Main site at https://3d.si.edu/
Below model at https://3d.si.edu/explorer?modelid=55
Main site at https://3d.si.edu/
Below model at https://3d.si.edu/explorer?modelid=55
We have stereo and surround displays being built here at Curtin with typical Unity, AutoDesk and Adobe products.
But I feel we are missing a range of peripherals. So I made a quick list (I cannot find the Sony VR bike, would add that).
Which reminds me of PaperDude VR: http://techland.time.com/2013/08/02/paperdude-vr-paperboy-meets-virtual-reality-helmet-meets-motion-sensor-meets-connected-bike/
Anyway, the bike is a great natural interface for VR, especially for virtual simulations of large cites.
Suggested hardware
Virtual Reality bike interface http://www.computrainer.com.au/Buyonline.aspx
Biofeedback
http://emotiv.com/ especially the EEF head set http://emotiv.com/eeg/features.php
An alternative headgear set would be http://www.neurosky.com/Developer.aspx
3D
3D printer, possibly http://www.stratasys.com/3d-printers/design-series
Other Peripherals
In the past I mentioned siftables https://www.sifteo.com/ the product seems a shadow of their potential, wonder what happened.
This talk explains them here http://www.ted.com/talks/david_merrill_demos_siftables_the_smart_blocks.html
Only from USA stores I think http://www.marblesthebrainstore.com/locations
Nice to have: Arduino for prototyping simple peripherals http://techcrunch.com/2013/09/05/bitalino/
A drone http://ardrone2.parrot.com/ even archaeologists use them
Haptics
http://www.immersion.com/markets/gaming/
Probably the http://www.immersion.com/markets/gaming/products/index.html#tab=logitech if we are going to do urban vis in the dome
There is even a fishing pole with feedback! http://www.immersion.com/markets/gaming/products/index.html#tab=griffin (no have no use for this, don’t buy it!)
http://tngames.com/ 3rd space vest http://tngames.com/products
Kickstarter vest http://games.on.net/2013/06/araig-is-a-force-feedback-suit-for-gaming-and-they-want-your-kickstarter-dollars/
Or joystick http://www.thrustmaster.com/products/force-feedback-joystick
An excellent camera (DSLR) or even panorama camera, I know iVEC has them at UWA but I don’t think Curtin does?
http://www.ptgrey.com/PRODUCTS/ladybug2/ladybug2_360_video_camera.asp
I am not sure if we need a gigapixel camera or will borrow from iVEC@UWA
Software
For urban vis http://www.esri.com/software/cityengine
(Warning Sambit thinks it is clunky but I know of no decent competitors)
PS Wesley might find some good google earth data here https://earthengine.google.org/#intro
cycle trainer
http://www.tacx.com/en/products/software
review of above http://djconnel.blogspot.com.au/2012/10/interbike-2012-virtual-reality-trainers.html
motion capture http://organicmotion.com/products/openstage
3D modelling http://pixologic.com/zbrush/ esp http://store.pixologic.com/
3D modelling for landscapes http://www.e-onsoftware.com/
3D extras (software etc) for Unity https://www.assetstore.unity3d.com/
Adobe after effects, I am not sure Curtin has a license for this but it is great for video editing.
Panorama stitching software eg www.autopano.net or www.easypano.com/virtual-tour-studio.html or any of
www.ptgui.com/
software.bergmark.com/enfuseGUI/Main.html
gardengnomesoftware.com/pano2vr.php
krpano.com/
flashificator.com/
very articulate post! Now to play those games!
A confluence of related projects and talks has got me thinking about where games in museums should be going in the future. There have been some notable successes in museum games to date, and some failures. Where to go from here? Here are some assembled thoughts on the types of games and game design practices I would love to see more museums exploring.
Now, I love competitive games, but not everyone does, and competition can be off putting and disruptive in, say, family situations (I’m sure you all have stories about the game of Monopoly that ended in tears). Collaborative games are perhaps more suited to the mixed audiences and interests that are represented by museum visitors.
For example, Spaceteam is absolutely one of my favourite games of the last few years. It manages to be ridiculous, hilarious, breathlessly exciting, social and visually striking, all at the same…
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I am very happy to announce that two Visting Fellows and two Early Career Visiting Fellows will work with me in October and November on various projects.
They are (and please note, dates are provisional):
Visiting Fellows
Nov 4-27: Dr Jeffrey Jacobson, http://www.publicvr.org
To provide examples of interactive and immersive environments featuring architecture and archaeology of the ancient world, to run inside Curtin’s new visualisation facility, iDome, Stereo Wall, and/or possibly the Wedge. Upload and run public VR 3D models inside UNITY on the iDome. These are the Virtual Egyptian Temple, Living Forest, Theater District of Pompeii. Prototype ancient heritage sites to run on the 0.5 CAVE (actually it is a Wedge). Design and pilot evaluation environment for potential use in humanities subjects, including history, and the visualisation undergraduate degree.
Nov 16-Dec 16: Dr Rob H. Warren, Canada, http://blog.muninn-project.org
Link 3D models in virtual environments (Unity real-time engine) to the archival databases to create a specific pilot of a World War 1 simulation using accurate historic geo-data, weather data, astronomical data, and historical records. Design and pilot evaluation environment for potential use in humanities subjects, including history, and the visualisation undergraduate degree. Link to colleagues in New Zealand and Canada to discuss potential research collaborations
Early Career Visiting Fellows
Nov 4-11: Andrew Dekker, University of Queensland http://itee.uq.edu.au/~dekker/ OR http://uq.academia.edu/AndrewDekker
We will work together on the following project: Camera tracking and biofeedback for indirect interaction with virtual environments. This project will connect biofeedback devices and camera tracking devices with equipment in the Curtin Data Visualisation Facility (CDVF) and provide a research platform to evaluate how biofeedback can be a meaningful interaction component for virtual environments, especially for augmenting socially believable agents, and to enrich the apparent “life” and “atmosphere” of digitally created architectural environments.
Nov 18-25: Dr Hafizur Rahman, Bangladesh http://bdheritage.info and http://ttclc.net
Create a streamlined 3D model data and 3D virtual environment workflow, analyse and comparing different image modelling tools, and explain how their optimal deployment for community web portals of digitalised cultural heritage.
Acquiring 3D models for artifacts is always expensive, as it typically requires a 3D laser scanner and relevant training. However, 3D modeling of small artifacts is possible to produce with photographs using low cost software such as 3D Som Pro (http://www.3dsom.com/). This software can produce 3D wire mesh and baked images for rendering, which can later be use as a source for augmented reality application for interactive public display. Free AR Toolkit /BuildAR can be used here for making this interactive display for museums/heritage institutes and interested community groups who currently lack high end technological resources and related skills.
We will also compare the above to insight 3D (http://insight3d.sourceforge.net/), which is free and open source. We will produce schematic workflows, incorporating Blender 3D for modeling and we will consider alternatives such as Google SketchUp.
Fantastic stuff! Knew nothing about them when I worked in Denmark!
I invited myself to pay Centre for Playware a visit. This is a department of Technical University of Denmark (DTU), just outside Copenhagen. I was a part of a research project with them and ATR about the robot Telenoid (read more about that project here). A friend from that project is doing his PhD here and thought it might be a good idea to see what they have been doing lately. Centre for Playware is a lab-style research department in the crossfield between play and technology. The place is small and the staff list contains less than 10 people, ahead of this is professor Henrik Hautop Lund. The projects are state of the art when it comes to innovating technology and play. They are all based on movements, sounds, games, modules, fun and learning – though learning isn’t the main goal!
Take the Modular Robotic Tiles…
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Recent interactive mapping projects I mentioned
http://orbis.stanford.edu/#
http://www.dailymail.co.uk/sciencetech/article-2313590/The-interactive-map-reveals-Britains-popular-surnames.html
Migration map http://migrationsmap.net
Interactive ‘immigration explorer’ map http://www.nytimes.com/interactive/2009/03/10/us/20090310-immigration-explorer.html?_r=0
The Human Journey: migration routes https://genographic.nationalgeographic.com/human-journey/ and lessons http://education.nationalgeographic.com.au/activity/global-patterns-human-migration/?ar_a=1
Journey of mankind http://www.bradshawfoundation.com/journey/ (http://www.geography.org.uk/cpdevents/onlinecpd/migration/ahistoryofmigration/) Overview at http://www.findingdulcinea.com/features/science/The-History-of-Human-Migration.html
Side note: The great human migration -Why humans left their African homeland 80,000 years ago to colonize the world
http://www.smithsonianmag.com/history-archaeology/human-migration.html
Potential research partners
@Curtin, spatial sciences and Ric Lowe http://humanities.curtin.edu.au/schools/EDU/staff.cfm/R.K.Lowe
UCL http://makingmaps.net/category/13-multimedia-mapping/
Vis: RMIT http://www.rmit.edu.au/mathsgeo/research/geospatial/cartography
UTAS http://www.utas.edu.au/research/graduate-research/elite/humanities/history–and–classics/from-colonial-cartography-to-digital-mapping-tasmania-c.1780-2010
Unimelb http://www.land-environment.unimelb.edu.au/research/cartographic-and-spatial-services/
SBS http://www.sbs.com.au/shows/cq/about/page/i/3/h/Research/
ACMI http://www.acmi.net.au/research-resources.htm
Museums-National Museum, UWA, Maritime, Immigration, etc
Mapping sciences australia http://www.mappingsciences.org.au/heritage/cartography-foundation
Instotute of Australian Geographers http://www.iag.org.au/publications/geographical-research/
CSIRO http://www.csiro.au/Organisation-Structure/Divisions/Ecosystem-Sciences/GEHES.aspx (Dr Kirsten MacLean http://www.csiro.au/Organisation-Structure/Divisions/Ecosystem-Sciences/KirstenMaclean.aspx(
NB
Australian public datasets http://data.nsw.gov.au/links
Immigration websites http://www.besthistorysites.net/index.php/american-history/immigration
Europe History Interactive Map http://www.worldology.com/Europe/europe_history_md.htm
Examples for kids http://www.eduplace.com/kids/socsci/ca/books/bkf3/imaps/
Global migration map http://www.open.edu/openlearn/society/international-development/international-studies/global-migration-map
Times maps http://www.timemaps.com/history
AUSTRALIA
National museum resources http://www.nma.gov.au/education-kids/classroom_learning/by_subject/australian_history
Typical curriculum lessons http://www.australiancurriculumlessons.com.au/2013/01/18/australian-history-lesson-migration-and-settlement-in-australia/
NSW http://www.migrationheritage.nsw.gov.au/homepage/
Australian Immigration history http://www.family-getaways-melbourne.com/australia-immigration-history.html
Listen to the Forgotten Australians and Former Child Migrants oral history interviews http://www.nla.gov.au/digicoll/ListentotheForgottenAustralians.html
GOLD! http://www.sbs.com.au/gold/ Explore the impact of the gold rushes on Australia and uncover the stories of the diggers at SBS GOLD! The topics below detail the varied results of the gold rushes on the young colonies of Australia, and use newspapers, diaries and memoirs to uncover the personal experiences of those caught up in the rush.
World atlas Oceania http://www.worldatlas.com/webimage/countrys/oceania/au.htm Multicultural australia http://www.multiculturalaustralia.edu.au
Australia civilisation http://www.michellehenry.fr/civiaus.htm
The low cost (€149/$197 + shipping and taxes) kit of modular blocks includes a swathe of physiological sensors that can be broken out to use individually or linked together and used in whatever combination you’re after. BITalino’s approach is plug and play, to keep things as simple as possible. The sensors in the kit can interface with computing platforms such as Arduino (and derivatives) and Raspberry Pi, says project lead Hugo Silva. BITalino also includes Bluetooth connectivity so can be used in desktop and mobile environments.
“Currently there are several APIs for platforms including Android OS, Java or Python; BITalino is also cloud / web compatible through a software framework based on WebSockets, HTML5 and CSS3,” he tells TechCrunch
http://techcrunch.com/2013/09/05/bitalino/
Sensors included in the BITalino kit are:
The board also includes an LED block for visual feedback, a microcontroller unit and a power management block to power the other units.
Youtube video:
http://jitp.commons.gc.cuny.edu/xtranormal-for-educators/
Xtranormal is an animated movie-making tool that converts script text to speech. It offers a simple drag-and-drop user interface for adjusting camera angles, character motions, background music and sound, and more. This animated Tool Tip reviews the educator version of Xtranormal and its use in the writing classroom. Acknowledging the validity of both Kathleen Blake Yancey’s and Cynthia Selfe’s ideas about the importance of new media in the composition class, the review considers how Xtranormal may help students explore both the possibilities and limitations of video as a medium for advancing their ideas.
That software insight3D I was briefly looking into might not be maintained very well, people at blenderation forked it
http://sourceforge.net/projects/insight3dng/
Found another trial / commercial (?) product http://www.visualsize.com and allows you to compare against other software http://www.visualsize.com/photonav3d/summary.html
libmv – a structure from motion library – Google Project Hosting
Yes this object versus the code idea seems also Cartesian error 2.0..and indirect biofeedback on a grand or shadowy urban scale raises its head again..
I’ve finally managed to do some reading for my own purposes rather than HEFCE’s, and in particular I’ve enjoyed a chapter in a book called Digital Sociology: Critical Perspectives, edited by Kate Orton-Johnson and Nick Prior. The chapter is by Roger Burrows and David Beer, on what they call urban informatics. It’s a neat overview of a big field, and provocative to boot on its implications for sociology.
The chapter’s about the digital, it’s about the urban, so I was reading it as part of my efforts to finish a paper on the digital visualisations of new urban developments: part of the ESRC-funded ‘Architectural Atmospheres‘ project that I’m working on with Monica Degen and Clare Melhuish.
And I couldn’t fit the visualisations we’ve been studying into their argument. Indeed, they don’t really fit into the much wider literature on how software scripts urban spaces – on ‘urban…
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I have just joined the Open Library of Humanities, (editorial committee), you can read more about it here in this Times article entitled Fools’ gold? This project was inspired by PLOSone.
With a subgroup from NeDiAMH and DARIAH I also started looking at and extending Unsworth’s concept of Scholarly Primitives, and whether, if you had a directory of online tools contents and methods, you could create a simple but scalable classification system (more an ontology than a taxonomy) which could be dynamically linked by journal articles, blog posts and working papers?
This is where Open Library of Humanities and DHCommons and hopefully DARIAH’s French partner OpenEdition, may be able to share their ideas and create a true community publication framework for Digital Humanities scholars. Or should I say, rather, scholars particularly interested in Digital Humanities-related topics.
And of course there are many alternatives
Scalar looks fascinating, and Liquidbooks offers an interesting collaborative wiki model for publishing http://liquidbooks.pbworks.com/w/page/11135951/FrontPage
http://ica2013transmedia.wordpress.com/about/
The objective of this preconference is to create an interdisciplinary environment for exchanging research experiences on transmedia storytelling. 21st century media convergence processes – that could be interpreted not only as a concentration of media ownership but as a complex series of operations that involve technological, professional, and cultural aspects – have completely changed the traditional communication landscape. In this context, many contemporary media productions are characterized by: 1) the expansion of their narrative through different media (film, TV, comics, etc.) and platforms (blogs, YouTube, etc.), and 2) the creation of user-generated contents that contribute to expanding the original story. In 2003 Henry Jenkins defined such productions as transmedia storytelling. In this preconference we place transmedia storytelling at the centre of a scientific exchange environment.
Transmedia storytelling is one of the main strategies of media companies, and a significant practice for the consumers that cooperate in the expansion of a narrative. On the other side, transmedia storytelling is an interdisciplinary research object that can be studied under different approaches: Media Studies, Political Economy, Media Economics, Narratology, Ludology, Film Studies, Semiotics, Ethnography, etc. International research on TS is expanding but it is still a fragmented field. In this context the objectives of the preconference are:
The creation of exchange environments like this preconference will facilitate interactions between scholars and consolidate the research of one of the most important experiences of contemporary media.
This preconference will provide a venue for innovative scholars from around the world who are doing research in exploring transmedia storytelling. It will give them a chance to gather and discuss the challenges that transmedia experiences pose not only for the audiences but for those doing research on media economy, media narratives or media anthropology. The one-day preconference will be comprised of formal panel presentations, one keynote panel, opportunities for informal discussions, and time for networking. The preconference is open to anyone who is interested in transmedia storytelling.
Submission by 4 Feb: http://ica2013transmedia.wordpress.com/submission_process/
This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License
For more information, and to purchase or to read the chapters, visit
http://www.etc.cmu.edu/etcpress/content/game-mods
The ETC Press is an academic and open-source publishing imprint that distributes its work in print, electronic and digital form. Inviting readers to contribute to and create versions of each publication, ETC Press fosters a community of collaborative authorship and dialogue across media. ETC Press represents an experiment and an evolution in publishing, bridging virtual and physical media to redefine the future of publication.
Paper and workshop proposal accepted for Digital Past conference 2013 @ Monmouth Wales, 20-21 February 2013. URL:http://www.digitalpast2013.blogspot.co.uk/
Paper: Can the past and history be shared?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived.
However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html
Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper.
Retrieved from http://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
Submission 2: Workshop Suggestion: Prototyping and Visualizing Virtual Places
This workshop will primarily be a primer for using 3D visualisation, modelling, video editing and game technologies as quick prototyping and scenario design tools. If attendees request it, time may also be spent on attendee issues, solutions, previous experience, and case studies in utilizing these or similar tools. As well as an overview of these tools and an explanation of their comparable features , there will also be a brief presentation of the presenter’s work in using these tools for designing for cultural and historical interaction.
The proposed workshop will run for 90 minutes. The purpose will be to overview 3D modelling, rendering and animation packages for creating digital places and visualisations of past cultures . The convener will bring the required applications, and make available applications either from a website or via a USB stick.
Tools Previewed
Google Sketchup
Google Sketch up is both a free and commercial 3D application which offers simple modeling and rendering features, a huge warehouse of free 2D and 3D assets, and can export to Blender, Unity,
Unreal UDK (via kmz4 format) and Google Earth.
Blender 3D runs on MAC PC and Linux, Blender is totally free, and the new version 2.5 and its derivatives offers a much improved interface. The bulk of the workshop will concentrate on Blender, as not only is it an impressive modeling and rendering package, but it also offers interesting compositing and video editing features. Blender also has a simple game engine and has possibilities for exporting to Apple iOS.
UNITY has free and trial versions, runs on MAC, PC, Android and iOS, and game consoles. It can import many formats, and is easy to learn, or to add assets to. Scripting can be by JavaScript, Python or C# but there are standard assets and add-ons that can create 3D objects and environments very quickly. It can also create webplugins that run inside browsers or even inside MOODLE.
A nice review article on 5 HTML alternatives to Powerpoint.
http://www.sitepoint.com/5-free-html5-presentation-systems/
I also like reveal.js
On 15 November i.e. yesterday, I attended the “Prototyping for Ownership” workshop, run by
Klaus Birk (Media Design, DHBW & Information Environments, UAL London)
Roman Grasy (Intuity Media Lab). >Their company is based in Germany.
The workshop had 2 groups. Our group of between 5-9 people (it varied!) spent the day choosing little pictures, noting down ideas to them, on creating media architecture on problems close to us. There was a Kinect and VVV (runs nicely with Kinect), augmented reality trackers, a 360 degree mouse, and a macbook pro with after affects (you can guess what I ended up doing).
Some of my ideas are in the slide show above.
My group chose my idea of a giant phonogram set into a square, people would run around tracks or grooves of the phonogram, which would start tracks of music, their speed and rhythm would be tracked, affecting the music, and gestures could affect the timbre. Small orchestral pits in the corners of the square would allow sound editing via mechanical or visual (projected) buttons. Also there would be exercise levers that would control the music just like dials on a sound editing desk (may attach sketch later). Shells or pipes in the side streets would faintly play current or past performances, to draw people to the square. We also thought of a catch the light or animated sprites game, that would be derived from the spinning carousal-musical tracks, on the surrounding urban facades, and there could be small lasers inside the tracks, broken by the shadows of the dancers.
There is also a video of us dancing to the start stop Fat Boy Slim track while being rotated. Too embarrassing to add here, to be honest. So I hope they don’t choose this video part of the prototype to show at the Biennale! (Edit: Klaus has, oh well, I am stuck in the office so if it is shown today I won’t know about it).
Part of our kinect interface for the “anti travelator” or “magic urban roundabout” prototype is below, it worked, you step into the light (the magic circle) and the music turns on, you step out, it stops. Ideally it would record your height and changing y position to change tracks in the music and pitch. Truly a magic circle!
NB the twitter handle for the conference is @MABiennale website address is http://mab12.mediaarchitecture.org/
It also runs on Saturday at Godsbanen, Aarhus (great venue for this sort of thing).
CFP: The History of Games International Conference | HASTAC.
Montréal, 21-23 June 2013
29 August, 2012 – 20:06 — Henry Lowood
The History of Games International Conference
1st edition: Working With, Building, and Telling History
Montreal, Canada. June 21st – 23rd 2013
Organizers: Espen Aarseth (IT University of Copenhagen), Raiford Guins (Stony Brook University), Henry Lowood (Stanford University), Carl Therrien (Université de Montréal).
Submissions
Proposals should be at least 1000 words in length (plus references) and include a title, author’s name, affiliation and short C.V., and provide a clear synopsis for a 20-minute conference length paper.
Deadline for proposals: December 15th 2012.
Please send proposals to Laine Nooney (laine.nooney@gmail.com).
Today I received my copy of
Travels in Intermedia[lity]: ReBlurring the Boundaries (Interfaces: Studies in Visual Culture) [Paperback]It took a long time to see this in print, so congratulations to the editor for his perserverance, and to the publishers, quite a nice looking book!
Table of contents includes the following chapters
• Travels in Intermedia[lity]: An Introduction – Bernd Herzogenrath
• Four Models of Intermediality – Jens Schröter
• Intermediality in Media Philosophy – Katerina Krtilova
• Realism and the Digital Image – W. J. T. Mitchell
• Mother’s Little Nightmare: Photographic and Monstrous Genealogies in David Lynch’s The Elephant Man –Lars Nowak
• Laughs: The Misappropriated Jewels, or A Close Shave for the Prima Donna – Michel Serres
• Words and Images in the Contemporary American Graphic Novel – Jan Baetens
• Music for the Jilted Generation: Techno and | as Intermediality – Bernd Herzogenrath
• Genuine Thought Is Inter(medial) – Julia Meier
• Theater and Music: Intermedial Negotiations – Ivana Brozi
• The Novel as Hypertext: Mapping Thomas Pynchon’s Against the Day – Brian W. Chanen
• Delightful Vistas: Revisiting the Hypertext Garden – Mark Bernstein
• Playing Research: Methodological Approaches to Game Analysis – Espen Aarseth
• The Nonessentialist Essentialist Guide to Games – Ear Zow Digital
• “Turn your Radio on”: Intermediality in the Computer Game Grand Theft Auto: San Andreas – Gunter Süss
• Television as Network—Network as Television: Experiments in Content and Community – Ben Sassen
• Social Media and the Future of Political Narrative – Jay David Bolter
http://www.upne.com/TOC/TOC_1611682595.html
It is part of the University of New England Press Interfaces: studies in visual culture series
Well done Paul, some lovely images.
A PROFESSOR from Perth has employed Google Earth to collect an awe-inspiring series of satellite photos showing fractal patterns around the world.
Two years ago, research professor Paul Bourke began searching Google’s powerful mapping program for images to add to his embryonic Google Earth Fractals web page.
Aarhus University has some fascinating PhD scholarships available, please feel free to circulate!
http://talent.au.dk/phd/arts/open-calls/
industrial PhDs
http://talent.au.dk/phd/arts/application/industrial-phd-programme/