Research Professor of Art, Art History, and Visual Studies
Ph.D., University of Rochester 2000
M.A., University of Rochester 1996
M.A., Indiana University at Bloomington 1992
B.A., Williams College 1990
My primary teaching and research interests are in the intersection of digital humanities and technology, media, and information studies, especially in relation to spatial, immersive, and interactive media forms. My current focus is on the study and creation of augmented reality experiences in urban, exurban, and exhibition contexts. Recent collaborative, archives-driven digital projects include Digital Durham, NC Jukebox (NC mountain music), and Ghett/App (architectural history of the Venetian Ghetto). A new project, Visualizing Lovecraft, explores the 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 projects as Chair of the ACM SIGGRAPH Digital Arts Community. 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 also have a strong interest in interdisciplinary and lab-based approaches to scholarship and to the hybrid futures of higher education. I currently direct the Information Science+Studies Certificate Program and the Digital Art History/Computational Media MA in Art, Art History & Visual Studies, and was founding DGS for the interdisciplinary PhD in Computational Media, Arts & Cultures. I also collaborate in the Wired Lab for Digital Art History & Visual Culture. 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 am co-lead of the Bass Connections Information, Society & Culture theme, and partner in the Duke Game Lab. I am also involved in faculty governance, serving on the Executive Committee of the Academic Council (ECAC) for 2018-20 and the Undergraduate Education Committee with the Board of Trustees for 2019-20.
Before coming to Duke, I worked as an Academic Technology Specialist and Manager at Stanford University. I have a PhD from the University of Rochester in English, 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 DH with the Camelot Project in the Robbins Library.
ExpertiseSpatial media, mobile applications, media history, digital humanities, visualization, information science and information studies
Szabo, V. “Apprehending the Past: Augmented Reality, Archives, and Cultural Memory.” The Routledge Companion to Media Studies and Digital Humanities, vol. 1, Routledge, 2018. Open Access Copy
Szabo, V. “Guidebooks and mobile applications: a new mode of communication..” Visualizing Venice Mapping and Modeling Time and Change in a City, Routledge, 2017.
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, 2017.
Szabo, V. Introduction. 2015, pp. 328–29.
Szabo, V. E., et al. “Digital Cities: A Collaborative Engagement with Urban Heritage.” Proceedings of the 2013 International Digital Heritage Congress, vol. 2, Institute of Electrical and Electronics Engineers, Inc., 2013, pp. 349–52.
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, 1999.
Szabo, V., and Angela D. Jones. “The Uninvited Guest: Erase of Women in Ordinary People.” Vision/Re-Vision Adapting Contemporary American Fiction by Women to Film, Popular Press, 1996.
Szabo, V. Knowledge in 3D: How 3D data visualization is reshaping our world. Parameters: Knowledge Under Digital Conditions. Social Science Research Council., July 2018.
Szabo, V. “Psychasthenia studio and the gamification of contemporary culture.” Media and Communication, vol. 6, no. 2, Jan. 2018, pp. 90–102. Scopus, doi:10.17645/mac.v6i2.1351. Full Text
Szabo, V., et al. “From Landscape to Cities: A Participatory Approach to the Creation of Digital Cultural Heritage.” International Information and Library Review, vol. 49, no. 2, Apr. 2017, pp. 115–23. Scopus, doi:10.1080/10572317.2017.1314141. Full Text
Szabo, Victoria. “ACM SIGGRAPH Distinguished Artist Award for Lifetime Achievement in Digital Art Introduction.” Leonardo, vol. 48, no. 4, Aug. 2015, pp. 328–29. Wos-lite, doi:10.1162/LEON_a_01085. Full Text
Szabo, Victoria. “From Literature to Biterature: Lem, Turing, Darwin, and Explorations in Computer Literature, Philosophy of Mind, and Cultural Evolution.” American Literature, vol. 87, no. 2, June 2015, pp. 418–20.
Szabo, Victoria. “Macroanalysis: Digital Methods and Literary History.” American Literature, vol. 87, no. 2, June 2015, pp. 418–20.
Lanzoni, K., et al. “Wired! and Visualizing Venice: Scaling up Digital Art History.” Artl@S Bulletin, vol. 4, no. 1, 2015, pp. 20–39.
Timothy, J., et al. “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., vol. 2, Dec. 2013, pp. 349–52. Scopus, doi:10.1109/DigitalHeritage.2013.6744778. Full Text
Szabo, V. E. “XYZN: Scale.” Leonardo, vol. 46, 2013, pp. 386–417.
Szabo, V. E., and Joyce Rudinsky. Psychasthenia 2. Feb. 2012.
Technology, MLA Committee for Information. Guidelines for Evaluating Work in Digital Humanities and Digital Media. Jan. 2012.
Szabo, V. E. Augmented Reality Gallery Guide, CHAT Festival 2012. 2012.
Szabo, V. E. “Assistant Editor, Special Issue.” Leonardo, vol. 44, MIT Press, Aug. 2011.
Szabo, V. E. Augmented SIGGRAPH/Vancouver. Aug. 2011.
Rudinsky, Joyce, et al. Psychasthenia. Feb. 2010.
Szabo, V. E., et al. Multimedia Mapping: Muhuru Bay. 2010.
Szabo, V. E., et al. Virtual Duke Tour. 2010.
Szabo, V. E. Kenan Institute for Ethics "Good Question" Brochure. 2010.
Dobin, Hank, and et al. “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
Humanities, Science & Technology: The Interdisciplinary Lab and the City. PhD Academy on The Importance of Interdisciplinary Collaboration to Tackle Societal Challenges. KU Leuven, Belgium. September 20, 2017
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)
Virtual and Augmented Reality for Digital Humanities Institute (VARDHI) awarded by National Endowment for the Humanities (Principal Investigator). 2017 to 2020
Advanced Topics in Digital Art History: 3D and (Geo)Spatial Networks awarded by (Principal Investigator). 2017 to 2020
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