Associate Research Professor in the Department of Art, Art History, and Visual Studies
My primary research interest is in digital media authorship and its potential to transform scholarly research and its expression, especially in the humanities through digital humanities, digital art history, digital history etc. Most recently I have been focusing on how spatial media forms - maps, virtual worlds, games, and data viz - might converge in diverse, multimodal, immersive, shared hypermedia places and spaces. Some "test cases" include: visualizing the Great Exhibition of 1851, mapping the contemporary Muhuru Bay community in Kenya, exploring the development of cholera in Haiti, and modeling Duke and Durham, past and present. Most recently I have worked on Venice, Italy, with special attention to architecture and cultural transformation, and on augmented reality systems development. I also work on collaborative video game based art installations with the Psychasthenia Studio, and on curatorial projects with ACM SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques.)
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. "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. "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.
Olson, M, Szabo, V, and Lanzoni, K. "Wired! and Visualizing Venice: Scaling up Digital Art History." Artl@s Bulletin 4.1 (2015): 20-39.
Szabo, V. "XYZN: Scale Introduction." LEONARDO 46.4 (August 2013): 389-389.
Szabo, VE. "XYZN: Scale." Leonardo 46 (2013): 386-417. (Journal issue)
Szabo, VE. "Transforming Art History Research with Database Analytics: Visualizing Art Markets." Art Documentation: Journal of the Art Libraries Society of North America 31.2 (October 2012): 158-175. (Academic Article)
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).
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. Visual artist. (2012)