**work-in-progress – add more!**
For info on evaluating digital scholarship and possible publishing platforms, see the document “VARDHI – Publication Info v3” in the Day 9 Readings. Thanks to Sylvia Miller, Amanda Starling Gould, and many others for sharing their suggestions.
Technical Readings:
Aukstakalnis, Steve. Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR (Usability). Addison-Wesley Professional; 1 edition (September 18, 2016)
Kim, Gerard. Designing Virtual Reality Systems: The Structured Approach. Springer; 2005 edition (August 3, 2005)
Jason Jerald. The VR Book: Human-Centered Design for Virtual Reality (ACM Books). New Dimension Entertainment; 1 edition (November 1, 2014) http://dl.acm.org/citation.cfm?id=2792790
Nite, Sky. Virtual Reality Insider: Guidebook for the VR Industry. New Dimension Entertainment; 1 edition (November 1, 2014)
Schmalstieg, Dieter. Augmented Reality: Principles and Practice (Usability). Addison-Wesley Professional; 1 edition (June 13, 2016)
Critical Readings:
Bartle, Richard. Designing Virtual Worlds. New Riders; 1 edition (July 25, 2003)
Blascovich, Jim and Bailenson, Jeremy. Infinite Reality: The Hidden Blueprint of Our Virtual Lives. William Morrow Paperbacks; Reprint edition (February 14, 2012)
Ryan, Marie-Laure. Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media (Parallax: Re-Visions of Culture and Society Parallax: Re- Visions of Culture and Society. Johns Hopkins University Press (October 20, 2015)
Castronova, Edward. Exodus to the Virtual World: How Online Fun Is Changing Reality. St. Martin’s Griffin; First Paperback Edition edition (November 11, 2008)
Cooper, David, et al. Literary Mapping in the Digital Age (Digital Research in the Arts and Humanities) New edition. Routledge; New edition edition (June 3, 2016)
Hillis, Ken. Digital Sensations: Space, Identity, and Embodiment in Virtual Reality. Univ Of Minnesota Press; 1 edition (September 15, 1999)
Jordan, Ken and Packer, Randall. Multimedia: From Wagner to Virtual Reality. W. W. Norton & Company; Reprint edition (January 15, 2001)
Murray, Janet. Inventing the Medium: Principles of Interaction Design as Cultural Practice. The MIT Press; 1st edition (November 23, 2011)
Ryan, Dr. Marie-Laure. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (Parallax: Re-visions of Culture and Society). The Johns Hopkins University Press; 1 edition (December 29, 2000)
Additional Project Examples for Discussion
For preservation of antiquities: the Dunhuang Caves project in China.
Museums and Virtual Museums
Jeffrey Schnapp of Harvard talks about projects that provide augmented experiences of museums. At DH 2015 Schnapp showed experiments with webs of multimedia object descriptions at Harvard Museum; you choose different fields and the entire object map reshuffles. The next step was to connect these more directly to the actual artifacts.
Hyper-stacks by James Bridle at the V&A museum gets close.
At the Australian National Museum kids can “build your own time-traveling robot then blast off to explore a mystery location in Australia’s past
Contested Memories project: http://mountstreet1916.maynoothuniversity.ie/ Walden: https://cinema.usc.edu/interactive/research/walden.cfm
City of Uruk 3000 BC, Anton Bogdanovych, Tomas Trescak, and Simeon Simoff, School of Computing, Engineering, and Mathematics, University of Western Sydney. In this project, the researchers created not only a virtual 3D model of an ancient city but also populated it with virtual people who are carrying out historically accurate daily-life activities.
Lascaux IV, immersive experience is the third and most ambitious replica of the famous cave. It reproduces the actual cave as well as the sounds of the forest at the cave opening and the experience of going underground and coming out again. Related to this cultural-heritage preservation project is the Dunhuang Caves project mentioned earlier.
Star Chart is an app that allows the user to point the mobile phone at the sky and learn what stars or planets you are looking at; you can also look at the same ones 10,000 years forward or backward in time. Google Sky Map is similar.
Wikitude World Browser is an app that offers geographically related content provided by 3,500 content providers, including Wikipedia articles on landmarks.
Clio uses GPS to reach the public where they stand and guide them to museums and historical and cultural sites. “Each entry includes concise information, embedded media, and links to primary sources and relevant books and articles.” Supported by Marshall University, WV, and the OAH, Whiting Foundation, and Knight Foundation. (Related to this, but more commercial, is Monacle, an AR version of Yelp.)
Living History at Union Station is an app that brings history to life in Kansas City’s Union Station. https://www.youtube.com/watch?v=5RDsa3KbNAk
Temple Mount Tour. For iPad, 2015. https://www.youtube.com/watch?v=MSN-WYFx6eA “Indoor Skydiving in Immersive Virtual Reality with Embedded Storytelling,” Horst Eidenberger and Annette Mossel, Vienna University of Technology. Published in Proceedings of the
21st ACM Symposium on Virtual Reality Software and Technology (Beijing, November 13-15, 2015). DOI 10.1145/2821592.2821612
“Sherlock Holmes and the Internet of Things,” an online global detective narrative collaboration, Lance Weiler, director, Digital Storytelling Lab at Columbia University. “The Lab set up a crime scene and provided clues to solve a murder, but that wasn’t enough. The participants wanted to imagine the crime and write the clues themselves” (The
Guardian https://www.theguardian.com/books/booksblog/2016/oct/12/virtual-reality-future-of-storytelling
Late Shift is a film that allows the audience to collectively decide the fate of the protagonist. Shown at the FoST festival.
The Abbot’s Book was featured at the Sundance film festival’s New Frontier program in 2016; it is an immersive VR narrative series based on a goth novella by the same name, written by Michael Conelly in 1989.
1979 Revolution: Black Friday is a choice-driven narrative game set in Tehran, based on true stories and historical events.
Sequenced is publicized as the first animated interactive series on 360-degrees for virtual reality headsets. The story adapts in real time to the user’s focus: the characters and environment react to the user’s presence in each scene. Official selection of the Sundance Institute 2016.
New(er) V/AR, DH books:
Augmented Human: How Technology Is Shaping the New Reality, Helen Papagiannis
Dawn of the New Everything: Encounters with Reality and Virtual Reality, Jaron Lanier
Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do, Jeremy Bailenson
Making Things and Drawing Boundaries: Experiments in the Digital Humanities (Debates in the Digital Humanities), Jentery Sayers
The Routledge Companion to Media Studies and Digital Humanities (Routledge Media and Cultural Studies Companions), Jentery Sayer
Virtual Reality for Beginners!: How to Understand, Use & Create with VR, Murray Ramirez
The Fourth Transformation, Robert Scoble, Shel Israel
Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR (Usability), Steve Aukstakalnis
Applied Media Studies, ed Kirsten Ostherred
Digital Pedagogy in the Humanities: Concepts, Models, and Experiments: https://github.com/jentery/digitalpedagogy
Digital Humanities Scholarship & Comparative Media Studies Readings:
Balsamo, Designing Culture (2011)
Berry, ed., Understanding Digital Humanities, collection (2012)
Biggs, ed., Remediating the Social, collection (2013)
Bogost, How To Do Things With Videogames (2011)
Braidotti, Rosi and Paul Gilroy, eds. Conflicting Humanities. New York: Bloomsbury Publishing, 2016.
Burdick, Drucker, Lunenfeld, Presner, Schnapp (collaboratively written) Digital_Humanities (2012)
Chun, Updating to Remain the Same: Habitual New Media
Chun, Programmed Visions (2011)
Drucker, Spec Lab (2009)
Emerson, Lori. Reading Writing Interfaces: From the Digital to the Bookbound. Electronic Mediations; 44. Minneapolis: University of Minnesota Press, 2014.
Ernst, Digital Memory and the Archive (orig 2002-2011, compiled as is 2013)
Farman, Mobile Interface Theory (2012)
Flusser, Into the Universe of Technical Images (1985, 2011 trans)
Fuller, Evil Media (2012)
Gendolla & Schafer eds., Aesthetics of Net Literature, collection (2007)
Gendolla & Schafer eds., Beyond the Screen, collection (2010)
Gold, ed., Debates in the Digital Humanities, collection (2012)
Hansen & Mitchell, eds., Critical Terms for New Media Study, collection (2010)
Hansen, “Media Theory,” Theory Culture & Society 23(2-3) (2006): 297-306.
Hansen, New Philosophy for New Media (2006)
Hansen, Pharmacological Ecology essay (2012)
Hayles, N. Katherine Hayles, “Print Is Flat, Code Is Deep: The Importance of Media-Specific Analysis,” Poetics Today, 25:1 (Spring, 2004), pp. 67-90
Hayles, How We Think (2012)
Hayles, Writing Machines (2002)
Hayles, Electronic Literature (2008)
Heidegger, “The Question Concerning Technology” (1949)
Jockers, Macroanalysis: Digital Methods and Literary History (2013)
Kember and Zylinska, Life after new media: mediation as a vital process (2012)
Kitchin & Dodge, Code/Space: Software and Everyday Life (2011)
Kittler, Selections from Literature, Media, Information Systems (orig 1985-1993, compiled as is 1997): “Gramophone, Film, Typewriter,” “There is no Software,” “Protected Mode”
Kittler, “Code (Or, How You Can Write…)” in Software Studies (2008)
Lanier, Who Owns the Future? (2013)
Lovejoy, Margot, “Defining Conditions for Digital Arts: Social Function, Authorship, and Audience” in
Lovejoy, Paul, & Vesna eds., Context Providers: Conditions of Meaning in Digital Arts (2011)
Marks, Enfoldment and Infinity (2010)
McLuhan, Understanding Media: The Extensions of Man (1994), esp pp. 3-61.
Manovich, Software Takes Command (2013)
Monfort & Wardrip-Fruin eds., New Media Reader, collection (2003)
Moretti, Graphs, Maps, and Trees (2007)
Murray, Inventing the Medium (2012)
Parikka, What is Media Archaeology? (2012)
Ramsay, Reading Machines (2011)
Simanowski, ed., Reading Moving Letters: Digital Literature in Research and Teaching, collection (2010)
Simanowski, Digital Art & Meaning: Reading Kinetic Poetry, Text Machines, Mapping Art and Interactive Installations (2011)
Wark, Gamer Theory (2007) – and its predecessor online version, the ‘networked book’ GAM3R 7H30RY
Zelinski, Deep Time of the Media (2002, 2006 trans)
Network(ed) Ecologies & Data-based Digital Cultures Readings:
Barad, Selections from Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning (2006) & from Intra-Actions in Special dOCUMENTA (13) Issue of Mousse Magazine (2012)
Berry, David. Critical Theory and Contemporary Society: Critical Theory and the Digital. Bloomsbury Publishing, 2014.
Bennett, Vibrant Matter: A Political Ecology of Things (2010)
Bifo, “Debt, Exactness, Excess” in Speaking Code (2013)
Blanchette, Jean-Francois, “A Material History of Bits” (Journal of the American Society for Information Science & Technology. (2011)
Bratton “On the Nomos of the Cloud: The Stack, Deep Address, Integral Geography” (2012)
Bratton and Natalie Jeremijenko, Situated Technologies Pamphlets 3: Suspicious Images, Latent Interfaces, (2008)
Bratton “The Arc of Networked-Self Dissolution” (2011)
Castells, “An Introduction to the Information Age” (1999)
Castells, “The network society: from knowledge to policy” (2006)
Castells, “Globalisation, Networking, Urbanisation: Reflections on the Spatial Dynamics of the Information Age” (2010)
Delanda, A New Philosophy of Society: Assemblage Theory and Social Complexity (2006)
Deleuze & Guattari, Introduction: Rhizome, from A Thousand Plateaus (1980, my copy 2011)
Foucault, Of Other Spaces (1984, 1986 trans)
Fuller, Media Ecologies (2005)
Gabrys, Jennifer. Program Earth: Environmental Sensing Technology and the Making of a Computational Planet. Minneapolis: University of Minnesota Press, 2016.
Gabrys. “Re-thingifying the Internet of Things,” in Sustainable Media: Critical Approaches to Media and Environment, Starosielski, N and J. Walker, eds., New York: Routledge, 2016.
Galloway, Protocol (2004)
Galloway & Thacker, The Exploit (2007)
Hansen, Feed Forward (2015)
Harman, The Prince of Networks (2009)
Hayles, How We Became Posthuman (1999)
Hayles, “Hyper/Hypomnesia: The Dynamics of Flash Crashes and Systemic Risk” (2013)
Khanna & Khanna, Hybrid Realities (2012)
Kirby, Quantum Anthropologies (2011)
Latour, Networks, Societies, Spheres (2011) and Selections from An Inquiry Into Modes of Existence (2013) –
Lefebvre, Rhythmanalysis (2004)
Lima, Visual Complexity: Mapping Patterns of Information (2011)
Mackenzie, Wirelessness: radical empiricism in network cultures (2010)
Maxwell, Richard, ed. The Routledge Companion to Labor and Media, New York: Routledge, 2016.
Maxwell, Richard and Toby Miller. Greening the Media. New York: Oxford University Press, 2012.
Maxwell, Richard. et al, eds Media and the Ecological Crisis, New York: Routledge, 2015.
Mejias, Ulises Ali. Off the Network: Disrupting the Digital World. Electronic Mediations; V. 41. Minneapolis: University of Minnesota Press, 2013.
Mosco, Vincent. To the Cloud: Big Data in a Turbulent World. New York: Routledge, 2015.
Munster, An Anaesthesia of Networks (2013)
Negrotti, Massimo. The Reality of the Artificial: Nature, Technology, and Naturoids. New York: Springer, 2012.
Otis, Networking: Communicating With Bodies and Machines in the 19th Century (2001)
Parikka, Insects and Canaries: Medianatures & Aesthetics of the Invisible (2013)
Parikka, “Green Media Times: Friedrich Kittler and Ecological Media History” (2013)
Parikka, The Geology of Media
Parks, Lisa and Nicole Starosielski, eds. Signal Traffic: Critical Studies of Media Infrastructures. Chicago: University of Illinois Press, 2015.
Perella, Hypersurface Architecture and the Question of Interface (1997)
Pettman, Human Error: Species Being and Media Machines (2011)
Scholtz, Trebor. Digital Labor: The Internet as Playground and Factory, New York: Routledge, 2012.