The Emergence of the Digital Humanities

The past decade has seen a profound shift in our collective understanding of the digital network. What was once understood to be a transcendent virtual reality is now experienced as a ubiquitous grid of data that we move through and interact with every day, raising new questions about the social, lo...

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Autor principal: Jones, Steven E.
Formato: Online
Idioma:inglês
Publicado em: Taylor & Francis 2025
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Acesso em linha:ONIX_20250523T093505_9781136202353_96
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author Jones, Steven E.
author_browse Jones, Steven E.
author_facet Jones, Steven E.
author_sort Jones, Steven E.
collection Directory of Open Access Books
description The past decade has seen a profound shift in our collective understanding of the digital network. What was once understood to be a transcendent virtual reality is now experienced as a ubiquitous grid of data that we move through and interact with every day, raising new questions about the social, locative, embodied, and object-oriented nature of our experience in the networked world. In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than merely "out there," Jones links together seemingly disparate cultural events—the essential features of popular social media, the rise of motion-control gaming and mobile platforms, the controversy over the "gamification" of everyday life, the spatial turn, fabrication and 3D printing, and electronic publishing—and argues that cultural responses to changes in technology provide an essential context for understanding the emergence of the digital humanities as a new field of study in this millennium. The Open Access version of this book, available at https://doi.org/10.4324/9780203093085, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.
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spelling doab-20.500.12854ir-1603142025-07-29T14:28:23Z The Emergence of the Digital Humanities Jones, Steven E. Round Room cyberculture QR Code new media Digital Humanities Center for Textual Studies and Digital Humanities Humanities Computing William Gibson Peripheral Devices video games Scan QR Code digital media RGB Camera digital culture Play Things Open Source Software humanities scholarship Spook Country gamification MIT's Center digital technology DNA Image popular social media DH Work Bethany Nowviskie MLA Program Game Developers Multi User Dungeon Microsoft's Xbox Kinect Google Map API thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSA Literary theory thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GL Library and information sciences / Museology::GLZ Museology and heritage studies thema EDItEUR::N History and Archaeology::NH History::NHT History: specific events and topics::NHTB Social and cultural history thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSB Literary studies: general The past decade has seen a profound shift in our collective understanding of the digital network. What was once understood to be a transcendent virtual reality is now experienced as a ubiquitous grid of data that we move through and interact with every day, raising new questions about the social, locative, embodied, and object-oriented nature of our experience in the networked world. In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than merely "out there," Jones links together seemingly disparate cultural events—the essential features of popular social media, the rise of motion-control gaming and mobile platforms, the controversy over the "gamification" of everyday life, the spatial turn, fabrication and 3D printing, and electronic publishing—and argues that cultural responses to changes in technology provide an essential context for understanding the emergence of the digital humanities as a new field of study in this millennium. The Open Access version of this book, available at https://doi.org/10.4324/9780203093085, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license. 2025-05-24T05:22:32Z 2025-05-24T05:22:32Z 2025-05-23T08:06:00Z 2013 book ONIX_20250523T093505_9781136202353_96 https://library.oapen.org/handle/20.500.12657/102520 9781136202353 9781136202346 9780415635523 9780415635516 9781136202308 9780203093085 https://directory.doabooks.org/handle/20.500.12854/160314 eng open access image/jpeg image/jpeg Attribution-NonCommercial-NoDerivatives 4.0 International Attribution-NonCommercial-NoDerivatives 4.0 International https://library.oapen.org/bitstream/20.500.12657/102520/1/9781136202353.pdf https://library.oapen.org/bitstream/20.500.12657/102520/1/9781136202353.pdf Taylor & Francis Routledge 10.4324/9780203093085 10.4324/9780203093085 fa69b019-f4ee-4979-8d42-c6b6c476b5f0 Knowledge Unlatched b818ba9d-2dd9-4fd7-a364-7f305aef7ee9 9781136202353 9781136202346 9780415635523 9780415635516 9781136202308 9780203093085 Knowledge Unlatched (KU) KU Select 2018: HSS Backlist Books Routledge 224 Oxford [...] open access
spellingShingle Round Room
cyberculture
QR Code
new media
Digital Humanities
Center for Textual Studies and Digital Humanities
Humanities Computing
William Gibson
Peripheral Devices
video games
Scan QR Code
digital media
RGB Camera
digital culture
Play Things
Open Source Software
humanities scholarship
Spook Country
gamification
MIT's Center
digital technology
DNA Image
popular social media
DH Work
Bethany Nowviskie
MLA Program
Game Developers
Multi User Dungeon
Microsoft's Xbox Kinect
Google Map API
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSA Literary theory
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GL Library and information sciences / Museology::GLZ Museology and heritage studies
thema EDItEUR::N History and Archaeology::NH History::NHT History: specific events and topics::NHTB Social and cultural history
thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSB Literary studies: general
Jones, Steven E.
The Emergence of the Digital Humanities
title The Emergence of the Digital Humanities
title_full The Emergence of the Digital Humanities
title_fullStr The Emergence of the Digital Humanities
title_full_unstemmed The Emergence of the Digital Humanities
title_short The Emergence of the Digital Humanities
title_sort emergence of the digital humanities
topic Round Room
cyberculture
QR Code
new media
Digital Humanities
Center for Textual Studies and Digital Humanities
Humanities Computing
William Gibson
Peripheral Devices
video games
Scan QR Code
digital media
RGB Camera
digital culture
Play Things
Open Source Software
humanities scholarship
Spook Country
gamification
MIT's Center
digital technology
DNA Image
popular social media
DH Work
Bethany Nowviskie
MLA Program
Game Developers
Multi User Dungeon
Microsoft's Xbox Kinect
Google Map API
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSA Literary theory
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GL Library and information sciences / Museology::GLZ Museology and heritage studies
thema EDItEUR::N History and Archaeology::NH History::NHT History: specific events and topics::NHTB Social and cultural history
thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSB Literary studies: general
topic_facet Round Room
cyberculture
QR Code
new media
Digital Humanities
Center for Textual Studies and Digital Humanities
Humanities Computing
William Gibson
Peripheral Devices
video games
Scan QR Code
digital media
RGB Camera
digital culture
Play Things
Open Source Software
humanities scholarship
Spook Country
gamification
MIT's Center
digital technology
DNA Image
popular social media
DH Work
Bethany Nowviskie
MLA Program
Game Developers
Multi User Dungeon
Microsoft's Xbox Kinect
Google Map API
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSA Literary theory
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies
thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GL Library and information sciences / Museology::GLZ Museology and heritage studies
thema EDItEUR::N History and Archaeology::NH History::NHT History: specific events and topics::NHTB Social and cultural history
thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSB Literary studies: general
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