<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Vol. 3, No. 1, Spring 2014 on Journal of Digital Humanities</title><link>https://journalofdigitalhumanities.org/3-1/</link><description>Recent content in Vol. 3, No. 1, Spring 2014 on Journal of Digital Humanities</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Sat, 01 Mar 2014 00:00:00 +0000</lastBuildDate><atom:link href="https://journalofdigitalhumanities.org/3-1/index.xml" rel="self" type="application/rss+xml"/><item><title>An Introduction to Alex McDowell’s “World Building”</title><link>https://journalofdigitalhumanities.org/3-1/an-introduction-to-alex-mcdowells-world-building-by-noah-wardrip-fruin/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/an-introduction-to-alex-mcdowells-world-building-by-noah-wardrip-fruin/</guid><description>&lt;p&gt;An influential designer changes the way others design. A deeply influential designer shifts how we think about design by fundamentally changing the role design plays in the creative process, potentially altering audiences’ expectations of creative work that ranges from architecture to computer games. Alex McDowell is a deeply influential designer.&lt;/p&gt;
&lt;p&gt;Drawing on a literary metaphor — “world-building” — to describe his approach to design, McDowell’s methods represent a cultural shift in his industry’s production process. Taking this metaphor seriously, we might be reminded that engaging literary fiction originates less often in plot outlines than it does in imagined worlds. Sometimes these fictional worlds closely resemble our own. Others are speculative and represent realities far-removed from the world we know. Either way, most fictional worlds present us with lenses with which to view familiar aspects of our own that have been accentuated, transformed, and lain bare.&lt;/p&gt;</description></item><item><title>DH@WIT: Digital Humanities for Undergraduate Design, Engineering, and Management Students</title><link>https://journalofdigitalhumanities.org/3-1/dhwit-digital-humanities-for-undergraduate-design-engineering-and-management-students/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/dhwit-digital-humanities-for-undergraduate-design-engineering-and-management-students/</guid><description>&lt;h3 id="poster"&gt;Poster&lt;/h3&gt;
&lt;iframe class="gde-frame" scrolling="no" src="https://docs.google.com/viewer?url=http%3A%2F%2Fjournalofdigitalhumanities.org%2Fwp-content%2Fuploads%2F2014%2F06%2FDH_2013_Gleason_Poster_Session.pdf&amp;amp;hl=en_US&amp;amp;embedded=true" style="width:100%; height:500px; border: none;"&gt;&lt;/iframe&gt;
&lt;p&gt;&lt;a href="https://journalofdigitalhumanities.org/wp-content/uploads/2014/06/DH_2013_Gleason_Poster_Session.pdf"&gt;Download (PDF, 5.88MB)&lt;/a&gt;&lt;/p&gt;
&lt;h3 id="abstract"&gt;Abstract&lt;/h3&gt;
&lt;p&gt;Wentworth Institute of Technology (WIT), an independent, co-educational, technical design and engineering college located in Boston, Massachusetts, offers a comprehensive interdisciplinary, project-based education that integrates classroom, laboratory, studio, cooperative and experiential learning. Our department of Humanities and Social Sciences (HUSS) is currently working to develop and promote a digital humanities-inflected undergraduate curriculum. Unlike more traditional humanities programs, we are using digital humanities to prepare students for careers outside of academia. This poster highlights the aspects of DH@WIT that we consider to be unique.&lt;/p&gt;</description></item><item><title>Exploring and Designing Virtual Worlds</title><link>https://journalofdigitalhumanities.org/3-1/exploring-and-designing-virtual-worlds/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/exploring-and-designing-virtual-worlds/</guid><description>&lt;p&gt;What can we learn from the creation and exploration of a virtual world? The impulse to create imagined spaces occupies a longstanding tradition in the humanities. Whether it be Plato’s Cave or Mount Olympus or Yoknapatawpha, virtual landscapes hold out the promise to expand our human capacities to create, to imagine, and to analyze beyond our physical constraints. Advancements in computational media enable the production of increasingly sophisticated, multimodal technologies that in turn raise new ethical, political, and methodological questions for humanities scholars. This eighth issue of the &lt;em&gt;Journal of Digital Humanities&lt;/em&gt; offers multiple perspectives on the digital and physical worlds we create, inhabit, and study.&lt;/p&gt;</description></item><item><title>Pudding Lane: Recreating Seventeenth-Century London</title><link>https://journalofdigitalhumanities.org/3-1/pudding-lane-recreating-seventeenth-century-london/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/pudding-lane-recreating-seventeenth-century-london/</guid><description>&lt;h3 id="introduction"&gt;Introduction&lt;/h3&gt;
&lt;p&gt;In early 2013, &lt;a href="http://www.crytek.com/cryengine" title="Crytek Home"&gt;Crytek&lt;/a&gt;, &lt;a href="http://gamecity.org/" title="GameCity Home"&gt;GameCity,&lt;/a&gt; and &lt;a href="http://www.bl.uk/" title="The British Library"&gt;The British Library&lt;/a&gt; teamed up to launch a competition that challenged students to create interactive environments using maps from The British Library and Crytek’s CryENGINE 3, a suite of tools used to develop video games. The six of us, final-year students studying Game Art Design at &lt;a href="http://www.dmu.ac.uk/home.aspx" title="De Montfort University, Leicester"&gt;De Montfort University, Leicester&lt;/a&gt;, were invited to take part in the competition, titled &lt;a href="http://www.crydev.net/offthemap/" title="Off the Map Competition"&gt;&lt;em&gt;Off the Map&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>“World Building”</title><link>https://journalofdigitalhumanities.org/3-1/world-building-by-alex-mcdowell/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/world-building-by-alex-mcdowell/</guid><description>&lt;p&gt;&lt;a href="http://vimeo.com/92522570"&gt;Alex McDowell — World Building&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Video of this presentation to the &lt;a href="http://mediasystems.soe.ucsc.edu/home" title="Media Systems Project Home"&gt;Media Systems convening&lt;/a&gt; at the University of California, Santa Cruz on August 27, 2012 originally published on &lt;a href="http://eis-blog.ucsc.edu/2013/09/mcdowell-world-building/" title="Alex McDowell, "&gt;September 11, 2013&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Modelling the Interpretation of Literary Allusion with Machine Learning Techniques</title><link>https://journalofdigitalhumanities.org/3-1/modelling-the-interpretation-of-literary-allusion-with-machine-learning-techniques/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/modelling-the-interpretation-of-literary-allusion-with-machine-learning-techniques/</guid><description>&lt;h3 id="poster"&gt;Poster&lt;/h3&gt;
&lt;iframe class="gde-frame" scrolling="no" src="https://docs.google.com/viewer?url=http%3A%2F%2Fjournalofdigitalhumanities.org%2Fwp-content%2Fuploads%2F2014%2F01%2Fscheirer_dh_2013-1.pdf&amp;amp;hl=en_US&amp;amp;embedded=true" style="width:100%; height:500px; border: none;"&gt;&lt;/iframe&gt;
&lt;p&gt;&lt;a href="https://journalofdigitalhumanities.org/wp-content/uploads/2014/01/scheirer_dh_2013-1.pdf"&gt;Download (PDF, 3.5MB)&lt;/a&gt;&lt;/p&gt;
&lt;h3 id="abstract"&gt;Abstract&lt;/h3&gt;
&lt;h4 id="a-computational-perspective-on-allusion"&gt;A Computational Perspective on Allusion&lt;/h4&gt;
&lt;p&gt;Most literary allusion, the deliberate evocation by one text of a passage in another, is based upon text reuse. Yet most instances of textual similarity are not meaningful literary allusions. The goal of the &lt;a href="http://tesserae.caset.buffalo.edu" title="Tesserae Home"&gt;Tesserae&lt;/a&gt; project is to automatically detect allusion in a corpus of literary texts, primarily Classical Latin poetry. We begin with a large set of textual parallels, and then attempt to model which of these instances of text reuse are meaningful literary allusions and which are not, according to a group of human readers. While initial attempts with a few basic textual features have proven surprisingly effective, here we employ a more complex feature set and machine learning techniques drawn from the field of computer vision in an attempt to improve the results. Novel applications of machine learning, beyond the well known but constrained textual classification tasks of attribution and categorization, have the potential to be transformative for complex analysis tasks in the Digital Humanities.&lt;/p&gt;</description></item><item><title>Transforming the Object of our Study: The Early Modern Sermon and the Virtual Paul’s Cross Project</title><link>https://journalofdigitalhumanities.org/3-1/transforming-the-object-of-our-study-by-john-n-wall/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/transforming-the-object-of-our-study-by-john-n-wall/</guid><description>&lt;p&gt;Scholars of early modern England have recently begun to pay more attention to sermons. (McCullough, Adlington, Rhatigan 2011). Scholars have recognized that in the sixteenth and seventeenth centuries, as Jeanne Shami has put it,  sermons were “the mass media of their day,” providing their listeners with reports of “breaking news,” while satisfying “appetites for  .  .  .  entertainment, social interaction, politics, and, of course, religious education” (Shami 2011, 323). Since attendance at services of the Church of England was required by law, and sermons figured prominently in the practice of worship, they were inescapable parts of everyday life. Yet their popularity is undeniable; as many as 5,000 to 6,000 people came on their own to Paul’s Churchyard outside St Paul’s Cathedral on Sundays for additional sermons that lasted for two hours (Figure 1).&lt;/p&gt;</description></item><item><title>“Making the Digital Humanities More Open”: Modeling Digital Humanities for a Wider Audience</title><link>https://journalofdigitalhumanities.org/3-1/making-the-digital-humanities-more-open-modeling-digital-humanities-for-a-wider-audience/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/making-the-digital-humanities-more-open-modeling-digital-humanities-for-a-wider-audience/</guid><description>&lt;h3 id="poster"&gt;Poster&lt;/h3&gt;
&lt;iframe class="gde-frame" scrolling="no" src="https://docs.google.com/viewer?url=http%3A%2F%2Fjournalofdigitalhumanities.org%2Fwp-content%2Fuploads%2F2014%2F01%2FBrailleSC-Poster.pdf&amp;amp;hl=en_US&amp;amp;embedded=true" style="width:100%; height:500px; border: none;"&gt;&lt;/iframe&gt;
&lt;p&gt;&lt;a href="https://journalofdigitalhumanities.org/wp-content/uploads/2014/01/BrailleSC-Poster.pdf"&gt;Download (PDF, 1.83MB)&lt;/a&gt;&lt;/p&gt;
&lt;h3 id="abstract"&gt;Abstract&lt;/h3&gt;
&lt;p&gt;“Making the Digital Humanities More Open,” a NEH ODH Digital Humanities Start-Up Grant Project, is creating a free and easy-to-use tool that enables end-users with a variety of disabilities and abilities to access online humanities resources, allowing digital humanities projects to share the products of their text-based projects with this often-neglected audience of readers. During the year previous to DH 2013, our team designed and deployed a WordPress-based accessibility tool that created braille content for end-users who are blind or low vision. Specifically, we extended the use of Anthologize — a free and open source plug-in for WordPress that currently translates any RSS text into PDF, ePub, HTML, or TEI — to include the conversion of text to braille. As a result, we not only made it easy for digital research content creators to convert a text into braille, thereby extending humanities content to hundreds of thousands of visually disabled readers, but we also experimented with making braille available visually through the WordPress interface. This tool will also make it possible to translate the textual content of an Omeka archive into braille provided the site — like most that use Omeka — publishes an RSS feed. We conducted initial tests of the tool by translating the existing BrailleSC oral histories into braille, and then reached out to other Omeka- and WordPress-based humanities computing projects to ask for their cooperation and collaboration in translating their content.&lt;/p&gt;</description></item><item><title>Digital Ethnography Toward Augmented Empiricism: A New Methodological Framework</title><link>https://journalofdigitalhumanities.org/3-1/digital-ethnography-toward-augmented-empiricism-by-wendy-hsu/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/digital-ethnography-toward-augmented-empiricism-by-wendy-hsu/</guid><description>&lt;p&gt;&lt;strong&gt;How Do Digital Technologies Deepen Ethnographic Practices?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Culture takes variegated forms, including lived experiences, social interactions, memories, rituals, transactions, events, conversations, stories, gestures, and expressive disciplines like music and dance. These processes and artifacts of social life make an ethnographer’s job as analyst and cultural documentarian dynamic and challenging. The increasing digital mediation in the field of ethnographic inquiry is undeniable. Through the engagement of individual users, governments, corporations, and even grassroots organizations, the ubiquity of computational technology has a far-reaching impact on social life. These technologies mediate culture by documenting, sharing, sensing, tagging, locating, trading, synchronizing, filtering, automating, remixing, and mining the everyday experiences of our research associates. Rather than walking away from the digital, we ethnographers should give serious considerations to software as infrastructure and materiality at the sites of our research. We should also be mindful of our own digital research practices as we utilize digital technology to organize, manage, and publish our field findings.&lt;/p&gt;</description></item><item><title>Media Systems – Envisioning the Future of Computational Media</title><link>https://journalofdigitalhumanities.org/3-1/media-systems-reports/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/media-systems-reports/</guid><description>&lt;p&gt;This is the final report of the &lt;a href="https://mediasystems.soe.ucsc.edu/" title="Media Systems Project"&gt;Media Systems&lt;/a&gt; project held at the University of California, Santa Cruz in 2012. This gathering brought together field-leading participants working in media-focused computer science, digital art, and digital humanities, located in and across universities, industry, federal agencies, publishers, and other stakeholders in the future of media. Participants focused on diverse aspects of how new media forms are impacting culture, education, the economy, and other areas of national importance, using examples ranging from the World Wide Web to computer animation, and from video games to social media. Surprisingly — despite this diversity of background and focus — rather than struggling to explain our different fields to each other, we found ourselves engaged in deep conversations focused on a coherent set of shared activities. For the purposes of this report, the authors have chosen to name these activities computational media.&lt;/p&gt;</description></item><item><title>Code Appendix for “Digital Ethnography”</title><link>https://journalofdigitalhumanities.org/3-1/code-appendix-for-digital-ethnography/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/code-appendix-for-digital-ethnography/</guid><description>&lt;p&gt;&lt;code&gt;require 'rubygems' require 'mechanize' require 'geokit' include Geokit::Geocoders&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;&lt;code&gt;# intitialize agent and open page agent = Mechanize.new&lt;/code&gt;&lt;/p&gt;
&lt;h1 id="create-a-txt-file-to-save-the-results-of-the-program-in"&gt;create a .txt file to save the results of the program in&lt;/h1&gt;
&lt;p&gt;filename = &amp;lsquo;MyspaceFriendListnew.txt&amp;rsquo;&lt;br&gt;
File.open filename, &amp;lsquo;w&amp;rsquo; do |f|&lt;/p&gt;
&lt;p&gt;f.puts &amp;ldquo;lat\tlon\ttitle\tdescription\ticonSize\ticonOffset\ticon&amp;rdquo;&lt;/p&gt;
&lt;p&gt;friend_pagenumber = 1&lt;/p&gt;
&lt;h1 id="fill-in-the-starting-page-number-of-friend-result-pages"&gt;Fill in the starting page number of friend result pages&lt;/h1&gt;
&lt;p&gt;BandName = &amp;rsquo;thekominas&amp;rsquo;&lt;/p&gt;
&lt;h1 id="fill-in-the-friendid-of-the-band"&gt;Fill in the friendId of the band&lt;/h1&gt;
&lt;p&gt;band_url = &amp;lsquo;&lt;a href="http://myspace.com/'"&gt;http://myspace.com/'&lt;/a&gt; + BandName + &amp;lsquo;/friends/all/page/&amp;rsquo; + friend_pagenumber.to_s&lt;br&gt;
page = agent.get(band_url)&lt;/p&gt;</description></item><item><title>Exploring Social Tags in a Digitized Humanities Online Collection</title><link>https://journalofdigitalhumanities.org/3-1/exploring-social-tags-in-a-digitized-humanities-online-collection/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/exploring-social-tags-in-a-digitized-humanities-online-collection/</guid><description>&lt;h3 id="poster"&gt;Poster&lt;/h3&gt;
&lt;iframe class="gde-frame" scrolling="no" src="https://docs.google.com/viewer?url=http%3A%2F%2Fjournalofdigitalhumanities.org%2Fwp-content%2Fuploads%2F2014%2F01%2FDH2013poster.pdf&amp;amp;hl=en_US&amp;amp;embedded=true" style="width:100%; height:500px; border: none;"&gt;&lt;/iframe&gt;
&lt;p&gt;&lt;a href="https://journalofdigitalhumanities.org/wp-content/uploads/2014/01/DH2013poster.pdf"&gt;Download (PDF, 496KB)&lt;/a&gt;&lt;/p&gt;
&lt;h3 id="abstract"&gt;Abstract&lt;/h3&gt;
&lt;p&gt;The recent development of Web 2.0 technologies has been implemented in many applications with an emphasis on user contribution, active user participation, and harnessing of collective intelligence. In particular, interest has grown in the use of tagging, as tagging allows users to add their own keywords or tags to online documents and images so that they can organize resources for themselves, share them with others, and find resources that others have tagged.&lt;/p&gt;</description></item><item><title>DARIAH-EU’s Virtual Competency Center on Research and Education</title><link>https://journalofdigitalhumanities.org/3-1/dariah-eus-virtual-competency-center-on-research-and-education/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/dariah-eus-virtual-competency-center-on-research-and-education/</guid><description>&lt;h3 id="poster"&gt;Poster&lt;/h3&gt;
&lt;iframe class="gde-frame" scrolling="no" src="https://docs.google.com/viewer?url=http%3A%2F%2Fjournalofdigitalhumanities.org%2Fwp-content%2Fuploads%2F2014%2F01%2FDARIAH-EU-VCC2-at-DH2013.pdf&amp;amp;hl=en_US&amp;amp;embedded=true" style="width:100%; height:500px; border: none;"&gt;&lt;/iframe&gt;
&lt;p&gt;&lt;a href="https://journalofdigitalhumanities.org/wp-content/uploads/2014/01/DARIAH-EU-VCC2-at-DH2013.pdf"&gt;Download (PDF, 1.01MB)&lt;/a&gt;&lt;/p&gt;
&lt;h3 id="abstract"&gt;Abstract&lt;/h3&gt;
&lt;p&gt;DARIAH (Digital Research Infrastructure for the Arts in Humanities — &lt;a href="http://dariah.eu" title="Digital Research Infrastructure for the Arts in Humanities"&gt;http://dariah.eu&lt;/a&gt;) is a large-scale, long-term, pan-European endeavor aiming to enhance and support digitally-enabled research across the arts and humanities. DARIAH aims to develop and maintain an infrastructure in support of ICT-based research practices. It will explore and apply ICT-based methods and tools to enable new research, improve research opportunities through linking distributed digital source materials and tools, and exchange expertise, methodologies, and practices across domains and disciplines.&lt;/p&gt;</description></item><item><title>“Where do you need us?” — The National Library in the Digital Humanities</title><link>https://journalofdigitalhumanities.org/3-1/where-do-you-need-us-the-national-library-in-the-digital-humanities/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/where-do-you-need-us-the-national-library-in-the-digital-humanities/</guid><description>&lt;h3 id="poster"&gt;Poster&lt;/h3&gt;
&lt;p&gt;&lt;a href="http://kbresearch.nl/dh2013/KB_BL_DH2013.jpg"&gt;&lt;img src="http://kbresearch.nl/dh2013/KB_BL_DH2013.jpg" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h3 id="abstract"&gt;Abstract&lt;/h3&gt;
&lt;p&gt;In the past two decades or so, national libraries have been digitising millions of pages of books, newspapers, magazines and other text-based collections. In this digital age, the research landscape is changing rapidly, with scholars able to ask new types of questions and answer them in novel ways by working with a wide variety of materials and in new collaborative modes.&lt;/p&gt;
&lt;p&gt;As a national library, the British Library (BL) holds over 150 million items dating as far back as 2000 BC and is responding to this climate by realigning its services and structure, including the creation of a new digital scholarship department, but there are still fundamental changes the Library needs to make in order to allow researchers to fully exploit digital resources. We are passionate about working with researchers and scholars so that they can use our digital collection to create new knowledge.&lt;/p&gt;</description></item><item><title>Encoding Historical Financial Records</title><link>https://journalofdigitalhumanities.org/3-1/encoding-historical-financial-records/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/encoding-historical-financial-records/</guid><description>&lt;h3 id="poster"&gt;Poster&lt;/h3&gt;
&lt;iframe class="gde-frame" scrolling="no" src="https://docs.google.com/viewer?url=http%3A%2F%2Fjournalofdigitalhumanities.org%2Fwp-content%2Fuploads%2F2014%2F01%2Ftomasek.pdf&amp;amp;hl=en_US&amp;amp;embedded=true" style="width:100%; height:500px; border: none;"&gt;&lt;/iframe&gt;
&lt;p&gt;&lt;a href="https://journalofdigitalhumanities.org/wp-content/uploads/2014/01/tomasek.pdf"&gt;Download (PDF, 817KB)&lt;/a&gt;&lt;/p&gt;
&lt;h3 id="abstract"&gt;Abstract&lt;/h3&gt;
&lt;p&gt;A significant number of scholars in Europe and North America are now involved in projects utilizing or encoding historical financial and tabular records. Many of them hope that it will be possible to develop guidelines that account for both the idiosyncrasies of such manuscripts and the semantic information embedded in them.&lt;/p&gt;
&lt;p&gt;Historical financial records (HFRs), a genre of primary sources that includes such materials as bills, receipts, cashbooks, journals, and account ledgers, are abundant in traditional archives. Most current digitization projects do not capture the full range of financial information, and if they do, they have yet to develop a common method for fully expressing this range.&lt;/p&gt;</description></item><item><title>Digitization and Dissemination: A Reverse Image Lookup Study to Assess the Reuse of Images of Paintings from the National Gallery’s Website</title><link>https://journalofdigitalhumanities.org/3-1/reverse-image-lookup-paintings-digitisation-reuse/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/reverse-image-lookup-paintings-digitisation-reuse/</guid><description>&lt;h3 id="poster"&gt;Poster&lt;/h3&gt;
&lt;iframe class="gde-frame" scrolling="no" src="https://docs.google.com/viewer?url=http%3A%2F%2Fjournalofdigitalhumanities.org%2Fwp-content%2Fuploads%2F2014%2F01%2FReverseImagePoster1.pdf&amp;amp;hl=en_US&amp;amp;embedded=true" style="width:100%; height:500px; border: none;"&gt;&lt;/iframe&gt;
&lt;p&gt;&lt;a href="https://journalofdigitalhumanities.org/wp-content/uploads/2014/01/ReverseImagePoster1.pdf"&gt;Download (PDF, 570KB)&lt;/a&gt;&lt;/p&gt;
&lt;h3 id="abstract"&gt;Abstract&lt;/h3&gt;
&lt;p&gt;Once digital images of cultural and heritage material are digitized and placed online, how can we tell if they are copied, disseminated, and reused? This poster explores Reverse Image Lookup (RIL) technologies — usually used to identify unlicensed reuse of commercial photography — to help in assessing the impact of digitized content. We report on a pilot study which tracked a sample of images from The National Gallery, London, to establish where they were reused on other webpages. In doing so, we assessed the current methods available for applying RIL, establishing how useful it can be to the cultural and heritage sectors.&lt;/p&gt;</description></item><item><title>Great Parchment Book Project</title><link>https://journalofdigitalhumanities.org/3-1/great-parchment-book-project/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/great-parchment-book-project/</guid><description>&lt;h3 id="poster"&gt;Poster&lt;/h3&gt;
&lt;iframe class="gde-frame" scrolling="no" src="https://docs.google.com/viewer?url=http%3A%2F%2Fjournalofdigitalhumanities.org%2Fwp-content%2Fuploads%2F2014%2F01%2FGPB_DH2013poster_2.pdf&amp;amp;hl=en_US&amp;amp;embedded=true" style="width:100%; height:500px; border: none;"&gt;&lt;/iframe&gt;
&lt;p&gt;&lt;a href="https://journalofdigitalhumanities.org/wp-content/uploads/2014/01/GPB_DH2013poster_2.pdf"&gt;Download (PDF, 1.65MB)&lt;/a&gt;&lt;/p&gt;
&lt;h3 id="abstract"&gt;Abstract&lt;/h3&gt;
&lt;p&gt;The Great Parchment Book of the Honourable The Irish Society is a major survey, compiled in 1639 by a Commission instituted by Charles I, of all the estates in Derry, Northern Ireland, managed by the City of London through the Irish Society and the London livery companies. Damaged in a fire at London’s Guildhall in 1786, it has been unavailable to researchers for over 200 years (Moody; Curl). The damaged manuscript has however remained part of the City of London’s collections held at London Metropolitan Archives (LMA). As part of the commemoration of the 400th anniversary of the building of Derry’s city walls in 1613, it was decided to attempt to make the document available as a central point of the planned exhibition. The book represents an important source for the City’s role in the colonization and administration of Ulster and, given the relative paucity of archival records for early modern Ireland, the manuscript should also reveal key data about landholding and population in 17th-century Ulster.&lt;/p&gt;</description></item><item><title>Juxta Commons</title><link>https://journalofdigitalhumanities.org/3-1/juxta-commons/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/juxta-commons/</guid><description>&lt;h3 id="poster"&gt;Poster&lt;/h3&gt;
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&lt;h3 id="abstract"&gt;Abstract&lt;/h3&gt;
&lt;p&gt;Free and open source, &lt;a href="http://juxtacommons.org" title="Juxta Commons Home"&gt;Juxta Commons&lt;/a&gt; is an online workspace for comparing multiple witnesses to a single textual work, privately storing collations, and sharing visualizations. Originally offered as a downloadable Java-based application developed by the Applied Research in ’Patacriticism group at the University of Virginia in 2005, Juxta was taken up by NINES (&lt;a href="http://nines.org"&gt;http://nines.org&lt;/a&gt;) and transformed into a web service. This open-source API modularizes the sequence of steps required for digital collation and offers more options for working with XML documents. In addition, the NINES R&amp;amp;D team created the interface for Juxta Commons, a destination site for collation on the web. Juxta Commons offers three visualizations of the differences between a group of texts: the heat map (an overlay of the texts with differences highlighted by color), the side-by-side view (two texts visualized with lines connecting the sites of difference), and the histogram (a global view of the text illustrating the portions with the most change across versions). It is also compatible with TEI Parallel Segmentation, so that users can upload their encoded files and make use of Juxta’s visualizations, or those with text or XML files can export their collations as a digital critical apparatus. The interface streamlines the workflow of the original desktop application, and allows the user to edit their sources, filter the XML content included in a given collation, and share their results in a number of different ways. Even though the tool provides sophisticated options for working with texts (XML and TXT), our goal in designing Juxta Commons was to allow teachers, scholars, programmers and any other users curious about variants between documents the ability to create, collate and share their findings with others without requiring any extra software downloads or logins. In taking Juxta to the web, NINES has transformed it into a rhetorical as well as analytical tool, enabling initial discoveries to be interrogated, explored, and ultimately offered as a new kind of evidence for scholarly arguments. Instead of relying upon footnotes or links in a digital edition, a scholar can embed their collations within the argument itself, targeting sites of interest, and encouraging readers to explore the full visualizations on their own. Even as it presents some exciting opportunities for students of book history and textual criticism, Juxta Commons also broadens the scope of interest in collation to the many different kinds of texts on the web. Speeches and transcriptions, Wikipedia article versions, news releases, Google Books and HATHI Trust texts: all these require the kind of authentication and analysis that Juxta Commons makes possible. Please visit the site &lt;a href="http://juxtasoftware.org" title="Juxta Software"&gt;juxtasoftware.org&lt;/a&gt; to learn more, and to find sample sets to spark your creativity. &lt;em&gt;Juxta Commons is a project of NINES, supported by the University of Virginia and developed by Performant Software Solutions, LLC. Additional support for the development of Juxta Commons was provided by a Google Digital Humanities Research Award.&lt;/em&gt; This poster was originally presented at DH2013 on &lt;a href="http://dh2013.unl.edu/abstracts/ab-142.html" title="Abstracts DH2013"&gt;July 17, 2013.&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Debates in the Digital Humanities: Scholarly Publishing Across Print/Digital Streams</title><link>https://journalofdigitalhumanities.org/3-1/debates-in-the-digital-humanities-scholarly-publishing-across-printdigital-streams/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/debates-in-the-digital-humanities-scholarly-publishing-across-printdigital-streams/</guid><description>&lt;p&gt;Poster&lt;/p&gt;
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&lt;h3 id="abstract"&gt;Abstract&lt;/h3&gt;
&lt;p&gt;&lt;em&gt;Debates in the Digital Humanities&lt;/em&gt;, an edited collection featuring contributions from over forty DH scholars and practitioners, straddles the line between print and digital publication. The first edition of the printed text, which was published by the University of Minnesota Press in January 2012, was composed predominately of essays but also incorporated a variety of web-based materials such as blog posts, tweets, and wiki pages. The printed book was, from the earliest stages of the publication process, intertwined with digital platforms: following the model of peer-to-peer review described by Kathleen Fitzpatrick in &lt;em&gt;Planned Obsolescence&lt;/em&gt;, all essays in the book were part of a semi-public, web-based review process that mixed new forms of peer-to-peer review with more traditional models of publisher-based blind peer review.&lt;/p&gt;</description></item><item><title>Visual Historiography: Visualizing “The Literature of a Field”</title><link>https://journalofdigitalhumanities.org/3-1/visual-historiography-visualizing-the-literature-of-a-field/</link><pubDate>Sat, 01 Mar 2014 00:00:00 +0000</pubDate><guid>https://journalofdigitalhumanities.org/3-1/visual-historiography-visualizing-the-literature-of-a-field/</guid><description>&lt;h3 id="poster"&gt;Poster&lt;/h3&gt;
&lt;div class="wp-caption aligncenter" id="attachment_6474" style="width: 1034px"&gt;&lt;a href="http://www.viseyes.org/shiva/go.htm?e=717" target="_blank"&gt;&lt;img alt="SHIVA Display 2014-01-26 14-50-43" aria-describedby="caption-attachment-6474" class="wp-image-6474" height="767" src="https://journalofdigitalhumanities.org/wp-content/uploads/2014/01/SHIVA-Display-2014-01-26-14-50-43-1024x767.png" width="1024"/&gt;&lt;/a&gt;&lt;p class="wp-caption-text" id="caption-attachment-6474"&gt;Click &lt;a href="http://www.viseyes.org/shiva/go.htm?e=717"&gt;here&lt;/a&gt; or on the image to visit the interactive poster.&lt;/p&gt;&lt;/div&gt;
&lt;h3 id="abstract"&gt;Abstract&lt;/h3&gt;
&lt;p&gt;The call for visualizing “Big Data” has generated a groundswell of interest among historians and humanities scholars, as demonstrated by the international response to the National Endowment for the Humanities’ 2010 and 2011 &lt;a href="http://www.diggingintodata.org/" title="Digging into Data Challenge home"&gt;Digging into Data&lt;/a&gt; challenges (Williford and Henry, 2012). Exemplary efforts from the first two rounds of projects, such as Stanford University’s “&lt;a href="http://republicofletters.stanford.edu/" title="Mapping the Republic of Letters"&gt;Mapping the Republic of Letters&lt;/a&gt;,” and the University of Nebraska at Lincoln’s “&lt;a href="http://railroads.unl.edu/" title="Railroads and the Making of Modern America"&gt;Railroads and the Making of Modern America&lt;/a&gt;,” suggest the great potential for visualizing large repositories of primary sources for historical insight.&lt;/p&gt;</description></item></channel></rss>