6. Next Steps and Pedagogy

The Digital Humanities is a growing field, with new technologies and techniques surfacing regularly. It is also quite a large field. While the previous chapters have offered a solid foundation, this final chapter offers a few more advanced techniques. It also contains pedagogical content to help teach about DH tools and methodologies.


6.1 Readings

Bale, K., et al. “Linking evidence with heritage visualization using a large scale collaborative interface,” In the proceedings of VAST11: International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage. (2011).

Beacham, R.C., et al. “Virtual presence and the mind’s eye in 3-D online communities,” from International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, v XXXVII-5/W16, 2011 ISPRS Trento 2011 Workshop, 2-4 March 2011, Trento, Italy.

Bowman, Doug A., et al. “Information-rich virtual environments: theory, tools, and research agenda.” In the proceedings of ACM conference on Virtual Reality Software and Technology (2003): 81-90.

Costikyan, Greg. “I have no words & I must design: Toward a critical vocabulary for games.” Available.

Dalgarno, Barney, and Mark J.W. Lee. “What are the learning affordances of 3-D virtual environments?” British Journal of Educational Technology, v.41, n1 (2009): 10-21.

Fitzpatrick, Kathleen. “Peer review, judgment, and reading,” In Profession (published by The Modern Language Association of America): 196-201, 2011.

Gooding, Paul, and Melissa Terras. “’Grand Theft Archive’: a quantitative analysis of the state of computer game preservation,” In The International Journal of Digital Curation, 2008, v 3, n2, 19-41.

Hussein Keshani. 2014. Encounters with Digital Art History. Ann Arbor, MI: Michigan Publishing, University of Michigan Library.

“Implementing mobile augmented reality technology for viewing historic images.” An Azavea and City of Philadelphia Department of Records White Paper. 2011.

Lee, Elinda Ai-Lim, Kok Wai Wong, and Chun Che Fung. “How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach,” Computers and Education, v55, n4 (2010): 1424-1442.

Leoni, Chiara, et al. “The dream and the cross: bringing 3D content in a digital edition” in the proceedings of Digital Heritage International Congress (Digital Heritage), (2013).

Losh, Elizabeth. “The play’s the thing: the Arden “failure” and the future of the educational games movement,” a paper presented at the Meaningful Play conference held at Michigan State University, October 10, 2008.

Losh, Liz. “Role-playing racial history through digital games,” on dmlcentral (November 7, 2011).

Malone, Thomas W. “Toward a theory of intrinsically motivating instruction,” Cognitive Science 4: 333-369. (1981).

Mayer, Richard E. “Cognitive theory of multimedia learning,” chapter 3 in The Cambridge handbook of multimedia learning. 2005.

Merchant, Zahira, et al. “Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis,” Computers and Education, v70 (January 2014): 29-40.

Mohammed-Amin, Rozhen Kamal. “Augmented reality: What can mobile augmented reality offer museums and historic sites?” Ph.D. dissertation, University of Calgary (Canada), 2015,chapter 2.

Rockwell, Geoffrey. “On the evaluation of digital media as scholarship,” in Profession (published by The Modern Language Association of America): 152-168. 2011.

Snyder, Lisa. “VSim: scholarly annotations in real-time 3D environments” in the proceedings of DH-CASE’14, September 16 2014, Fort Collins, CA, USA.

Snyder, Lisa M. “White Paper – VSim 1.0” (A report written for the initial interface development, 2013.)

Staley, David J. “Visual secondary sources” and “Virtual reality.” Chapter four of Computers, visualization, and history: how new technology will transform our understanding of the past. (Armonk and London: M.E. Sharpe, 2003), 58-113.

Steed, Anthony and Doug A. Bowman. “Displays and interaction for virtual travel.” In Human Walking in

Virtual Environments, edited by F. Steinicke et al (New York: Springer Science+Business Media, 2013), 147-175.

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6.2 Resources

Check IT Out!: Checking digital research support for the humanities at your university, by Geoff Rockwell

Fair Use; The Basics: by Johanna Drucker

Creative Commons: Creative Commons helps you legally share your knowledge and creativity to build a more equitable, accessible, and innovative world — unlocking the full potential of the internet to drive a new era of development, growth and productivity.

Fair Cite: A guideline for fairly assigning credit in the citing of digital publications.

List of Controlled Vocabularies: This directory provides details of more than 70 vocabulary sources. It categorizes the various types of vocabularies as: Thesauri, Subject Headings, Word Lists, Authority Lists and Classification Schemes.

Wikipedia list of Game Engines: A list of tools available for game designers to code a game quickly and easily without building from the ground up.

NEH Start Up Grant guidelines: This program will be replaced by a new program, Digital Humanities Advancement Grants, whose first deadline will be January 11, 2017. The Digital Humanities Start-Up Grants program is merging with the Digital Humanities Implementation Grants program to create this new program, which will have two deadlines a year. Guidelines for the new program are forthcoming and should be posted by the end of September. You can find more information about the new program here.

DH Syllabuses

An Introduction to Digital Humanities 2015 (undergraduate course)

Professor Miriam Posner, UCLA

An Introduction to Digital Humanities 2014 (undergraduate course)

Professor Miriam Posner, UCLA

Digital Humanities: Introduction to the Field (graduate course)

Professor Alan Liu, UC Santa Barbara

Introduction to Digital Humanities (graduate course)

Professors Melissa Bailar and Lisa Spiro, Rice University

Introduction to Digital Humanities (graduate course)

Professor Matthew Kirschenbaum, University of Maryland

Introduction to Digital Humanities (undergraduate course)

Professor Brian Croxall, Emory University

Introduction to Digital Humanities (undergraduate course)

Professor Jentery Sayers, University of Victoria

Introduction to Digital Humanities (undergraduate course)

Professor Matthew Jockers, Stanford University

Digital Tools for Critical Theory (graduate course)

Professor Ted Underwood, University of Illinois, Urbana-Champaign

Digital Humanities (undergraduate course)

Professor Lauren Klein, Georgia Institute of Technology

Introduction to Digital Humanities (undergraduate course)

Professor Quinn Warnick, Virginia Tech

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6.3 Tutorials

HTML and CSS Basics: Resources to learn the basics of writing of code.

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6.4 Tools

Timemapper: Create elegant timelines and maps in seconds that can be customized and embedded into a webpage. This is an easy and open-source tool, which uses a slide show feature to help users navigate through time and space.

Timeline.js: The slideshow feature from Timemapper, comes from this tool. Individual slides get added to a timeline which can be navigated like a slideshow or scrolled through to jump to a particular point in time.

Neatline: Designed to work with the exhibit platform Omeka (see below), Neatline is best for smaller mapping projects for which visual detail and the element of time is important. You can draw polygons on the map and use Neatline’s timeline feature to walk users through changes over time. (You can also use Neatline to annotate an image.) One thing that’s distinctive about Neatline is that every point on your map can be an item from your Omeka collection. So, for example, if you have an Omeka collection that contains works of art, you can automatically plot each one, metadata and all, on your Neatline map. Neatline’s documentation is the best source of information about it. Example.

MyHistro: Watch and read thousands of fascinating timelines, or create your own. Complete with text, video and pictures to create a dynamic timeline mashup. Using myHistro, you can combine maps and timelines seamlessly into one great presentation, convert any public timeline into a personal pdf file, or export it into Google Earth format for offline storage. All completed timelines can be embedded into your blog and websites for maximum exposure

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6.5 Projects

1. Amiens Cathedral Project

2. Augmented Asbury Park

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