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Mind Games Sidebar: Digital Humanities


By Bethany Powers '11

Published Jul 1, 2009 10:00 AM


A visit to Digital Karnak.

The world of Digital Humanities offers everything from an in-depth look at ancient cities to a unique and progressive way to learn more about meth addictions.

Creative Sci-art

For more on creativity, read the related articles:

Mind Games: How art and science combine in a world transformed by technology — and how the digital age is testing the essence of creativity.

Sidebar: The Digital Poet: English Professor Brian Kim Stefans makes his mark in electronic writing, setting letters dancing on film and other innovations.

Visions of Creativity: We asked three artists to share their visions of creativity, which appear in small scale throughout the Mind Games article. Visit Visions to see the images as they were meant to be seen, big and bold.

Flights of Fancy: Bruin faculty from North and South campus offer their unique visual perspectives on creativity.

Start with the Digital Karnack and take an in-depth look at the temples, buildings, and monuments that make up this ancient place of worship, located near Luxor, Egypt. Pick from a variety of angles to watch the animation from, and you'll notice the river's tide moving as the years progress. Log on to Digital Karnak to experience Egypt for yourself.

If Rome is your city of choice, take a look at this digital model of the Roman Forum, a focal architectural point in the development of ancient Roman civilization. The website uses modern technology to try and understand historical and cultural contexts of Roman civilization. Go to the Digital Roman Forum to get an inside look at this Roman wonder. allows people to experience places from New York City to Berlin, letting you go back in time to create a community and social network that connects the past with the present. The site is continuing to expand and offer more history-rich cities to visit.

The "Meth-Apartment," a project under the Neuropsychiatric Institute at UCLA, uses the virtual reality of Second Life to try to further understand underlying motives that make people want to use meth. Participants experience different settings — a clean control room, and an apartment that looks like it belongs to a drug addict — from the first-person view of their avatar, and reactions are measured.

For more information, log onto UCLA's Experimental Technologies Center.