Category Archives: Digital Humanities

DARIAH Poster accepted for DIGITAL HUMANITIES 2013 Nebraska

Dear Dr. Erik Malcolm Champion,

It gives me great pleasure to inform you that your submission to DigitaHumanities 2013, “DARIAH-EU’s Virtual Competency Center on Research and Education,” has been accepted.

This year the number and standard of abstracts submitted was quite high, but we were pleased to be able to open up a sixth parallel track to accommodate more presentations by members of our growing community. The Program Committee accepted 47% of proposed panels and 65% of paper proposals across the short and long categories. Of the remaining submissions, 33% were accepted in poster format.

The DH2013 conference is at University of Nebraska–Lincoln, 16-19 July 2013

ALLC small grants award for “Cultural Heritage, Creative Tools and Archives” workshop

Email from today:

Dear Erik,

We are happy to inform you that EADH (formerly ALLC) has decided to grant your proposal for the workshop Cultural Heritage, Creative Tools and Archives.

In a nutshell:

We proposed a 2 day workshop involving speakers from Denmark and Greece and other European countries; participants will be drawn in the first instance from DARIAH, ARIADNE and NeDiMAH, with the addition of leading digital academics from outside these projects. We envisage that the workshop will lead to closer cooperation between members and help attendees develop tools and methods that can be used by the wider community, to address a communication gap in 3Drelated Digital Humanities at a European level. This event will be case-study based, participatory in approach, and workshop-based rather than lecturer-driven. Sessions will be conducted with support from key participants / moderators.

This will be an introductory workshop, suitable for both recently started and experienced digital scholars, and aiming to introduce participants to the main tools, techniques, and resources for digital humanities in the field of digital heritage, tools and archives. Workshop methodology and enabling resources will be standardized so that it can be taught by a number of different scholars, and would last 2 days, with the possibility of a social event the night before (that would be funded by us).

Time of completion: 16-17, 23-24, or 27-28 May 2013.

Venue: Denmark, Copenhagen or Aarhus.

 

Debates on Open Access Publishing

Well this is food for thought and fuel for fires http://www.guardian.co.uk/science/blog/2013/jan/17/open-access-publishing-science-paywall-immoral

Open Access Publishing does seem to be spreading
http://www.guardian.co.uk/science/occams-corner/2012/oct/22/inexorable-rise-open-access-scientific-publishing

Major players
The Open Library of the Humanities (a new project)
http://www.openlibhums.org/

Directory of Open Access Journals
http://www.doaj.org

Directory of Open Access Books
http://www.doabooks.org

SAGE OPEN
http://sgo.sagepub.com

A blog on Open Science
http://openingscience.org/
NB it seems to be linked to the PLOS blogs, which by the way also blog on Culture and seems to be improving its data access

DARIAH.eu´s current Open Access Partners
There is a little intro at http://hypotheses.org/about/hypotheses-org-en or at DARIAH.eu

But there are dangers
Predatory Open Access Journals
http://metadata.posterous.com/tag/predatoryopenaccessjournals

Notes from talk “Landscapes in and across landscapes of practice”-Etienne Wenger-Trayner

On 28 January I attended a conference on Transformative Learning and Identity at the Emdrup Copenhagen campus of Aarhus University, at the Institut for Uddannelse og Pædagogik (DPU), the audience seemed mostly to be educational consultants, teachers, and “teacher teachers”.

Here are my notes, I also took notes from Thomas Ziehe’s talk which I will add later on but Knut Illeris’ talk in Danish, I don’t have notes for, sorry. And that is a shame as the event was also a book launch of his new book “Transformativ Læring og Identitet

Etienne-Wenger (seems to be known as Wenger only in most literature but in his powerpoint said Wenger-Trayner so referred to below as EWT).

Where can the theory EWT co-developed in his co-authored famous book on Situated Learning, usefully move to now?

Very little equipment to talk about meaningfulness, in those days.
Once in AI you had the equivalent of a restaurant script, choose from menu and eat..put into computer script as meaning in AI research.

EWT joined an institute of anthropologists, construction of meaning happening in social systems. There is a negotiation of meaning inside the system. The social system! So communities of practices, seemed to be the simplest system where that took place.

Lave studied apprentice tailors in Africa, the master – apprentice system. A simple context where young apprentices negotiated the meaning of being a tailor.
Engaging with a community that had a certain competence, and becoming that person too.

Master-apprentice relationship is only one, it is broader, i.e. a community of practice, a living curriculum.

Social learning, not opposed to individual learning. So concept of identity becomes very important so also a criticism of AI.
Exploring a community, a trajectory, becomes a full member, so cannot separate memory from identity.

Context in which that meaning takes place.
Community establishes over time a certain way of doing things. How to do that?

Social world is a kind of curriculum. But that inherits all the complexity of social systems.
Guru of social theory, Knut, here in Denmark, just published his 200th book, hard to say to him “bullshit”. How is this received? How to debate established authority figures?

From a year long ethnographic study, changed idea of workers don’t know their role, to they understand how to survive as company does not value them.
To make an office an agreeable place to work they created local place to survive meaningless jobs, with a sense of identity. Still, a terrible job.
Worst thing in that job is to think about work after 5. So intellectual way of looking at this, that everyone should know everything is the WRONG way of looking at the workers.

So the EWT’s theory Community of Practice is not a theory of power but a theory where power is central.

Now how do we apply that to teaching?A teacher should say:
Do you understand the history of learning of our community?
Now we will ask you to do something new..what should we include?
Read a dissertation and ask, does this do something new? Does this change my view of the world?
So even in an academic world there is tension between competence and personal experience of the world, so a student must renegotiate the regime of competence whereby members can recognize other members. Whose contribution is recognized as knowledge?

What is the body of knowledge? A librarian might say the repository. EWT would say that is NOT the body of knowledge, the body of knowledge is much more a landscapes of different practices.
So actually it is different communities, body of knowledge of a profession is a very complex system of multiple communities defining multiple competencies, e.g. what defines a good teacher. No practice is SIMPLY an implementation of another’s knowledge.

How are you defined against the landscapes of practices?

NB EWT has an afternoon to learn Copenhagen, does not want rule book or names of all streets, would not get a feeling for Copenghagen. Need to develop a “feel” for subjects etc.

Knowledgeability
negotiating identity in a complex landscape (title of slide)
Many expectations based on you as a teacher: principals, parents, students, governments–teacher is in the middle of many different communities who want to say what will happen in the classroom. A professional dances the dance, translates all of that into a landscape, resolves all tensions of landscape into a moment that is meaningful.
How do you become who you are? (Build on what Thomas is saying, transformation into modernity, an increasing complexity for the process of identification, very important, for showing the worth of an individual to a community, it is what makes you accountable. So far this theory does not include or explain motivation, at least not directly).

So a shift in learning theory, what is the DNA of cultural learning theory, it is the relationship of the agent to the community. If we then project it into a relationship it is a modulation of identification. We go through the world and negotiate meaning, see if we identify with a field. For EWT he moved away from AI.
IMPORTANCE; CENTRAL importance of identity, of the place of what is working out what is meaning for a person. Modernity has shifted the meaning from the community, in some way. Question: Where is the burden of identity today?
Challenge of becoming a successful person in the 21st century, all successful people invest their identity in what they do. They struggle with the problem of being engaged. Learning is not a matter of compliance.

Important: People who are good at complying are not good contributors. Maybe in the Industrial Revolution, “but not in the world today” We need to learn to balance these tensions of identity.
This is something like learning citizenship. How can that identity be useful in creating new learning experience spaces?
He leaves us with this question, are you a learning citizen? If the 21st century is the century of identity, then identity is your most profound pedagogical resource.

(Sorry I will proofread this and add photos later).

23 January 2013 DIGHUMLAB kickoff, Aarhus University Denmark

Over on the dighumlab.dk website we have a launch tomorrow, free admission! I have 15 minutes to speak about DIGHUMLAB and tools and sevices to help digital humanists, especially those starting off with traditional historical and heritage/basd backgrounds, phew!

09.45  History and Cultural Heritage
Projektleder Erik Champion, DIGHUMLAB

The talk will provide a short overview of digital humanities research, particularly tools, methods, and data, currently or about to be used in the fields of history and cultural heritage.

I thought I might briefly mention

  1. Issues and debates in the Digital Humanities and where DIGHUMLAB stand.
  2. DIGHUMLAB goal and mission statement.
  3. There are new proposals for centers, even as we speak! For example at Princeton!
  4. Some famous and useful case studies, tools and methods such as Programming for Historians, bamboo DiRT, and some publishing services: commentpress, open edition, and the reputed and proposed humanities counterpart to PLOSone.
  5. European organizations, DARIAH, CLARIN, NeDiMAH, Telearc, etc.. and wider afield, organizations like HASTAC and http://www.arts-humanities.net.
  6. If I have time *I won’t, I might mention the latest book, my next book project entitled Critical Gaming, the Handbook of Virtuality, and some past case studies.

cfp: Transmedia storytelling: London, Monday, 17 June

http://ica2013transmedia.wordpress.com/about/

The objective of this preconference is to create an interdisciplinary environment for exchanging research experiences on transmedia storytelling. 21st century media convergence processes – that could be interpreted not only as a concentration of media ownership but as a complex series of operations that involve technological, professional, and cultural aspects – have completely changed the traditional communication landscape. In this context, many contemporary media productions are characterized by: 1) the expansion of their narrative through different media (film, TV, comics, etc.) and platforms (blogs, YouTube, etc.), and 2) the creation of user-generated contents that contribute to expanding the original story. In 2003 Henry Jenkins defined such productions as transmedia storytelling. In this preconference we place transmedia storytelling at the centre of a scientific exchange environment.

Transmedia storytelling is one of the main strategies of media companies, and a significant practice for the consumers that cooperate in the expansion of a narrative. On the other side, transmedia storytelling is an interdisciplinary research object that can be studied under different approaches: Media Studies, Political Economy, Media Economics, Narratology, Ludology, Film Studies, Semiotics, Ethnography, etc. International research on TS is expanding but it is still a fragmented field. In this context the objectives of the preconference are:

  • To discuss the state of transmedia research in the world
  • To present, diffuse and discuss the cutting edge studies on transmedia around the world.
  • To offer an interdisciplinary environment for exchanging methodologies, approaches to and experiences in transmedia research
  • To consolidate an international network of transmedia researchers.

The creation of exchange environments like this preconference will facilitate interactions between scholars and consolidate the research of one of the most important experiences of contemporary media.

This preconference will provide a venue for innovative scholars from around the world who are doing research in exploring transmedia storytelling. It will give them a chance to gather and discuss the challenges that transmedia experiences pose not only for the audiences but for those doing research on media economy, media narratives or media anthropology. The one-day preconference will be comprised of formal panel presentations, one keynote panel, opportunities for informal discussions, and time for networking. The preconference is open to anyone who is interested in transmedia storytelling.

Submission by 4 Feb: http://ica2013transmedia.wordpress.com/submission_process/

Game Mods: Design, Theory and Criticism (ETC Press)!

Erik Champion (Ed). (2012). Game Mods: Design, Theory and Criticism

Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design, Theory and Criticism aims to answer these and more questions. It features chapters by authors chosen from around the world, representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole?
Contributors include: Erik Champion, Peter Christiansen, Kevin R. Conway, Eric Fassbender, Jun Hu, Alex Juarez, Friedrich Kirschner, Marija Nakevska, Natalie Underberg.

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

Purchase from Lulu.com, or Download for free

For more information, and to purchase or to read the chapters, visit

http://www.etc.cmu.edu/etcpress/content/game-mods

The ETC Press is an academic and open-source publishing imprint that distributes its work in print, electronic and digital form. Inviting readers to contribute to and create versions of each publication, ETC Press fosters a community of collaborative authorship and dialogue across media. ETC Press represents an experiment and an evolution in publishing, bridging virtual and physical media to redefine the future of publication.

Visit   http://www.etc.cmu.edu/etcpress/

Can the past and history be shared? Abstract accepted for Digital Past conference

Paper and workshop proposal accepted for Digital Past conference 2013 @ Monmouth Wales, 20-21 February 2013. URL:http://www.digitalpast2013.blogspot.co.uk/

Paper: Can the past and history be shared?

There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived.

However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.

There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.

Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html
Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper.
Retrieved from http://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf

Submission 2: Workshop Suggestion: Prototyping and Visualizing Virtual Places
This workshop will primarily be a primer for using 3D visualisation, modelling, video editing and game technologies as quick prototyping and scenario design tools. If attendees request it, time may also be spent on attendee issues, solutions, previous experience, and case studies in utilizing these or similar tools. As well as an overview of these tools and an explanation of their comparable features , there will also be a brief presentation of the presenter’s work in using these tools for designing for cultural and historical interaction.

The proposed workshop will run for 90 minutes. The purpose will be to overview 3D modelling, rendering and animation packages for creating digital places and visualisations of past cultures . The convener will bring the required applications, and make available applications either from a website or via a USB stick.

Tools Previewed
Google Sketchup
Google Sketch up is both a free and commercial 3D application which offers simple modeling and rendering features, a huge warehouse of free 2D and 3D assets, and can export to Blender, Unity,

Unreal UDK (via kmz4 format) and Google Earth.
Blender 3D runs on MAC PC and Linux, Blender is totally free, and the new version 2.5 and its derivatives offers a much improved interface. The bulk of the workshop will concentrate on Blender, as not only is it an impressive modeling and rendering package, but it also offers interesting compositing and video editing features. Blender also has a simple game engine and has possibilities for exporting to Apple iOS.
UNITY has free and trial versions, runs on MAC, PC, Android and iOS, and game consoles. It can import many formats, and is easy to learn, or to add assets to. Scripting can be by JavaScript, Python or C# but there are standard assets and add-ons that can create 3D objects and environments very quickly. It can also create webplugins that run inside browsers or even inside MOODLE.

DARIAH meeting, Vienna 28-30, 2012

Currently in Vienna for the DARIAH meeting, what can our Research and Education VCC offer DARIAH? A quick list that will change in the next hour.

  1. A review board for a working paper-journal series
  2. Content, annotation, cross referencing, and comments and use in classrooms for an online web portal of European Digital Humanities
  3. Linking in with NeDiMAH, CENDARI, EHRI, ARIADNE and other EU projects via contestable funding projects (Short term Scientific Missions)
  4. Extend DARIAH bibliography in Zotero on Digital Humanities.
  5. Develop a primer for newborn Digital Humanists on resources, tools, and introduction-level publications and exemplar projects across disciplines (or key research themes).
  6. Share components and staff and resources for cross-Europe and transEurope courses and summer schools and possibly staff exchanges, expert seminars or workshops or thatcamps or hackathons.

Descriptive Theory Does Not Build Place

This is from the Hong Kong New Heritage Place Panel in 2006. Seems such a long time ago! One day I should revisit all these grand claims that arose from a younger me, and aim for more substantiation and logical structure.

Descriptive Theory Does Not Build Place

New media, virtual heritage, cultural heritage, and place are all hotly contested concepts, of interest to many different fields. They have in common a slippery definitional outline, and they all feature in fiery interdisciplinary debates. They also pose many difficulties for those of us attempting to create a lucid prescriptive and descriptive theory that explains and employs them effectively.

For real world cultural heritage projects one must consider actual problems of preserving the present, while allowing people to in some way understand the past. According to constructivist and constructionist theories, the best way of creating understanding for people of different learning abilities and interests is to allow them to interact with the object in question. Virtual heritage, for all its difficulties, can augment and afford experiential understanding via interaction in a way not always directly accessible through present day cultural sites. It may sound flippant, but place can actually get in the way of cultural understanding for both the public and for archaeologists. For what survives may not always be accurate, authentic, or revealing.

On the other hand, many critics have argued that virtual environments lack a sense of place. In trying to answer these critics, the danger lurks that in attempting to create a sense of place, we convince the public of a hypothetically constructed past. With technology currently used by many VR centres, such issues might appear to be easily resolvable. I reluctantly disagree.

Virtual heritage environments typically encounter issues of meaningful interaction, authenticity, accessibility, maintenance, non-intrusive evaluation of cultural understanding of inhabitant values and beliefs, and of course the ethical issues of site ownership, management and identity. It is also possible that many in the virtual heritage community may benefit from revisiting heritage studies to see how real world places have attempted to answer similar issues.

My suggestion is that new media (i.e. small n and m) technology offers more accessible, user friendly, and innovative ways of capturing and expressing place qualia to current generations. New media has challenged Presence research to study not just response to virtual environments, but also virtual environments with suitable content. The artistic expansion of new media in terms of enhanced sensory input and output may help virtual reality break free of the mouse and the screen as creative constraints to digital expression.

New media has started to separate data from platform, which may eventually also help port VR to the wider public. New media has addressed consumer demand for personalisation, social sharing, and social identity, in entertainment media. Virtual heritage, by contrast, has been slow to address audience and user issues. New media, through its holes, hacks, and add ons, has also helped foster a community-based network of developers who are working together to create open source projects. Virtual heritage needs to utilise such technology so that the training of designers and owner-operators can help distribute and manage the content.

New media has started to separate data from platform, which may eventually also help port VR to the wider public. New media has addressed consumer demand for personalization, social sharing, and identity, in entertainment media. Virtual heritage, by contrast, has been slow to address audience and user issues. New media, through its holes, hacks, and add-ons, has also helped foster a community-based network of developers who are helping create open source projects. Virtual heritage needs to utilize such technology so that the training of designers and owner-operators can help distribute and manage the content.

Update: the original panel abstracts are here:
http://l3d.cs.colorado.edu/~giaccard/research/pdf/GiaccardiKalay_NH06.pdf

new book chapter out: Travels in Intermedia[lity]

Today I received my copy of

Travels in Intermedia[lity]: ReBlurring the Boundaries (Interfaces: Studies in Visual Culture) [Paperback]

It took a long time to see this in print, so congratulations to the editor for his perserverance, and to the publishers, quite a nice looking book!

Table of contents includes the following chapters

• Travels in Intermedia[lity]: An Introduction – Bernd Herzogenrath

• Four Models of Intermediality – Jens Schröter
• 
Intermediality in Media Philosophy – Katerina Krtilova
• 
Realism and the Digital Image – W. J. T. Mitchell
• 
Mother’s Little Nightmare: Photographic and Monstrous Genealogies in David Lynch’s The Elephant Man Lars Nowak
• 
Laughs: The Misappropriated Jewels, or A Close Shave for the Prima Donna – Michel Serres
• 
Words and Images in the Contemporary American Graphic Novel – Jan Baetens
• Music for the Jilted Generation
: Techno and | as Intermediality – Bernd Herzogenrath
• 
Genuine Thought Is Inter(medial) – Julia Meier
• 
Theater and Music: Intermedial Negotiations – Ivana Brozi
• 
The Novel as Hypertext: Mapping Thomas Pynchon’s Against the Day – Brian W. Chanen
• 
Delightful Vistas: Revisiting the Hypertext Garden – Mark Bernstein
• 
Playing Research: Methodological Approaches to Game Analysis – Espen Aarseth
• 
The Nonessentialist Essentialist Guide to Games – Ear Zow Digital
• 
“Turn your Radio on”: Intermediality in the Computer Game Grand Theft Auto: San Andreas – Gunter Süss
• 
Television as Network—Network as Television: Experiments in Content and Community – Ben Sassen
• 
Social Media and the Future of Political Narrative – Jay David Bolter

 

http://www.upne.com/TOC/TOC_1611682595.html

It is part of the University of New England Press Interfaces: studies in visual culture series

Google Earth Fractals

Well done Paul, some lovely images.

http://www.news.com.au/technology/sci-tech/google-earth-fractals-reveal-natures-beauty/story-fn5fsgyc-1226502322656

A PROFESSOR from Perth has employed Google Earth to collect an awe-inspiring series of satellite photos showing fractal patterns around the world.

Two years ago, research professor Paul Bourke began searching Google’s powerful mapping program for images to add to his embryonic Google Earth Fractals web page.

Oxford Handbook of Virtuality: History and heritage in virtual worlds abstract

Here is the latest abstract for my chapter for the Oxford Handbook of Virtuality, edited by Mark Grimshaw. The chapter was written and sent to OUP some time ago, no doubt there will be changes, but I am happy to take comments or suggestions etc.

History and Heritage in Virtual Worlds

Keywords: History, heritage, games, evaluation methods, cultural heritage, HCI, multi-user interaction, virtual worlds, virtual reality, 3D interfaces.

Applying virtual reality and virtual world technology to historical knowledge and to cultural heritage content is generally called virtual heritage, but it has so far eluded clear and useful definitions, and it has been even more difficult to evaluate. This article examines past case studies of virtual heritage; definitions and classifications of virtual environments and virtual worlds; the problem of convincing, educational and appropriate realism; how interaction is best employed; issues in evaluation; and the question of ownership. Given the premise that virtual heritage has as its overall aim to educate and engage the general public (on the culture value of the original site, cultural artifacts, oral traditions, and artworks), the conclusion suggests six objectives to keep in mind when designing virtual worlds for history and heritage.

PhD scholarships at Aarhus University Denmark

Aarhus University has some fascinating PhD scholarships available, please feel free to circulate!

http://talent.au.dk/phd/arts/open-calls/

Virtual Culture (4+4 or 5+3)

Design materials for interaction design (5+3)

Participatory IT (5+3)

Heritage Studies (4+4 or 5+3)

Centre for Cultural Epidemics, Anthropology (4+4 or 5+3)

Interacting Minds Centre (5+3)

Theory and practice of IT-project management (5+3)

The art museum of the 21st century (5+3)

industrial PhDs

http://talent.au.dk/phd/arts/application/industrial-phd-programme/

The Royal Library, The National Museum and The Danish Agency for Culture invite YOU to participate in Denmark’ s first cultural heritage hackathon.

Starts Friday 5th of October @ 13.00

Ends Saturday 6th of October @ 18.00

The Royal Library of Denmark, Den Sorte Diamant – Kulturarvssalen Søren Kierkegaards Plads 1, København

#hack4dk date and venue: The Royal Library, The National Museum and The Danish Agency for Culture invite YOU to participate in Denmark’s first cultural heritage hackathon.

What’s in it for you? A chance to play with open cultural data such as maps, aerial photos, listed buildings, films and artworks and spend some fun hours with fellow developers. There will be free food and drinks and a cool afterparty somewhere in town.

What’s in it for us? We want to show the value of open, free and accessible data with cool prototypes and educate the cultural world about the power of APIs, webservices and mashups.

Developers! hack4dk.tumblr.com

lanyrd.com/2012/hack4dk

read more OR twitter.com/hack4dk

cfp: Digital data – lost, found, and made at Copenhagen University 16 October 2012

http://ccc.ku.dk/calendar/2012/found_and_made/

Communication on the internet and in other digital media is continuously recording itself – these data are there to be found. They include meta-data – data about data – that carry much information beyond the actual messages that are ‘sent’ and ‘received.’ Meta-data situate these messages in relation to their contexts – the source of information, its connections with other items of information, their trajectories across sites and servers, and the local users of the information, who, perhaps, add their own meta-data. At the same time, various other kinds of data must be made in order to account for the place of digital media in social interaction on a global scale. The resulting challenges to research are as massive as the amounts of data involved – what is referred to in both academia and industry as big data.

This seminar brings key contributors to the first decade of internet research to the Copenhagen Centre for Communication and Computing in order to address these challenges in an interdisciplinary dialogue. Each presentation is followed by Q&A, and the seminar concludes with a panel debate and plenary discussion.

The seminar is open and free – no registration is required. For further information, please contact Kasper Rasmussen <kasper.r>

Time: 2012-10-16 9:45 to 16:30
Place: University of Copenhagen, Southern Campus, Room 24.4.01
Organizer: Centre for Communication and Computing

“Visualizing the Digital Humanities” at DeIC conference, 12-13 November 2012

My talk:  Visualizing the Digital Humanities (http://www.deic.dk/drupal/program_mandag?q=node/156)

Titel: Visualizing the Digital Humanities
Taler: Project Manager Erik Champion, Digital Humanities Lab
Om præsentation: What is or are the Digital Humanities, especially in relation to Denmark and the Nordic World?
Do we mean the digitalization of text, or does it encompass other forms of data and research?
How is visualization involved, and what sort of data and computing resources are required?
In this talk we aim to answer the three questions from the point of view of the new DIGHUMLAB.dk consortium, comparing and contrasting with other similar centers and institutes.

Note to self, just two months to prepare!

*DeIC is the merger of Forskningsnettet (Danish Research Network) and Danish Center for Scientific Computing (DCSC)

Thanks to all those who attended the DIGHUMLAB launch

On Monday 10 September 2012 we had our official launch and I would like to thank all who attended and the invited speakers and it appeared yesterday and today on the Aarhus University website.

Would like to have more time for questions and answers session, but the delay was probably caused by the audience networking over good coffee, which is just further proof of the need for a more collaborative and communal organization to help promote and disseminare digital humanities!

There will be two new PhD positions advertised soon, and Aalborg may also be introducing new possibilities so keep eyes tuned to the dighumlab.dk website.

PHOTO: Professor Patrik Svensson Director of HUMlab, Umeå University, Sweden, discussing interactive media and virtual worlds.
UPDATE: The University article and photo is here: http://www.au.dk/om/nyheder/nyhed/artikel/millionsatsning-paa-nyt-digitalt-laboratorium/ (DANISH) ORhttp://dighumlab.dk/index.php?id=2155&tx_ttnews%5Btt_news%5D=120&cHash=64e8312ce6f3871a51329b63375352aa