The MONK Project provides access to the digitized texts described above along with tools to enable literary research through the discovery, exploration, and visualization of patterns. Users typically start a project with one of the toolsets that has been predefined by the MONK team. Each toolset is made up of individual tools (e.g. a search tool, a browsing tool, a rating tool, and a visualization), and these tools are applied to worksets of texts selected by the user from the MONK datastore. Worksets and results can be saved for later use or modification, and results can be exported in some standard formats (e.g., CSV files).
The National Endowment for the Humanities is accepting applications for Digital Humanities Start-Up Grants that encourage “digital innovation in the humanities.” Per the announcement, grants must support the planning or ...
We’ve been announcing loud and clear that we are adding augmented reality capabilities to PhillyHistory.org, a web application we built for the Philadelphia Department of Records that enables the geographic search and management of tens of thousands of historic photos and maps.
From http://www.eliterature.org: "The Electronic Literature Collection will be an annual publication of current and older electronic literature in a form suitable for individual, public library, and classroom use. 'Electronic literature' refers to works with important literary aspects that take advantage of the capabilities and contexts provided by the stand-alone or networked computer."
Arius3D (TSX VENTURE:LZR) today announced an agreement with the University of South Carolina's School of Library and Information Science to open a 3D Image center at the McKissick Museum in Columbia, South Carolina. The Center will produce scientific quality, full color, three-dimensional models of museum and research collections. The Mckissick Museum specializes in material culture, natural science, decorative and fine art.
Considering how seamlessly it merges exciting new technologies with tried and true academic subjects, it makes perfect sense that plenty of professionals and students alike flock to the digital humanities.
The Software Environment for the Advancement of Scholarly Research (SEASR), funded by the Andrew W. Mellon Foundation, provides a research and development environment capable of powering leading-edge digital humanities initiatives.
NEH is an independent grant-making agency of the United States government dedicated to supporting research, education, preservation, and public programs in the humanities. (RT @brettbobley: Last year, we funded 6 incredible digital humanities summer institutes. This year: Your turn! But hurry!! http://is.gd/Ldyn97)
From http://www.eliterature.org/: "ELC2 speaks to both the continuity as well as the bright future of electronic literature. The works include many of the emerging categories of e-lit: mash-ups, geolocative, codework, as well as “traditional” and evolving forms such as hypertext, chatbots, and interactive fiction. The authors list presents readers with both veterans and newcomers to the field."
How did it become commonplace for creative practitioners and engineers in contemporary audio cultures to think of sounds as individual entities, with distinct aesthetic properties that can be technologically controlled? This talk will address this metaphor of electronic sounds as individuals, which is such a familiar concept in epistemologies of digital audio that it has escaped critical attention.
There are more than four thousand charter schools in the United States, but there's only one that tries to mimic a video game. At Quest to Learn, which serves sixth through twelfth graders in New York City, students get little of traditional homework, lectures, studying, or even grades. Instead, they engage in goal-oriented "missions," supposedly accumulating knowledge and skills across disciplines while, say, pretending to be an adviser to the Spartan government during the Peloponnesian War. As …
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