Digital pragmata flourish at the nexus of research, teaching, and creativity. They can be textual databases, creative visualizations of information, multimedia explorations, collaboratively annotated maps, and a thousand other projects. How do they fit into a world built on books and scholarly journals? Will these new ways of communicating displace a world made on paper, or will they blend into new forms of scholarly expression that grow from the best of the past? What is truly novel and significant about recent developments in the digital humanities and what are the implications for the humanities in general?
Read more and join the discussion at the Digital Pragmata blog.
Lauren Work will discuss the Baist Atlas project.
Alice Campbell will discuss telling the stories of objects on the web.
How does our choice of creative tools impact the representation of time? What are some of the current trends in art and scholarship focusing on time? What does it mean for us even to say that we are talking about time, and how does our culture inform that understanding? Join us as dynamic practitioners in the arts and humanities come together in a conversation on the subject of time.
VCU Libraries hosts a Digital Pragmata brown bag lunch with VCU Communication Arts Professor TyRuben Ellingson. He will talk about, among other things, his career in Hollywood doing concept design. His work can be seen in such movies as Avatar, Pacific Rim, Elysium, Jurassic Park, Hellboy, Men in Black and Star Wars. Bring your lunch; soft drinks, chips and such provided.
Since the early 2000s, the Digital Humanities (DH) have been celebrated as a rebirth of, or even at times a replacement for, other forms of humanistic inquiry. While many DH events focus on the digital projects and tools DH scholars produce, this Symposium offers an opportunity for scholars and students to focus specifically on DH’s impact, both positive and negative, on the humanities.
Part of a national group of events, The Humanities and Technology Camp (THATCamp) is a user-generated "unconference," an informal and participatory event where humanists and technologists of all skill levels learn and build together in sessions proposed on the spot. The Richmond THATCamp has a theme: New Souths. "We're interested in exploring the point(s) at which technology intersects with social justice, history and society, activism and the sharing of hidden voices, especially in the modern American South," said Eric Johnson, head of Innovative Media at VCU Libraries. The lead organizer, Johnson said the theme New Souths was inspired by other events, including a 2011 THAT Camp that focused on technology and social justice. "We expect to draw participants from scholars, community activists, and others who study and/or are engaged in social and political action. Those who are curious about such an approach, or are experienced with it, are especially invited."
Digital pragmata flourish at the nexus of research, teaching, and creativity. They can be textual databases, creative visualizations of information, multimedia explorations, collaboratively annotated maps, and a thousand other projects. How do they fit into a world built on books and scholarly journals? Will these new ways of communicating displace a world made on paper, or will they blend into new forms of scholarly expression that grow from the best of the past?
Digital pragmata flourish at the nexus of research, teaching and creativity. They can be digitized artifacts, collaboratively edited virtual models, 3D-printed replicas and a thousand other projects. How do the virtual and the material worlds interact with each other, as we increasingly digitize the physical and manifest the digital? What new possibilities does this meeting ground offer—in the classroom, the laboratory or the studio?
Statistics show that over 183 million people in United States play video games at least one hour a day, and virtual worlds of all types are now accessible to us on demand. With this kind of proliferation, can we tell the difference between what is virtual and what is real? This presentation will look at virtual worlds in terms of how they not only connect with reality but also how they inform and shape how we function in our daily lives. From frequent flier miles, to earning mayoral status in the mobile app Foursquare, to leadership development in video games, to discovering new football moves in Madden Football, persistent virtual worlds influence our thoughts and behaviors in surprising ways.