Seeing the past with computers: experiments with augmented reality and computer vision for history
"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 i...
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Format: | Elektronisch E-Book |
Sprache: | English |
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Ann Arbor
University of Michigan Press
[2019]
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Schriftenreihe: | Digital humanities
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Zusammenfassung: | "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 |
Beschreibung: | 1 Online-Ressource (vi, 247 Seiten) illustrations |
ISBN: | 0472124552 0472900870 9780472124558 9780472900879 |
Zugangseinschränkungen: | Open Access |
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505 | 8 | |a 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) | |
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520 | 3 | |a "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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contents | 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) |
ctrlnum | (OCoLC)1051778444 (DE-599)BVBBV048279584 |
discipline | Allgemeines Politologie |
discipline_str_mv | Allgemeines Politologie |
format | Electronic eBook |
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series2 | Digital humanities |
spelling | Seeing the past with computers experiments with augmented reality and computer vision for history Kevin Kee and Timothy Compeau, editors Ann Arbor University of Michigan Press [2019] 1 Online-Ressource (vi, 247 Seiten) illustrations txt rdacontent c rdamedia cr rdacarrier Digital humanities 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) Open Access EbpS "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 Augmented reality Computer vision COMPUTERS General Graphical & digital media applications Information technology: general issues REFERENCE Questions & Answers Erweiterte Realität Informatik (DE-588)4715802-5 gnd rswk-swf Geschichtswissenschaft (DE-588)4020535-6 gnd rswk-swf Maschinelles Sehen (DE-588)4129594-8 gnd rswk-swf Electronic books (DE-588)4143413-4 Aufsatzsammlung gnd-content Geschichtswissenschaft (DE-588)4020535-6 s Erweiterte Realität Informatik (DE-588)4715802-5 s Maschinelles Sehen (DE-588)4129594-8 s DE-604 Compeau, Timothy 1981- editor oth Kee, Kevin B. 1969- editor oth Erscheint auch als Druck-Ausgabe Seeing the past with computers Ann Arbor : University of Michigan Press, [2019] 9780472131112 https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2033519 Verlag kostenfrei Volltext This work is licensed under the Creative Commons Attribution 4.0 Unported license https://creativecommons.org/licenses/by/4.0 |
spellingShingle | Seeing the past with computers experiments with augmented reality and computer vision for history 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) Augmented reality Computer vision COMPUTERS General Digital humanities Graphical & digital media applications Information technology: general issues REFERENCE Questions & Answers Erweiterte Realität Informatik (DE-588)4715802-5 gnd Geschichtswissenschaft (DE-588)4020535-6 gnd Maschinelles Sehen (DE-588)4129594-8 gnd |
subject_GND | (DE-588)4715802-5 (DE-588)4020535-6 (DE-588)4129594-8 (DE-588)4143413-4 |
title | Seeing the past with computers experiments with augmented reality and computer vision for history |
title_auth | Seeing the past with computers experiments with augmented reality and computer vision for history |
title_exact_search | Seeing the past with computers experiments with augmented reality and computer vision for history |
title_exact_search_txtP | Seeing the past with computers experiments with augmented reality and computer vision for history |
title_full | Seeing the past with computers experiments with augmented reality and computer vision for history Kevin Kee and Timothy Compeau, editors |
title_fullStr | Seeing the past with computers experiments with augmented reality and computer vision for history Kevin Kee and Timothy Compeau, editors |
title_full_unstemmed | Seeing the past with computers experiments with augmented reality and computer vision for history Kevin Kee and Timothy Compeau, editors |
title_short | Seeing the past with computers |
title_sort | seeing the past with computers experiments with augmented reality and computer vision for history |
title_sub | experiments with augmented reality and computer vision for history |
topic | Augmented reality Computer vision COMPUTERS General Digital humanities Graphical & digital media applications Information technology: general issues REFERENCE Questions & Answers Erweiterte Realität Informatik (DE-588)4715802-5 gnd Geschichtswissenschaft (DE-588)4020535-6 gnd Maschinelles Sehen (DE-588)4129594-8 gnd |
topic_facet | Augmented reality Computer vision COMPUTERS Digital humanities Graphical & digital media applications Information technology: general issues REFERENCE Erweiterte Realität Informatik Geschichtswissenschaft Maschinelles Sehen Aufsatzsammlung |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2033519 |
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