Détail de l'auteur
Auteur Thimothy Compeau |
Documents disponibles écrits par cet auteur (1)
Ajouter le résultat dans votre panier Affiner la recherche Interroger des sources externes
Seeing the past with computers: Experiments with augmented reality and computer vision for history / Kevin Kee (2019)
Titre : Seeing the past with computers: Experiments with augmented reality and computer vision for history Type de document : Monographie Auteurs : Kevin Kee, Éditeur scientifique ; Thimothy Compeau, Auteur Editeur : Chicago : University of Chicago Press Année de publication : 2019 Importance : 254 p. Format : 16 x 23 cm ISBN/ISSN/EAN : 9780472900879 9780472131112 Note générale : bibliographie Langues : Anglais (eng) Descripteur : [Vedettes matières IGN] Techniques de l'information
[Termes IGN] exploration de données
[Termes IGN] formation
[Termes IGN] histoire
[Termes IGN] réalité augmentée
[Termes IGN] recherche d'image basée sur le contenu
[Termes IGN] sciences humaines numériques
[Termes IGN] vision par ordinateurRésumé : (éditeur) Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research. Note de contenu : Introduction: Seeing the past
1- The people inside
2- Bringing trouvé to light: speculative computer vision and media history
3- Seeing swinburne: toward a mobile and augmented-reality edition of poems and ballads, 1866
4- Mixed-reality design for broken-world thinking
5- Faster than the eye: Using computer vision to explore sources in the history of stage magic
6- The analog archive: Image-mining the history of electronics
7- Learning to see the past at scale: Exploring web archives through hundreds of thousands of images
8- Building augmented reality freedom stories: A critical reflection
9- Experiments in alternative-and augmented-reality game design: Platforms and collaborations
10- Tecumseh returns: A history game in alternate reality, augmented reality, and reality
11- History all around us: Toward best practices for augmented reality for history
12- Hearing the pastNuméro de notice : 25920 Affiliation des auteurs : non IGN Thématique : INFORMATIQUE Nature : Monographie En ligne : https://dx.doi.org/10.3998/mpub.9964786 Format de la ressource électronique : URL Permalink : https://documentation.ensg.eu/index.php?lvl=notice_display&id=96136