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.
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.
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.
MITH Associate Director Matthew Kirschenbaum completed a Fellowship project in 2004-05, which consisted of research toward the completion of his first book, Mechanisms: New Media and the Forensic Imagination. Mechanisms was published by the MIT Press in early 2008.
This talk will analyze reading and writing practices that are interactive, social, live, sited, and algorithmically produced. With examples ranging from installations, performances, interactive text [...]
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.
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.
COLLEGE PARK -- The Maryland Institute for Technology in the Humanities (MITH) has received a major collection of electronic literature and vintage computer hardware from [...]
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 [...]
Ebooks are suddenly everywhere again. Kindle, Nook, iPhone . . . after 2000 years, the codex is getting an upgrade. But what kind of electronic [...]