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  1. e-Science : Open, Social and Virtual Technology for Research Collaboration
    Contributor: Koschtial, Claudia (Publisher); Köhler, Thomas (Publisher); Felden, Carsten (Publisher)
    Published: 2021
    Publisher:  Springer Nature

    This open access book shows the breadth and various facets of e-Science, while also illustrating their shared core. Changes in scientific work are driven by the shift to grid-based worlds, the use of information and communication systems, and the... more

     

    This open access book shows the breadth and various facets of e-Science, while also illustrating their shared core. Changes in scientific work are driven by the shift to grid-based worlds, the use of information and communication systems, and the existential infrastructure, which includes global collaboration. In this context, the book addresses emerging issues such as open access, collaboration and virtual communities and highlights the diverse range of developments associated with e-Science. As such, it will be of interest to researchers and scholars in the fields of information technology and knowledge management.

     

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  2. Bildung - Medien - Mensch. Mündigkeit im Digitalen
    Published: 202112
    Publisher:  Verlag der Österreichischen Akademie der Wissenschaften

    The book outlines education under the auspices of digitization. Transformation processes are highlighted which, triggered by binary technologies, reach deep into everyday cultures and worldviews in our societies. These challenge the basis for... more

     

    The book outlines education under the auspices of digitization. Transformation processes are highlighted which, triggered by binary technologies, reach deep into everyday cultures and worldviews in our societies. These challenge the basis for knowledge and education. Die Folgen des digitalen Wandels sind medienkultureller Natur, weshalb es unerlässlich ist, genauer hinzuschauen, was dies für das menschliche Denken und Wahrnehmen, das Selbst- und Weltverständnis, aber auch den Status von Wissen und Bildung mit sich bringt. Die Autorin zeigt Transformationsprozesse auf, welche durch binäre Technologien ausgelöst bis tief hinein in die Alltagskulturen und Weltwahrnehmungen unserer Gesellschaften reichen, wodurch sie belegen kann, dass sich dadurch auch die Grundlagen für Wissen und Bildung gewandelt haben. Somit steht die Frage im Vordergrund, welche veränderte Rolle Wissen in dieser neuen gesellschaftlichen und kulturellen Grundkonstellation zukommt und was Bildung dann noch sein kann und sein muss.

     

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  3. The Palgrave handbook of digital and public humanities
    Contributor: Schwan, Anne (Herausgeber); Thomson, Tara (Herausgeber)
    Published: [2022]
    Publisher:  Palgrave Macmillan, Cham

    Universitäts- und Landesbibliothek Münster
    3K 93570
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    Source: Union catalogues
    Contributor: Schwan, Anne (Herausgeber); Thomson, Tara (Herausgeber)
    Language: English
    Media type: Book
    ISBN: 9783031118852
    Subjects: Digital Humanities; Aktivismus; Soziales Engagement; Gesellschaft
    Other subjects: Computer-Anwendungen in Kunst und Geisteswissenschaften; Computer-Anwendungen in den Sozial- und Verhaltenswissenschaften; Information technology: general issues; Array
    Scope: xxvii, 535 Seiten, Illustrationen
  4. Can't Touch This
    Contributor: Palladino, Chiara (Herausgeber); Bodard, Gabriel (Herausgeber)
    Published: 2023
    Publisher:  Ubiquity Press, London ; OAPEN FOUNDATION, The Hague

    What are the implications of digital representation on intellectual property and ownership of cultural heritage? Are aspirations to preservation and accessibility in the digital space reconcilable with cultural sensitivities, colonized history, and... more

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    What are the implications of digital representation on intellectual property and ownership of cultural heritage? Are aspirations to preservation and accessibility in the digital space reconcilable with cultural sensitivities, colonized history, and cultural appropriation? This volume brings together different perspectives from academics and practitioners of Cultural Heritage, to address current debates in the digitization and other computational study of cultural artifacts. From the tension between the materiality of cultural heritage objects and the intangible character of digital models, we explore larger issues in intellectual property, collection management, pedagogical practice, inclusion and accessibility, and the role of digital methods in decolonization and restitution debates. The contributions include perspectives from a wide range of disciplines, addressing these questions within the study of the material culture of Africa, Europe, Asia, Oceania, and the Americas.

     

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  5. Seeing the past with computers
    experiments with augmented reality and computer vision for history
    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

    Universitätsbibliothek Regensburg
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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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    Content information
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0472124552; 0472900870; 9780472124558; 9780472900879
    Other identifier:
    RVK Categories: AK 39950 ; MB 2700
    Series: Digital humanities
    Subjects: Augmented reality; Computer vision; COMPUTERS; Digital humanities; Graphical & digital media applications; Information technology: general issues; REFERENCE; Augmented reality; Computer vision; Digital humanities; Erweiterte Realität <Informatik>; Geschichtswissenschaft; Maschinelles Sehen
    Other subjects: Electronic books
    Scope: 1 Online-Ressource (vi, 247 Seiten), illustrations
    Notes:

    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)

  6. Tempest
    geometries of play
    Published: 2015
    Publisher:  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... more

    Universitätsbibliothek Regensburg
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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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    Content information
    Volltext (kostenfrei)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0472121146; 0472900102; 9780472121144; 9780472900107
    Other identifier:
    10.3998/lvg.13030180.0001.001
    RVK Categories: ST 324
    Series: Landmark video games
    Subjects: Jeux vidéo; Jeux vidéo; Tempest (Jeu); Ästhetik; COMPUTERS; Design; Digital video: professional; Information technology: general issues; Tempest (Video game); Video games; Video games; Videospiel; Tempest (Video game); Video games; Video games; Videospiel
    Other subjects: United States; Electronic books; History; History
    Scope: 1 Online-Ressource (154 Seiten)
    Notes:

    Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest

  7. Digital rhetoric
    theory, method, practice
    Published: [2015]
    Publisher:  University of Michigan Press, Ann Arbor

    Defining and locating digital rhetoric -- Digital rhetoric: theory -- Digital rhetoric: method -- Digital rhetoric: practice. "What is 'digital rhetoric'? This book aims to answer that question by looking at a number of inter-related histories, as... more

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    Defining and locating digital rhetoric -- Digital rhetoric: theory -- Digital rhetoric: method -- Digital rhetoric: practice. "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"--

     

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  8. On Making in the Digital Humanities
    Contributor: Nyhan, Julianne (Herausgeber); Rockwell, Geoffrey (Herausgeber); Sinclair, Stéfan (Herausgeber); Ortolja-Baird, Alexandra (Herausgeber)
    Published: 2023
    Publisher:  UCL Press, London ; OAPEN FOUNDATION, The Hague

    On Making in the Digital Humanities fills a gap in our understanding of digital humanities projects and craft by exploring the processes of making as much as the products that arise from it. The volume draws focus to the interwoven layers of human... more

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    On Making in the Digital Humanities fills a gap in our understanding of digital humanities projects and craft by exploring the processes of making as much as the products that arise from it. The volume draws focus to the interwoven layers of human and technological textures that constitute digital humanities scholarship. To do this, it assembles a group of well-known, experienced and emerging scholars in the digital humanities to reflect on various forms of making (we privilege here the creative and applied side of the digital humanities). The volume honours the work of John Bradley, as it is totemic of a practice of making that is deeply informed by critical perspectives. A special chapter also honours the profound contributions that this volume’s co-editor, Stéfan Sinclair, made to the creative, applied and intellectual praxis of making and the digital humanities. Stéfan Sinclair passed away on 6 August 2020. The chapters gathered here are individually important, but together provide a very human view on what it is to do the digital humanities, in the past, present and future. This book will accordingly be of interest to researchers, teachers and students of the digital humanities; creative humanities, including maker spaces and culture; information studies; the history of computing and technology; and the history of science and the humanities.

     

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    Source: Union catalogues
    Contributor: Nyhan, Julianne (Herausgeber); Rockwell, Geoffrey (Herausgeber); Sinclair, Stéfan (Herausgeber); Ortolja-Baird, Alexandra (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781800084209; 9781800084216; 9781800084223; 9781800084230
    Subjects: Information technology: general issues
    Other subjects: digital humanities;computer science;making;computation;information technology;digital technology
    Scope: 1 Online-Ressource (309 p.)
  9. Ein Physiologiemodell für Tactical Combat Casualty Care Training in mobilen Serious Games
    Published: 2020
    Publisher:  Springer Nature, Wiesbaden ; OAPEN FOUNDATION, The Hague

    Julia Hofmann konzipiert in diesem Open Access Buch ein Physiologiemodell für die präzise Simulation bestimmter Verletzungsfolgen und deren Behandlung in einer Computerspielumgebung. Ihre Ergebnisse leisten einen wichtigen Beitrag, um die Ausbildung... more

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    Julia Hofmann konzipiert in diesem Open Access Buch ein Physiologiemodell für die präzise Simulation bestimmter Verletzungsfolgen und deren Behandlung in einer Computerspielumgebung. Ihre Ergebnisse leisten einen wichtigen Beitrag, um die Ausbildung von Einsatzkräften in der taktischen Verwundetenversorgung mit neuen Medien zu verbessern. Primäre Zielgruppe sind dabei die sogenannten Erst-Helfer-Bravo der Bundeswehr. Die medizinische Grundlage der Arbeit bildet der internationale Erstversorgungsalgorithmus Tactical Combat Casualty Care, der die Überlebenschancen lebensbedrohlich verwundeter Personen erwiesenermaßen deutlich erhöht. Das entworfene Physiologiemodell wurde mithilfe praktizierender Notfallmediziner und Ausbilder der Bundeswehr validiert.

     

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  10. Digital Rhetoric: Theory, Method, Practice
    Published: 2015
    Publisher:  University of Michigan Press, Ann Arbor ; OAPEN FOUNDATION, The Hague

    A survey of a range of disciplines whose practitioners are venturing into the new field of digital rhetoric, examining the history of the ways digital and networked technologies inhabit and shape traditional rhetorical practices as well as... more

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    A survey of a range of disciplines whose practitioners are venturing into the new field of digital rhetoric, examining the history of the ways digital and networked technologies inhabit and shape traditional rhetorical practices as well as considering new rhetorics made possible by current technologies...

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780472072682
    Subjects: Semantics, discourse analysis, etc; Information technology: general issues; Graphical & digital media applications
    Other subjects: Media
    Scope: 1 Online-Ressource (177 p.)
  11. Digital rhetoric
    theory, method, practice
    Published: 2015
    Publisher:  University of Michigan Press, Ann Arbor ; JSTOR, New York

    "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... more

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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"--...

     

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  12. 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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  13. Tempest
    geometries of play
    Published: 2015
    Publisher:  University of Michigan Press, Ann Arbor ; JSTOR, New York

    "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... more

    Access:
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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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    Source: Union catalogues
    Contributor: McAllister, Ken S.
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780472900107; 0472900102; 9780472121144; 0472121146
    Series: Landmark video games
    Subjects: Tempest (Video game); Video games; Video games; Digital video: professional; Information technology: general issues; COMPUTERS; Tempest (Video game); Video games; Video games; Videospiel; Ästhetik; Design
    Scope: 1 Online-Ressource (154 Seiten)
    Notes:

    Includes bibliographical references and index

  14. The Palgrave handbook of digital and public humanities
    Contributor: Schwan, Anne (Publisher); Thomson, Tara (Publisher)
    Published: [2022]
    Publisher:  Palgrave Macmillan, Cham

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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  15. From Born-Physical to Born-Virtual: Augmenting Intelligence in Digital Libraries
    24th International Conference on Asian Digital Libraries, ICADL 2022, Hanoi, Vietnam, November 30 - December 2, 2022, Proceedings
    Contributor: Katsurai, Marie (HerausgeberIn); Nguyen, Hoa N. (HerausgeberIn); Tseng, Yuen-Hsien (HerausgeberIn)
    Published: 2023
    Publisher:  Springer International Publishing AG, Cham

    This book constitutes the refereed proceedings of the 24th International Conference on Asia-Pacific Digital Libraries, ICADL 2022, which was held in November/December 2022.The 14 full, 18 short, and 12 poster papers presented in this volume were... more

     

    This book constitutes the refereed proceedings of the 24th International Conference on Asia-Pacific Digital Libraries, ICADL 2022, which was held in November/December 2022.The 14 full, 18 short, and 12 poster papers presented in this volume were carefully reviewed and selected from 78 submissions. Based on significant contributions, the full and short papers have been classified into the following topics: intelligent document analysis; neural-based knowledge extraction; knowledge discovery for enhancing collaboration; smart search and annotation; cultural data collection and analysis; scholarly data processing; data archive and management; research activities and digital library; and trends in digital library

     

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    Source: Union catalogues
    Contributor: Katsurai, Marie (HerausgeberIn); Nguyen, Hoa N. (HerausgeberIn); Tseng, Yuen-Hsien (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783031217555
    Edition: 1st ed. 2022
    Series: Lecture Notes in Computer Science
    Subjects: Angewandte Informatik; Artificial intelligence; COMPUTERS / Artificial Intelligence; COMPUTERS / Data Processing / General; COMPUTERS / Data Processing / Speech & Audio Processing; COMPUTERS / Data Processing / Storage & Retrieval; COMPUTERS / Social Aspects / Human-Computer Interaction; COMPUTERS / User Interfaces; Data Warehousing; Information retrieval; Information technology: general issues; Informationsrückgewinnung, Information Retrieval; Informationstechnik (IT), allgemeine Themen; Künstliche Intelligenz; Mensch-Computer-Interaktion; Natural language & machine translation; Natürliche Sprachen und maschinelle Übersetzung; User interface design & usability
    Scope: 524 Seiten
    Notes:

    Interessenniveau: 06, Professional and scholarly: For an expert adult audience, including academic research. (06)

    Intelligent document analysis.- Neural-based knowledge extraction.- Knowledge discovery for enhancing collaboration.- Smart search and annotation.- Cultural data collection and analysis.- Scholarly data processing.- Data archive and management.- Research activities and digital library.- Trends in digital library.

  16. 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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  17. 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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  18. Tempest
    Geometries of Play
    Published: 2015
    Publisher:  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... more

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    Leibniz-Zentrum Moderner Orient, Bibliothek, Geisteswissenschaftliche Zentren Berlin e.V.
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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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  19. Digital Rhetoric
    Theory, Method, Practice
    Published: 2015
    Publisher:  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... more

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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"--

     

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  20. MERKUR Gegründet 1947 als Deutsche Zeitschrift für europäisches Denken - 2019-11
    Nr. 846, Heft 11, November 2019
    Contributor: Demand, Christian (HerausgeberIn)
    Published: 2019
    Publisher:  Klett-Cotta, Stuttgart

    In ihrem Essay fragt Sonja Asal, ausgehend vom Schwarzwald, nach dem Wandel der Landschaft und danach, was Windräder mit ihr tun. Einen gewaltigen Streifzug durch die Geschichte des französischen Kolonialismus unternimmt Danilo Scholz in einem Text,... more

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    In ihrem Essay fragt Sonja Asal, ausgehend vom Schwarzwald, nach dem Wandel der Landschaft und danach, was Windräder mit ihr tun. Einen gewaltigen Streifzug durch die Geschichte des französischen Kolonialismus unternimmt Danilo Scholz in einem Text, der von einer Ausstellung in Paris inspiriert ist, aber vielen Spuren anderswohin folgt. Jan Eckel schreibt über den Zweiten Weltkrieg aus ungewohnt globalhistorischer Sicht. In seiner Digitalkolumne informiert David Gugerli über die stärksten Rechner der Welt. Ruhm und Ehre scheinen zwei einander sehr nahe Begriffe – Aleida Assmann stellt zwei Bücher vor, eines zu Ehre und eines zu Ruhm, deren Vergleich sehr viel eher den Abstand zwischen beidem verdeutlicht. Shany Mor liest neuere Bücher zur Demokratietheorie – und verzweifelt ein wenig an ihrem unterkomplexen Verständnis des Gegenstands. Gerhard Henschel nimmt sich die Briefe und Texte der Brüder Grimm vor – und ist über deren flagranten Antisemitismus doch einigermaßen entsetzt. Claus Leggewie reist auf die Kapverden, und Julian Schellong präsentiert die Abrechnung einer Reise zum Mond. Und bei Robin Detje gibt's dicke und andere Männer.

     

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  21. Digital Rhetoric: Theory, Method, Practice
    Published: 2015
    Publisher:  University of Michigan Press, Ann Arbor

    A survey of a range of disciplines whose practitioners are venturing into the new field of digital rhetoric, examining the history of the ways digital and networked technologies inhabit and shape traditional rhetorical practices as well as... more

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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Universität Potsdam, Universitätsbibliothek
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    A survey of a range of disciplines whose practitioners are venturing into the new field of digital rhetoric, examining the history of the ways digital and networked technologies inhabit and shape traditional rhetorical practices as well as considering new rhetorics made possible by current technologies

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780472072682
    Other identifier:
    hdl: 20.500.12854/30841
    RVK Categories: AP 15900
    Series: Digital Humanities
    Subjects: Semantics, discourse analysis, etc; Information technology: general issues; Graphical & digital media applications
    Scope: 1 Online-Ressource (177 p.)
  22. Symbols
    an evolutionary history from the Stone Age to the future
    Published: 2023
    Publisher:  Springer, Cham, Switzerland

    For millennia humans have used visible marks to communicate information. Modern examples of conventional graphical symbols include written language, and non-linguistic symbol systems such as mathematical symbology or traffic signs. The latter kinds... more

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    For millennia humans have used visible marks to communicate information. Modern examples of conventional graphical symbols include written language, and non-linguistic symbol systems such as mathematical symbology or traffic signs. The latter kinds of symbols convey information without reference to language. This book presents the first systematic study of graphical symbol systems, including a history of graphical symbols from the Paleolithic onwards, a taxonomy of non-linguistic systems -- systems that are not tied to spoken language -- and a survey of more than 25 such systems. One important feature of many non-linguistic systems is that, as in written language, symbols may be combined into complex "messages" if the information the system represents is itself complex. To illustrate, the author presents an in-depth comparison of two systems that had very similar functions, but very different structure: European heraldry and Japanese kamon. Writing first appeared in Mesopotamia about 5,000 years ago and is believed to have evolved from a previous non-linguistic accounting system. The exact mechanism is unknown, but crucial was the discovery that symbols can represent the sounds of words, not just the meanings. The book presents a novel neurologically-inspired hypothesis that writing evolved in an institutional context in which symbols were "dictated", thus driving an association between symbol and sound, and provides a computational simulation to support this hypothesis. The author further discusses some common fallacies about writing and non-linguistic systems, and how these relate to widely cited claims about statistical "evidence" for one or another system being writing. The book ends with some thoughts about the future of graphical symbol systems. The intended audience includes students, researchers, lecturers, professionals and scientists from fields like Natural Language Processing, Machine Learning, Archaeology and Semiotics, as well as general readers interested in language and/or writing systems and symbol systems. Richard Sproat is a Research Scientist at Google working on Deep Learning. He has a long-standing interest in writing systems and other graphical symbol systems

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783031268090; 3031268091
    Subjects: Signs and symbols; COM094000; COMPUTERS / Computer Science; COMPUTERS / Computer Simulation; COMPUTERS / Natural Language Processing; Computational linguistics; Computer modelling & simulation; Computer-Anwendungen in Kunst und Geisteswissenschaften; Computer-Anwendungen in den Sozial- und Verhaltenswissenschaften; Computerlinguistik und Korpuslinguistik; Computermodellierung und -simulation; Information technology: general issues; Machine learning; Maschinelles Lernen; Natural language & machine translation; Natürliche Sprachen und maschinelle Übersetzung; Social research & statistics
    Scope: 1 Online-Ressource (xiii, 235 pages), Illustrationen
    Notes:

    Includes bibliographical references and index

    1. Introduction -- 2. Semiotics -- 3. Taxonomy -- 4. Writing Systems -- 5. Symbols in the Brain -- 6. The Evolution of Writing -- 7. Simulations -- 8. Misrepresentations -- 9. The Future.

  23. <<The>> Palgrave handbook of digital and public humanities
    Contributor: Schwan, Anne (Herausgeber); Thomson, Tara (Herausgeber)
    Published: [2022]
    Publisher:  Palgrave Macmillan, Cham

    Universitäts- und Landesbibliothek Münster, Zentralbibliothek
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    Source: Union catalogues
    Contributor: Schwan, Anne (Herausgeber); Thomson, Tara (Herausgeber)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783031118852
    Subjects: Computer-Anwendungen in Kunst und Geisteswissenschaften; Computer-Anwendungen in den Sozial- und Verhaltenswissenschaften; Information technology: general issues; LANGUAGE ARTS & DISCIPLINES / Library & Information Science
    Scope: xxvii, 535 Seiten, Illustrationen
  24. Can't Touch This
    Digital Approaches to Materiality in Cultural Heritage
    Contributor: Palladino, Chiara (Herausgeber); Bodard, Gabriel (Herausgeber)
    Published: 2023
    Publisher:  Ubiquity Press, London

    Hochschulbibliothek der Fachhochschule Aachen
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    Source: Union catalogues
    Contributor: Palladino, Chiara (Herausgeber); Bodard, Gabriel (Herausgeber)
    Language: 0|e d
    Media type: Ebook
    Format: Online
    ISBN: 9781914481352
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    Subjects: Archaeology; Social & cultural history; Digital lifestyle; Information technology: general issues; Museology & heritage studies
    Other subjects: Intellectual property; Preservation and digitization; Data Modelling; Digital Humanities; Virtual Heritage
    Scope: 1 electronic resource (262 pages)
  25. On Making in the Digital Humanities
    The scholarship of digital humanities development in honour of John Bradley
    Contributor: Nyhan, Julianne (Herausgeber); Rockwell, Geoffrey (Herausgeber); Sinclair, Stéfan (Herausgeber); Ortolja-Baird, Alexandra (Herausgeber)
    Published: 2023
    Publisher:  UCL Press, London

    Hochschulbibliothek der Fachhochschule Aachen
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    Evangelische Hochschule Rheinland-Westfalen-Lippe, Bibliothek
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    Zentralbibliothek der Sportwissenschaften der Deutschen Sporthochschule Köln
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    Hochschule Niederrhein, Bibliothek
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    Hochschule Ruhr West, Hochschulbibliothek
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    Source: Union catalogues
    Contributor: Nyhan, Julianne (Herausgeber); Rockwell, Geoffrey (Herausgeber); Sinclair, Stéfan (Herausgeber); Ortolja-Baird, Alexandra (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781800084230
    Other identifier:
    Subjects: Information technology: general issues
    Other subjects: digital humanities;computer science;making;computation;information technology;digital technology
    Scope: 1 electronic resource (309 pages)