Bill Lefurgy: “Digital Preservation: A Role for Public Libraries”
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 [...]
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 [...]
The Digital Humanities Data Curation Institutes project facilitated a multi-institutional collaboration to provide three workshops on data curation in the humanities.
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.
The BitCurator project has been a joint effort led by the School of Information and Library Science at the University of North Carolina, Chapel Hill (SILS) and the Maryland Institute for Technology in the Humanities (MITH) to develop a system for collecting professionals that incorporates the functionality of many digital forensics tools.
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.
The Documentation and Preservation of Dance project brings together an interdisciplinary team from MITH, the Advanced Computing Center for the Arts and Design (ACCAD) at Ohio State University, the John F. Kennedy Center for the Performing Arts, and the New York Public Library for the Performing Arts to host a series of workshops that will establish and document the current state of the art and push forward action on this pressing problem of dance preservation.
Preserving Virtual Worlds 2 is an ongoing project funded by the IMLS that builds on the work of Preserving Virtual Worlds. Rachel Donahue, doctoral [...]
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 [...]
One of the most exciting and potentially transformative aspects of digital humanities is an inflection from dealing with scarcity to dealing with abundance. Traditionally, humanities [...]