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  • 1
    UID:
    almahu_BV045525223
    Format: vi, 247 Seiten : , Illustrationen.
    ISBN: 978-0-472-13111-2
    Series Statement: Digital humanities
    Content: "We focus on two related forms of seeing technology that are changing how some humanists work, but remain untapped and confusing for most scholars and students: computer vision and augmented reality. Computer vision (CV) is a technology that can access, process, analyze, and understand visual information. Consider, for instance, optical character recognition (OCR), which allows computers to read text from digitized print sources. Whereas scholars used to read a few books deeply ("close reading"), OCR has facilitated what Franco Moretti called "distant reading," helping us mine and analyze thousands of books across eras, genres, and subjects. Such quantitative approaches to textual analysis have their critics, but they also hold many lessons for those interested in history. Yet history involves more than just the textual evidence historians have traditionally privileged; traces of the past are also embedded in the visual...photographs, paintings, sketches...and material culture. The proliferation of digitized visual sources presents historians with exciting new technical and theoretical problems and opportunities. The scholars in this collection offer ways of thinking about where we might look for source material, and how we might use CV to analyze those sources, in the context of our research or teaching, to ensure broader, deeper, and more representative understandings of the past. Seeing the Past is in many ways a sequel to PastPlay: Teaching and Learning with Technology (2014), and we return to some of the ideas explored in that volume. Above all, however, this book is a testament to the power of playful experimentation with technology and techniques in our discipline, and in other domains of inquiry, simply to see what happens."...Provided by publisher
    Note: Includes index
    Additional Edition: Erscheint auch als Online-Ausgabe, Open Access ISBN 978-0-472-90087-9 10.3998/mpub.9964786
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-0-472-12455-8
    Language: English
    Subjects: Political Science , General works
    RVK:
    RVK:
    Keywords: Geschichtswissenschaft ; Erweiterte Realität ; Maschinelles Sehen ; Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    almahu_9949569066102882
    Format: 1 online resource (255 pages).
    Edition: 1st ed.
    ISBN: 0-472-12455-2
    Series Statement: Comp digial humanities series
    Content: Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.
    Note: Includes index. , Intro -- Contents -- Introduction: Seeing the Past (Kevin Kee and Timothy Compeau) -- One: The People Inside (Tim Sherratt and Kate Bagnall) -- Two: Bringing Trouvé to Light: Speculative Computer Vision and Media History (Jentery Sayers) -- Three: Seeing Swinburne: Toward a Mobile and Augmented-Reality Edition of Poems and Ballads, 1866 (Bethany Nowviskie and Wayne Graham) -- Four: Mixed-Reality Design for Broken-World Thinking (Kari Kraus, Derek Hansen, Elizabeth Bonsignore, June Ahn, Jes Koepfler, Kathryn Kaczmarek Frew, Anthony Pellicone, and Carlea Holl-Jensen) -- Five: Faster than the Eye: Using Computer Vision to Explore Sources in the History of Stage Magic (Devon Elliot and William J. Turkel) -- Six: The Analog Archive: Image-Mining the History of Electronics (Edward Jones-Imhotep and William J. Turkel) -- Seven: Learning to See the Past at Scale: Exploring Web Archives through Hundreds of Thousands of Images (Ian Milligan) -- Eight: Building Augmented Reality Freedom Stories: A Critical Reflection (Andrew Roth and Caitlin Fisher) -- Nine: Experiments in Alternative-and Augmented-Reality Game Design: Platforms and Collaborations (Geoffrey Rockwell and Sean Gouglas) -- Ten: Tecumseh Returns: A History Game in Alternate Reality, Augmented Reality, and Reality (Timothy Compeau and Robert MacDougall) -- Eleven: History All Around Us: Toward Best Practices for Augmented Reality for History (Kevin Kee, Eric Poitras, and Timothy Compeau) -- Twelve: Hearing the Past (Shawn Graham, Stuart Eve, Colleen Morgan, and Alexis Pantos) -- Contributors -- Index. , English
    Additional Information: Supplement (work): Kee, Kevin, Seeing the Past with Computers.
    Additional Edition: ISBN 0-472-90087-0
    Additional Edition: ISBN 0-472-13111-7
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    Book
    Book
    Ann Arbor : University of Michigan Press
    UID:
    b3kat_BV041823039
    Format: viii, 338 Seiten , Illustrationen
    ISBN: 9780472035953 , 9780472119370
    Series Statement: Digital humanities
    Content: "In the field of history, the Web and other technologies have become important tools in research and teaching of the past. Yet the use of these tools is limited--many historians and history educators have resisted adopting them because they fail to see how digital tools supplement and even improve upon conventional tools (such as books). In Pastplay, a collection of essays by leading history and humanities researchers and teachers, editor Kevin Kee works to address these concerns head-on. How should we use technology? Playfully, Kee contends. Why? Because doing so helps us think about the past in new ways; through the act of creating technologies, our understanding of the past is re-imagined and developed. From the insights of numerous scholars and teachers, Pastplay argues that we should play with technology in history because doing so enables us to see the past in new ways by helping us understand how history is created; honoring the roots of research, teaching, and technology development; requiring us to model our thoughts; and then allowing us to build our own understanding."--
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-0-472-12048-2
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-0-472-90023-7
    Language: English
    Subjects: History
    RVK:
    Keywords: Geschichtsunterricht ; Technische Innovation ; Computerunterstützter Unterricht ; Aufsatzsammlung ; Aufsatzsammlung ; Konferenzschrift
    URL: Volltext  (kostenfrei)
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    UID:
    gbv_1682501698
    Format: 1 Online-Ressource (vi, 247 Seiten) , Illustrationen
    ISBN: 9780472900879 , 9780472124558
    Series Statement: Digital humanities
    Content: "We focus on two related forms of seeing technology that are changing how some humanists work, but remain untapped and confusing for most scholars and students: computer vision and augmented reality. Computer vision (CV) is a technology that can access, process, analyze, and understand visual information. Consider, for instance, optical character recognition (OCR), which allows computers to read text from digitized print sources. Whereas scholars used to read a few books deeply ("close reading"), OCR has facilitated what Franco Moretti called "distant reading," helping us mine and analyze thousands of books across eras, genres, and subjects. Such quantitative approaches to textual analysis have their critics, but they also hold many lessons for those interested in history. Yet history involves more than just the textual evidence historians have traditionally privileged; traces of the past are also embedded in the visual--photographs, paintings, sketches--and material culture. The proliferation of digitized visual sources presents historians with exciting new technical and theoretical problems and opportunities. The scholars in this collection offer ways of thinking about where we might look for source material, and how we might use CV to analyze those sources, in the context of our research or teaching, to ensure broader, deeper, and more representative understandings of the past. Seeing the Past is in many ways a sequel to PastPlay: Teaching and Learning with Technology (2014), and we return to some of the ideas explored in that volume. Above all, however, this book is a testament to the power of playful experimentation with technology and techniques in our discipline, and in other domains of inquiry, simply to see what happens."--Provided by publisher
    Note: Literaturangaben
    Additional Edition: ISBN 9780472131112
    Additional Edition: ISBN 0472131117
    Additional Edition: Erscheint auch als Druck-Ausgabe Seeing the past with computers Ann Arbor : University of Michigan Press, 2019 ISBN 9780472131112
    Language: English
    Subjects: General works
    RVK:
    Keywords: Geschichtswissenschaft ; Erweiterte Realität ; Maschinelles Sehen ; Aufsatzsammlung ; Aufsatzsammlung
    URL: Volltext  (kostenfrei)
    Library Location Call Number Volume/Issue/Year Availability
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  • 5
    UID:
    gbv_1778501532
    Format: 1 Online-Ressource (254 p.)
    ISBN: 9780472131112
    Series Statement: Digital Humanities
    Content: Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research
    Note: English
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    Online Resource
    Online Resource
    Ann Arbor : University of Michigan Press
    UID:
    gbv_1778655858
    Format: 1 Online-Ressource (347 p.)
    ISBN: 9780472119370
    Series Statement: Digital Humanities
    Content: In the field of history, the Web and other technologies have become important tools in research and teaching of the past. Yet the use of these tools is limited—many historians and history educators have resisted adopting them because they fail to see how digital tools supplement and even improve upon conventional tools (such as books). In Pastplay, a collection of essays by leading history and humanities researchers and teachers, editor Kevin Kee works to address these concerns head-on. How should we use technology? Playfully, Kee contends. Why? Because doing so helps us think about the past in new ways; through the act of creating technologies, our understanding of the past is re-imagined and developed. From the insights of numerous scholars and teachers, Pastplay argues that we should play with technology in history because doing so enables us to see the past in new ways by helping us understand how history is created; honoring the roots of research, teaching, and technology development; requiring us to model our thoughts; and then allowing us to build our own understanding
    Note: English
    Language: English
    Keywords: Electronic books
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    Online Resource
    Online Resource
    Ann Arbor :Univ Of Michigan Press,
    UID:
    almahu_9947382343902882
    Format: 1 online resource (347 p.)
    ISBN: 0-472-90023-4 , 0-472-11937-0 , 0-472-12048-4
    Series Statement: Digital humanities.
    Uniform Title: Digital culture books.
    Content: In the field of history, the Web and other technologies have become important tools in research and teaching of the past. Yet the use of these tools is limited--many historians and history educators have resisted adopting them because they fail to see how digital tools supplement and even improve upon conventional tools (such as books). In Pastplay, a collection of essays by leading history and humanities researchers and teachers, editor Kevin Kee works to address these concerns head-on. How should we use technology? Playfully, Kee contends. Why? Because doing so helps us think about the past in new ways; through the act of creating technologies, our understanding of the past is re-imagined and developed. From the insights of numerous scholars and teachers, Pastplay argues that we should play with technology in history because doing so enables us to see the past in new ways by helping us understand how history is created; honoring the roots of research, teaching, and technology development; requiring us to model our thoughts; and then allowing us to build our own understanding.
    Note: "Digital culture books"--Series title page. , What has mystery got to do with it? / Ruth Sandwell and John Sutton Lutz -- "Why can't you just tell us?" : learning Canadian history with the Virtual Historian / Stephane Levesque -- Interactive worlds as educational tools for understanding Arctic life / Richard Levy and Peter Dawson -- Tecumseh lies here : goals and challenges for a pervasive history game in progress / Timothy Compeau and Robert MacDougall -- The hermeneutics of screwing around; or what you do with a million books / Stephen Ramsay -- Abort, retry, pass, fail : games as teaching tools / Sean Gouglas, Mihaela Ilovan, Shannon Lucky, and Silvia Russell -- Ludic algorithms / Bethany Nowviskie -- Making and playing with models : using rapid prototyping to explore the history and technology of stage magic / William J. Turkel and Devon Elliott -- Contests for meaning : playing King Philip's War in the twenty-first century / Matthew Kirscenbaum -- Rolling your own : on modding commercial games for educational goals / Shawn Graham -- Simulation games and the study of the past : classroom guidelines / Jeremiah McCall -- Playing into the past : reconsidering the educational promise of public history exhibits / Brenda Trofanenko -- Teaching history in an age of pervasive computing : the case for games in the high school and undergraduate classroom / Kevin Kee and Shawn Graham -- Victorian SimCities : playful technology on Google Earth / Patrick Dunae and John Sutton Lutz -- True facts or false facts--which are more authentic / T. Mills Kelly. , English
    Additional Edition: ISBN 1-306-58508-2
    Additional Edition: ISBN 0-472-03595-9
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 8
    UID:
    almahu_9949576445202882
    Format: 1 online resource (255 pages)
    Edition: 1st ed.
    ISBN: 9780472900879
    Series Statement: Digital Humanities Series
    Note: Intro -- Contents -- Introduction: Seeing the Past (Kevin Kee and Timothy Compeau) -- One: The People Inside (Tim Sherratt and Kate Bagnall) -- Two: Bringing Trouvé to Light: Speculative Computer Vision and Media History (Jentery Sayers) -- Three: Seeing Swinburne: Toward a Mobile and Augmented-Reality Edition of Poems and Ballads, 1866 (Bethany Nowviskie and Wayne Graham) -- Four: Mixed-Reality Design for Broken-World Thinking (Kari Kraus, Derek Hansen, Elizabeth Bonsignore, June Ahn, Jes Koepfler, Kathryn Kaczmarek Frew, Anthony Pellicone, and Carlea Holl-Jensen) -- Five: Faster than the Eye: Using Computer Vision to Explore Sources in the History of Stage Magic (Devon Elliot and William J. Turkel) -- Six: The Analog Archive: Image-Mining the History of Electronics (Edward Jones-Imhotep and William J. Turkel) -- Seven: Learning to See the Past at Scale: Exploring Web Archives through Hundreds of Thousands of Images (Ian Milligan) -- Eight: Building Augmented Reality Freedom Stories: A Critical Reflection (Andrew Roth and Caitlin Fisher) -- Nine: Experiments in Alternative-and Augmented-Reality Game Design: Platforms and Collaborations (Geoffrey Rockwell and Sean Gouglas) -- Ten: Tecumseh Returns: A History Game in Alternate Reality, Augmented Reality, and Reality (Timothy Compeau and Robert MacDougall) -- Eleven: History All Around Us: Toward Best Practices for Augmented Reality for History (Kevin Kee, Eric Poitras, and Timothy Compeau) -- Twelve: Hearing the Past (Shawn Graham, Stuart Eve, Colleen Morgan, and Alexis Pantos) -- Contributors -- Index.
    Additional Edition: Print version: Kee, Kevin Seeing the Past with Computers Ann Arbor : University of Michigan Press,c2019 ISBN 9780472131112
    Language: English
    Keywords: Electronic books.
    Library Location Call Number Volume/Issue/Year Availability
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  • 9
    Book
    Book
    Montreal [u.a.] : McGill-Queen's Univ. Press
    UID:
    gbv_52100120X
    Format: XIV, 269 S , Ill. , 24 cm
    ISBN: 0773530223 , 9780773530225 , 0773530231 , 9780773530232
    Series Statement: McGill-Queen's studies in the history of religion Series 2, 44
    Content: A night at the theatre : Hugh Crossley, John Hunter, and the marketing of late nineteenth-century mainstream Protestant revivalism -- Anything at all to get a crowd : Oswald J. Smith and fundamentalist revivalism between the wars -- Reflecting "the ditinctive character of the age" : Frank Buchman and the Oxford Group in Canada, 1932-1934 -- "In tune with the times" : Charles Templeton and post-World War II revivalism
    Note: Includes bibliographical references (p. [245]-264) and index , A night at the theatre : Hugh Crossley, John Hunter, and the marketing of late nineteenth-century mainstream Protestant revivalismAnything at all to get a crowd : Oswald J. Smith and fundamentalist revivalism between the wars -- Reflecting "the ditinctive character of the age" : Frank Buchman and the Oxford Group in Canada, 1932-1934 -- "In tune with the times" : Charles Templeton and post-World War II revivalism.
    Language: English
    Keywords: Kanada ; Evangelikale Bewegung ; Erweckungsbewegung ; Geschichte 1884-1957
    Library Location Call Number Volume/Issue/Year Availability
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  • 10
    UID:
    edoccha_9959148374302883
    Format: 1 online resource (255 pages).
    Edition: 1st ed.
    ISBN: 0-472-12455-2
    Series Statement: Comp digial humanities series
    Content: Herbert Blau (1926-2013) was the most influential theater theorist, practitioner, and educator of his generation. He was the leading American interpreter of the works of Samuel Beckett and as a director was instrumental in introducing works of the European avant-garde to American audiences. He was also one of the most far-reaching and thoughtful American theorists of theater and performance, and author of influential books such as The Dubious Spectacle, The Audience, and Take Up the Bodies: Theater at the Vanishing Point.In The Very Thought of Herbert Blau, distinguished artists and scholars offer reflections on what made Blau's contributions so visionary, transformative, and unforgettable, and why his ideas endure in both seminar rooms and studios. The contributors, including Lee Breuer, Sue-Ellen Case, Gautam Dasgupta, Elin Diamond, S. E. Gontarski, Linda Gregerson, Martin Harries, Bill Irwin, Julia Jarcho, Anthony Kubiak, Daniel Listoe, Clark Lunberry, Bonnie Marranca, Peggy Phelan, Joseph Roach, Richard Schechner, Morton Subotnick, Julie Taymor, and Gregory Whitehead, respond to Blau's fierce and polymorphous intellect, his relentless drive and determination, and his audacity, his authority, to think, as he frequently insisted, "at the very nerve ends of thought."
    Note: Includes index. , Intro -- Contents -- Introduction: Seeing the Past (Kevin Kee and Timothy Compeau) -- One: The People Inside (Tim Sherratt and Kate Bagnall) -- Two: Bringing Trouvé to Light: Speculative Computer Vision and Media History (Jentery Sayers) -- Three: Seeing Swinburne: Toward a Mobile and Augmented-Reality Edition of Poems and Ballads, 1866 (Bethany Nowviskie and Wayne Graham) -- Four: Mixed-Reality Design for Broken-World Thinking (Kari Kraus, Derek Hansen, Elizabeth Bonsignore, June Ahn, Jes Koepfler, Kathryn Kaczmarek Frew, Anthony Pellicone, and Carlea Holl-Jensen) -- Five: Faster than the Eye: Using Computer Vision to Explore Sources in the History of Stage Magic (Devon Elliot and William J. Turkel) -- Six: The Analog Archive: Image-Mining the History of Electronics (Edward Jones-Imhotep and William J. Turkel) -- Seven: Learning to See the Past at Scale: Exploring Web Archives through Hundreds of Thousands of Images (Ian Milligan) -- Eight: Building Augmented Reality Freedom Stories: A Critical Reflection (Andrew Roth and Caitlin Fisher) -- Nine: Experiments in Alternative-and Augmented-Reality Game Design: Platforms and Collaborations (Geoffrey Rockwell and Sean Gouglas) -- Ten: Tecumseh Returns: A History Game in Alternate Reality, Augmented Reality, and Reality (Timothy Compeau and Robert MacDougall) -- Eleven: History All Around Us: Toward Best Practices for Augmented Reality for History (Kevin Kee, Eric Poitras, and Timothy Compeau) -- Twelve: Hearing the Past (Shawn Graham, Stuart Eve, Colleen Morgan, and Alexis Pantos) -- Contributors -- Index. , English
    Additional Information: Supplement (work): Kee, Kevin, Seeing the Past with Computers.
    Additional Edition: ISBN 0-472-90087-0
    Additional Edition: ISBN 0-472-13111-7
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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