Associate Research Professor in the Department of Art, Art History, and Visual Studies
My primary teaching and research interest is in the intersection of digital humanities and media studies, especially in relation to spatial and immersive media forms. I am especially intrigued by the potential of augmented reality to invoke the presence of the past through lived experience in space and time, and have worked on archives-based projects focused on Durham, western NC mountain music, and Venetian architecture, among others. I also co-create video game based art installations with the Psychasthenia Studio, and engage in digital arts curation projects with the ACM SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques.) In addition, as the Director of Graduate Studies for the Computational Media, Arts & Cultures, and of the Duke Digital Humanities Initiative, I have become increasingly focused on
the future of the university and the ways in which disciplinary and interdisciplinary knowledge is created, shared, and understood within higher education, libraries, museums, and the public sphere in the digital age.
Virtual and Augmented Reality for Digital Humanities Institute (VARDHI) awarded by National Endowment for the Humanities (Principal Investigator). 2017 to 2019
Advanced Topics in Digital Art History: 3D and (Geo)Spatial Networks awarded by J. Paul Getty Trust (Principal Investigator). 2017 to 2019
MRI: Acquisition of a High-Resolution Stereoscopic Interactive Visualization System for Research and Education in Scienc awarded by National Science Foundation (Investigator). 2014 to 2016
Szabo, V. "Apprehending the Past: Augmented Reality, Archives, and Cultural Memory." The Routledge Companion to Media Studies and Digital Humanities. Routledge, May 8, 2018. (Chapter)
Szabo, V. "Guidebooks and mobile applications: a new mode of communication." Visualizing Venice Mapping and Modeling Time and Change in a City. Routledge, October 9, 2017. (Chapter)
Szabo, V. "Visualizing Venice summer workshops for for graduate students and beginning scholars." Visualizing Venice Mapping and Modeling Time and Change in a City. Routledge, April 8, 2017. (Chapter)
Szabo, V. "Introduction." July 31, 2015. 328-329.
Szabo, VE, Senior, T, and Wiencek, F. "Digital Cities: A Collaborative Engagement with Urban Heritage." Proceedings of the 2013 International Digital Heritage Congress. Institute of Electrical and Electronics Engineers, Inc., November 2013. 349-352.
Szabo, V. "On the Algerian Sands: Reviving Cigarette in Under Two Flags." Nineteenth-century Women at the Movies Adapting Classic Women's Fiction to Film. Popular Press, January 1, 1999. (Chapter)
Szabo, V, and Jones, AD. "The Uninvited Guest: Erase of Women in Ordinary People." Vision/re-vision Adapting Contemporary American Fiction by Women to Film. Popular Press, 1996. (Chapter)
Szabo, V. "Psychasthenia Studio and the Gamification of Contemporary Culture." Media and Communication 6.2 (June 7, 2018): 90-90. Full Text
Szabo, V, Lacedelli, SZ, and Pompanin, G. "From Landscape to Cities: A Participatory Approach to the Creation of Digital Cultural Heritage." International Information & Library Review 49.2 (April 3, 2017): 115-123. Full Text
Szabo, V. "ACM SIGGRAPH Distinguished Artist Award for Lifetime Achievement in Digital Art Introduction." LEONARDO 48.4 (August 2015): 328-329. Full Text
Szabo, V. "From Literature to Biterature: Lem, Turing, Darwin, and Explorations in Computer Literature, Philosophy of Mind, and Cultural Evolution." AMERICAN LITERATURE 87.2 (June 2015): 418-420.
Szabo, V. "Macroanalysis: Digital Methods and Literary History." AMERICAN LITERATURE 87.2 (June 2015): 418-420.
Lanzoni, K, Olson, M, and Szabo, V. "Wired! and Visualizing Venice: Scaling up Digital Art History." Artl@s Bulletin 4.1 (2015): 20-39.
Timothy, J, Wiencek, F, and Szabo, V. "Digital Cities: A collaborative engagement with urban heritage." Proceedings of the DigitalHeritage 2013 - Federating the 19th Int'l VSMM, 10th Eurographics GCH, and 2nd UNESCO Memory of the World Conferences, Plus Special Sessions fromCAA, Arqueologica 2.0 et al. 2 (December 1, 2013): 349-352. Full Text
Szabo, VE. "XYZN: Scale." Leonardo 46 (2013): 386-417. (Journal issue)
Szabo, V, Jenson, D, Cloninger, E, Corbett, P, Hoyle, M, Ivker, J, Jernigan, E, Mitril, S, Neville, A, Patel, D, Duke University Haiti Laboratory, and John Hope Franklin Humanities Institute, . "19th-Century Caribbean Cholera Timemap." (2011).
Szabo, VE, and Rudinsky, J. "Psychasthenia 2." (February 2012).
Technology, MLACFI. "Guidelines for Evaluating Work in Digital Humanities and Digital Media." (January 2012).
Szabo, VE. "Augmented Reality Gallery Guide, CHAT Festival 2012." (2012).
Szabo, VE. "Assistant Editor, Special Issue." Leonardo 44 (August 2011).
Szabo, VE. "Augmented SIGGRAPH/Vancouver." (August 2011).
Rudinsky, J, Szabo, V, Copolsky, J, and Mark Robinson, EK. "Psychasthenia." (February 2010).
Szabo, VE. "Kenan Institute for Ethics "Good Question" Brochure." (2010).
Szabo, VE, Szabo, VE, Broverman, S, student, N, and collaborators, C. "Multimedia Mapping: Muhuru Bay." (2010).
Szabo, VE, Szabo, VE, Lerner, Z, Tobin, M, Poplawski, E, and Michal Koszycki, LK. "Virtual Duke Tour." (2010).
Dobin, H, and al, E. "Technology Fluency and its Place in Liberal Education." Teagle Foundation White Paper (2007).
Collaborative Approaches to Modeling the Past in 3D/VR: The Interdisciplinary Lab Model for Teaching, Research, and Public Outreach. Council on Library and Information Resources 3D/VR Symposium. March 8, 2018
Psychasthenia 3: Dupes. Creator. (2017)
Psychasthenia 2 is an interactive artwork that explores the culture of psychological diagnosis and treatment within the context of a highly mediated consumer culture that often produces the ills it purports to treat.
The project is a navigable 3D interactive space built with the game engine Unity.
InnerSpace Adventure. Creator. (2012)