For most of human history, recording a star meant describing it with …
For most of human history, recording a star meant describing it with words or drawing a picture. The 19th-century invention of photography changed that—only to be revolutionized by digital imaging. This Moveable Museum article, available as a six-page printable PDF file, takes a look at the technology of digital imaging. It discusses how digital images are pictures stored as numbers and explains how computer manipulation can enhance images and reduce distortion. Some suggested resources are provided for further research.
Geographic information systems (GIS), once used predominantly by experts in cartography and …
Geographic information systems (GIS), once used predominantly by experts in cartography and computer programming, have become pervasive in everyday business and consumer use. This unit explores GIS in general as a technology about which much more can be learned, and it also explores applications of that technology. Students experience GIS technology through the use of Google Earth on the environmental topic of plastics in the ocean in an area known as the Great Pacific Garbage Patch. The use of this topic in GIS makes the unit multidisciplinary, incorporating the physics of ocean currents, the chemistry associated with pollutant degradation and chemical sorption to organic-rich plastics, and ecological impact to aquatic biota.
The first video in the digital media series. Digital Media is defined …
The first video in the digital media series. Digital Media is defined as: any media that are encoded in a machine-readable format. It can be created, viewed, distributed, modified and preserved on computers.
In this lesson we will look at the following: -Digital Publications -Digital Audio -Digital Graphics -Digital Photography -Digital Video
We continue our look at digital media with digital publications. We examine …
We continue our look at digital media with digital publications. We examine eBooks, self publishing, two great authors, the death of traditional newspapers, blog and microblogs.
The last video in our digital media series from Introduction to Computers. …
The last video in our digital media series from Introduction to Computers.
This video looks at the basic of digital video including: frame rate per second, SD/HD, pixels, aspect ratio, things to look for when buying, streaming video, and video editing software. We also give out digital media picks.
Links from Video: -http://www.videomaker.com/ -File Format http://bit.ly/1m5gMVM -http://www.hulu.com/ -http://vimeo.com/ -https://www.netflix.com -http://www.ustream.tv/ -http://audacity.sourceforge.net/ -http://www.mediacollege.com/ -http://www.bhphotovideo.com/
A Digital Project Preservation Plan is designed to help with organizing preservation …
A Digital Project Preservation Plan is designed to help with organizing preservation efforts for digital projects. Initially drafted as a companion guide meant to fill the gap on best methods for preserving digital scholarship or digital humanities projects, it can also be applied to digital projects outside the humanities. This preservation plan is most beneficial to those digital humanities (DH) project creators who need guidance on how to start a digital project with preservation in mind. Although the DH community has shared resources and case studies, the examples available tend to focus on DH development, and less on DH preservation. These resources are also located in disparate locations. The Digital Project Preservation Plan is a singular guide, focusing on DH preservation, as a starting point with references to more resources and related DH practices. This is a working document, available to practitioners in whole or part; ideally, it will be used in the early stages of project planning and consulted and revised regularly. The preservation infrastructure should be designed and built as a collaborative effort from the beginning of the project. As priorities, methods and technologies change, the preservation plan will need to be updated and modified accordingly.
This book has been used in humanities (history) and media courses but is applicable to any course that has digital/web project components.
The Table of Contents for this publication includes: Summary, Project Charter, Digital File Inventory, Additional Considerations, Preservation Plan-A Summary and Checklist, References/Plan Resources, Appendix A: Project Charter, Appendix B: Digital File Inventory, Appendix C: Project Profile, Appendix D: Collaborators Web Publishing Agreement, Appendix E: Universal Design Checklist, Appendix F: Preservation Guidance Checklist, and the Glossary.
This is a study of the material life of information and its …
This is a study of the material life of information and its devices; of electronic waste in its physical and electronic incarnations; a cultural and material mapping of the spaces where electronics in the form of both hardware and information accumulate, break down, or are stowed away. Electronic waste occurs not just in the form of discarded computers but also as a scatter of information devices, software, and systems that are rendered obsolete and fail. Where other studies have addressed ""digital"" technology through a focus on its immateriality or virtual qualities, Gabrys traces the material, spatial, cultural, and political infrastructures that enable the emergence and dissolution of these technologies. In the course of her book, she explores five interrelated ""spaces"" where electronics fall apart: from Silicon Valley to Nasdaq, from containers bound for China to museums and archives that preserve obsolete electronics as cultural artifacts, to the landfill as material repository. All together, these sites stack up into a sedimentary record that forms the ""natural history"" of this study. Digital Rubbish: A Natural History of Electronics describes the materiality of electronics from a unique perspective, examining the multiple forms of waste that electronics create as evidence of the resources, labor, and imaginaries that are bundled into these machines. By drawing on the material analysis developed by Walter Benjamin, this natural history method allows for an inquiry into electronics that focuses neither on technological progression nor on great inventors but rather considers the ways in which electronic technologies fail and decay. Ranging across studies of media and technology, as well as environments, geography, and design, Jennifer Gabrys pulls together the far-reaching material and cultural processes that enable the making and breaking of these technologies.
Our second video in the free Introduction to Computer series. This video …
Our second video in the free Introduction to Computer series. This video defines and examines what digital literacy means. We also look at why it is important.
Our third video defines the term digital. We also explain what binary …
Our third video defines the term digital. We also explain what binary is and show the viewer how to count in binary and do conversions from our every day base 10 numbering system to binary.
The fourth and final video in our Lesson 1 Digital World series …
The fourth and final video in our Lesson 1 Digital World series looks at what exactly is a computer. We take a quick look at the history of the PC, the general components of a computer and answer the question "what kind of computer should I buy."
Our next lesson series, will focus on computer hardware.
Links from video: http://lifehacker.com/ http://www.thinkgeek.com/ http://www.techguylabs.com/ http://www.digitalliteracy.gov/
Students explore the concept of optical character recognition (OCR) in a problem-solving …
Students explore the concept of optical character recognition (OCR) in a problem-solving environment. They research OCR and OCR techniques and then apply those methods to the design challenge by developing algorithms capable of correctly "reading" a number on a typical high school sports scoreboard. Students use the structure of the engineering design process to guide them to develop successful algorithms. In the associated activity, student groups implement, test and revise their algorithms. This software design lesson/activity set is designed to be part of a Java programming class.
Students will learn the potential costs and benefits of social media, digital …
Students will learn the potential costs and benefits of social media, digital consumption, and our relationship with technology as a society in the three-week lesson. This inquiry based unit of study will answer the following questions:
Essential Question: How can we use science fiction’s ability to predict the future to help humanity?
Supportive Questions 1: What predictions of future development has science fiction accurately made in the past? This can include technology, privacy, medicine, social justice, political, environmental, education, and economic.
Supportive Question 2: What predictions for future development in contemporary science fiction are positive for the future of humanity? What factors need to begin in your lifetime to make these predictions reality?
Supportive Question 3: What predictions for future development in contemporary science fiction are negative for the future of humanity? What factors need to begin in your lifetime to stop these negative outcomes?
This lesson unit is intended to help assess how well students are …
This lesson unit is intended to help assess how well students are able to interpret and use scale drawings to plan a garden layout. This involves using proportional reasoning and metric units.
E-Content is very important in the present scenario. It will be helpful …
E-Content is very important in the present scenario. It will be helpful to the teachers and students for a better understanding of the subject matter. Every teacher must use e-content package for their subject matter in order to provide multi media experiences to the learner
E-content is the package of data in electronic digital format. It is a form of knowledge or content which is packed in an electronic form. It includes text, video, audio, graphics, animation etc., An innovative application of computer in the field of the teaching learning process is called e-content. It is the advancement of technology to design, deliver, administer, select and extend learning.
This is the software and IT systems that support transactions over networks. …
This is the software and IT systems that support transactions over networks. We look at: E-Commerce Hosts, Digital Money and Online Advertising.
This is out last video in the Introduction to Computers, BCIS, BIM series. We thank you for watching and look forward to seeing you in our next course.
Links from Video: •What is Bitcoin? http://youtu.be/Gc2en3nHxA4 •Please Subscribe http://www.pleasesubscribefilm.com/ •http://www.storenvy.com/ •http://www.cafepress.com/
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