will exist only in digital form.”
Digital Heritage highlights and challenges (interactive + immersive examples).
How to avoid one hit AR wonders?
scalable yet engaging content
appropriate evaluation research
stable tools, long-term robust infrastructure essential
Non-technical constraint: VR and AR/MR preconceptions.
WebVR and WebXR formats
Two projects
CMR: two HoloLens HMDs
CVR: 2 people, 2 devices share + control 1 character
29 March 2019 Presentation on the relation of digital and virtual heritage to digital humanities, issues, some projects..at Curtin University Perth Australia
Publishing tips for Virtual Heritage articles and related issues (3D models), Cities Cultural Heritage and Digital Humanities, Turin Summer School 17 September 2018
VHEs require cultural agents?
How to distinguish social from cultural agents?
Cultural agents meet VHE/DC objectives?
See https://digitalheritageresearch.wordpress.com/conference/
Digital Humanities Congress 2014, Sheffield
What is a ludic book?
Game play artefacts and NPCs can create meaningful play?
Can words be power?
What interaction can be derived from Skyrim?
Useful and effective tool?
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• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
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Visualizing the Digital Humanities, Deic2012
1. Visualizing the Digital Humanities
Erik Champion, DIGHUMLAB.dk
DeIC 2012 Data computing and net
11.15 Nov 12 - 13, 2012
Middelfart, Denmark
2. http://www.cdh.ucla.edu/instruction/dhcourses.html
What is Digital Humanities?
UCL Centre for Digital Humanities “at the
intersection of digital technologies and humanities.”
http://www.ucl.ac.uk/dh
UCLA DH “interprets the cultural and social impact
of new media and information technologies—the
fundamental components of the new information
age—as well as creates and applies these
technologies to answer cultural, social, historical,
and philological questions, both those traditionally
conceived and those only enabled by new
technologies.”
http://www.cdh.ucla.edu/about/what-is.html
4. A Survey of Digital Humanities Centers in the USA
by Diane M. Zorich, November 2008
Where new media and technologies are used for humanities-based research, teaching, and
intellectual engagement and experimentation. The goals of the center are to further
humanities scholarship, create new forms of knowledge, and explore technology’s impact
on humanities based disciplines.
builds digital collections as scholarly or teaching resources;
creates tools for
◦ authoring (i.e., creating multimedia products and applications with minimal technical knowledge or training)
◦ building digital collections
◦ analyzing humanities collections, data, or research processes
◦ managing the research process;
departments uses digital collections and analytical tools to generate new intellectual products;
offers digital humanities training
conducts research in humanities and humanities computing (digital scholarship);
offers lectures, programs, conferences, or seminars on digital humanities topics for general or academic
audiences;
has its own academic appointments and staffing
creates a zone of experimentation and innovation for humanists;
serves as an information portal for a particular humanities discipline;
serves as a repository for humanities-based digital collections
provides technology solutions to humanities.
http://www.clir.org/pubs/reports/pub143/pub143.pdf
5. Typical DH centres <>HASTAC
Resource focused. Centers are organized around a primary
resource, located in a virtual space, that serves a specific
group of members. All programs and products flow from
the resource, and individual and organizational members
help sustain the resource by providing content, and, in
some instances, volunteer labor.
Center focused. Centers are organized around a physical
location, with many diverse projects, programs, and
activities that are undertaken by faculty, researchers, and
students, and that offer many different resources to
diverse audiences. Most of the centers surveyed operate
under this model.
6. Typical DH centres <>HASTAC
Resource focused. Centers are organized around a primary
resource, located in a virtual space, that serves a specific
group of members. All programs and products flow from
the resource, and individual and organizational members
help sustain the resource by providing content, and, in
some instances, volunteer labor.
Center focused. Centers are organized around a physical
location, with many diverse projects, programs, and
activities that are undertaken by faculty, researchers, and
students, and that offer many different resources to
diverse audiences. Most of the centers surveyed operate
under this model.
7. Danish Research Road Map
2.1 Humanities and Social Sciences
Humanities and social science researchers will to an increasing extent
need robust, generally available and internationally geared research
infrastructures based on modern information technology. The
development of these new tools will significantly advance studies and
interpretations of human experiences, actions and decisions and thus
lay the foundation for an enlightened civil society, competitive business
and industry and an efficient public sector.
Research infrastructures that support humanities research have
traditionally been libraries, archives and various museum collections
consisting of historical documents, books and periodicals, maps,
artefacts, art and other resources dispersed across different national
institutions. On a smaller scale there are the university laboratories
which are used in humanities research of a more experimental nature,
for example, in linguistics, communication and media research.
http://www.fi.dk/filer/publikationer/2011/Danish_roadmap_for_resear
ch_infrastructures_2011/html/kap02.htm
8. “RESEARCH INFRASTRUCTURE”
ERIC DEFINITION
Legal framework for a European Research
Infrastructure Consortium – ERIC Practical
Guidelines Research
…facilities, resources and related services that are used by
the scientific community to conduct top-level research in
their respective fields and covers major scientific
equipment or sets of instruments; knowledge-based
resources such as collections, archives or structures for
scientific information; enabling ICT-based infrastructures
such as Grid, computing, software and communication, or
any other entity of a unique nature essential to achieve
excellence in research.
Such infrastructures may be “single-sited” or “distributed”
(an organised network of resources)..
9. Do ideas go into Infrastructure?
Andrew Prescott King’s College London UK: 3 most
important pieces of infrastructure.. are:
◦ the network provision through JANET;
◦ the collective licensing of commercial digital packages
through JISC Collections;
◦ and the NESLI2 licensing of access to online journals
..issues confronting digital scholarship in the
humanities are less to do with the storage and
curation of data and much more to with creating
models which resist the commercialisation..
http://digitalriffs.blogspot.com/2012/02/thinking-
about-infrastructure.html
10. Is DH service as usual or paradigm shifter?
Whether Digital Humanities should be the
application of computing, or an inquiry as to
how digital media will or can irrevocably change
the Humanities.
David Parry. (n.d.). The Digital Humanities or a Digital Humanism. Debates in the Digital Humanities - Matthew
K. Gold - Google Bøger.
11. "Why does impact
matter?" ...£100M
spent on digitization in
UK...
@SimonTanner in
action
#mcn2012Value #mcn2012pic.twitter.com/Pohy8kcX
12. What is impact?
https://twitter.com/mpedson/status/267313958065676289/photo/
1
14. Visualization Centre failures
Lack of communication and media to own staff
or to public.
Affected by political legacies.
Funding not competitive, lack of kick start funds.
Locked into expensive inflexible equipment.
Intellectual capital hard to replace.
Lack of ongoing training.
Inability to define successful outcomes.
15. CFP: “THE GENRE OF THE TWENTY-FIRST CENTURY”? DATABASES
AND THE FUTURE OF LITERARY STUDIES
http://hastac.org/opportunities/cfp-%E2%80%9C-
genre-twenty-first-century%E2%80%9D-databases-
and-future-literary-studies
Given that many digital projects have eschewed databases in their
effort to, as Susan Brown wrote of the Orlando Project, “retain the
fluidity, flexibility, and nuance of continuous prose,”
the PMLAdebate demands a reconsideration of the nature of
databases and their use in literary studies. This panel intervenes in
this technological debate. Do current database projects undermine
the familiar rubrics of literary studies or productively challenge the
disciplinary status quo? How have databases reshaped our
understanding of literary history, archives, and digital remediation?
Are databases truly inhospitable to narrative? Does a celebration
of the database participate in a fantasy of technological neutrality
or enforce a new politics? We welcome papers that engage with
these questions, or with other dimensions of the database in
literary studies.
16. 10 Sci-Fi Predictions That Became
Science Fact
http://www.youtube.com/watch?v=GiMzZ8-Ebq0
17. Internet Librarian: 50 Great Mobile Apps
for Libraries
46% of American adults own smart phones. By 2016, 10
billion will be in use worldwide. By the year 2013 there
will be 81.4 billion apps.
The average download of apps per device is 51.
The average time spent on apps per day is 81 minutes.
80% of people continue to work after leaving the office.
68% check email before 8am in the morning.
50% of them check their work email while they’re still in
bed.
http://librarianinblack.net/librarianinblack/2012/10/mobil
eapps.html
http://50apps.weebly.com/
18. Text analysis tools (e.g. Wolfram|Alpha)
http://www.wolframalpha.com/about.html
19. Writing History in the Digital Age
http://writinghistory.trincoll.edu/2012/10/approved/
20. HISTORY PIN
Pin your history to the world. 192,682 photos,
videos, audio clips and stories pinned so far.
http://www.historypin.com/
24. 3D in Libraries to read books
http://www.ntnu.no/ub/omubit/bibliotekene/ http://www.youtube.com/watch?v=LpSP2ojWt
gunnerus-1/mubil Is&feature=youtu.be
25. Digital Humanities: not just text..(or images, e.g.
http://orbis.stanford.edu/)
Discover Ancient Rome
in Google Earth
http://www.youtube.co
m/watch?v=MqMXIRw
QniA
Image:
http://www.virtualtrippi
ng.com/google-earths-
rome-reborn/ 2008
26. OCTOBER 24: BERNARD FRISCHER ON “MODELING THE
PAST: NEW PROJECTS OF THE VIRTUAL WORLD HERITAGE
LABORATORY”
http://cunydhi.commons.gc.cuny.edu/2012/10/08/october-24-bernard-frischer-on-modeling-the-past/
27. Get students to learn
about historic events
and literature through
simple game design
Journey to the West, recreated in NeverWinter Nights, a 12 week project by 3 students in 2006.
Involved their translation from the original Chinese text. They included the text in the games, created game
mechanics and levels from the text, and tested Chinese and Australian students.
28. cultural games can be playfully instructive
Shown at Vsmm2012 conference
Chinese Taoism Touch Screen by Neil
Wang and Erik Champion
Opening - http://youtu.be/gFYG4zTn4Js
Game Hua -
http://youtu.be/DiGDezTM8hY
Game Qi1 -
http://youtu.be/jP9nfdUFDTU
Game Qi2 -
http://youtu.be/orCga2CQBjs
Game Qin -
http://youtu.be/iC2BGT5IbDE
Game Shu -
http://youtu.be/dv_TOnl_sbc
33. POPCORN MAKER ENHANCE, REMIX AND SHARE WEB VIDEO. USE
YOUR WEB BROWSER TO COMBINE VIDEO AND AUDIO WITH CONTENT
FROM THE REST OF THE WEB — FROM TEXT, LINKS AND MAPS TO
PICTURES AND LIVE FEEDS.
..FOR TEACHERS TO USE WEB VIDEO RESOURCES IN A CUSTOM WAY
WITHOUT BREAKING COPYRIGHT.
https://popcorn.webmaker.org/
http://popcorn.webmadecontent.org/videos/pop
cornmakerteaser2.mp4
35. Self made and remixable games
Become an inventor with this easy-
to-use touch creation app. Select
from several shapes and items that
can be connected together to form
simple or complex creations.
Customize your designs with color
and then set them in motion as you
add elements of physics, gravity and
velocity to your creations.
In Creatorverse, your designs set in
motion can take on unexpected
paths and attributes, including
bounciness, density, friction, speed
and force.
http://www.creatorverse.com/
http://kotaku.com/5954128/forget-
playing-games-everyone-needs-to-
make-games
37. http://www.airtightinteractive.com/2012/08/webcammesh- 3D and video chat
demo/ http://verold.com/blog/2012/10/31/verold-studio-google-
HTML5 demo projects webcam video onto WebGL 3D Mesh hangouts-for-realtime-design-reviews
Interactive 3D webcam /webchat
38. Virtual Distance Learning
Classroom lets students
congregate online in
virtual reality
Once scanned into the
system, students will be
able to join other avatars in
an online classroom, which
could look like anything
from a traditional learning
space to a life-size model of
a Grecian theater. Distance
units are the same in the
virtual classroom and the
the system creates 3-D avatars using the infrared real world, so taking a step
depth sensor in Microsoft’s Kinect sensor. forward on camera
http://www.youtube.com/watch?v=RSLd-lSk9ts
translates to a step of the
same size online. Avatars
can also interact with
virtual objects.
40. Free or Open Data
Tim Berners-Lee
http://www.wired.co.uk/news/archive/2012-
11/09/raw-data
When governments begin to release data
openly on the web, the growing movement of
hackers and activists and even internal
government agencies and corporations, can
begin to use the previously unconnected and
undissected numbers, images and graphs to
create new ways for you to access valuable
new information.
The Ghana Open Data Initiative (GODI) just
held Ghana's first data bootcamp, bringing
together journalists and developers to find,
extract and analyse public data to tell better
informed news stories.
http://www.thewebindex.org/
http://www.theodi.org/
41. Free or Open Data
http://www.slideshare.net/JuryKonga/open-data-
new-reality-community-benefits
http://www.pbs.org/idealab/2012/11/how-
openspending-is-getting-the-story-out-of-the-
data313.html
http://www.smartplanet.com/blog/bulletin/how-
open-source-big-data-can-improve-supply-
chains/4833 (VP, Nike, Financial Times Innovate
2012 conference)
http://mashable.com/2012/11/07/open-data-
city-apps/
44. The massive dataset is the descriptive
information about Europe's digitised
HTTP://WWW.EUROPEANA.EU treasures. For the first time, the
/PORTAL/ metadata is released under the
http://www.europeana.eu/portal/
http://remix.europeana.eu/# Creative Commons CC0 Public Domain
http://www.euscreen.eu/exhibitions.html#.UJ-
MkYakbVM Dedication, meaning that anyone can
use the data for any purpose -
creative, educational, commercial -
with no restrictions. This release,
which is by far the largest one-time
dedication of cultural data to the
public domain using CC0 offers a new
boost to the digital economy,
providing electronic entrepreneurs
with opportunities to create
innovative apps and games for tablets
and smartphones and to create new
web services and portals.
Online open data is a core resource which can fuel enterprise and create opportunities for
millions of Europeans working in Europe's cultural and creative industries. The sector
represents 3.3% of EU GDP and is worth over €150 billion in exports.
46. in brief
DIGHUMLAB is a national consortium of four Danish universities:
Aalborg University, Aarhus University, the University of Copenhagen and
the University of Southern Denmark. Together with the State and
University Library and the Royal Library, the lab will work to promote
access to digital research resources, the development of research tools
and education as well as strengthening ties to international networks.
The Ministry of Science, Innovation and Higher Education has
contributed a grant of DKK 30 million to the development of the Danish
Digital Humanities Laboratory (DIGHUMLAB). The establishment of
DIGHUMLAB was named as a priority in the ministry's roadmap for
research infrastructure in 2010, and is intended to promote research in
the humanities and social sciences, education and knowledge exchange
by providing access to digital resources and developing new research
methods and practices.
http://www.dighumlab.dk
47. rejuvenate fields of research within the humanities and social
sciences
through broad access to digital sources and research data
through development of software-supported analysis methods
through collaborative forms of work and new research
concepts
through internationalisation of classic specialist research skills
and emerging interdisciplinary fields of research.
DIGHUMLAB will enhance and facilitate Digital Humanities in
Danish research, thereby contributing to greater
interdisciplinary cooperation, widespread knowledge transfer
and global orientation and increased internationalisation of
both research and education.
48. Themes
◦ Theme 1: Language-based materials and tools,
CLARIN, see http://clarin.dk
◦ Theme 2: Mediatools (the Net Archive, Net Lab) AU,
(subcontractor: State Library) and Developing tools for
audio and visual media AU, http://www.netlab.dk/
◦ Theme 3: Interaction and Design Studios, AAU and
SDU
49. DIGHUMLAB Launch http://dighumlab.dk
'A lab doesn't have to be
filled with microscopes and
white lab coats to be a real
lab. The natural sciences
don't have a monopoly on Fra venstre: Jens Erik Mogensen,
laboratories any more; they prodekan KU, Lone Dirckinck-
must make room for the Holmfeld, dekan AAU, Flemming G.
Andersen, dekan Syddansk
social sciences and Universitet, Lauritz B. Holm-Nielsen,
humanities,' said Minister of rektor AU, Morten Østergaard,
Higher Education Morten uddannelsesminister, Mette Thunø,
Østergaard in his inaugural dekan AU og formand for
address at the DIGIHUMLAB DIGHUMLBs styregruppe Erik
Champion, projektleder DIGHUMLAB
opening seminar.
http://dighumlab.dk/index.php?id=2155&tx_ttnews%5Btt_news%5D=120
&cHash=64e8312ce6f3871a51329b63375352aa
50. DARIAH-EU Map
Member
Data Archiving and Observer
Networked Services (DANS) Cooperating Partner
University of Oslo Non-EU (Cooperating Partner)
Museum of Cultural History (KHM)
King's College London
Centre for e-Research (CeRcH)
Norway
Oslo DIGHUMLAB
Irish Research Council for the
Humanities and Social Sciences
(IRCHSS) Copenhagen/ Vilnius University (VU)
UK Denmark (VCC2)
Ireland Dublin Lithuania
(VCC2)
Vilnius
Austrian Academy of Sciences (AAS)
Den Haag/ Institute for Corpus Linguistics
University of Goettingen London Netherlands and Text Technology
Goettingen State and University Library (SUB) (VCC3)
Goettingen
Germany
Paris (VCC1/
Institute of Contemporary History (ICH)
VCC4/DCO)
National Center for Scientific Research (CNRS)
TGE ADONIS Vienna
Bern Swit- Austria
(VCC1) RuđerBoškovićInstitute(RBI)
France zerland
(VCC3/DCO) Ljubljana/Slovenia Centre for Information and Computer Science
Zagreb/Croatia
Italy
Belgrade
Florence
Serbia
Center for Digital Humanities (CDH)
Swiss Academy of Humanities Tirana/
and Social Sciences (SAGW) Albania
Academy of Athens (AA)
Research Centre for the Study
of Modern Greek History
Digital Renaissance Foundation (FRD)
Athens
Digital Curation Unit (DCU)
Ministry of Tourism Culture Institute for the Management
Youth and Sports of Information Systems
51. Issues
how does one create a national focus while allowing academics
and other researchers to pursue their own specific goals?
what are the boundaries of the Digital Humanities pertinent to
our researchers, beyond which we should not tread?
how to focus on key research areas, without becoming cut off
from international networks?
how can one develop an infrastructure five years ahead, based
on catering for technology that we are not yet using?
how can a distributed network allow for unified identity and
individual planning?
which resources are best managed centrally, or distributed?
how one create a centre for something that has no physical
centre, unifying traditionally disparate and skeptical disciplines,
without restricting them or discriminating between them?
52. Questions I asked DH scholars
How can DH re-examine Humanities?
What is a DH community?
What has value to scholars beyond 5 years?
What makes for high quality DH projects?
NOW, which tools and services are needed?
Copyright http://paulbourke.net/fractals/googleearth/
53. Digital Humanities-Mark Kingwell
The most important skill is critical thinking
We say this a lot but don’t do much about it. Here’s what we need:
courses in informal logic, so students can recognize fallacies in public
discourse; in economic theory, since economists think they rule the
world, and politicians believe them; and in computer programming,
because you can’t see the biases of the system unless you know how it
was coded..the widespread view that technology is value-neutral,
inevitable and always here to help, needs to be exposed as the
dangerous ideology it is.
http://www.theglobeandmail.com/news/national/time-to-lead/mark-
kingwells-seven-pathways-to-the-stars/article4610505/
Erik Champion, Aarhus, Denmark, echa@adm.au.dk
or http://erikchampion.wordpress.com/
54. Some tools
http://www.chromeexperiments.com/
http://www.ludoscience.com/EN/blog/634-Craftyy-an-online-tool-geared-towards-collaborative-game-design.html
Europeana technical slides
http://t-pen.org/TPEN/ T-PEN is a web-based tool for working with images of manuscripts. Users attach transcription
data (new or uploaded) to the actual lines of the original manuscript in a simple, flexible interface.
http://www.textal.org/ to help scholars design wordclouds and produce statistics
http://dirt.projectbamboo.org/ directory of DH tools
http://selection.datavisualization.ch/ data viz tools
http://www.cassiopeiaproject.com/videos2.php hi-def science videos
http://digitalhumanities.org/centernet/resources/tools/
http://humanexperience.stanford.edu/digital_humanities
http://www.esri.com/software/mapping-for-everyone/
http://neatline.org/ tell stories with maps and timelines
AR see esp Volkswagen http://econsultancy.com/uk/blog/9842-seven-awesome-augmented-reality-campaigns
Toozla: AR AUDIO browser http://www.augmentedplanet.com/2009/12/the-worlds-first-audio-augmented-reality-
browser/
HTML 5 movie threader http://evelyn-interactive.searchingforabby.com/
Crowd tagging and the museum http://www.imamuseum.org/page/collection-tags
http://pleiades.stoa.org/ A community-built gazetteer and graph of ancient places
Epics, e-learning platform for digital heritage http://vimeo.com/33711147