Long Room Hub
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What is it to be human? This question that has absorbed humankind since the dawn of civilisation must be at the core of Arts, Humanities and Social Science Research in a world-class university. A great university library as a repository of memory and story offers rich opportunities to ponder answers to this profound question. The Library of Trinity College, Dublin, the largest research library in Ireland and among the finest in the world, with the Long Room at its heart, has since its foundation in the early years of the seventeenth century, afforded generations of scholars and students abundant opportunities to explore the human condition in its compelling and complex diversity. It is crucial to Trinity's long-term international reputation. The Long Room Hub at the beginning of the third millennium seeks to ensure that new generations of researchers will be enabled to sustain this tradition of fundamental enquiry through confirming the Library as the central resource for the university's exploration of what it means to be human. It will seek to consolidate and enhance the Library's holdings, while serving as the material basis of a wide variety of research projects, programmes, research centres and individual scholarly endeavours. Dedicated to the exploration of distinctively Irish and European cultural perspectives on the human condition, the Long Room Hub will also seek to address questions about human identity in global contexts, focusing research energies and thereby helping fully to realise the creative potential of Trinity College as a great national and international institution.
News
http://www.tcd.ie/Library/libraries/lrhub/site/index.html
Collections in this Academic/Research Unit
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Unlocking the Treasures
Trinity College?s Long Room Hub, a new initiative that is set to transform research in the arts, humanities and social sciences was launched on Wednesday, 14 June 2006 by Senator Maurice Hayes and the Chair of the American ...
Recent Submissions
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Visual Storytelling and Narrative Experiences in Extended Reality: Guest Editors' Introduction
(2023)Virtual, augmented, and mixed reality technologies offer unparalleled opportunities for embodied presence in immersive digital environments. While these platforms are primarily discussed regarding their technological ... -
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices
(2024)Smartphones’ popularity is largely based on their pervasiveness, portability, and the wide range of functions they encompass: they can play high-definition moving-image content without spatial and temporal constraints. ... -
Going to the movies in VR: Virtual reality cinemas as alternatives to in-person co-viewing
(2024)Virtual reality cinemas offer computer-generated screening environments that resemble physical-world movie theaters for avatar-based viewers. Reflecting on virtual spectatorship in the context of social isolation, ... -
Taking the unreal seriously: enriching cognitive science with the notion of fictionality
(2023)Fictionality and fictional experiences are ubiquitous in people’s everyday lives in the forms of movies, novels, video games, pretense and role playing, and digital technology use. Despite this ubiquity, though, the field ... -
The Ambiguity of Digital Sovereignty between Cybersecurity and Digital Rights
(2022)Digital sovereignty has become a popular concept in international relations and beyond. An increasing number of countries started to vindicate greater control on data flows and digital infrastructures affecting their ...