Books are primarily physical objects composed of leaves combined in sections, used as writing supports, and bound together. An increasing number of libraries, archives, and other memory institutions are investing considerable amount of money and resources in the digitization of cultural heritage; however, these efforts focus on the text, seldom covering also what material
A Decade of Digital Dialogues Event Recordings and the Challenges of Implementing a Retroactive Digital Asset Management Plan
This is the 5th post in MITH's Digital Stewardship Series. In this post, MITH's summer intern David Durden discusses his work on MITH's audiovisual collection of historic Digital Dialogues events. I was brought on as a summer intern at MITH to work on a digital curation project involving Digital Dialogues, MITH’s signature events program featuring speakers from around
PDA provides a two-day-long opportunity for researchers and practitioners in the field of personal archiving to convene for presentations and networking. The conference supports a broad community of practitioners working to ensure long term access for various personal collections and archives.
Editor's note— This is the second post in MITH's series on stewarding digital humanities scholarship. In September of 2012 MITH moved from its long-time home in the basement of the McKeldin Library on the University of Maryland campus to a newly renovated, and considerably better lit, location next to Library Media Services in the Hornbake
A digital humanities center is nothing if not a site of constant motion: staff, directors, fellows, projects, partners, tools, technologies, resources, and (innumerable) best practices all change over time, sometimes in quite unpredictable ways. As small, partly or wholly soft-funded units whose missions involve research, or teaching, or anchoring a local interest community, digital humanities
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
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
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.
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.
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.