In this talk, I will introduce the collaboration of the Pittsburgh Bicentennial Frankenstein team with MITH to produce a new and authoritative digital edition of the 1818, 1823, and 1831 published texts of Frankenstein linked with the Shelley-Godwin Archive edition of Mary Shelley’s manuscript notebooks. We have been hard at work on the project
In May 2017, MITH and the African American Digital Humanities Initiative (AADHum) are hosting “Textual Embodiments,” the Society for Textual Scholarship’s 2017 International Interdisciplinary Conference.
In the course of 14 centuries, Muslim authors wrote, compiled and recompiled a great number of multivolume collections that often include tens of thousands of biographical, bibliographical and historical records. Over the past decade, many of these texts (predominantly in Arabic) have become available in full text format through a number of digital libraries. The
Infinite Ulysses was the 2014-15 Winnemore Digital Dissertation project of Amanda Visconti, who created a participatory digital edition of James Joyce's difficult but rewarding novel Ulysses. This project built on her master's thesis work at the University of Michigan School of Information, where she explored user testing for the digital humanities, and how digital archives and editions might be designed to include a public audience.
This 2012 workshop provided an opportunity for cross-fertilization, information exchange, and collaboration between and among humanities scholars and researchers in natural language processing on the subject of topic modeling applications and methods.
The TEI Archiving, Publishing, and Access Service (TAPAS) is tackling one of the trickiest problems of scholarly text encoding. How can we provide robust, large-scale TEI publication services, while accommodating the detailed scholarly insight that makes TEI such a valuable tool for the digital humanities? What level of customization and variation can we support without
On behalf of the Project Bamboo Consortium, twelve universities were invited by the Mellon Foundation to apply for an 18-month technology project to develop and design applications and shared infrastructure for humanities scholars and projects. MITH led Corpora Space, which allows scholars to work at the cutting edge of digital humanities and textual analysis research. In Corpora Space, scholars can discover, analyze and curate digital texts across the 450 years of print culture in English from 1473 until 1923, along with the texts from the Classical world upon which that print culture is based.
The recently formed HathiTrust Research Center (HTRC) is dedicated to the provision of computational access to the HathiTrust repository.The center’s mission is to provide a persistent and sustainable structure to enable original and cutting edge research in tools to enable new discoveries on the text corpus of the HathiTrust repository. In this talk, I will
Project Bamboo was a partnership of ten research universities building shared infrastructure for humanities research. The goal of the project was to design research environments where scholars may discover, analyze and curate digital texts across the 450 years of print culture in English from 1473 until 1923, along with the texts from the Classical world upon which that print culture is based.
The word 'text' in this title does double duty. First, it identifies the videogame itself as a text in the general sense: the object of study, the type of artifact which is here subjected to analysis. Second, the specific textual phenomenon which will be the focus of this presentation is, literally, videogame text—that is, the