This book presents themes related to contemporary architecture as the results of diverse cultural influences and architectural legacies, manifested in a rich variety of styles, materials, and spatial perceptions.
This book investigates how girls' automedial selves are constituted and consumed as literary or media products in a digital landscape dominated by intimate, though quite public, modes of self-disclosure and pervaded by broader practices of self-branding.
This book explores the diverse range of practical and theoretical challenges and possibilities that digital technologies and platforms pose for Holocaust memory, education and research.
The Digital Da Vinci book series opens with the interviews of music mogul Quincy Jones, MP3 inventor Karlheinz Brandenburg, Tommy Boy founder Tom Silverman and entertainment attorney Jay L.
Pull back the curtain on making fun and innovative costumes and accessories incorporating technologies like low-cost microprocessors, sensors and programmable LEDs.
This book combines a methodological guide with an extended case study to show how digital research methods can be used to explore how ethnicity, gender, and kinship shaped early modern Algerian society and politics.
An Introduction to Computer Graphics for Artists is an application-independent, reader-friendly primer for anyone with a serious desire to understand 3D Computer Graphics.
This edited collection provides an alternative discourse on cities evolving with physically and virtually networked communities-the 'digital polis'-and offers a variety of perspectives from the humanities, media studies, geography, architecture, and urban studies.
This book explores the significance of the now-lost pavilion built in the Buckingham Palace Gardens in the time of Queen Victoria for understanding experiments in British art and architecture at the outset of the Victorian era.
Modeling Visual Aesthetics, Emotion, and Artistic Style offers a comprehensive exploration of the increasingly significant topic of the complex interplay between human perception and digital technology.
This edited collection provides an alternative discourse on cities evolving with physically and virtually networked communities-the 'digital polis'-and offers a variety of perspectives from the humanities, media studies, geography, architecture, and urban studies.
This book uses the discipline-specific, computational methods of the digital humanities to explore a constellation of rigorous case studies of modernist literature.
This book identifies the 'cognitive humanities' with new approaches to literature and culture that engage with recent theories of the embodied mind in cognitive science.
Media Boundaries and Conceptual Modelling forms part of the humanities tradition by facing one of the fundamental problems since antiquity: how different media represent the world we live in.
This book critically examines the relationship between new media technologies, research ethics, and pedagogical strategies within the contemporary university.
Bringing together contributions from the fields of sociology, media and cultural studies, arts, politics, science and technology studies, political communication theory and popular culture studies, this volume engages both with theoretical debates and detailed empirical studies, showcasing how the public sphere is transformed by digital media, and in turn how this digital public sphere shapes and is shaped by debates surrounding crisis, conflict, migration and culture.
This book provides new critical and methodological approaches to digital humanities, intended to guide technical development as well as critical analysis.
This book asks how 21st century technologies such as the Internet, mobile phones and social media are transforming human memory and its relationship to gender.
Advancing Digital Humanities moves beyond definition of this dynamic and fast growing field to show how its arguments, analyses, findings and theories are pioneering new directions in the humanities globally.
This book provides new critical and methodological approaches to digital humanities, intended to guide technical development as well as critical analysis.
Gamification hat längst den Bereich der Computerspiele verlassen und ist zu einem wichtigen Werkzeug geworden, um Anwendungen zu entwickeln, die Benutzer*innen fördern, fordern und fesseln.
The problems of analyzing and synthesizing musical timbres have been prevalent for over half a century, and a book length exploration of this large and complex subject has been long overdue.
Technology Enhanced Learning is an essential reference for both academic and professional researchers in the field of institutional and home education.
Confronting the digital revolution in academia, this book examines the application of new computational techniques and visualisation technologies in the Arts & Humanities.
This book develops a philosophy of the predominant yet obtrusive aspects of digital culture, arguing that what seems like insignificant distractions of digital technology ?
The disciplinary triad of open-access, multimodality, and writing center studies presents a timely, critical lens for discussing academic publishing in a moment of crucibilic change, where rapid technological advancements force scholars and institutions to question what is produced and "e;counts"e; as academic writing.