Digital history spans disciplines and can take many forms. Computer technology started to revolutionize the study of history more than three decades ago, and yet genres and formats for recording and presenting history using digital media are not well established and we are only now starting to see large-scale benefits. New modes of publication, new methods for doing research, and new channels of communication are making historical research richer, more relevant, and globally accessible. Many applications of computer-based research and publication are natural extensions of the established techniques for researching and writing history. Others are consciously experimental. This chapter discusses the latest advances in the digital history field and explores how new media technologies are reconfiguring the study of the past.
This paper reflects on an emerging field that has no accepted name or boundaries but is described here as “digital biography.” The activities, formats, and genres associated with this field are rarely linked with life writing or traditional biographical studies. Rather, this field is seen as the domain of those concerned with digital privacy, copyright, data preservation, and identity management. Over the past decade or so, critics in various disciplines, mainly legal studies, information management, multimedia design, and IT development, as well as sociology, psychology, and marketing, have focused on the complexity of online identity. Though online identity has become such a significant focus of attention in these disciplines, few who study biography have discussed it. Indeed, as Nigel Hamilton points out, biography itself has had less attention than one might expect for a field that “has enjoyed an extraordinary renaissance in recent years”, a field that, according to Carl Rollyson, is widely recognized as “the dominant non-fiction of our age”.
In this first decade of the twenty-first century we are caught up in the midst of a technological shift of the kind that Walter Benjamin, in his 1936 essay ‘The Work of Art in the Age of Mechanical Reproduction’, attributed to the increasing popularity of photography in the early twentieth century. The essence of that change was the unprecedented capacity to create infinitely reproducible multiple copies. For the first time the idea of the primacy of the singular work of art was seriously open to question. ‘The history of every art form,’ writes Benjamin, ‘shows critical epochs in which a certain art form aspires to effects which could be fully obtained only with a changed technical standard, that is to say, a new art form’. Photography initiated a change that Benjamin recognised as being as profound in its impact on people’s lives as the introduction of the printing press.
This paper surveys the digital history field, highlighting trends across historical, cultural and literary studies, heritage, archaeology and geography, as well as library information, screen and media studies, multimedia production and interaction design. This broad field is increasingly relevant to museum practice as museums experiment with digital modes of presentation and communication, including virtual exhibitions and other online extensions of the physical visitor experience.
The profile of oral history research has grown dramatically over the past two decades. One of the reasons for this is that there has been a diversification of modes of public access and delivery. The increasing use of digital media means that oral histories are now reaching far greater audiences, and these histories are being presented in more direct, more stimulating and richer ways than have before been possible. In fact, the digital revolution is rapidly transforming history as a genre and set of practices, and oral history is a key player in this process. Because oral histories lend themselves to digital forms of delivery much more readily than conventional, text-only, representations of history, oral history has come to be a central focus for digital history researchers.
The aim of the Interactive Histories research program is to seek ways of using interactive media for experimental content delivery in projects with a broadly historical focus. The focus to date has been on oral history projects (including virtual tours of heritage sites, museum installations and multimedia documentaries) and on theoretical research investigating emerging frameworks for historical representation enabled by interactive technologies. Planned projects include digital storytelling in local communities and the development of Indigenous and cross-cultural digital resources. Central to the two projects being presented here is the production of multimedia works designed to maximize public access to oral history material.
Interactive digital technologies are transforming the processes of research and production across all major academic disciplines. The changes are most significant in traditional disciplines. In that of history, online public access to digitised historical resources has meant that the materials of history are now available to anyone who has access to the internet. Previously, the study of archives was only open to the dedicated specialist with access to the world’s major library collections. Digital technologies have not only enhanced access to resources, but they are also enabling the development and growth of new kinds of content delivery and new modes of historical narration. Although the book is not likely to be superseded any time soon, the book now competes with experimental digital works that are relating history in new and highly interactive ways.
Technologies of representation are not just instruments of recording and reporting. Their basic attributes determine what it is actually possible to conceptualise, capture and articulate. Photography, to take a classic example, transformed people’s outlook on the world because it could provide an unrivalled visual framing of actuality. It had no equivalent in the prior traditions of visual communication. Technological invention spurs social change. By focussing on ‘technologies of representation’ I am not only concerned with the technological means that underpin specific forms of representation, although these fundamentally define the range of options available, but also with the ways of seeing and understanding that they open up. Tomas describes these beautifully as “a new type of amniotic environment for vision”.
Janet Murray’s Hamlet on the Holodeck (1997), a landmark text written nearly a decade ago, set out to investigate the potential for interactive story forms at a time when digital interactivity was, for the first time, in the hands of the mainstream. Her book, which analyses a range of non-linear narrative models, continues to inspire those who wish to imagine the future of digital narrative textuality. The study of interactive narrative is now a vast field in its own right. Today there is extensive, vibrant debate on the evolution of digital narrative story forms, with theoretical commentary coming from perspectives as diverse as new media theory, literary studies, cinema studies, media arts and humanities computing.