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        The Emergence of the Digital Humanities

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        Author(s)
        Jones, Steven E.
        Collection
        Knowledge Unlatched (KU); KU Select 2018: HSS Backlist Books
        Language
        English
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        Abstract
        The past decade has seen a profound shift in our collective understanding of the digital network. What was once understood to be a transcendent virtual reality is now experienced as a ubiquitous grid of data that we move through and interact with every day, raising new questions about the social, locative, embodied, and object-oriented nature of our experience in the networked world. In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than merely "out there," Jones links together seemingly disparate cultural events—the essential features of popular social media, the rise of motion-control gaming and mobile platforms, the controversy over the "gamification" of everyday life, the spatial turn, fabrication and 3D printing, and electronic publishing—and argues that cultural responses to changes in technology provide an essential context for understanding the emergence of the digital humanities as a new field of study in this millennium. The Open Access version of this book, available at https://doi.org/10.4324/9780203093085, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.
        URI
        https://library.oapen.org/handle/20.500.12657/102520
        Keywords
        Round Room; cyberculture; QR Code; new media; Digital Humanities; Center for Textual Studies and Digital Humanities; Humanities Computing; William Gibson; Peripheral Devices; video games; Scan QR Code; digital media; RGB Camera; digital culture; Play Things; Open Source Software; humanities scholarship; Spook Country; gamification; MIT's Center; digital technology; DNA Image; popular social media; DH Work; Bethany Nowviskie; MLA Program; Game Developers; Multi User Dungeon; Microsoft's Xbox Kinect; Google Map API
        DOI
        10.4324/9780203093085
        ISBN
        9781136202353, 9781136202353, 9781136202346, 9780415635523, 9780415635516, 9781136202308, 9780203093085
        OCN
        1100489768
        Publisher
        Taylor & Francis
        Publisher website
        https://taylorandfrancis.com/
        Publication date and place
        Oxford, 2013
        Grantor
        • Knowledge Unlatched - [...]
        Imprint
        Routledge
        Classification
        Media studies
        Literary theory
        Cultural studies
        Museology and heritage studies
        Social and cultural history
        Literary studies: general
        Pages
        224
        Rights
        https://creativecommons.org/licenses/by-nc-nd/4.0/
        • Imported or submitted locally

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        License

        • If not noted otherwise all contents are available under Attribution 4.0 International (CC BY 4.0)

        Credits

        • logo EU
        • This project received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 683680, 810640, 871069 and 964352.

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