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Visualizing the world and engaging the field

Digital Humanities: Current Perspective, Practices, and Research

ISBN: 978-1-78190-688-0, eISBN: 978-1-78190-689-7

Publication date: 9 January 2014


This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more traditional visualizations like images or video or that which is considered a bit more advanced like augmented or virtual reality, the enhanced perspective gained through the use of these tools offers digital humanities scholars unprecedented disciplinary perspectives while helping to shape new research areas, questions, and understanding of humanity and culture. In addition to visualization and issues related to it, this chapter also examines gaming and how games and play are impacting the digital humanities in exciting ways.


(2014), "Visualizing the world and engaging the field", Digital Humanities: Current Perspective, Practices, and Research (Cutting-Edge Technologies in Higher Education, Vol. 7), Emerald Group Publishing Limited, Leeds, pp. 65-96.



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