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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:
    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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  • 3
    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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  • 4
    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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  • 5
    UID:
    gbv_1686945957
    Format: 1 Online-Ressource (vi, 247 pages)
    ISBN: 0472124552 , 0472900870 , 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
    Content: 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).
    Note: Includes bibliographical references and index
    Additional Edition: ISBN 9780472131112
    Additional Edition: ISBN 9780472131112
    Additional Edition: Erscheint auch als Druck-Ausgabe Seeing the past with computers Ann Arbor : University of Michigan Press, [2019]
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    UID:
    kobvindex_HPB1051778444
    Format: 1 online resource (vi, 247 pages) : , illustrations
    ISBN: 0472124552 , 9780472900879 , 0472900870 , 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: 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).
    Additional Edition: Print version: Seeing the past with computers. Ann Arbor : University of Michigan Press, [2019] ISBN 9780472131112
    Language: English
    Keywords: Electronic books.
    URL: JSTOR
    URL: OAPEN
    URL: Image  (Thumbnail cover image)
    URL: OAPEN  (Creative Commons License)
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    UID:
    almahu_9949569066102882
    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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  • 8
    UID:
    edocfu_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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  • 9
    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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