Overview
My primary teaching and research interests are in the intersection of digital humanities and technology, media, communication, and information studies, especially in relation to spatial, immersive, and interactive media forms, histories, and cultures. My current projects focus on extended reality (XR) experiences in urban, exurban, and exhibition context, with ongoing attention to location-based augmented reality. Recent collaborative, archives-driven digital projects include Digital Durham, NC Jukebox (NC mountain music), Ghett/App (architectural history of the Venetian Ghetto), and Virtual Black Charlotte, in collaboration with Johnson C Smith University. A new project, Visualizing Lovecraft, explores the multimodal digital remediation of fictive places and spaces as a form of literary adaptation. I also co-create video game based art installations with Psychasthenia Studio, and engage in digital arts curation and exhibition projects within the digital arts community at ACM SIGGRAPH. Some of my recent written work has appeared in Media and Communication, the Routledge Companion to Media Studies and Digital Humanities, and the recent CLIR report on 3D/VR in the Academic Library. I am currently co-editor of the upcoming Bloomsbury Encyclopedia of Visual Culture, with a focus on Digital Futures.
I have a strong interest in interdisciplinary and lab-based approaches to scholarship and to the digital and hybrid futures of higher education, pedagogy, museums, and public scholarship, and have served in various leadership roles. At Duke, I currently direct the Information Science+Studies Certificate Program, the Digital Art History/Computational Media MA in Art, Art History & Visual Studies, and the interdisciplinary PhD in Computational Media, Arts & Cultures, for which I was the inaugural DGS. I also collaborate in the Wired Lab for Digital Art History & Visual Culture and the Visualizing Venice/Visualizing Cities consortium, and helped create the new undergraduate interdepartmental major between Computer Science and Visual and Media Studies at Duke, as well as the Computation and Design major at Duke Kunshan University (DKU). At the John Hope Franklin Humanities Institute I lead the Duke Digital Humanities Initiative, where I co-direct the PhD Lab in Digital Knowledge and the NCCU-Duke Digital Humanities Fellows Program. I was co-lead of the Bass Connections Information, Society & Culture theme (2016-22), and partner in the Duke Game Lab, which sponsored a new Focus Cluster on Virtual Reality, Fictional Worlds, and Games, starting in 2021. I am also involved in faculty governance, and was elected to the Executive Committee of the Academic Council (ECAC) for 2018-20. Outside of Duke, since 2016 I have been Chair of the Digital Arts Community for ACM SIGGRAPH, an international professional organization focused on computer graphics and interactive techniques.
Before coming to Duke, I worked at Stanford University Libraries as an Academic Technology Specialist for the Introduction to the Humanities Program, where I also taught, and then as an ATS team manager for the Office of the Vice Provost for Undergraduate Education. I have also worked as an instructional Multimedia Specialist for Grinnell College. In the early 2000s I was a member of the iTunes U partnership with Apple that helped develop academic podcasting in higher ed.
I have a PhD in English from the University of Rochester (2000), where I studied 19th century British literature and culture, sensationalism, and women's authorship. I also have a Certificate from the Susan B. Anthony Institute for Research on Women and Gender. I got my start in what became the digital humanities in the 1990s by working on the original online Camelot Project and TEAMS Medieval English Texts Series at the Robbins Library at Rochester. I currently serve as a Consulting Editor for the METS. I also have an MA in English from Indiana University, Bloomington (1992), and a BA in English from Williams College (1990).