Electronic Literature

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5 Oct 2015

Reading, Rereading, Recovering Electronic Literature

By |2016-01-21T18:20:02+00:00Oct 5, 2015|

Three esteemed scholars as well as fiction writer Bill Bly will joined MITH to celebrate the University of Maryland's acquisition of Bly's literary papers, including his computer diskettes and other born-digital materials.

5 Oct 2015

Future of Electronic Literature Symposium

By |2017-02-05T21:25:31+00:00Oct 5, 2015|

The Electronic Literature Organization's Future of Electronic Literature Symposium at MITH at the University of Maryland, College Park was a May 2007 event that brought e-lit writers, scholars, and an interested public together for an open mouse/open mic, a daylong symposium, and an ELO board meeting.

6 Jul 2015

Digital Poetry: Comparative Textual Performances in Trans-medial Spaces

By |2015-12-14T22:01:55+00:00Jul 6, 2015|

This was a project of Spring 2010 MITH Winnemore Digital Dissertation Fellow Mirona Magearu. Her dissertation, 'Digital Poetry: Comparative Textual Performances in Trans-medial Spaces,' extends work on notions of space and performance developed by media and poetry theorists. Magearu analyzed how contemporary technologies re-define the writing space of digital poetry making by investigating the configuration and the function of this space in the writing of the digital poem.

9 Feb 2012

Bill Bly Collection

By |2015-12-14T20:26:55+00:00Feb 9, 2012|

The Bill Bly Collection of Electronic Literature is a rich archive of materials from the early literary hypertext movement, received as a generous donation to MITH directly from Bill Bly.

7 Feb 2012

Preserving Virtual Worlds I

By |2016-01-21T20:32:31+00:00Feb 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.