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Displaying results 1 to 25 of 36.

  1. Hidden and devalued feminized labour in the digital humanities
    on the Index Thomisticus project 1965-67
    Published: 2022
    Publisher:  Routledge, London ; Taylor & Francis Group

    Hidden and Devalued Feminized Labour in the Digital Humanities examines the data-driven labour that underpinned the Index Thomisticus-a preeminent project of the incunabular digital humanities-and advanced the data-foundations of computing in the... more

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    Hidden and Devalued Feminized Labour in the Digital Humanities examines the data-driven labour that underpinned the Index Thomisticus-a preeminent project of the incunabular digital humanities-and advanced the data-foundations of computing in the Humanities. Through oral history and archival research, Nyhan reveals a hidden history of the entanglements of gender in the intellectual and technical work of the early digital humanities. Setting feminized keypunching in its historical contexts-from the history of concordance making, to the feminization of the office and humanities computing-this book delivers new insight into the categories of work deemed meritorious of acknowledgement and attribution and, thus, how knowledge and expertise was defined in and by this field. Focalizing the overlooked yet significant data-driven labour of lesser-known individuals, this book challenges exclusionary readings of the history of computing in the Humanities. Contributing to ongoing conversations about the need for alternative genealogies of computing, this book is also relevant to current debates about diversity and representation in the Academy and the wider computing sector. Hidden and Devalued Feminized Labour in the Digital Humanities will be of interest to researchers and students studying digital humanities, library and information science, the history of computing, oral history, the history of the humanities, and the sociology of knowledge and science.

     

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  2. Rhetorical code studies
    discovering arguments in and around code
    Author: Brock, Kevin
    Published: 2019; © 2019
    Publisher:  University of Michigan Press, Ann Arbor

    "In Rhetorical Code Studies, Kevin Brock explores how software code serves as a means of meaningful communication through which amateur and professional software developers construct arguments--arguments that are not only made up of logical... more

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    "In Rhetorical Code Studies, Kevin Brock explores how software code serves as a means of meaningful communication through which amateur and professional software developers construct arguments--arguments that are not only made up of logical procedures but also of implicit and explicit claims about how a given program works (or should work). These claims appear as procedures and as conventional discourse in the form of code comments and in email messages, forum posts, and other venues for conversation with other developers. To investigate the rhetorical qualities of code, Brock extends ongoing conversations in rhetoric and composition on software by turning to a number of case examples ranging from large, well-known projects like Mozilla Firefox to small-scale programs like the "FizzBuzz" test common in many programming job interviews. These examples, which involve specific examination of code texts as well as the contexts surrounding their composition, demonstrate the variety and depth of rhetorical activity taking place in and around code, from individual differences in style to changes in large-scale community norms"-- Conclusions6. Conclusions; Rhetorical Code Studies Thus Far; Assessing Computational Action; A Future for Rhetorical Code Studies; Bibliography; Index Intro; Contents; List of Tables; List of Practice Scripts; List of Figures; Introduction; 1. Toward the Rhetorical Study of Code; What Does Rhetorical Code Studies Involve?; Digital Rhetoric; Critical Code Studies; Software Studies; Technical Communication; Rhetorical Code Studies' Gains and Contributions; 2. Rhetoric and the Algorithm; From Algorithm to Algorithmic Culture; Algorithmic Criticism in the Humanities; Arguments in Code as Algorithmic Meaning Making; Conclusions; 3. "I Have No Damn Idea Why This Is So Convoluted": Analyzing Arguments Surrounding Code Rhetorical Scholarship on Online Discourse CommunitiesThe Rhetorical and Social Makeup of Open Source Software Development Communities; Developers' Rhetorical Awareness of Their Coding Practices; Conclusions; 4. Developing Arguments in Code: The Case of Mozilla Firefox; Mozilla Firefox: A Code Study; Conclusions; 5. Composing in Code: A Brief Engagement with JavaScript; Procedural Progymnasmata; Exercises in Repetition: Looping; Exercises in Style: FizzBuzz; Exercises in Repetition: Object Creation; Exercises in Arrangement: Bubble Sort; Exercises in Invention: enthymemeGenerator.js

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780472901043; 9780472125005
    Series: Sweetland digital rhetoric collaborative
    Subjects: Coding theory; Rhetoric; Software engineering; Computer algorithms; Online social networks; COMPUTERS / Software Development & Engineering / General; Coding theory; Online social networks; COMPUTERS / General
    Scope: 1 Online-Ressource (ix, 213 pages)
    Notes:

    Open Access

    Includes bibliographical references and index

  3. Learning C by developing games with Unity 3D beginner's guide
    learn the fundamentals of C to create scripts for your GameObjects
    Published: 2013
    Publisher:  Packt Publishing, Birmingham

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849696593; 1849696594; 1849696586; 9781849696586
    RVK Categories: ST 324
    Subjects: Unity (Electronic resource); Unity (Electronic resource); Unity (Electronic resource); COMPUTERS / General; C (Computer program language); Computer games / Programming; Array; Programmierung; Computerspiel; C sharp
    Scope: 1 online resource (292 pages), illustrations
    Notes:

    Print version record

    Chapter 2: Introducing the Building Blocks for Unity Scripts; Using the term method instead of function; Understanding what a variable does in a script; Naming a variable; A variable name is just a substitute for a value; Time for action - creating a variable and seeing how it works; Time for action - changing the number 9 to a different number; Using a method in a script; What is a method?; Time for action - learning how a method works; What's in this script file?; Method names are substitutes too; Introducing the class; By using a little Unity magic, a script becomes a Component

    This book uses the learning-by-example approach. It takes simple examples from games to introduce all the main concepts of programming in an easy-to-digest and immediately recognizable way. This book is for the total beginner to any type of programming, focusing on the writing of C code and scripts only. There are many parts that make up the Unity game engine. It is assumed that the reader already knows their way around Unity's user interface. The code editor used in this book is the MonoDevelop editor supplied by Unity

  4. Source SDK game development essentials
    develop engaging and immersive mods with Source SDK = Source software development kit game development essentials
    Published: 2014
    Publisher:  Packt Pub., Birmingham, UK

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849695930; 1849695938
    RVK Categories: ST 324
    Series: Community experience distilled
    Subjects: COMPUTERS / General; Computer games / Programming; Array; Computergrafik; Computeranimation; Computerspiel
    Scope: 1 online resource (1 volume), illustrations
    Notes:

    Online resource; title from cover (Safari, viewed Mar. 11, 2014). - Includes index

  5. Digital Media and Textuality
    From Creation to Archiving
    Published: 2017
    Publisher:  Transcipt Verlag, Bielefeld

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839440919; 3839440912; 3837640914; 9783837640915
    Other identifier:
    9783837640915
    RVK Categories: AP 15942 ; EC 8795
    Series: Medienumbruche
    Subjects: COMPUTERS / General; Digital media; Digital media; Archivierung; Literatur; Neue Medien; Text; Digitalisierung; Textproduktion
    Scope: 1 online resource (285 pages)
    Notes:

    Print version record

    Due to computers' ability to combine different semiotic modes, texts are no longer exclusively comprised of static images and mute words. How have digital media changed the way we write and read? What methods of textual and data analysis have emerged? How do we rescue digital artifacts from obsolescence? And how can digital media be used or taught inside classrooms? These and other questions are addressed in this volume that assembles contributions by artists, writers, scholars and editors such as Dene Grigar, Sandy Baldwin, Carlos Reis, and Frieder Nake. They offer a multiperspectival view on the way digital media have changed our notion of textuality

  6. Computer simulation, rhetoric, and the scientific imagination
    how virtual evidence shapes science in the making and in the news
    Published: [2014]
    Publisher:  Lexington Books, Lanham

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780739175576; 0739175572
    Subjects: COMPUTERS / General; Computer simulation; Information technology / Public opinion; Rhetoric; Science / Public opinion; Virtual reality / Social aspects; Array; Journalismus; Rhetorik; Virtuelle Realität; Computersimulation
    Scope: 1 online resource
    Notes:

    Print version record

    The book investigates the rhetorical nature of scientific computer simulations, and it discusses the implications of those rhetorical strategies for how we understand, use and evaluate simulated evidence in the real world

  7. OCP Java SE 6 programmer practice exams
    (exam 310-065)
    Author: Bates, Bert
    Published: 2011
    Publisher:  McGraw-Hill, New York [u.a.]

    "Don't Let the Real Test Be Your First Test! Written by two of the lead developers of the Java SE Programmer Exam, OCP Java SE 6 Programmer Practice Exams is filled with more than 260 realistic practice questions to prepare you for this challenging... more

    Hochschulbibliothek Ingolstadt
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    "Don't Let the Real Test Be Your First Test! Written by two of the lead developers of the Java SE Programmer Exam, OCP Java SE 6 Programmer Practice Exams is filled with more than 260 realistic practice questions to prepare you for this challenging exam. To help you understand this material, in-depth explanations of both the correct and incorrect answers are included for every question. This practical guide covers all official objectives for Exam 310-065 and is the perfect companion to SCJP Sun Certified Programmer for Java 6 Study Guide. Covers all OCP Java SE 6 Programmer exam topics, including: Declarations and Access Control Object Orientation Assignments Operators Flow Control, Exceptions, and Assertions Strings, I/O, Formatting, and Parsing Generics and Collections Inner Classes Threads Development"--Provided by publisher

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780072260885; 0072260882
    RVK Categories: ST 250
    Series: Practice exams Java
    Subjects: Java (Computer program language) / Examinations / Study guides; COMPUTERS / General; Java Standard Edition 6
    Scope: XX, 422 S.
  8. Seeing the past with computers
    experiments with augmented reality and computer vision for history
    Published: 2019
    Publisher:  University of Michigan Press, Ann Arbor ; JSTOR, New York

    "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... more

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    "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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  9. Wissenschaftliche Arbeiten schreiben
    Ganz einfach und Schritt für Schritt zur erfolgreichen Bachelor- und Masterarbeit. Praktischer Leitfaden mit über 100 Software-Tipps inkl. KI-Tools
    Published: 2023
    Publisher:  mitp Verlags GmbH & Co. KG, Frechen

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    Source: Union catalogues
    Language: German
    Media type: Book
    Format: Print
    DDC Categories: 800
    Edition: 1. Auflage
    Subjects: Wissenschaftliches Manuskript;
    Other subjects: Array
  10. Mathematics and beauty
    an attempt to link the cognitive and philosophical-spiritual aspects of beauty
  11. Digitale Kompetenz
    Grundlagen der Künstlichen Intelligenz, Blockchain-Technologie, Quanten-Computing und deren Anwendungen für die Digitale Transformation
    Author: Lang, Volker
    Published: 2022
    Publisher:  Springer Vieweg, Wiesbaden

    Wenn Sie neugierig auf die Grundlagen der künstlichen Intelligenz, der Blockchain-Technologie und des Quantencomputings sind, die für die digitale Transformation von entscheidender Bedeutung sind, ist Digital Fluency Ihr praktischer Leitfaden. Die... more

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    Wenn Sie neugierig auf die Grundlagen der künstlichen Intelligenz, der Blockchain-Technologie und des Quantencomputings sind, die für die digitale Transformation von entscheidender Bedeutung sind, ist Digital Fluency Ihr praktischer Leitfaden. Die realen Anwendungen dieser Spitzentechnologien nehmen rasant zu, und Ihr tägliches Leben wird weiterhin von jeder dieser Technologien beeinflusst werden. Es gibt keinen besseren Zeitpunkt als jetzt, um anzufangen und sich digital fit zu machen. Sie brauchen keine Vorkenntnisse über diese Technologien zu haben, denn der Autor Volker Lang führt Sie fachkundig durch das digitale Zeitalter. Er veranschaulicht die wichtigsten Konzepte und Anwendungen in zahlreichen Beispielen und Abbildungen in Digital Fluency, und am Ende jedes Kapitels finden Sie eine hilfreiche Checkliste mit den wichtigsten Lektionen für die Umsetzung, bevor Sie zum nächsten Kapitel übergehen. Dieses Buch geht den digitalen Schlagwörtern und Konzepten auf den Grund und sagt Ihnen, was sie wirklich bedeuten. Internationale Bewertungen der englischen Ausgabe: Digital Fluency offers valuable insights for practitioners and strategists through a unique combination of historic perspective, compelling technology insights and frameworks as well as a rich list of very insightful company use cases. It is a must read for decision-makers and employees within any public and private organization who hope to navigate the challenges posed by digital transformation by leveraging digital technologies with clarity, structure and vision. — Marcell Vollmer, Partner and Director at Boston Consulting Group (BCG) Digital Fluency provides readers with the strategic frameworks and practical advice they need to fully comprehend, manage, and shape the digital future ahead of us. — Marco Iansiti, David Sarnoff Professor of Business Administration, Harvard Business School (HBS) Digital technologies are transforming our world with breath-taking speed. In a clearly written book that combines basic knowledge with practical applications, Volker Lang provides fascinating insights and valuable advice to guide corporations and individuals through the digital age. A compelling read for those of us who like to become fluent in digital innovation, strategy, and technology. — Joachim Kraege, Head of Audi Consulting, Organization and Leadership, Audi AG Dieses Buch stellt die Übersetzung einer englischsprachigen Originalausgabe dar. Die Übersetzung wurde mit Hilfe von künstlicher Intelligenz erstellt (maschinelle Übersetzung mit DeepL.com). Eine anschließende manuelle Überarbeitung erfolgte vor allem nach inhaltlichen Gesichtspunkten, so dass das Buch stilistisch von einer herkömmlichen Übersetzung abweichen kann.

     

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  12. Digitale Kompetenz
    Grundlagen der Künstlichen Intelligenz, Blockchain-Technologie, Quanten-Computing und deren Anwendungen fur die Digitale Transformation
    Author: Lang, Volker
    Published: [2022]; © 2022
    Publisher:  Springer Vieweg, Wiesbaden

    Wenn Sie neugierig auf die Grundlagen der künstlichen Intelligenz, der Blockchain-Technologie und des Quantencomputings sind, die für die digitale Transformation und Innovation von entscheidender Bedeutung sind, ist Digital Fluency Ihr praktischer... more

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    Wenn Sie neugierig auf die Grundlagen der künstlichen Intelligenz, der Blockchain-Technologie und des Quantencomputings sind, die für die digitale Transformation und Innovation von entscheidender Bedeutung sind, ist Digital Fluency Ihr praktischer Leitfaden. Die realen Anwendungen dieser Spitzentechnologien nehmen rapide zu, und Ihr tägliches Leben wird weiterhin von jeder dieser Technologien beeinflusst werden. Es gibt keinen besseren Zeitpunkt als jetzt, um anzufangen und sich digital fit zu machen.Sie müssen keine Vorkenntnisse über diese vielseitigen Technologien haben, denn der Autor Volker Lang führt Sie kompetent durch das digitale Zeitalter. In zahlreichen Praxisbeispielen und mehr als 48 einprägsamen Abbildungen veranschaulicht er in Digital Fluency zentrale Konzepte und Anwendungen. Am Ende jedes Kapitels finden Sie eine hilfreiche Checkliste zur Umsetzung der zentralen Lektionen, bevor Sie zum nächsten Kapitel übergehen. Dieses Buch geht den digitalen Schlagwörtern und Konzepten auf den Grund und sagt Ihnen, was sie wirklich bedeuten.Das Aufschlüsseln von Themen wie automatisiertes Fahren und intelligente Robotik mit künstlicher Intelligenz, Blockchain-basierte Kryptowährungen und Smart Contracts, Medikamentenentwicklung und Optimierung von Finanzinvestitionsportfolios durch Quantencomputing und vieles mehr ist unerlässlich, um für die Zukunft der Industrie gerüstet zu sein. Unabhängig davon, ob Ihre eigene digitale Transformation in Ihrem privaten oder öffentlichen Unternehmen, in Ihrem Studium oder in Ihrem Privathaushalt stattfindet, Digital Fluency erstellt einen konkreten digitalen Aktionsplan für alle Ihre Anforderungen an Technologie- und Innovationsstrategien.Was Sie lernen werdenSich im digitalen Zeitalter orientieren, ohne Vorkenntnisse über digitale Technologien und digitale Transformation zu benötigen Lernen Sie die beliebtesten aktuellen und zukünftigen Anwendungen von künstlicher Intelligenz, Blockchain-Technologie und Quantencomputing in einer Vielzahl von Branchen kennen, darunter das Gesundheitswesen, Finanzdienstleistungen und die Automobilindustrie Machen Sie sich mit den digitalen Innovationsmodellen von Amazon, Google, Microsoft, IBM und anderen weltweit führenden Unternehmen vertraut. Setzen Sie Ihre eigene digitale Transformation entlang der acht Kerndimensionen eines konkreten digitalen Aktionsplans erfolgreich um.Für wen dieses Buch bestimmt istVordenker, Führungskräfte und Industriestrategen, Management- und Strategieberater, Politiker und Entscheidungsträger, Unternehmer, Finanzanalysten, Investoren und Risikokapitalgeber, Studenten und Forscher sowie allgemeine Leser, die sich digital fit machen wollen

     

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  13. The cultural logic of computation
    Published: 2009
    Publisher:  Harvard University Press, Cambridge, Massachusetts

    In The Cultural Logic of Computation, David Golumbia, who worked as a software designer for more than ten years, argues that computers are cultural "all the way down" - that there is no part of the apparent technological transformation that is not... more

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    In The Cultural Logic of Computation, David Golumbia, who worked as a software designer for more than ten years, argues that computers are cultural "all the way down" - that there is no part of the apparent technological transformation that is not shaped by historical and cultural processes, or that escapes existing cultural politics. The Cultural Logic of Computation provides a needed corrective to the uncritical enthusiasm for computers common today in many parts of our culture.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780674053885
    Other identifier:
    RVK Categories: EC 5410 ; ZG 8640 ; MS 7965
    Subjects: COMPUTERS; Computers; Computers; Computers; Computers.; Computers; Computer; COMPUTERS / General
    Scope: 1 Online-Ressource (257 Seiten)
    Notes:

    Literaturverzeichnis: Seite 233-250

  14. The Cultural Logic of Computation
    Published: [2009]; ©2009
    Publisher:  Harvard University Press, Cambridge, MA

    In The Cultural Logic of Computation, David Golumbia, who worked as a software designer for more than ten years, argues that computers are cultural "all the way down" - that there is no part of the apparent technological transformation that is not... more

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    In The Cultural Logic of Computation, David Golumbia, who worked as a software designer for more than ten years, argues that computers are cultural "all the way down" - that there is no part of the apparent technological transformation that is not shaped by historical and cultural processes, or that escapes existing cultural politics. The Cultural Logic of Computation provides a needed corrective to the uncritical enthusiasm for computers common today in many parts of our culture

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780674053885
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    RVK Categories: EC 5410
    Other subjects: Computers / Social aspects; Computer / Motiv; COMPUTERS / General
    Scope: 1 online resource
  15. Seeing the past with computers
    experiments with augmented reality and computer vision for history
    Contributor: Kee, Kevin Bradley (HerausgeberIn); Compeau, Timothy (HerausgeberIn)
    Published: [2019]
    Publisher:  University of Michigan Press, Ann Arbor

    "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... more

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    "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 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).

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Kee, Kevin Bradley (HerausgeberIn); Compeau, Timothy (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0472124552; 0472900870; 9780472900879; 9780472124558
    Series: Digital humanities
    Subjects: Digital humanities; Augmented reality; Computer vision; Augmented reality; Computer vision; Digital humanities; REFERENCE / Questions & Answers; COMPUTERS / General
    Scope: 1 Online-Ressource (vi, 247 pages)
    Notes:

    Includes bibliographical references and index

  16. Game AI pro 360
    guide to character behavior
    Contributor: Rabin, Steve (HerausgeberIn)
    Published: 2020
    Publisher:  CRC Press, Boca Raton

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  17. Game AI pro 360
    guide to tactics and strategy
    Contributor: Rabin, Steve (HerausgeberIn)
    Published: [2019]
    Publisher:  CRC Press, Boca Raton

    Tactical position selection: an architecture and query language / Matthew Jack -- Tactical pathfinding on a NavMesh / Daniel Brewer -- Beyond the kung-fu circle: a flexible system for managing NPC attacks / Michael Dawe -- Hierarchical AI for... more

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    Tactical position selection: an architecture and query language / Matthew Jack -- Tactical pathfinding on a NavMesh / Daniel Brewer -- Beyond the kung-fu circle: a flexible system for managing NPC attacks / Michael Dawe -- Hierarchical AI for multiplayer bots in Killzone 3 / Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, Hylke Kleve -- Using neural networks to control agent threat response / Michael Robbins -- Looking for trouble : making NPCs search realistically / Rich Welsh -- Modeling perception and awareness in Tom Clancy's Splinter cell blacklist / Martin Walsh -- Escaping the grid : infinite-resolution influence mapping / Mike Lewis -- Modular tactical influence maps / Dave Mark -- Spatial reasoning for strategic decision making / Kevin Dill -- Extending the spatial coverage of a voxel-based navigation mesh / Kevin A. Kirst -- Being where it counts : telling paragon bots where to go / Mieszko Zieliński -- Combat outcome prediction for real-time strategy games / Marius Stanescu, Nicolas A. Barriga, and Michael Buro -- Guide to effective auto-generated spatial queries / Eric Johnson -- The role of time in spatio-temporal reasoning : three examples from Tower defense / Baylor Wetzel and Kyle Anderson -- Pitfalls and solutions when using Monte-Carlo tree search for strategy and tactical games / Gijs-Jan Roelofs -- Petri nets and AI arbitration Sergio / Ocio Barriale -- Hierarchical portfolio search in Prismata / David Churchill and Michael Buro.

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Rabin, Steve (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780429054969; 9780429617652; 9780429621956; 9780429619809
    Other identifier:
    RVK Categories: SU 500
    Subjects: Computer games; Computer games; Artificial intelligence; Computer games ; Design; Computer games ; Programming; Artificial intelligence; COMPUTERS / General; COMPUTERS / Computer Graphics / Game Programming & Design
    Scope: 1 Online-Ressource (258 Seiten)
  18. Hidden and devalued feminised labour in the digital humanities
    on the Index Thomisticus project 1954-67
    Published: 2023
    Publisher:  Routledge,, London$bNew York

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781003138235; 9781000819977; 9781000819960
    Other identifier:
    Series: Digital research in the arts and humanities
    Subjects: Digital humanities; Humanities; Information storage and retrieval systems; Computers and women; Women in computer science; Sex discrimination against women; Sex discrimination in employment; Humanities; COMPUTERS / History; COMPUTERS / General; BUSINESS & ECONOMICS / Workplace Culture
    Scope: 1 Online-Ressource (xi, 242 Seiten), Illustrationen
  19. Information and Knowledge Organisation in Digital Humanities
    Global Perspectives
    Contributor: Golub, Koraljka (HerausgeberIn); Liu, Ying-Hsang (HerausgeberIn)
    Published: 2021
    Publisher:  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... more

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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

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Golub, Koraljka (HerausgeberIn); Liu, Ying-Hsang (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781003131816; 1003131816; 9781000521191; 1000521192; 9781000521153; 100052115X
    RVK Categories: AK 54350
    Edition: First edition.
    Series: Digital research in the arts and humanities
    Subjects: Knowledge management; Digital humanities; COMPUTERS / General
    Scope: 1 online resource (354 pages).
  20. Literary detective work on the computer
    Published: 2014
    Publisher:  John Benjamins Publishing Company, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1306705908; 9027270139; 9781306705905; 9789027270139
    Subjects: COMPUTERS / General; Authorship / Study and teaching; Computational linguistics / Research; Imitation in literature; Linguistics / Research / Methodology; Plagiarism; Linguistik; Computational linguistics; Imitation in literature; Plagiarism; Linguistics; Authorship; Sprachanalyse; Plagiat; Computerlinguistik; Literatur; Autorschaft
    Scope: 1 Online-Ressource
    Notes:

    Computational linguistics can be used to uncover mysteries in text which are not always obvious to visual inspection. For example, the computer analysis of writing style can show who might be the true author of a text in cases of disputed authorship or suspected plagiarism. The theoretical background to authorship attribution is presented in a step by step manner, and comprehensive reviews of the field are given in two specialist areas, the writings of William Shakespeare and his contemporaries, and the various writing styles seen in religious texts. The final chapter looks at the progress com

    Author Identification -- Plagiarism and Spam Filtering -- Computer Studies Of Shakespearean Authorship -- Stylometric Analysis Of Religious Texts -- Computers and Decipherment

  21. Faszination Facebook
    so fern und doch so nah : Psycho-soziale Motivatoren für die aktive Partizipation bei Social Networking Sites
    Published: 2010
    Publisher:  Diplomica Verlag, Hamburg

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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783836646178; 383664617X; 9783836696173
    Subjects: COMPUTERS / General; Psychologie; Online social networks; Soziales Handeln; Motivation; Facebook; Internet; Soziales Netzwerk; Motivationspsychologie
    Scope: 1 Online-Ressource (64 p.)
    Notes:

    Cover title

    Includes bibliographical references

  22. JQuery Game Development Essentials
    Published: April 2013
    Publisher:  Packt Publishing, Limited, Birmingham

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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  23. Computer Games and Technical Communication
    Critical Methods and Applications at the Intersection
    Published: 2014
    Publisher:  Ashgate Publishing Ltd, Farnham

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781472426413; 147242641X
    Series: Ashgate studies in technical communication, rhetoric, and culture
    Subjects: COMPUTERS / General; Communication of technical information; Computer games / Social aspects; Electronic games; Technical writing; Gesellschaft; Computer games; Communication of technical information; Electronic games; Technical writing; Computerspiel; Kommunikation
    Scope: 335 pages
    Notes:

    Cover; Contents; List of Figures and Tables; Notes on Contributors; Foreword; Acknowledgments; Introduction; Part I Connecting Professional and Technical Communication and Game Studies; 1 It's All Fun and Games Until Someone Pulls Out a Manual; 2 Come Out Playing; Part II Industry Documentation and Procedural Guides; 3 Rendering Novelty Mundane; 4 Just Playing Around; 5 "It Wasn't Intended to be an Instruction Manual"; Part III Getting the Player Involved; 6 Game Design Documents; 7 Developing a Testing Method for Dynamic Narrative; 8 Psyche and Eros; 9 Patching as Design Rhetoric

    10 "You Are How You Play"11 Working at Play; Part IV Games in the Professional and Technical Communication Classroom ; 12 Inhabiting Professional Writing; 13 How World of Warcraft Could Save Your Classroom; 14 The Three D's of Procedural Literacy; 15 Questing through Class; 16 From Realism to Reality; Index; Games Index

    Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Contributors engage with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work

  24. The Cultural Logic of Computation
    Published: [2009]; ©2009
    Publisher:  Harvard University Press, Cambridge, MA

    In The Cultural Logic of Computation, David Golumbia, who worked as a software designer for more than ten years, argues that computers are cultural "all the way down" - that there is no part of the apparent technological transformation that is not... more

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    In The Cultural Logic of Computation, David Golumbia, who worked as a software designer for more than ten years, argues that computers are cultural "all the way down" - that there is no part of the apparent technological transformation that is not shaped by historical and cultural processes, or that escapes existing cultural politics. The Cultural Logic of Computation provides a needed corrective to the uncritical enthusiasm for computers common today in many parts of our culture

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780674053885
    Other identifier:
    RVK Categories: EC 5410
    Subjects: Computers / Social aspects; Computer / Motiv; COMPUTERS / General
    Scope: 1 online resource
  25. Hidden and devalued feminised labour in the digital humanities
    on the Index Thomisticus project 1954-67
    Published: 2023
    Publisher:  Routledge,, London$bNew York

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781003138235; 9781000819977; 9781000819960
    Other identifier:
    Series: Digital research in the arts and humanities
    Subjects: Digital humanities; Humanities; Information storage and retrieval systems; Computers and women; Women in computer science; Sex discrimination against women; Sex discrimination in employment; Humanities; COMPUTERS / History; COMPUTERS / General; BUSINESS & ECONOMICS / Workplace Culture
    Scope: 1 Online-Ressource (xi, 242 Seiten), Illustrationen