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  1. Tempest
    Geometries of Play
    Erschienen: 2015
    Verlag:  University of Michigan Press, Ann Arbor

    "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to... mehr

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    "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes."--Publisher's description

     

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  2. The new digital storytelling
    creating narratives with new media
    Erschienen: [2017]
    Verlag:  Praeger, Santa Barbara, California

    This book explores the history of storytelling itself as well as the use of digital tools from the 1980s through 2000, through modern digital storytelling, offering analysis and guidance regarding the use of digital video, podcasting, social media,... mehr

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    This book explores the history of storytelling itself as well as the use of digital tools from the 1980s through 2000, through modern digital storytelling, offering analysis and guidance regarding the use of digital video, podcasting, social media, gaming, mobile devices, virtual and augmented reality, and new storytelling apps and services. It concludes with practical advice about how to create and share digital stories using the most current tools pt. 1. Storytelling : a tale of two generations -- pt. 2. New platforms for tales and telling -- pt. 3. Combinatorial storytelling; or, the dawn of new narrative forms -- pt. 4. Building your story.

     

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    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 1440849617; 9781440849619
    RVK Klassifikation: AP 15840 ; EC 8795
    Auflage/Ausgabe: Revised and updated edition
    Schlagworte: Digital storytelling; Interactive multimedia; Storytelling; COMPUTERS ; General; Digital storytelling; Interactive multimedia; Storytelling ; Data processing
    Umfang: 1 Online-Ressource (1 online resource)
    Bemerkung(en):

    Includes bibliographical references and index

  3. Metaphern in der Wissensvermittlung
    kognitive Metaphernkonzepte in Sach- und Fachtexten zum Web 2.0
    Autor*in: Hager, Ulrike
    Erschienen: 2014
    Verlag:  Diplomica-Verlag, Hamburg

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    Quelle: Verbundkataloge
    Sprache: Deutsch
    Medientyp: Ebook
    Format: Online
    ISBN: 3842843496; 9783842843493
    RVK Klassifikation: EC 3765
    Schlagworte: Web 2.0; COMPUTERS ; General
    Umfang: 1 Online-Ressource (IV, 112 Seiten), Illustrationen
    Bemerkung(en):

    Literaturverzeichnis S. 102 - 106

  4. Seeing the past with computers
    experiments with augmented reality and computer vision for history
    Beteiligt: Kee, Kevin Bradley (HerausgeberIn); Compeau, Timothy (HerausgeberIn)
    Erschienen: [2019]
    Verlag:  University of Michigan Press, Ann Arbor

    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:... mehr

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    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). "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

     

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    Quelle: Verbundkataloge
    Beteiligt: Kee, Kevin Bradley (HerausgeberIn); Compeau, Timothy (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780472124558
    Schriftenreihe: Digital humanities
    Schlagworte: Digital humanities; Augmented reality; Computer vision; Graphical & digital media applications; Information technology: general issues; REFERENCE ; Questions & Answers; COMPUTERS ; General; Augmented reality; Computer vision; Digital humanities
    Umfang: 1 Online-Ressource (vi, 247 pages), illustrations
    Bemerkung(en):

    Includes bibliographical references and index

  5. Tempest
    geometries of play
    Erschienen: 2015
    Verlag:  University of Michigan Press, Ann Arbor

    Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest. "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural... mehr

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    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Technische Universität Hamburg, Universitätsbibliothek
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    Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest. "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes."--Publisher's description

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780472900107; 0472900102
    Schriftenreihe: Landmark video games
    Schlagworte: Tempest (Video game); Video games; Video games; Digital video: professional; Information technology: general issues; COMPUTERS ; General; Tempest (Video game); Video games ; Design; Video games ; Social aspects; Videospiel; Ästhetik; Design; History; History
    Umfang: 1 Online-Ressource (154 pages)
    Bemerkung(en):

    Includes bibliographical references and index

  6. Information and Knowledge Organisation in Digital Humanities
    Global Perspectives
    Beteiligt: Golub, Koraljka (HerausgeberIn); Liu, Ying-Hsang (HerausgeberIn)
    Erschienen: 2021
    Verlag:  Routledge, [Place of publication not identified]

    ForewordChristine L. BorgmanPrefaceKnowledge Organisation for Digital Humanities: An IntroductionKoraljka Golub, Ahmad M. Kamal and Johan VekseliusPART I. MODELLING AND METADATA Modelling of cultural heritage dataModelling Cultural Entities in... mehr

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    ForewordChristine L. BorgmanPrefaceKnowledge Organisation for Digital Humanities: An IntroductionKoraljka Golub, Ahmad M. Kamal and Johan VekseliusPART I. MODELLING AND METADATA Modelling of cultural heritage dataModelling Cultural Entities in Diverse Domains for Digital Archives Shigeo Sugimoto, Chiranthi Wijesundara, Tetsuya Mihara and Kazufumi Fukuda Harmonising conceptual modelsCollection-Level and Item-Level Description in the Digital Environment: Alignment of Conceptual Models IFLA LRM and RiC-CM Ana Vukadin and Tamara Štefanac Metadata aggregationLinked Open Data and Aggregation Infrastructure in the Cultural Heritage Sector: A Case Study of SOCH, a Linked Data Aggregator for Swedish Open Cultural Heritage Marcus Smith Metadata enrichmentA Semantic Enrichment Approach to Linking and Enhancing Dunhuang Cultural Heritage DataXiaoguang Wang, Xu Tan, Heng Gui and Ningyuan Song Semantic Metadata Enrichment and Data Augmentation of Small Museum Collections Following the FAIR PrinciplesAndreas Vlachidis, Angeliki Antoniou, Antonis Bikakis and Melissa TerrasFrom data to knowledge Digital Research in the Humanities and the Legacy of Form and Structure Dominic Oldman PART II. INFORMATION MANAGEMENTManagement of textual resourcesResearch Access to In-copyright Texts in the Humanities Peter Organisciak and J. Stephen Downie SKOS as a Key Element for Linking Lexicography to Digital Humanities Rute Costa, Ana Salgado and Bruno AlmeidaPreserving DH research outputsLinked Data Strategies for Conserving Digital Research Outputs: The Shelf Life of Digital HumanitiesFlorian Kräutli, Esther Chen and Matteo VallerianiPART III: PLATFORMS AND TECHNIQUESSpecific Platforms Heritage Metadata: A Digital Periegesis Anna Foka, Kyriaki Konstantinidou, Nasrin Mostofian, Linda Talatas, John Brady Kiesling, Elton Barker, Cenk Demiroglu, Kajsa Palm, David A. McMeekin and Johan Vekselius Data Analysis TechniquesMachine Learning Techniques for the Management of Digitised Collections Mathias Coeckelbergs and Seth van Hooland User InterfacesExploring Digital Cultural Heritage through Browsing Mark M. Hall and David Walsh Index Information and Knowledge Organisation explores the role of knowledge organisation in the digital humanities. By focusing on how information is described, represented and organised in both research and practice, this work furthers the transdisciplinary nature of digital humanities. Including contributions from Asia, Australia, Europe, North America and the Middle East, the volume explores the potential uses of, and challenges involved in, applying the organisation of information and knowledge in the various areas of Digital Humanities. With a particular focus on the digital worlds of cultural heritage collections, the book also includes chapters that focus on machine learning, knowledge graphs, text analysis, text annotations, and network analysis. Other topics covered include: semantic technologies, conceptual schemas, and data augmentation, digital scholarly editing, metadata creation, browsing, visualisation and relevance ranking. Most importantly, perhaps, the book provides a starting point for discussions about the impact of information and knowledge organisation and related tools on the methodologies used in the Digital Humanities field. Information and Knowledge Organisation is intended for use by researchers, students and professionals interested in the role information and knowledge organisation plays in the Digital Humanities. It will be essential reading for those working in library and information science, computer science and across the humanities

     

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    Quelle: Verbundkataloge
    Beteiligt: Golub, Koraljka (HerausgeberIn); Liu, Ying-Hsang (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781003131816; 1003131816
    RVK Klassifikation: AK 54350
    Auflage/Ausgabe: First edition
    Schriftenreihe: Digital research in the arts and humanities
    Schlagworte: Knowledge management; Digital humanities; COMPUTERS ; General; Digital humanities; Knowledge management
    Umfang: 1 Online-Ressource (354 pages)
  7. Digital rhetoric
    theory, method, practice
    Autor*in: Eyman, Douglas
    Erschienen: [2015]
    Verlag:  University of Michigan Press, Ann Arbor

    "What is 'digital rhetoric'? This book aims to answer that question by looking at a number of inter-related histories, as well as evaluating a wide range of methods and practices from fields in the humanities, social sciences, and information... mehr

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    "What is 'digital rhetoric'? This book aims to answer that question by looking at a number of inter-related histories, as well as evaluating a wide range of methods and practices from fields in the humanities, social sciences, and information sciences to determine what might constitute the work and the world of digital rhetoric. The advent of digital and networked communication technologies prompts renewed interest in basic questions such as 'what counts as a text?' and 'can traditional rhetoric operate in digital spheres or will it need to be revised? Or will we need to invent new rhetorical practices altogether?' Through examples and consideration of digital rhetoric theories, methods for both researching and making in digital rhetoric fields, and examples of digital rhetoric pedagogy, scholarship, and public performance, this book aims to provides a broad overview of digital rhetoric by investigating the histories and boundaries that arise from one version of a map of the emerging field, focusing on the theories that are taken up and revised by digital rhetoric scholars and practitioners, as well as the methods (both traditional and new) that can be used to both study digital rhetoric and to potentially make new forms that draw on digital rhetoric for their persuasive power"-- 1. Defining and Locating Digital Rhetoric -- 2. Digital Rhetoric: Theory -- 3. Digital Rhetoric: Method -- 4. Digital Rhetoric: Practice.

     

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  8. Tempest
    geometries of play
    Erschienen: 2015
    Verlag:  University of Michigan Press, Ann Arbor

    "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to... mehr

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    "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes."--Publisher's description Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest.

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0472900102; 0472121146; 0472052691; 0472072692; 9780472121144; 9780472052691; 9780472072699; 9780472900107
    Schriftenreihe: Landmark video games
    Schlagworte: Video games; Video games; Tempest (Video game); Tempest (Video game); Video games ; Design; Video games ; Social aspects; Videospiel; Ästhetik; Design; United States; History; History; COMPUTERS ; General
    Umfang: 1 Online-Ressource (154 pages)
    Bemerkung(en):

    Includes bibliographical references and index

  9. Tempest
    geometries of play
    Erschienen: 2015
    Verlag:  University of Michigan Press, Ann Arbor

    "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to... mehr

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule der Polizei des Landes Brandenburg, Hochschulbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universität Potsdam, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes."--Publisher's description Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest.

     

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    OAPEN (Creative Commons License)
    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0472900102; 0472121146; 0472052691; 0472072692; 9780472121144; 9780472052691; 9780472072699; 9780472900107
    Schriftenreihe: Landmark video games
    Schlagworte: Video games; Video games; Tempest (Video game); Tempest (Video game); Video games ; Design; Video games ; Social aspects; Videospiel; Ästhetik; Design; United States; History; History; COMPUTERS ; General
    Umfang: 1 Online-Ressource (154 pages)
    Bemerkung(en):

    Includes bibliographical references and index

  10. Digital rhetoric
    theory, method, practice
    Autor*in: Eyman, Douglas
    Erschienen: [2015]
    Verlag:  University of Michigan Press, Ann Arbor

    "What is 'digital rhetoric'? This book aims to answer that question by looking at a number of inter-related histories, as well as evaluating a wide range of methods and practices from fields in the humanities, social sciences, and information... mehr

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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universität Potsdam, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "What is 'digital rhetoric'? This book aims to answer that question by looking at a number of inter-related histories, as well as evaluating a wide range of methods and practices from fields in the humanities, social sciences, and information sciences to determine what might constitute the work and the world of digital rhetoric. The advent of digital and networked communication technologies prompts renewed interest in basic questions such as 'what counts as a text?' and 'can traditional rhetoric operate in digital spheres or will it need to be revised? Or will we need to invent new rhetorical practices altogether?' Through examples and consideration of digital rhetoric theories, methods for both researching and making in digital rhetoric fields, and examples of digital rhetoric pedagogy, scholarship, and public performance, this book aims to provides a broad overview of digital rhetoric by investigating the histories and boundaries that arise from one version of a map of the emerging field, focusing on the theories that are taken up and revised by digital rhetoric scholars and practitioners, as well as the methods (both traditional and new) that can be used to both study digital rhetoric and to potentially make new forms that draw on digital rhetoric for their persuasive power"-- 1. Defining and Locating Digital Rhetoric -- 2. Digital Rhetoric: Theory -- 3. Digital Rhetoric: Method -- 4. Digital Rhetoric: Practice.

     

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