Digital Preservation

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25 Oct 2012

Preserving Virtual SNES Games

By | 2017-02-05T21:14:23+00:00 Thu, Oct 25, 2012|Community|

I had originally planned to use this post  to log my adventures in desoldering the CPU from the Nintendo Entertainment System (NES), but, alas, the campus couriers are holding the all-important solder sucker hostage.  Instead, I'll talk a little bit about the work we've done with the Super Nintendo Entertainment System (SNES), which involves significantly

18 Sep 2012

Bill Lefurgy: “Digital Preservation: A Role for Public Libraries”

By | 2017-02-05T21:25:06+00:00 Tue, Sep 18, 2012|Community, Dialogue, Digital Dialogues, Events|

Public libraries have a long tradition of serving as a knowledge base for their communities and for the nation as a whole. The change flowing from the information revolution puts this role at risk as libraries face new demands to justify their budgets. I will talk about how public libraries have the opportunity to assert

9 Feb 2012

Born-Digital Literary Materials

By | 2017-02-05T21:25:41+00:00 Thu, Feb 9, 2012|

This project consisted of a series of site visits and planning meetings among personnel working with the born-digital components of three significant collections of literary material: the Salman Rushdie papers at Emory University's Woodruff Library, the Michael Joyce Papers at the Harry Ransom Humanities Research Center at the University of Texas at Austin, and the Deena Larsen Collection at the Maryland Institute for Technology in the Humanities (MITH) at the University of Maryland.

7 Feb 2012

Preserving Virtual Worlds I

By | 2016-01-21T20:32:31+00:00 Tue, Feb 7, 2012|

Between 2008 and 2010, MITH partnered with the University of Illinois at Urbana-Champaign, Stanford University, the Rochester Institute of Technology, and Linden Lab (creators of Second Life) for a project funded by the Library of Congress's National Digital Information Infrastructure and Preservation Program (NDIIPP) on Preserving Virtual Worlds. The project, supported by NDIIPP's Preserving Creative America program, explored methods for preserving digital games, interactive fiction, and shared real time virtual spaces. Major activities include developing basic standards for metadata and content representation and conducting a series of archiving case studies for early video games and electronic literature, as well as Second Life, the popular and influential multi-user online world.

7 Feb 2012

Preserving Virtual Worlds II

By | 2017-02-05T21:25:45+00:00 Tue, Feb 7, 2012|

Preserving Virtual Worlds II: Methods for Evaluating and Preserving Significant Properties of Educational Games and Complex Interactive Environments (PVW2) was conducted in partnership with the University of Illinois (lead institution), the Rochester Institute of Technology, and Stanford University, with the goal of improving the capacity of libraries, museums, and archives to preserve computer games, virtual worlds, and interactive fiction. This IMLS-funded project was a follow-up to the original Preserving Virtual Worlds I project.

7 Feb 2012

The Documentation and Preservation of Dance

By | 2017-02-05T21:25:46+00:00 Tue, Feb 7, 2012|

The Documentation and Preservation of Dance project brings together an interdisciplinary team from MITH, the Advanced Computing Center for the Arts and Design (ACCAD) at Ohio State University, the John F. Kennedy Center for the Performing Arts, and the New York Public Library for the Performing Arts to host a series of workshops that will establish and document the current state of the art and push forward action on this pressing problem of dance preservation.

4 Nov 2011

“Archive Ahoy!”: A Dive into the World of Game Preservation

By | 2017-02-05T21:15:02+00:00 Fri, Nov 4, 2011|Community|

Preserving Virtual Worlds 2 is an ongoing project funded by the IMLS that builds on the work of Preserving Virtual Worlds. Rachel Donahue, doctoral student at the University of Maryland iSchool and research assistant at MITH, recently wrote a post outlining the work of PVW2. As Donahue states, PVW2 focuses on "what exactly accessing

25 Jul 2011

Born-Digital Materials at UVA’s Rare Book School

By | 2015-12-21T15:19:12+00:00 Mon, Jul 25, 2011|News|

It's a privilege and thrill to be returning this week to teach for a second time at the University of Virginia's Rare Book School. My course, which I'm co-teaching with Naomi Nelson (Director of Special Collections at Duke) is on Born-Digital Materials. That may sound strange, but RBS has had the vision to recognize that

15 Sep 2009

A Glance at the Current State of Video Game Preservation

By | 2016-08-08T17:41:17+00:00 Tue, Sep 15, 2009|Dialogue, Digital Dialogues|

A number of cultural institutions have begun to take an interest in videogame preservation--but before materials make it to the archives, they are managed by their creators. Understanding what the videogame industry itself is doing with the concept art, tools, and other records they create is an important step to ensure that these increasingly important

7 Oct 2008

EDUCE: Enhanced Digital Unwrapping for Conservation and Exploration

By | 2017-02-05T21:25:16+00:00 Tue, Oct 7, 2008|Dialogue, Digital Dialogues|

Often, any attempt to read fragile texts, such as papyrus rolls, fundamentally and irreversibly alters the structure of the object in which they are contained. The EDUCE project is developing a non-destructive volumetric scanning framework to enable access to such objects without the need to physically open them. This work is based on earlier achievements