Training – Maryland Institute for Technology in the Humanities https://mith.umd.edu Thu, 08 Oct 2020 20:00:44 +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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Announcing Hilt: Humanities Intensive Learning + Teaching https://mith.umd.edu/announcing-hilt-humanities-intensive-learning-teaching/ https://mith.umd.edu/announcing-hilt-humanities-intensive-learning-teaching/#comments Wed, 17 Apr 2013 17:32:32 +0000 http://mith.umd.edu/?p=10705 Thanks to a group of wonderful instructors and an energetic, passionate cohort of students from around the world, the first iteration of our intensive digital humanities training institute was a great success when it was held in January 2013. We were inspired by the model pioneered at the Digital Humanities Summer Institute (DHSI) and we [...]

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Thanks to a group of wonderful instructors and an energetic, passionate cohort of students from around the world, the first iteration of our intensive digital humanities training institute was a great success when it was held in January 2013. We were inspired by the model pioneered at the Digital Humanities Summer Institute (DHSI) and we were responding to an unmet need we perceived for additional training opportunities—in new locations, with different but complementary courses and emphasis. Our first year was a true experiment.

Given the positive response from the community, we’re pleased to announce the continuation of our training event for a second year. We’re making a few changes as we develop but the core of what made the first institute great will remain: a slate of engaging courses taught by some of the best scholars and teachers in the digital humanities, plentiful opportunities to meet and network with colleagues, and access to all the cultural resources of the Washington, D.C., area.

One of the most obvious changes will be our name. The Digital Humanities Winter Institute is now Humanities Intensive Learning and Teaching (HILT).

This change in name accompanies a change in the timing of the event. The next iteration of HILT will be held at August 4-8, 2014, on the campus of the University of Maryland in College Park. We decided to change the dates based on feedback for our community of instructors and students. Summer will allow us to offer accommodation in campus housing and thus to lower the total cost of attendance. This was particularly important because we are committed to making excellent digital humanities instruction available to graduate students, alternative academics, cultural heritage professionals and anyone with limited travel or professional development funding. Helping bolster diversity in the digital humanities is an important goal of HILT. Look for more announcements about steps we are taking to address diversity.

The other element of our new identity as HILT is a sharpening of focus on providing excellent learning opportunities. We’re committed to keeping the size of courses to 20 students maximum and we’ll plan to offer only about 10 courses each year. The quality of our instructors and courses is something we’re keeping constant. We have another great roster and more courses are still being added. Full course descriptions will be made available later this summer. Confirmed instructors are:

  • Adrianne Wadewitz, Wikipedia for Humanists and Cultural Heritage Professionals
  • Anastasia Salter, Teaching Through Games
  • Elijah Meeks, Network Analysis and Visualization
  • Jeremy Boggs and Jeri Wieringa, Introduction to Web Development, Design, and Principles: HTML5, CSS, and Javascript for beginners
  • Kam Woods and Porter Olsen, Born-Digital Forensics
  • Matt Jockers, Large Scale Text Analysis with R
  • Simon Appleford and Jennifer Guiliano, Project Development
  • Wayne Graham and Brandon Walsh, Humanities Programming with Ruby on Rails

We’re very excited about continuing this training event. The community is truly what made the first institute a success so please mark your calendars and plan to join us:

HILT
Humanities Intensive Learning + Teaching
August 4-8, 2014
http://mith.umd.edu/training
@HILT_MITH

Applications will open on October 1, 2013.
We look forward to seeing you there,

Jennifer Guiliano and Trevor Muñoz
Co-Directors, HILT

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Amanda French: “Sheesh, What’s With All the THATCamps?” https://mith.umd.edu/dialogues/amanda-french-sheesh-whats-with-all-the-thatcamps/ Mon, 15 Oct 2012 13:13:28 +0000 http://mith.umd.edu/?post_type=mith_dialogue&p=9657 THATCamps (The Humanities And Technology Camp) are a rapidly growing set of user-generated unconferences for technologists and humanities professionals. THATCamps are Collaborative: Everyone participates, including in the task of setting an agenda or program. Informal: There are no lengthy proposals, papers, presentations, or product demos. The emphasis is on productive, collegial work or free-form discussion. [...]

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THATCamps (The Humanities And Technology Camp) are a rapidly growing set of user-generated unconferences for technologists and humanities professionals. THATCamps are

  • Collaborative: Everyone participates, including in the task of setting an agenda or program.
  • Informal: There are no lengthy proposals, papers, presentations, or product demos. The emphasis is on productive, collegial work or free-form discussion.
  • Spontaneous and timely: The agenda / schedule / program being mostly or entirely created by all the participants during the first session of the first day, rather than weeks or months beforehand by a program committee.
  • Non-hierarchical: THATCamps welcome graduate students, scholars, librarians, archivists, museum professionals, developers and programmers, K-12 teachers, administrators, managers, and funders as well as people from the non-profit sector, people from the for-profit sector, and interested amateurs. The topic “the humanities and technology” contains multitudes.
  • Productive: Participants are encouraged to use session time to create, build, write, hack, and solve problems.

THATCamp Coordinator Amanda French will discuss the THATCamp phenomenon’s implications for the digital humanities as well answer practical questions about running one of your own.

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If/Then 101: Teaching Programming at Maryland https://mith.umd.edu/dialogues/ifthen-101-teaching-programming-at-maryland/ Tue, 20 Oct 2009 04:00:19 +0000 http://mith.umd.edu/?post_type=mith_dialogue&p=4134 How is programming taught at the University of Maryland? Are there any substantive difference in the way faculty and staff in different departments communicate the core ideas of the practice? This round table discussion will gather members of the campus community from different disciplines and colleges to publicly compare notes and discover whether there are [...]

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How is programming taught at the University of Maryland? Are there any substantive difference in the way faculty and staff in different departments communicate the core ideas of the practice? This round table discussion will gather members of the campus community from different disciplines and colleges to publicly compare notes and discover whether there are any surprising disciplinary differences or similarities in programming pedagogy.

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Digital Humanities 3.0: Where We Have Come From and Where We Are Now? https://mith.umd.edu/dialogues/digital-humanities-3-0-where-we-have-come-from-and-where-we-are-now/ Tue, 16 Sep 2008 04:00:31 +0000 http://mith.umd.edu/?post_type=mith_dialogue&p=4186 I want to ask the related questions of where we are and where we are headed in the digital humanities. Since I am an historian, I approach these questions by asking where we have been and how we got here. Digital Humanities 1.0 was the use of information technology and computing to produce forms of [...]

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I want to ask the related questions of where we are and where we are headed in the digital humanities. Since I am an historian, I approach these questions by asking where we have been and how we got here. Digital Humanities 1.0 was the use of information technology and computing to produce forms of scholarship that literally could not be done in the analog age: the encoding of text (TEI), computational linguistics and the creation of humanities databases (Perseus) were the two most prominent examples. DH 2.0 was the era inaugurated by IATH and scholars such as Jerry McGann, Ed Ayers and others in reconceptualizing traditional humanities questions through the intellectual power of technology — relating text to image, creating complexly interrelated databases, use of large-scale digitization. DH 3.0 is where I hope we are, searching for a new order of technical possibilities that will change modes of thought. DH 3.0 assumes the technology and moves on to give primary consideration to intellectual problems that were inconceivable in either the analog or early digital eras. The challenge is no longer either the usage of technology or the linking of technology to more or less traditional humanities problems, but reconceptualizing the problems. But of course all of this assumes what is not true — that we put a digital humanities infrastructure into place.

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