Editor:
Bryan W. Carter, University of ArizonaSynopsis:
The field of Digital Humanities is becoming increasingly exciting as the number of low-cost, or free, mobile and desktop applications flood the market. They allow users to accomplish tasks that only a few years ago were either not possible, or required complicated coding or high-end computing power. The range of these applications provides access to digital communications, advanced visualization, data storage and retrieval at unprecedented levels.
Digital Humanists are incorporating these tools as part of teaching, research, and creative expression. This book approaches the topic from a perspective that will be attractive to:
- those just beginning, through the step-by-step guides to set up and use of a variety of tools with accompanying objectives,
- and to those who are more advanced, through more challenging applications and their use for teaching and research.
Highlights
A particular strength of the book is that, in addition to practical applications, it explores the most important question: "why" choose a particular application to use. The learning theory behind most of the applications or categories mentioned makes this book unique. There are also useful case studies and critiques of studies found in this book.
Another helpful feature is that augmented reality is incorporated in the text. Key images can be scanned with the Layar augmented reality application. It then displays augmented video interviews with experts in the field who specialize in Digital Humanities.
Read a sample chapter: Visualizing the World and Engaging the Field
If you select the pdf option on the web page, you can use the Layar app to watch experts in the field talk about their work. (Note: the application works best with high speed internet connection.)
You can download the Layar app for free from most app stores.
Table of Contents
- Coders
- Pedagogues
- Researchers
- Creators/Users
2. The Social Web
- Google+
- Blogging/Vlogging
3. Communicating with the world
- Video Broadcasting
- Videoconferencing
- Audiocasting
- Collaboration Tools
4. Visualizing the world and engaging the field
- Virtual Reality
- Augmented Reality
- Gaming the Humanities
5. Archiving and sharing our research
- Data Archiving and Storage
- Timelines
- E-Portfolios
- Presentation Applications
Conclusion
About the series
This book is volume 7 in the Cutting-edge Technologies in Higher Education series.
- increasing student engagement through the application of a variety of technologies
- transforming virtual world learning
- use of social media in education
Don't miss the volume on Redesigning Courses for Online Delivery
Find out more about all these books.
Recommend this book series to your Librarian
To arrange a standing order for this series, please email your purchase order to [email protected]
Book Information
ISBN Electronic: 9781781906897
ISSN: 2044-9968
Publication Date: 19 November 2013
Format print: Paperback
Page count: 136
Dimensions: 152 x 229
