skip to main content
10.1145/2814347.2814354acmconferencesArticle/Chapter ViewAbstractPublication PagesmmConference Proceedingsconference-collections
research-article

Immersive Interactive Technologies in Digital Humanities: A Review and Basic Concepts

Published: 30 October 2015 Publication History

Abstract

Within the scope of this paper we discuss the possibilities of newly immersive interactive technologies in the field of Digital Humanities (DH). We define Digital Humanities, its basic concept, and various criteria as intersection between computation and humanities. We review immersive interactive technologies in the context of DH, and attempt to develop a framework how interactive immersive technologies can be utilized within the scope of this research field. We also discuss interactivity and human experience in relation to DH and interactive immersive environments. The paper rounds up with a few practical example cases, which shall illustrate the use of immersive interactive technologies in DH, and underlines the potentials.

References

[1]
M. McLuhan, Understanding Media: The Extensions of Man, Cambridge, Massachusetts: MIT Press, 1994.
[2]
Merriam-Webster, "Merriam-Webster Online Dictionary" Available: http://www.merriam-webster.com/dictionary/.
[3]
"What is digital humanities?" Available: http://whatisdigitalhumanities.com/.
[4]
A. Burdick, J. Drucker, P. Lunenfeld, T. Presner, and J. Schnapp, Digital Humanities, Cambridge, USA: Massachusetts Institute of Technology (MIT), MIT Press, 2012.
[5]
Wikipedia, "Wikipedia, The Free Encyclopedia" Available: http://en.wikipedia.org/.
[6]
"Gartner Says Solving 'Big Data' Challenge Involves More Than Just Managing Volumes of Data" Available: http://www.gartner.com/newsroom/id/1731916.
[7]
E.R. Tufte, Envisioning information, Graphics Press, 1990 Available: https://books.google.com.au/books?id=fW9jAAAAMAAJ.
[8]
"Zumba Dance," 2015 Available: www.zumbafitnessgame.com/zumba_dance.php.
[9]
"Teach Your Fitness Band to Track Biceps Curls and More," 2015 Available: http://www.technologyreview.com/news/539196/teach-your-fitness-band-to-track-biceps-curls-and-other-activities.
[10]
F. Biocca, "The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments {1}," Journal of Computer-Mediated Communication, vol. 3, 1997, pp. 0--0.
[11]
R. Farrow and I. Iacovides, "Gaming and the limits of digital embodiment," Philosophy & Technology, vol. 27, 2014, pp. 221--233 Available: http://dx.doi.org/10.1007/s13347-013-0111--1.
[12]
C. Houliez and E. Gamble, "Dwelling in Second Life? A phenomenological evaluation of online virtual worlds," Virtual Reality, vol. 17, 2013, pp. 263--278 Available: http://dx.doi.org/10.1007/s10055-012-0218--1.
[13]
S. Gallagher, Phenomenology, 2014 Available: https://www.interaction-design.org/encyclopedia/phenomenology.html.
[14]
P. Dourish, Where the action is: the foundations of embodied interaction, MIT press, 2004.
[15]
D. Svanæs, "Interaction Design for and with the Lived Body: Some Implications of Merleau-ponty's Phenomenology," ACM Trans. Comput.-Hum. Interact., vol. 20, Apr. 2013, pp. 8:1--8:30 Available: http://doi.acm.org/10.1145/2442106.2442114.
[16]
J.P. Gee, "Game-like learning: An example of situated learning and implications for opportunity to learn," Assessment, equity, and opportunity to learn, 2008, pp. 200--221.
[17]
IBM, Available: http://www.ibm.com.
[18]
"SAP Solutions for Media Industry" Available: http://www54.sap.com/industries/media.html.
[19]
R-Project, Available: http://www.r-project.org.
[20]
A. Lugmayr and C.D. Zotto, "Convergence is NOT King - The Tripe "Convergence, Coexistence, and Divergence IS King," Convergent Divergence - Crossdisciplinary Viewpoint on Media Convergence, A. Lugmayr and C.D. Zotto, eds., Germany: Springer Verlag, 2015.
[21]
M. Teras and S. Raghunathan, "Big Data Visulaisation in Immersive Virtual Environments: Embodied Phenomenological Perspective to Interaction," ICTACT Journal on Soft Computing: Special Issue on Soft Computing Models for Big Data, vol. 5.
[22]
X.D. Arsiwalla, R. Zucca, A. Betella, E. Martinez, D. Dalmazzo, P. Omedas, G. Deco, and P.F.M.J. Verschure, "Network Dynamics with BrainX3: A Large-Scale Simulation of the Human Brain Network with Real-Time Interaction," Frontiers in Neuroinformatics, vol. 9, 2015 Available: http://www.frontiersin.org/neuroinformatics/10.3389/fninf.2015.00002/abstract.
[23]
C. Donalek, S. Djorgovski, A. Cioc, A. Wang, J. Zhang, E. Lawler, S. Yeh, A. Mahabal, M. Graham, A. Drake, and others, "Immersive and collaborative data visualization using virtual reality platforms," Big Data (Big Data), 2014 IEEE International Conference on, IEEE, 2014, pp. 609--614.
[24]
I. Rakkolainen, "FogScreen Inc." Available: www.fogscreen.com.
[25]
A. Lugmayr, "Implementation of 'Looney' - Designing an Interactive Game for Children on FogScreens,? SIGGRAPH 2006, 2006.
[26]
I. Rakkolainen and K. Palovuori, "Laser scanning for the interactive walk-through fogScreen," Proceedings of the ACM symposium on Virtual reality software and technology, 2005.
[27]
A. Lugmayr and O. Schoenbrunner, "Practical approaches in CAVE programming," Proceedings of the Seventh UK VR-SIG Conference (UKVRSIG), R. Hollands, ed., University of Strathclyde, Glasgow, Scotland, 2000, pp. 173--182.

Cited By

View all
  • (2024)The Intersection of Big Data Analytics and Digital Humanities: A Systematic Review of Definitions, Applications, and ChallengesInventive Communication and Computational Technologies10.1007/978-981-97-7710-5_57(749-757)Online publication date: 15-Dec-2024
  • (2022)Investigating male gamers' behavioral intention to play PUBG: Insights from playful-consumption experiencesFrontiers in Psychology10.3389/fpsyg.2022.90987513Online publication date: 18-Aug-2022
  • (2022)Immersive Technology Systematic Review and Challenges2022 ASU International Conference in Emerging Technologies for Sustainability and Intelligent Systems (ICETSIS)10.1109/ICETSIS55481.2022.9888855(186-191)Online publication date: 22-Jun-2022
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
ImmersiveME '15: Proceedings of the 3rd International Workshop on Immersive Media Experiences
October 2015
48 pages
ISBN:9781450337458
DOI:10.1145/2814347
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 October 2015

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. big data
  2. cloud computation
  3. computing technologies
  4. content
  5. digital humanities
  6. interaction design
  7. media technology
  8. narrative
  9. visualization

Qualifiers

  • Research-article

Conference

MM '15
Sponsor:
MM '15: ACM Multimedia Conference
October 30, 2015
Brisbane, Australia

Acceptance Rates

Overall Acceptance Rate 11 of 31 submissions, 35%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)79
  • Downloads (Last 6 weeks)2
Reflects downloads up to 05 Mar 2025

Other Metrics

Citations

Cited By

View all
  • (2024)The Intersection of Big Data Analytics and Digital Humanities: A Systematic Review of Definitions, Applications, and ChallengesInventive Communication and Computational Technologies10.1007/978-981-97-7710-5_57(749-757)Online publication date: 15-Dec-2024
  • (2022)Investigating male gamers' behavioral intention to play PUBG: Insights from playful-consumption experiencesFrontiers in Psychology10.3389/fpsyg.2022.90987513Online publication date: 18-Aug-2022
  • (2022)Immersive Technology Systematic Review and Challenges2022 ASU International Conference in Emerging Technologies for Sustainability and Intelligent Systems (ICETSIS)10.1109/ICETSIS55481.2022.9888855(186-191)Online publication date: 22-Jun-2022
  • (2019)Technological innovation and its enhancement of cultural heritage2019 IEEE International Symposium on INnovations in Intelligent SysTems and Applications (INISTA)10.1109/INISTA.2019.8778378(1-6)Online publication date: Jul-2019
  • (2017)Selected Advanced Data VisualizationsProceedings of the 26th International Conference on World Wide Web Companion10.1145/3041021.3059213(247-251)Online publication date: 3-Apr-2017
  • (2017)Cognitive big data: survey and review on big data research and its implications. What is really “new” in big data?Journal of Knowledge Management10.1108/JKM-07-2016-030721:1(197-212)Online publication date: 13-Feb-2017
  • (2016)Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful-Consumption ExperiencesEntertainment Computing - ICEC 201610.1007/978-3-319-46100-7_11(126-134)Online publication date: 20-Sep-2016

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media