A new semester has begun here at the Maryland Institute of Technology for the Humanities (MITH). With it brings news of collaborative projects, successful workshops we’ve attended and hosted, and the fun always had in the daily life of MITH. The MITH Monitor is available in hard copy and digital . . .
Deena Larsen Collection
In May of 2007, MITH received the extraordinary gift of Deena Larsen's personal collection of early-era personal computers and software. Deena is an author and new media visionary...
Collaborative Ajax-Based Modeling Platform (CAMP)
CAMP is an open source, collaborative, 3d modeler that allows users with very little experience to generate a 3-dimensional model in their web browser which they can then allow other...
Computer Forensics & Born-Digital Content
Invitational meeting at the University of Maryland May 14-15, 2010 funded by the Andrew W. Mellon Foundation in support of a report, entitled Computer Forensics and Born-Digital Content...
MITH's Vintage Computers
MITH's Vintage Computers is a website devoted to MITH's sizable (and growing) collection of vintage computers, retro software, and other artifacts from the early era of personal computing....
Visual Accent & Dialect Archive
The Visual Accent & Dialect Archive (VADA) is an archive of video clips from around the world, providing both aural and visual information about a dialect or accent. Other academic...
Deena Larsen Collection Temporarily Down
The Deena Larsen Collection website is temporarily down. We are working to get it back up and running. Thanks for your patience! Check back here and follow @UMD_MITH for updates.
Thinking about the End Product
Since my last post, I have been working on a grant application. This has afforded the opportunity of some stock taking. I’ve also had some very helpful conversations with scholars in the field: Juan Garcés and Matt Munson in Hebrew Biblical Studies, Tim Finney in New Testament and Desmond Schmidt . . .
THATCamp Games: Maryland Is For Gamers
THATCamp Games, last weekend’s four-day unconference on digital humanities and gaming, had its origin in a packed “humanities gaming” catch-all session at THATCamp Prime 2011, where we quickly realized that “games” was too broad a topic for a single session. THATCamp Games brought together members of the games industry, games . . .
