David Durden – Maryland Institute for Technology in the Humanities https://mith.umd.edu Thu, 08 Oct 2020 19:59:42 +0000 en-US hourly 1 https://wordpress.org/?v=5.5.1 The Digital Dialogues Collection, chronicling a slice of the digital humanities since 2005 https://mith.umd.edu/the-digital-dialogues-collection-chronicling/ Mon, 08 Aug 2016 13:30:29 +0000 http://mith.umd.edu/?p=17802 This is the 6th 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. The Digital Dialogues series showcases many prominent figures from the digital humanities community (e.g., Tara McPherson, Mark Sample, Trevor Owens, Julia Flanders, and MITH’s own [...]

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This is the 6th 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.

The Digital Dialogues series showcases many prominent figures from the digital humanities community (e.g., Tara McPherson, Mark Sample, Trevor Owens, Julia Flanders, and MITH’s own Matthew Kirschenbaum) speaking about their research on digital culture, tools and methodologies, and the interlocking concerns of the humanities and computing.

As mentioned in my earlier post, the nature of this collection presents several challenges to preservation and access as the series continues on into the future. As with many collections that are the focus of digital curation, the topics and subject matter covered in the Digital Dialogues continuously evolve and change over the course of the series. The collection itself is a record of the evolution of the digital humanities, the growth of MITH, and the rapid development of digital technologies, e.g., audio podcasts, multimedia podcasts, HD web hosted video.

My project was intended to help MITH balance the challenges of proper storage of existing content with the challenges of developing sustainable workflows for the dissemination of current and future content. Prior to this project, the Digital Dialogues collection was dispersed among several locations, representing different workflows, available technologies and access platforms over time. There have been 193 Digital Dialogues since September of 2005. There are recordings of 129 of these—78 recorded on video, and 51 recorded on audio (only). Access copies for videos and audio tracks were hosted in a variety of locations, such as Vimeo, Internet Archive, or an Amazon S3 server instance. Source and project files were located on a combination of the internal drive for MITH’s iMac video editing station, an external hard drive, and a separate local server. After the completion of this project, the preservation, storage and accessibility of all Digital Dialogues content has been streamlined. Source and project files are now organized in a set file directory structure and stored redundantly on two separate local drives, and all access copies are available through a single source—Vimeo—making it easier for users to have access to the entire collection. Due to weekly upload limits imposed by Vimeo, there are currently 71 videos uploaded, and 45 more videos are in the upload queue and will be available soon.

Over the course of this project, I was involved in the processes of editing and exporting videos, updating the MITH site,, and preparing digital content for long-term storage, but through that process I did manage to find some time to actively engage with the sheer volume of content that exists within the collection. Several Digital Dialogues were in line with my own research interests and hobbies, so I was able to engage with the collection as both a curator and researcher, and watched these videos in their entirety.

Here are a few (only a tiny sample) of my favorites:

Spectacular Stunts and Digital Detachment: Connecting Effects to Affects in US Car Movies, by Caetlin Benson-Allott

These three are of personal interest to me, but each video also represents the variety of content that the Digital Dialogues has to offer. Additionally, the Donahue and Freedman pieces represent other ways that MITH is distributing content associated with each Digital Dialogue. Rachel Donahue’s Digital Dialogue page, in addition to the video of her presentation, features her slide deck available for download in PDF format. Richard Freedman’s Digital Dialogue page features a Storify recap that features links to resources referenced in his presentation that are inaccessible from the video alone.

Featured video: “It’s too Dangerous to Go Alone! Take This.” Powering Up for Videogame Preservation

Donahue Title Slide

Title slide from Rachel Donahue’s Digital Dialogue

I am an avid fan and player of videogames, which is why I chose to highlight the talk in this video. Rachel Donahue worked on a Library of Congress-sponsored project, Preserving Virtual Worlds (PVW), which focused on the complexities of preserving the digital content of videogames (the Preserving Virtual Worlds website can only be viewed through the Internet Archive, but the project report is available here).

Donahue’s talk explains the methodology devised by PVW to determine the ‘how’ and ‘why’ of videogame preservation, which isn’t as straightforward as I originally thought. She begins with a simple explanation of what it is exactly that PVW’s videogame preservation focused on: videogames that were originally for computer or dedicated consoles, such as the Super Nintendo Entertainment System. This talk represents a wide range of preservation activities and approaches at the highest level. Donahue proceeds to explain that the problems inherent in videogame preservation stem from the existence of different preservation priorities from different members of the gaming community, e.g.: developers, players, and archivists. These sub-groups often overlap and further complicate the process. The player and developer communities may disagree about what the most important aspects of the game are, and in reference to the game Oregon Trail, Donahue states,

“if you talk to a lot of people about the Oregon Trail, and ask them ‘what do you most remember about the Oregon Trail, what do you think is most important to the Oregon Trail?’, and they’re going to say things like, dysentery, trying to shoot squirrels, making it to Independence Rock before July 4th, fjording the river, having enough axles in your pack, having enough stuff in general without weighing down your oxen so much that they can’t move; maybe if you’re a little bit more observant you might think, ‘problematic portrayal of Native Americans,’ but you’re not going to say, ‘data model.’ I don’t think anybody thinks about the data model, but if you talk to the creators of the Oregon Trail, they are in fact going to say, ‘the data model, the statistics, those are the most important parts of the game.”

Oregon Trail

Photo credit: mygeekwisdom.com

Videogames often have a multiplayer component that is a source of nostalgia for players. When comparing the gameplay between two-player Super Mario Bros., which can be preserved through software emulation or preservation of original hardware, to online play in Halo 3, which required servers operated by Microsoft in addition to the hardware and software components, one can quickly see how the ‘what’ of videogame preservation can imply drastically different things to groups within the community. Donahue also mentions that there are often unique trends and quirks for specific games within the player community which are not always preservable (such as ‘bunny hopping’ in Quake).

A variety of questions must be answered before preservation activities can move forward. The most important question is: “what exactly are we preserving?” Aside from content, videogames are data, software, hardware, unique storage media, and peripherals such as controllers. Each element of a videogame system may require a specific skillset in order to achieve any sort of reliable preservation. In the case of hardware and circuit boards, basic knowledge of electronics and computer repair may be required; when using emulation, scripting skills will inevitably be required. Videogame preservation also demands a distinction to be made between original hardware preservation and software emulation–what is the minimum level of preservation for a videogame? The question of what to save is most certainly a philosophical one: is it the aesthetic of the original object and the experience of playing the game in its original state, or will any experience involving the loose entity of the game be acceptable?

Retrode

The Retrode (retrode.org) is a device that allows for hardware emulation using original videogame cartridges.

Donahue exhibits several surveys created to gauge the focus of preservation activities. For the curator or archivist, survey questions were more technical, and a few examples are ‘can the game be played’, ‘do you have the equipment to emulate’, and ‘will you provide a complete videogame experience, or will you just preserve the artifacts?’ For players, the questions are more rooted in videogame culture, for example, ‘what is the core of the game and what does it mean’, ‘what contributes to the success of a franchise’, ‘what is the importance of multiplayer’, and ‘is this a good game or a milestone game’?

Donahue and the PVW project made great strides in articulating the specific needs of videogame preservation as well as providing the groundwork for establishing preservation standards for an often overlooked and misunderstood part of our culture. This is just one of many interesting and unique Digital Dialogues within the collection – to view more, visit the Past Digital Dialogue Schedules page, where you can browse through all previous seasons and explore.

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A Decade of Digital Dialogues Event Recordings and the Challenges of Implementing a Retroactive Digital Asset Management Plan https://mith.umd.edu/decade-digital-dialogues-event-recordings-challenges-implementing-retroactive-digital-asset-management-plan/ Thu, 14 Jul 2016 20:39:00 +0000 http://mith.umd.edu/?p=17756 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 [...]

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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 the U.S., and occasionally beyond, which has been running for eleven years. The Digital Dialogues events program has documented the development of the digital humanities as well as the ideas and work of several of the pioneers of the field. However, as the digital humanities grew and developed, so did the technology used to record and edit the Digital Dialogues. This digital record must be curated and preserved in order to ensure that the Digital Dialogues events are accessible for many years to come.

Staying current with changes in digital audio and video recording and editing resulted in a variety of media sources, file types, storage locations, and web-hosting services. MITH currently has a workflow for recent and future Digital Dialogues that ensures proper storage of raw video, systematized file naming-conventions, standards for video editing and the creation of web content, and redundant storage. This plan, in some form, must be retroactively applied to almost a decade of content.

Since I was dealing with a variety of locations for content, the first task at hand was to consolidate media from all storage locations and resolve discrepancies and duplications. This resulted in aggregating all available content from an editing workstation, an external drive, an AWS server, and a local server. Once all the content was funneled into a singular location, I began the slow and tedious process of comparing files and folders. I was able to separate usable media from everything else and began moving content into a well-organized master directory that will be cloned into redundant storage for preservation. Future workflows will prevent discrepancies by having content be imported, named, organized, and edited on the local workstation and then copied to external storage sources to prevent duplication or accidental changes to archived content.

An example of the future data flow for Digital Dialogues videos

An example of the future data flow for Digital Dialogues videos

MITH had been successfully saving multiple copies of files across different storage devices, but many of these files reflected out-dated workflows and there were often several versions of the same file. The recording of Digital Dialogues went through several technological evolutions and left behind a messy file structure. Some source files were saved, others are missing. Some final product videos and recordings were duplicated across local storage devices, others exist solely in the Internet Archive and other web-hosting services. MITH’s early Digital Dialogues provide an example of the danger inherent in relying on singular storage locations and web-hosting services to archive digital assets. The file compression used by many services, as well as the possibility of service interruption, make web-hosting a ‘front-end access-only’ form of digital storage. The important thing to emphasize here is that once digital source media is lost, it is usually lost forever, which is why it is always necessary and recommended to have a data management plan ready at the onset of any digital project.

Data storage isn’t the only challenge that the Digital Dialogues collection presents as the collection has moved through different A/V editing workflows and standards. The Digital Dialogues transitioned from audio recording to video recording, as well as from using iMovie to Adobe Premiere to edit video, a transition that has left a considerable number of useless project files lingering about. The differences between the two video editing software suites are considerable and present several challenges to long term functionality. Adobe Premiere and iMovie handle the import of source media very differently. Premiere doesn’t actually import the source media, but instead creates a link to the file using a system path, which results in project files that are only a few hundred kilobytes in size. IMovie, however, stores a copy of the original media as well as a variety of program specific data, which greatly increases the size of the project folder. Additionally, Adobe Premiere allows for backwards compatibility to some degree, whereas iMovie does not, making Premiere a better choice for long term functionality of project files.

The links that Adobe Premiere creates to source media are problematic because, if the source media changes location or filename, the links are effectively broken and media must be relocated before any editing can occur. However, as long as the source media is preserved and is identifiable, it is a simple task to point Premiere to the correct location of the source. To ensure MITH’s future access to working project files (which is important if a derivative is lost and needs to be regenerated, or video formatting needs to be updated for a website), I created a well organized and descriptively named directory containing all project files and associated linked media. The current editing and curation plan involves each Digital Dialogue event being stored in a folder containing source media and the edited derivative. Before transferring any source media, an appropriate directory is created to store the files. Files are then transferred from an external storage device or camera to the video editing iMac work-station and stored in the appropriate event folder. The event folders are named using the following convention:

‘YYYYMMDD_SpeakerNameInCamelCase_AdditionalSpeakersSeparatedByUnderscores’.

Events are organized by season (e.g., Spring 2016) and stored in a season folder using the following convention:

‘YYYY-Season-Semester’.

All events for a season will be edited in a single Adobe Premiere project file that is located within the season folder. This reduces the amount of project files to manage and also streamlines the video editing process.

Example of a well-organized Digital Dialogue season folder

Example of a well-organized Digital Dialogue season folder

Another part of this project consisted of editing previous content to conform to current standards. Due to the variety of files that existed, both formats and duplicates, I decided to prioritize raw footage (or the highest quality derivative that I could discover) for archiving and the creation of new videos. Provided that usable media was accessible, videos currently on the MITH website are being updated to reflect proper MITH logos and branding, as well as title slates with appropriate attributions to speakers, dates and talk titles. There are also many years of Digital Dialogues recorded as audio, which are in the process of being exported to a standardized video format so that the majority of Digital Dialogues will be accessible to the user through one hosting service (Vimeo). At the end of the project, I will have created or recreated around 105 videos, streamlined and documented any changes to MITH’s audiovisual workflows, and ensured proper digital stewardship of an important collection of digital humanities scholarship. My second and final blog post in this series will highlight some of the more interesting content in this collection.

 

 

 

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