Digital Shakespeare

Author(s):  
Toby Malone ◽  
Brett Greatley-Hirsch

Digital publishing, from early ventures in fixed media (diskette and CD-ROM) through to editions designed for the Web, tablets, and phones, radically transforms the creation, remediation, and dissemination of Shakespearean texts. Likewise, digital technologies reshape the performance of William Shakespeare’s plays through the introduction of new modes of capture and delivery, as well as the adaptation of social media, virtual reality, video gaming, and motion capture in stage and screen productions. With the aid of the computer, Shakespearean texts, places, and spaces can be “modeled” in new and sophisticated ways, including algorithmic approaches to questions of Shakespearean authorship and chronology, the virtual 3D reconstruction of now-lost playhouses, and historical geospatial mapping of Shakespeare’s London.

2014 ◽  
Vol 513-517 ◽  
pp. 827-833 ◽  
Author(s):  
Miroslav Ölvecký ◽  
Darja Gabriska

The results of researches in the area of web-based simulation, motion capture and virtual reality show that is necessary to put new technologies in the process of continual learning. Several educators try to find out the possibilities how to integrate these technologies in curriculum. In this article we deal with the results of our research which was focused on the web-based simulations (mentioned results we consider as a basis) and we deal with motion capture technology as a one possibility how to make more attractive the process of education for students.


Author(s):  
Calin Gurau

Virtual reality represents one of the most promising digital technologies and offers significant benefits in various areas such as medicine, entertainment, training, teaching, and tourism. This study attempts to identify, analyse, and present the existing virtual reality applications in tourism, and to predict future possible developments. Based on an extensive literature review, as well as on the direct observation and use of virtual reality applications implemented on the Web, this chapter attempts a classification of the virtual reality applications in tourism, based on different phases of tourist experience. This classification can assist practitioners in developing more adapted virtual reality applications for tourist activities.


2014 ◽  
Vol 3 (1) ◽  
pp. 78-85
Author(s):  
Alessandro Ludovico

This paper analyses the evolution of printed publishing under the crucial influence of digital technologies. After discussing how a medium becomes digital, it examines the ‘processual’ print, in other words, the print which embeds digital technologies in the printed page. The paper then investigates contemporary artist’s books and publications made with software collecting content from the web and conceptually rendering it in print. Finally, it explores the early steps taken towards true ‘hybrids’, or printed products that incorporate content obtained through specific software strategies, products which seamlessly integrate the medium specific characteristics with digital processes. 


2008 ◽  
pp. 883-896
Author(s):  
Calin Gurau

Virtual reality represents one of the most promising digital technologies and offers significant benefits in various areas such as medicine, entertainment, training, teaching, and tourism. This study attempts to identify, analyse, and present the existing virtual reality applications in tourism, and to predict future possible developments. Based on an extensive literature review, as well as on the direct observation and use of virtual reality applications implemented on the Web, this chapter attempts a classification of the virtual reality applications in tourism, based on different phases of tourist experience. This classification can assist practitioners in developing more adapted virtual reality applications for tourist activities.


Author(s):  
Huiping Guo ◽  
Lin Zhu ◽  
Fengxin Yan

The web teaching platform based on virtual reality technique is a challenge to the traditional teaching mode and a necessity with the development and maturity of information technologies. Based on the easily made and operated VR techniques with its immersion and interactivity, this paper combined resources about the enginery knowledge and information to build the overall platform. It significantly improves users’ feeling about and understanding of the part models. It can be visually perceived and is flexible and convenient, providing users with operating experience which makes virtual reality and the real world consistent with each other. Eventually, both people and models can dynamically interact and perceptively communicate with each other.


Author(s):  
I.P. Bolodurina ◽  
V.M. Shardakov ◽  
V.V. Zaporozhko ◽  
I. V. Parfenov ◽  
D.I. Parfenov ◽  
...  

2003 ◽  
Vol 9 (1) ◽  
pp. 17-22 ◽  
Author(s):  
E D Lemaire ◽  
G Greene

We produced continuing education material in physical rehabilitation using a variety of electronic media. We compared four methods of delivering the learning modules: in person with a computer projector, desktop videoconferencing, Web pages and CD-ROM. Health-care workers at eight community hospitals and two nursing homes were asked to participate in the project. A total of 394 questionnaires were received for all modalities: 73 for in-person sessions, 50 for desktop conferencing, 227 for Web pages and 44 for CD-ROM. This represents a 100% response rate from the in-person, desktop conferencing and CD-ROM groups; the response rate for the Web group is unknown, since the questionnaires were completed online. Almost all participants found the modules to be helpful in their work. The CD-ROM group gave significantly higher ratings than the Web page group, although all four learning modalities received high ratings. A combination of all four modalities would be required to provide the best possible learning opportunity.


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