Seeing the Past with Computers: Experiments with Augmented Reality and Computer Vision for History
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, multifa...
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          | Main Authors | , | 
|---|---|
| Format | eBook | 
| Language | English | 
| Published | 
        Ann Arbor
          University of Michigan Press
    
        2019
     University of Ottawa  | 
| Series | Digital Humanities | 
| Subjects | |
| Online Access | Get full text | 
| ISBN | 0472131117 9780472131112 0472900870 9780472900879  | 
| DOI | 10.3998/mpub.9964786 | 
Cover
                Table of Contents: 
            
                  - Intro -- Contents -- Introduction: Seeing the Past (Kevin Kee and Timothy Compeau) -- One: The People Inside (Tim Sherratt and Kate Bagnall) -- Two: Bringing Trouvé to Light: Speculative Computer Vision and Media History (Jentery Sayers) -- Three: Seeing Swinburne: Toward a Mobile and Augmented-Reality Edition of Poems and Ballads, 1866 (Bethany Nowviskie and Wayne Graham) -- Four: Mixed-Reality Design for Broken-World Thinking (Kari Kraus, Derek Hansen, Elizabeth Bonsignore, June Ahn, Jes Koepfler, Kathryn Kaczmarek Frew, Anthony Pellicone, and Carlea Holl-Jensen) -- Five: Faster than the Eye: Using Computer Vision to Explore Sources in the History of Stage Magic (Devon Elliot and William J. Turkel) -- Six: The Analog Archive: Image-Mining the History of Electronics (Edward Jones-Imhotep and William J. Turkel) -- Seven: Learning to See the Past at Scale: Exploring Web Archives through Hundreds of Thousands of Images (Ian Milligan) -- Eight: Building Augmented Reality Freedom Stories: A Critical Reflection (Andrew Roth and Caitlin Fisher) -- Nine: Experiments in Alternative-and Augmented-Reality Game Design: Platforms and Collaborations (Geoffrey Rockwell and Sean Gouglas) -- Ten: Tecumseh Returns: A History Game in Alternate Reality, Augmented Reality, and Reality (Timothy Compeau and Robert MacDougall) -- Eleven: History All Around Us: Toward Best Practices for Augmented Reality for History (Kevin Kee, Eric Poitras, and Timothy Compeau) -- Twelve: Hearing the Past (Shawn Graham, Stuart Eve, Colleen Morgan, and Alexis Pantos) -- Contributors -- Index
 - Contents Introduction: Seeing the Past (Kevin Kee and Timothy Compeau) One: The People Inside (Tim Sherratt and Kate Bagnall) Two: Bringing Trouvé to Light: Speculative Computer Vision and Media History (Jentery Sayers) Three: Seeing Swinburne: Toward a Mobile and Augmented-Reality Edition of Poems and Ballads, 1866 (Bethany Nowviskie and Wayne Graham) Four: Mixed-Reality Design for Broken-World Thinking (Kari Kraus, Derek Hansen, Elizabeth Bonsignore, June Ahn, Jes Koepfler, Kathryn Kaczmarek Frew, Anthony Pellicone, and Carlea Holl-Jensen) Five: Faster than the Eye: Using Computer Vision to Explore Sources in the History of Stage Magic (Devon Elliot and William J. Turkel) Six: The Analog Archive: Image-Mining the History of Electronics (Edward Jones-Imhotep and William J. Turkel) Seven: Learning to See the Past at Scale: Exploring Web Archives through Hundreds of Thousands of Images (Ian Milligan) Eight: Building Augmented Reality Freedom Stories: A Critical Reflection (Andrew Roth and Caitlin Fisher) Nine: Experiments in Alternative-and Augmented-Reality Game Design: Platforms and Collaborations (Geoffrey Rockwell and Sean Gouglas) Ten: Tecumseh Returns: A History Game in Alternate Reality, Augmented Reality, and Reality (Timothy Compeau and Robert MacDougall) Eleven: History All Around Us: Toward Best Practices for Augmented Reality for History (Kevin Kee, Eric Poitras, and Timothy Compeau) Twelve: Hearing the Past (Shawn Graham, Stuart Eve, Colleen Morgan, and Alexis Pantos) Contributors Index