It is time to address the Public Communication of DH
This introduction addresses two facets of the communication of Digital Humanities (DH) that have framed this special edition of DHQ. I begin by discussing a number of articles about DH that have relatively recently appeared in mainstream newspapers. I then observe that a number of these articles not only show an impoverished understanding of the field’s frame of reference but also misrepresent various aspects of it, for example, its interrelationship with the Humanities. Given that many academic publications on the question "what is DH?" have appeared in recent years, yet DH is, nonetheless, misrepresented in this way, I propose that the field must look again at the communication of its activities "in the round." Now that DH is arguably moving from the margins to the mainstream I propose that the time has come to address what we might call the "Public Communication of DH" so that we can better communicate to the general public and academics working in other disciplines what it is that we do. As the nature of DH’s relationship to the Humanities is one that is frequently misrepresented in the mainstream media I propose that this would be an important area for endeavours in the "Public Communication of DH" to address and explore as early as possible. The articles included in this special edition enrich and expand ongoing conversations about the nature of this relationship. In doing so they make available a wealth of case studies, arguments and insights that can, in due course, be drawn on to further the "Public Communication of DH."
Trading Stories: an Oral History Conversation between Geoffrey Rockwell and Julianne Nyhan
This extended interview with Geoffrey Rockwell was carried out via Skype on the 28th April 2012. He narrates that he had been aware of computing developments when growing up in Italy but it was in college in the late 1970s that he took formal training in computing. He bought his first computer, an Apple II clone, after graduation when he was working as a teacher in the Middle East. Throughout the interview he reflects on the various computers he has used and how the mouse that he used with an early Macintosh instinctively appealed to him. By the mid-1980s he was attending graduate school in the University of Toronto and was accepted on to the Apple Research Partnership Programme, which enabled him to be embedded in the central University of Toronto Computing Services; he went on to hold a full time position there. Also taking a PhD in Philosophy, he spent many lunch times talking with John Bradley. This resulted in the building of text analysis tools and their application to Hume's Dialogues Concerning Natural Religion, as well as some of the earliest, if not the earliest, conference paper on visualisation in the digital humanities community. He reflects on the wide range of influences that shaped and inspired his early work in the field, for example, the Research Computing Group at the University of Toronto and their work in visual programming environments. In 1994 he applied, and was hired at McMaster University to what he believes was the first job openly advertised as a humanities computing position in Canada. After exploring the opposition to computing that he encountered he reflects that the image of the underdog has perhaps become a foundational myth of digital humanities and questions whether it is still a useful one.
FlowBrush: optical flow art
The depiction of motion in static representations has a long tradition in art and science alike. Often, motion is depicted by spatio-temporal summarizations that try to preserve as much information of the original dynamic content as possible. In our approach to depicting motion, we remove the spatial constraints and generate new content steered by the temporal changes in motion. Applying particle steering in combination with the dynamic color palette of the video content, we can create a wide range of different image styles. With recorded videos, or by live interaction with a webcam, one can influence the resulting image. We provide a set of intuitive parameters to affect the style of the result, the final image content depends on the video input. Based on a collection of results gathered from test users, we discuss example styles that can be achieved with FlowBrush. In general, our approach provides an open sandbox for creative people to generate aesthetic images from any video content they apply.