This website is the online hub of a $414,000 grant from the Andrew W. Mellon Foundation to develop extensible models and programs for the creation and sharing of digital scholarship in large-scale and immersive visualization environments. Entitled “Visualizing Digital Scholarship in Libraries and Learning Spaces,” the project aims to increase the impact of academic visualization environments and the scholarship created within them.
The grant brings together a cohort of institutions to complete projects related to the challenges in creating, disseminating, validating, and preserving digital scholarship for large-scale visual environments.
An important element of the grant is to develop an online community of practice. Please visit our Getting Started resource page to see ways in which you can be involved in this effort.
The funded grant proposal can be downloaded here (pdf).
High-end visualization facilities such as projection-based CAVEs, tiled-LCD CAVE2s, and large-format tiled arrays of projectors or LCDs are tremendous technical achievements. They are engaging and inspiring, and in the hands of technical experts, they can be extremely useful. Unfortunately, these high-end systems suffer from inherent problems of high cost and high complexity that translate into accessibility challenges for users. The high cost of these systems means that there is at most one at any given university or campus; thus, the resource has physical ac
If you’ve been following along with the Immersive Scholar blog posts, you already know that one of the key problems the Immersive Scholar program seeks to address is the lack of technical standards and guidelines for interoperability, sharing, reproducing, and evaluating digital scholarship in large-scale visualization environments.
As described in a previous post, the Glider project seeks to address a common problem: institutions buy expensive display walls, only to find that there are few out-of-the-box applications that immediately serve to demonstrate their value.
Glider seeks to address this problem by allowing users with a wide range of technical skills to create custom, novel applications for display walls.
The Immersive Scholar program brings together a diverse group of universities to form a community of practice around immersive visualization technologies in libraries and learning spaces. At UC Berkeley, we are exploring new directions for these technologies in a special kind of learning space: museums. In the context of research universities like Berkeley, museums are powerful environments for research, teaching and learning, and public engagement.
This is a guest post from Dr. John Wall (English, North Carolina State University), the principal investigator of the Virtual Paul's Cross Project. As an example of immersive scholarship, we invited Dr. Wall to describe this project in detail. This post also describes the intensive and necessarily collaborative nature of work like this, a topic that we expect to be central to the Immersive Scholar project overall; how should this type of scholarship be evaluated, assigned credit, and apportioned intellectual merit?