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With the final words of the Declaration of Independence, the signatories famously pledged to one another their lives, their fortunes, and their "sacred Honor." But what about those who made the opposite choice? By looking through the analytical lens of honor culture, Dishonored Americans offers an innovative assessment of the experience of Americans who made the fateful decision to remain loyal to the British Crown during and after the Revolution. Loyalists, as Timothy Compeau explains, suffered a "political death" at the hands of American Patriots. A term drawn from eighteenth-century sources, ‘political death’ encompassed the legal punishments and ritualized dishonors Patriots used to defeat Loyalist public figures and discredit their counter-revolutionary vision for America. By highlighting this dynamic, Compeau makes a significant intervention in the long-standing debate over the social and cultural factors that motivated colonial Americans to choose sides in the conflict, narrating in compelling detail the severe consequences for once-respected gentlemen who were stripped of their rights, privileges, and power in Revolutionary America.
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 comp...
A collection of scholars and teachers of history unpack how computing technologies are transforming the ways that we learn, communicate, and teach.
Virtual and augmented reality is the next frontier of technological innovation. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane.
How Indigenous Americans and colonial settlers negotiated the meaning of independence in the Revolutionary era On July 4, 1776, two hundred miles northwest of Philadelphia, on Indigenous land along the West Branch of the Susquehanna River, a group of colonial squatters declared their independence. They were not alone in their efforts. This bold symbolic gesture was just a small part of a much broader and longer struggle in the Northern Susquehanna River Valley, where diverse peoples, especially Indigenous nations, fought tenaciously to safeguard their lands, sovereignty, and survival. This book immerses readers in that intense, decades-long struggle. By intertwining the experiences of Indige...
Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.
An exploration of hypothetical turning points in history from Ancient Greece to September 11 What if history, as we know it, had run another course? Touching on alternate histories of the future and the past, or uchronias, A Past of Possibilities encourages deeper consideration of watershed moments in the course of history. Wide-ranging in scope, it examines the Boxer Rebellion in China, the 1848 revolution in France, and the assassination of Archduke Franz Ferdinand in 1914, and integrates science fiction, history, historiography, sociology, anthropology, and film. In probing the genre of literature and history that is fascinated with hypotheticals surrounding key points in history, Quentin Deluermoz and Pierre Singaravélou reach beyond a mere reimagining of history, exploring the limits and potentials of the futures past. From the most bizarre fiction to serious scientific hypothesis, they provide a survey of the uses of counterfactual histories, methodological issues on the possible in Social Sciences, and practical proposals for using alternate histories in research and the wider public.
Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deplo...
This book provides an accessible introduction to, and overview of, the digital humanities, one of the fastest growing areas of literary studies. Lane takes a unique approach by focusing on the technologies and the new environment in which the digital humanities largely takes place: the digital laboratory. The book provides a brief history of DH, explores and explains the methodologies of past and current DH projects, and offers resources such as detailed case studies and bibliographies. Further, the focus on the digital laboratory space reveals affiliations with the types of research that have traditionally taken place in the sciences, as well as convergences with other fast-growing research...