Computers, Visualization, and History

Computers, Visualization, and History

Author: David J. Staley

Publisher: M.E. Sharpe

Published: 2013-10-10

Total Pages: 219

ISBN-13: 0765633884

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This visionary and thoroughly accessible book examines how digital environments and virtual reality have altered the ways historians think and communicate ideas and how the new language of visualization transforms our understanding of the past. Drawing on familiar graphic models--maps, flow charts, museum displays, films--the author shows how images can often convey ideas and information more efficiently and accurately than words.


Computers, Visualization, and History

Computers, Visualization, and History

Author: David J Staley

Publisher: Routledge

Published: 2015-04-16

Total Pages: 216

ISBN-13: 1317507401

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This visionary and thoroughly accessible book examines how digital environments and virtual reality have altered the ways historians think and communicate ideas and how the new language of visualization transforms our understanding of the past. Drawing on familiar graphic models--maps, flow charts, museum displays, films--the author shows how images can often convey ideas and information more efficiently and accurately than words. With emerging digital technology, these images will become more sophisticated, manipulable, and multidimensional, and provide historians with new tools and environments to construct historical narratives. Moving beyond the traditional book based on linear narrative, digital scholarship based on visualization and hypertext will offer multiple perspectives, dimensions, and experiences that transform the ways historians work and people imagine and learn about history. This second edition of Computers, Visualization, and History features expanded coverage of such topics as sequential narratives, 3-D modeling, simulation, and video games, as well as our theoretical understanding of space and immersive experience. The author has also added "Guidelines for Visual Composition in History" for history and social studies teachers who wish to use technology for student assignments. Also new to the second edition is a web link feature that users of the digital edition can use to enhance visualization within the text.


The History of Visual Magic in Computers

The History of Visual Magic in Computers

Author: Jon Peddie

Publisher: Springer Science & Business Media

Published: 2013-06-13

Total Pages: 485

ISBN-13: 1447149327

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If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.


Technologies of History

Technologies of History

Author: Steve F. Anderson

Publisher: UPNE

Published: 2011

Total Pages: 223

ISBN-13: 1611680085

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Captain Kirk fought Nazis. JFK's assassination is a videogame touchstone. And there's no history like "Drunk History."


The Computer in the Visual Arts

The Computer in the Visual Arts

Author: Anne Morgan Spalter

Publisher: Addison-Wesley Professional

Published: 1999

Total Pages: 572

ISBN-13:

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For anyone interested in how computers are used in art and design, this introduction to computer graphics is uniquely focused on the computer as a medium for artistic expression and graphic communication.


A History of Data Visualization and Graphic Communication

A History of Data Visualization and Graphic Communication

Author: Michael Friendly

Publisher: Harvard University Press

Published: 2021-06-08

Total Pages: 337

ISBN-13: 0674259041

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A comprehensive history of data visualization—its origins, rise, and effects on the ways we think about and solve problems. With complex information everywhere, graphics have become indispensable to our daily lives. Navigation apps show real-time, interactive traffic data. A color-coded map of exit polls details election balloting down to the county level. Charts communicate stock market trends, government spending, and the dangers of epidemics. A History of Data Visualization and Graphic Communication tells the story of how graphics left the exclusive confines of scientific research and became ubiquitous. As data visualization spread, it changed the way we think. Michael Friendly and Howard Wainer take us back to the beginnings of graphic communication in the mid-seventeenth century, when the Dutch cartographer Michael Florent van Langren created the first chart of statistical data, which showed estimates of the distance from Rome to Toledo. By 1786 William Playfair had invented the line graph and bar chart to explain trade imports and exports. In the nineteenth century, the “golden age” of data display, graphics found new uses in tracking disease outbreaks and understanding social issues. Friendly and Wainer make the case that the explosion in graphical communication both reinforced and was advanced by a cognitive revolution: visual thinking. Across disciplines, people realized that information could be conveyed more effectively by visual displays than by words or tables of numbers. Through stories and illustrations, A History of Data Visualization and Graphic Communication details the 400-year evolution of an intellectual framework that has become essential to both science and society at large.


Seeing the Past with Computers

Seeing the Past with Computers

Author: Kevin Kee

Publisher: University of Michigan Press

Published: 2019-01-24

Total Pages: 255

ISBN-13: 0472131117

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Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.


The Visualization Quest

The Visualization Quest

Author: Valliere Richard Auzenne

Publisher:

Published: 1994

Total Pages: 152

ISBN-13:

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The profiles included in The Visualization Quest outline the foundation of computer animation and provide insight into the projects that affected its development and growth and that defined the direction of this powerful medium.


Visualization of Time-Oriented Data

Visualization of Time-Oriented Data

Author: Wolfgang Aigner

Publisher: Springer Science & Business Media

Published: 2011-05-30

Total Pages: 297

ISBN-13: 0857290797

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Time is an exceptional dimension that is common to many application domains such as medicine, engineering, business, or science. Due to the distinct characteristics of time, appropriate visual and analytical methods are required to explore and analyze them. This book starts with an introduction to visualization and historical examples of visual representations. At its core, the book presents and discusses a systematic view of the visualization of time-oriented data along three key questions: what is being visualized (data), why something is visualized (user tasks), and how it is presented (visual representation). To support visual exploration, interaction techniques and analytical methods are required that are discussed in separate chapters. A large part of this book is devoted to a structured survey of 101 different visualization techniques as a reference for scientists conducting related research as well as for practitioners seeking information on how their time-oriented data can best be visualized.