Digital Humanities and Medieval Studies
Buch, Englisch, 220 Seiten, Format (B × H): 148 mm x 210 mm
Reihe: The New Middle Ages
ISBN: 978-3-032-29198-1
Verlag: Palgrave Macmillan
This book demonstrates how virtual reality (VR) can be used to bring our modern, embodied selves to other places and times, real and imagined, in the Global Middle Ages, approximately 500-1500 CE. The culmination of a National Endowment for the Humanities-funded program, this volume argues that collaboration, in both theory and praxis, is key to how we research and study the global digital past.
Crucial to this study of the medieval globe is the “digital turn” in scholarship and application of digital humanities. These approaches implement immersive experiences, which are digitally constructed virtual reality worlds where a user can explore, evaluate, and contemplate the nature of life in places and times across the medieval world. Moreover, this book's contributors discuss the ways in which we can both create narratives and make arguments in a non-textual medium, which are nonetheless grounded in evidence from texts, from material culture, and from geography and environmental data.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Geisteswissenschaften Geschichtswissenschaft Geschichtswissenschaft Allgemein Historiographie
- Geisteswissenschaften Geschichtswissenschaft Weltgeschichte & Geschichte einzelner Länder und Gebietsräume Weltgeschichte
- Mathematik | Informatik EDV | Informatik Angewandte Informatik Computeranwendungen in Geistes- und Sozialwissenschaften
- Geisteswissenschaften Geschichtswissenschaft Weltgeschichte & Geschichte einzelner Länder und Gebietsräume Europäische Geschichte
Weitere Infos & Material
Ch 1: Imagining Immersive Environments: Medieval Spaces and Digital Twins.- Ch 2: Virtual Immersion: Bringing Classical Chinese Poetry into the Classroom.- Ch 3: Reconstructing and Repositioning Byzantine Architecture: Empress Juliana’s Matronage in the Church of St. Polyeuktos, Constantinople.- Ch 4: Employing a 3D Model of The House of Wisdom to Create Student Learning Experiences.- Ch 5: Recreating Lost Early Medieval Spaces in Virtual Reality.- Ch 6: Visualizing literary analysis in the Global North Atlantic: The case of Arthuriana.- Ch 7: Digital Resurrections via VR Modeling: Medieval Pilgrimage Sites in Virtual Reality.- Ch 8: Digitizing Cordoba: Virtually Reconstructing Sites of Medieval Encounter.- Ch 9: Reconstructing the Synagogue of Plasencia: Western Iberian Jewish Vernacular Architecture and the Possibilities of Digital Humanities.- Ch 10: Imagining a Fifteenth-Century Temne Village through 3D Virtual Simulation.- Ch 11: Mogadishu’s (Neo)Medieval Heritage across Physical and Digital Realms.- Ch 12: Medieval New York: Immersion, Situated Learning, and the Global Middle Ages.




