History of Computing

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27 Nov 2007

The Internet Archive and the Digital Humanities

By | 2017-02-05T21:25:20+00:00 Tue, Nov 27, 2007|Dialogue, Digital Dialogues|

The Internet Archive was founded eleven years ago by Brewster Kahle to build the world's first 'Internet Library.' Since 1996, the Archive has been collecting bi-monthly snapshots of the World Wide Web--the entire Web--resulting in a cumulative collection of approximately 100 billion Web pages. This cumulative historical record can be browsed and viewed using the

23 Oct 2007

Agora.Techno.Phobia.Philia: Gender (and other messy matters), Knowledge Building, and Digital Media

By | 2016-09-02T16:16:11+00:00 Tue, Oct 23, 2007|Dialogue, Digital Dialogues|

"The degree to which American society has embraced and absorbed computer technologies is astonishing. The degree to which the changes provoked by computers leave prevailing inequalities is troubling." --Special Issue, "From Hard Drive to Software: Gender, Computers, and Difference," Signs: Journal of Women in Culture and Society (August 1990--yes, you read the date correctly). In

9 Oct 2007

From ARPANET to the Internet: How a Military Project Became a World-Wide Cultural Phenomenon, 1970-1995

By | 2016-09-02T16:06:31+00:00 Tue, Oct 9, 2007|Dialogue, Digital Dialogues|

The emergence of a commercialized Internet is a very recent phenomenon. Historians and other scholars have examined its early history, especially its origins in the military-sponsored project ARPANET, named after the Defense Department's Advanced Research Projects Agency. At the other end of the scale, scholars, business journalists, and others have examined the rise and fall

14 Nov 2006

Playing with Worlds: Narrative, Fiction, and the Cultural Reception of Videogames

By | 2017-02-05T21:25:23+00:00 Tue, Nov 14, 2006|Dialogue, Digital Dialogues|

When even the most perceptive scholars based in traditional, typographic forms of literacy turn their attention to videogames, the results can be disconcerting. Two of the best in this line, Janet Murray and James P. Gee, both falter notably when they ask when, if, or how videogames can have cultural effects equivalent to literature. These