• Research Highlights 2022

    Research Highlights 2022

    DH Summer Funding Recipient Presentations: Tuesday, September 13th, 12:00PM-1:00PM (Eastern)

    Virtual Event

    REGISTER HERE

    Dr. Christina Boyles

    “AREPR and Omeka S: Developing Tools for the DH Community”

    Dr. Catherine Ryu and Olivia Hale

    “Movements through Time and Space: Visualizing a Literary Journey by Ethnic Koreans in China”

    Join us for engaging presentations by Dr. Christina Boyles, and Dr. Catherine Ryu with Olivia Hale.

    This event will be virtual on Zoom, on Tuesday, September 13th, 12:00PM-1:00PM Eastern. Register here!

  • Comics, Data, and Community

    Comics, Data, and Community

    Thursday, November 3rd, 2022, 12:00PM-1:30PM

    MSU Libraries, Digital Scholarship Lab, Flex Space, 2nd Floor West

    How does graphic narrative shape contemporary debates about identity and culture? What new knowledge can we create at the intersection of comics and Digital Humanities? What does it mean to use comics as data, or create comics from data?

    This Locus draws on the diverse community of MSU scholars who explore comics, sequential art, and digital storytelling in their research and teaching.  We encourage wide participation from scholars in any discipline to share developments in their research at any stage (including brainstorming, works in progress, invitations to collaborate, and/or fully developed projects). 

    Locus: Comics, Data, and Community is taking place on Thursday, November 3rd, 2022 12PM-1:30PM Eastern, in the Flex Space of the MSU Main Library Digital Scholarship Lab (2nd Floor, West).  Coffee and Cookies will be provided!

    Projects

    Digital Streaming or Freezing of Chinese TV Series

    Sheng-mei Ma

    For the past few years, I have been publishing on Chinese TV series which have been streaming free of charge online. The Tao of S: America’s Chinee & the Chinese Century (2022), for instance, demonstrates the breadth of the subject matter: not only a plethora of TV dramas but also web novels that are the impetus for creative energy in film and TV production. Given the global distribution at no cost to viewers anywhere in the world, this burgeoning yet largely ignored cross-cultural, interdisciplinary, and transnational display of China’s soft power continues to entertain, even enthrall, over one billion Sinophone speakers to the exclusion of non-Chinese, except those who persevere in googling for subtitled shows on YouTube and other platforms. Yet the non-Sinophone audience reception may be marred by subpar captioning, oftentimes by fans, and other matters.

    This mother lode of research potential, available at our fingertips or at dramasq.cc, remains untapped as a result of language and cultural barriers for non-Sinophone scholars. Digitalization levels the playing field for a student in the humanities like me who is far removed from the place of production and major consumption of Chinese TV series. I have been enabled to peep in, eavesdrop on, and critically analyze a rising, trending Sinocentric phenomenon, a parallel universe to Anglophone hegemony. Yet the digital method of delivery has been treated, by and large, like opening a book, turning the page in my research. Put simply, I have de-digitized Chinese TV series in a series of analytical “close-ups” or “freezes” on the content of the TV dramas and the stories of the web novels. Dynamic digital streaming has been arrested, frozen into screen grabs that might have inadvertently robbed the organism of its virtual life; both the tonal flux in Chinese dialogue and the facial and physical movement are zombified into the English alphabet. A sample of such close readings demonstrate the pros and cons.

    Releasing the Imagination in Qualitative Research through Self-made Comics

    Dustin Defelice

    Many people grew up with comic books, newspaper comic sections and comic-inspired TV shows/movies. Many others drew, wrote or inked their own stories. In a sense, this medium is one way of releasing the imagination. In fact, artists and authors in this genre are masters at telling a story while providing fuel for the imagination. Since comics can appeal to children, teenagers and adults, they are an area ripe for exploration in qualitative research as analysis tools, visual representations of key stories and for member-checking. In this session, the presenter will focus on his use of Pixton, an online comic generator and he will include a brief discussion on a number of other online tools such as Strip Generator, ToonDoo and WittyComics. In all of these tools, the researcher is able to save, edit, download and/or embed their work.

    Days of Future Past: Comics as Metadata, Wikidata, and data imaginary

    Julian Chambliss and Kate Topham

    While marginalized as a juvenile medium, comics serve as an archive of our collective experience. Emerging with the modern city and deeply affected by race, class, and gender norms, comics are a means to understand the changes linked to identity and power in the United States. For further investigation, we turn to one such collective archive: the MSU Library Comics Art Collection (CAC), which contains over 300,000 comics and comics artifacts dating as far back as 1840. As noted on the MSU Special Collections’ website, “the focus of the collection is on published work in an effort to present a complete picture of what the American comics readership has seen, especially since the middle of the 20th century.”  Given the unique opportunity this collection provides, a community of scholars and practitioners extracted metadata from the CAC to create the Comics as Data North America (CaDNA) dataset with the goal of exploring the production, content, and creative communities linked to comics in North America.

    This presentation covers the various ways that the CaDNA & Graphic Possibilities teams have explored, transformed, and analyzed this dataset: the communities we’ve built through Linked Open Data, the visualizations we’ve created, and the future directions of this data and this project. 

    Schedule

    12:00PM-12:10PM Opening Remarks

    12:10PM:-12:40PM: Project Presentations

    12:40PM-12:50PM: Break

    12:50PM-1:30PM: Discussion and Brainstorming

  • DH Faculty Meeting and Celebration

    DH Faculty Meeting and Celebration

    Thursday, December 1st, 4:00PM-5:30PM

    MSU Libraries, Green Room, 4th Floor West

    Please join us as the Digital Humanities at MSU community comes together toward the end of the semester! The DH Faculty will begin the gathering with a brief faculty meeting, and all are welcome. After the meeting portion of the event, we look forward to gathering around food to hear about successes and opportunities, and to reconnect and socialize.

  • Distinguished Lecture: Kimberly Christen

    Distinguished Lecture: Kimberly Christen

    Always Coming Home: Relations of Repair in the Digital Humanities

    Monday, October 3rd, 2022, 4:00PM-5:30PM

    Dr. Kimberly Christen

    MSU Libraries, Green Room, 4th Floor West

    Digital Humanities, like many scholarly pursuits, relies on the territorial, cultural, and intellectual property of Indigenous peoples, communities, and nations to build projects, create products, and publish materials. The physical spaces we inhabit at universities and the collections, data, archives, and texts that produce the fodder for DH projects all have colonial roots and ongoing settler colonial logics embedded within them. In this talk, I propose a reparative theoretical framework based in Indigenous relations to kin, territories, material belongings and systems of knowledge to unsettle standard academic practices of authorship, attribution, and accountability. At the same time, I emphasize a process of technological and territorial engagement that foregrounds long-term, sustainable, relationships that center Indigenous knowledge systems and practices.

    Please join the DH@MSU Community in attending the 2022 DH Distinguished Lecture. We are delighted to hear from Dr. Kimberly Christen as she speaks about her work! The 2022 DH Distinguished Lecture will be in the MSU Libraries, Green Room, 4th Floor West, October 3rd, 4:00PM-5:30PM, join us!

    Please note that this presentation will not be live streamed or recorded, so the only way to see Dr. Christen’s presentation is to join us in the Green Room.

    Digital Humanities is arranging a lunch for graduate students to meet with Dr. Christen on Tuesday, October 4th, 12PM-1PM in Linton Hall 120. Graduate Students from any discipline are welcome to join. Please RSVP by 12PM Monday 10/3/22 so we know how much Potbelly to order.

  • THATCamp- August 2022

    THATCamp- August 2022

    Register to Attend!

    Friday, August 26, 2022
    Digital Scholarship Lab (Main Library)


    What is THATCamp?

    Why THATCamp MSU?

    Schedule

    Technology and Communication

    Additional Information

    Register to Attend


    What is THATCamp?

    THATCamp (which stands for “The Humanities and Technology Camp”) is a gathering where the agenda is set by attendees on the day of the event based on what people want to learn and/or share. It is an event where students, staff, and faculty from any discipline and from all skill levels learn and build together in sessions proposed, led, and voted upon by the community. 

    Why THATCamp MSU?

    At DH@MSU THATCamp, we create space for meeting fellow members of the community in informal networking sessions, and we encourage people to share their work in impromptu discussions and workshops.

    DH@MSU started hosting bi-annual THATCamps each August and January targeted at MSU faculty, staff, and students for a few reasons:

    1. To bring people back together at the start of the semester
    2. To introduce new folks to the DH@MSU community
    3. Share knowledge, expertise, and skills among the community
    4. Build connections between community members for future collaborations, troubleshooting, and less formal interactions

    This day-long unconference is a fantastic opportunity for members of the DH@MSU community (old and new) to gather, learn from each other, and make connections to carry forward into the academic year.

    THATCamp is FREE, but we do strongly encourage registration in advance (it helps us determine how much pizza and coffee to buy). A tentative schedule and the registration form are available below. Please direct any questions to Max Evjen (evjendav@msu.edu or @cantus94).

    This event will operate under the Code of Conduct for THATCamp MSU

    Schedule

    8:45 – 9:00 Check-in/breakfast

    9 – 9:20 intro/welcome/about DH@MSU

    9:20 – 9:35 About THATCamp

    9:35-9:50 Brainstorming

    9:50-10 Voting

    10-10:15 Break

    10:15-11:15 Session 1

    11:15-11:30 Break

    11:30 – 12:30 Session 2

    12:30 – 1:30 Lunch

    1:30 – 2:30 Session 3

    2:30 – 2:45 Break

    2:45 – 3:30 Share out from the sessions, closing thoughts, and next steps (and raffle!)

    In advance of the day, feel free to request topics you would like to learn more about or suggest things you would be willing to share/teach by editing this document.

    Technology and Communication

    Slack

    We encourage all THATCamp attendees who have an MSU email address to join and engage in discussion and information/resource sharing on the MSUDH Slack group. The Slack group can be accessed via a browser and/or by downloading the app on your device and then signing into the MSUDH community. To sign up for the MSUDH Slack Group, go to msudh.slack.com/signup. Note that you must signup using your MSU email address. After signing up, you will be added to the #thatcamp channel. Once you have registered, you can sign in by visiting msudh.slack.com.

    Please reach out with questions about signing up, accessing, and using Slack by contacting dh@msu.edu or @DHatMSU!

    Twitter

    Please use the hashtag #MSUDH, and you can follow @DHatMSU!

    Additional Information

    Mask Policy

    As of August 10, 2022, MSU has lifted its face-covering directive. Masks are encouraged, but they are not required.

    Rooms for Nursing Mothers

    A mother’s room is available across the hall from the Digital Scholarship Lab.

    Gender Neutral Restroom

    There is a gender neutral restroom available across the hall from the Digital Scholarship Lab.

    Register to Attend

  • THATCamp- January 2022

    THATCamp- January 2022

    Friday, January 28, 2022

    Location: Online

    Register to attend!

    THATCamp (which stands for “The Humanities and Technology Camp”) is a gathering where the agenda is set by attendees on the day of the event based on what people want to learn and/or share. It is an event where students, staff, and faculty from any discipline and from all skill levels learn and build together in sessions proposed, led, and voted upon by the community. 

    At DH@MSU THATCamp, we create space for meeting fellow members of the community in informal networking sessions, and we encourage people to share their work in impromptu discussions and workshops. There is also time for a project showcase, when community members can share very short prepared or impromptu remarks about their projects and work. 

    This January, we are holding THATCamp as a virtual event from 9:30AM – 3:00PM EST.

    The goals of DH@MSU THATCamp are:

    • To bring people back together at the beginning of the semester
    • To introduce new folks to the DH community
    • Build connections between community members for future collaborations, troubleshooting, and less formal interactions

    Who is THATCamp for?

    This is an opportunity for people, whether formally a part of the DH@MSU community or not, to gather, learn from each other, and make connections to carry forward into the academic year. We welcome:

    • Members of the DH community, old and new
    • Students in the MSU Digital Humanities undergraduate minor or graduate certificate, and students interested in the minor/certificate
    • Humanists who are engaged in digital and computer-assisted research, teaching, and creation
    • Anyone interested in exploring digital topics especially (but not exclusively) in the areas of arts, humanities, and social sciences
    • Family members (kids)

    This is a flexible, family- and pet-friendly event.

    This event will operate under the Code of Conduct for THATCamp MSU


    Schedule

    How the day will work

    Technology and Communication

    Register to Participate


    Schedule*

    All times are Eastern Standard Time

    • 9:30am – 9:50am – Welcome and THATCamp basics (Welcome slides)
    • 9:50am – 10:20am – Meet and Greets / Introductions (breakout rooms)
    • 10:20am – 10:50am – Discussion and workshop topic ideas – gathering proposals, voting, and creating the schedule
    • 10:50am – 11:50am – Session 1 (breakout rooms)
    • 11:50am – 12:00pm – Break
    • 12:00pm – 12:30pm – Session 2 (breakout rooms) 
    • 12:30pm – 1:15pm – Lunch Break
    • 1:15pm – 2:15pm – Session 3 (breakout rooms)
    • 2:15pm – 2:25pm – Break
    • 2:25pm -2:45pm – What did we learn?
    • 2:45pm – 3:00pm – Debrief of the day and Raffle

    *This schedule may shift if the community decides to make adjustments on the day of the event. For example, one of the sessions may break into two thirty-minute sessions in order to accommodate more topics. This page will be updated during the day of the event with any schedule changes.


    How the day will work

    Meet and Greets / Introductions

    Using breakout rooms, we will have 3 short meet and greet opportunities. This means that groups of 4-6 will be gathered in a breakout room to introduce themselves and answer a question prompt for 7 minutes and then will be reshuffled into another room for 7 minutes with different people.

    Sessions

    Over the course of the day, there are two one-hour sessions and one half-hour session. During each of these session times, there will be up to 4 concurrent sessions that participants can choose among. 

    These sessions will be proposed or requested by THATCamp participants at the time of registration or via email (dh@msu.edu) after registration but before the day of the event.

    Session types may be:

    • Workshop – one or more people teach about a particular tool or method
    • Discussion – one or more people lead a discussion on a method, topic, or issue
    • Show and Tell – an individual or group showcases a project and explains how it was created, what went into it, including the technology, etc (this type of session may also group together 1-3 project show and tells)
    • Other: You decide what format you will use

    Technology and Communication

    Zoom

    THATCamp will take place on Zoom. The meeting link and information will be sent via email to registrants one week prior to the event. For the best experience, please update to the most recent version of Zoom via these instructions.

    When you enter the Zoom meeting room, your video and microphone will be turned off/muted by default, and you are welcome to turn them on/unmute as you prefer throughout the event. We will all convene in one room, and we will use breakout sessions to facilitate introduction sessions and the discussion section. There will be moderators available throughout the day and in each breakout room to assist with technical issues and Zoom questions.

    Closed Captions will be provided throughout THATCamp and made available to all in main sessions. If participants would like captions provided during breakout rooms, please let the organizers know via the Registration form or by emailing dh@msu.edu.

    Twitter:

    Please use the hashtag #MSUDH, and you can follow @DHatMSU!


    Register to Attend

    http://go.cal.msu.edu/thatcampregistration 

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  • Materializing Multiple Futures: Printing Jatayu’s Wing

    Materializing Multiple Futures: Printing Jatayu’s Wing

    Summer 2021 Seed Grant Funding

    Submitted by Jessica Stokes

    The project Wingin’ It: A Material Re-Storying the Ramayana is an attempt to make material and tangible parts of a speculative cinema piece and role-playing game crafted around the vulture Jatayu. An exalted character in the Ramayana epic tradition, the vulture Jatayu is known for his courage and loyalty. When Ravana abducts Sita and whisks her away in his flying chariot, it is the fearless Jatayu who tries to stop him. An aerial battle ensues, but Ravana eventually prevails, chopping off Jatayu’s wing, disabling him from fight and flight, and eventually life itself. In our episode of the speculative cinema project, Forest Tales, Jatayu is resurrected with a prosthetic wing, only to face the extinction of his kind in the present. Audience members are presented with a speculative cinema episode, which is followed by a role-playing game, where we wonder together about the queer utopias that are latent in our impaired landscapes and disabled ecologies.

    On textured paper is an illustration of a woman sleeping inside a seed that is sprouting from two sides.The cross-section of the seed reveals a fleshy green inside, in which she lays. The outside of the seed is covered in a hive-like pattern in greens and browns.

    I am Jessica Stokes, a disabled poet/performer/educator/scholar pursuing my PhD at Michigan State University. I analyze contemporary ecopoetics’ crip methods for climate survival and read into the experimental poetics of those who have historically been experimented upon. I am currently working on the Wingin’ It project with Anuj Vaidya. Anuj is a teacher/student of performance/media and multispecies thinking, currently pursuing a PhD in Performance Studies at UC Davis. Deeply invested in process and collaboration, his practice is committed to challenging normativity, cultivating joy, and building community, with both human and more-than-human worlds. Together, we have been working on a transnational conversation that addresses the entanglements of vultures and plastics.

    As Anuj says, the most environmentally-friendly film is one that never gets made. Our film now, then, is a project and a game. These “scenes” have taken place as moments of collaborative storytelling online at the Society for Disability Studies Annual Conference, at MSU as part of the HIVES Research Workshop and Speaker Series, and through an event put on by the Asian Art Museum in San Francisco this summer. We have a few future scenes in the works. Participants across these locales took part in a role-playing game that asks players to grapple with the environmental impacts of each of their choices as they select elements of Jatayu’s prosthetic wing, from its material components to its design to its shape. As a result of the process, participants each had wildly different wing designs, rendered by audience members or paid student-artists at each event.

    Hand drawn image of a mechanical wing with mechanical pieces drawn on the side and text describing the plan for the object

    In the game, each category players could choose from came with a list of potential known outcomes of each choice. Unbeknownst to the players, there was also a table of latent consequences that would become active at the end of each session. For example, under the category of “Labor,” if players chose to use domestic labor to make their wing, the known implications were “Increase employment by 10%” and “Insistence on local production increases stigma against outsiders–advance nationalism slider by one category.” And one of the unknown consequences was “The Jatayu’s Wing project becomes a union project, increase interdependence by 10% and reduce Wealth Gap by 5%.” We used these layers of outcomes and consequences to generate in depth discussions with players at the end of the game about what it means to try to imagine just and accessible futures within material constraints. People often lingered after we ended a session or shared contact information to keep the conversation going.

                Each image we have created represents hours of conversation between students, professors, disabled artists, and museum patrons. These conversations were on climate change, economics, nationalism, and other difficult to approach topics. Through a digital humanities framework of storytelling and gaming, people contemplated multiple futures.

    On a creamy pink-orange background, a rainbow vulture fans a wing upward. The wing ascends in gentle curls, moving from swoop to swoop with gentle flow and transitions between red, purple, pink, and orange. Occasional rivets can be seen protruding from the wings.

    Working with the DH Seed Grant, we set out to further complicate conversations around the shaping of Jatayu’s wing while also increasing the accessibility of the project. We wanted tangible wings to make game play more accessible for blind and low vision players while grappling ourselves with the environmental implications of our choices. In the gameplay, people always had the option of choosing to 3D print Jatayu’s wing, but through the grant we were able to more deeply consider the implications of that choice within and outside of the game.

    Using DH Seed Grant funding in preparation for making material models of the work, I took several courses over the summer on designing for 3D printing in Udemy. However, as our lengthy collaboration on this project makes space for ourselves as growing, changing humans, I was slowed in my learning about 3D printing as I 3D printed my dear daughter Cordelia this summer.

    I quickly crashed into issues with design without a deeper background in the subject and while crashing in between sleepless nights with this one. Using my shaky disabled hands to drag polygons led to vastly uneven wings, and my new carpal tunnel from holding a newborn compounded the strain. But this project has always been undergirded by a commitment to accessibility and interdependence not just for players but for us as makers so as these problems arose we pivoted our plans.

    Speaking with Dr. Amanda Tickner who is deeply involved with 3D printing here at MSU, I had a conversation about the many material choices available in 3D printing and those specifically used here at MSU. The conversation sounded a lot like our RPG’s gameplay as players analyze costs and benefits of their choices for Jatayu’s wing. In this conversation, I learned about the possibility of seaweed 3D printing. Yay environment! Good luck dealing with that smell. I learned about offgassing in 3-D printing with the materials more commonly used here as well as other environmental considerations. While resin based printing renders details vividly its off-gassing is particularly toxic and while PLA another material used here is cornstarch based it has its own shortcomings (don’t trust it to print a little diver for your fishbowl as it will deteriorate within).

    This additional information has made its way into the production game tables as well, in such latent consequences as “Despite assumptions of recyclability, practical recycling of 3D printing waste such as supports and misprints isn’t common: Increase pollution in oceans and soil by .25%”

    As this project continues to stretch and grow in ways anticipated and not, I am currently working interdependently with multiple organizations at Michigan State University on materializing our versions of Jatayu’s wings. I am bringing on student artists through the Tower Guard in order to create reasonable facsimiles of Jatayu’s many wings. This is also working to support the Creativity in the Time of Covid 19 Grant by offering them a reasonable timeline for making their own future exhibits accessible.

  • Superheroes Die in the Summer

    Superheroes Die in the Summer

    Seed Grant Summer 2021 Report

    Submitted by Kate Birdsall

    The Cube

    The Cube, in its role as the only publishing nexus of its kind at MSU, currently has three distinct operational wings that provide significant experiential learning, mentorship, and professional development opportunities for undergraduate and graduate students. In its second operational wing, The Cube’s director, graduate assistant, and paid undergraduate interns review new proposed projects, accept or reject them based on budgetary constraints and funding (provided by clients, grants, or other internal support, e.g. special project for XA), direct them, and scaffold them.

    Due to limited internal funding, The Cube often pays undergraduate interns to work on limited-run projects, such as The REO Town Reading Series Anthology and the website redesign for The Red Cedar Review, with grant funding. As has been the case with projects past, Superheroes Die in the Summer’s final iteration will be made possible with the generous support of DH@MSU.

    The Project

    Dr. Tamar Boyadjian, Associate Professor of English and one of three translators from Western Armenian to English in the world, approached The Cube about supporting a translation of Christian Batikian’s Superheroes Die in the Summer, an experimental text that narrates the daily lives of children from different cultural backgrounds who live in Istanbul and share an interest in American comic books and their heroes—stories that become reflections of future fantasy, sexual adventures, and their current reality. At the same time, the book individualizes the lives of superheroes within the complicated relationships of Armenians, Kurds, and Turks living in Istanbul in the twenty-first century. The bildungsroman further complicates the intersections of childhood, memory, and identity through the lens and language of Western Armenian— currently on the UNESCO list of endangered languages.

    We initially edited, designed, and wrote notes for the translation in my SS21 Community Publishing class, but substantial work remained to bring to life the vision that Dr. Boyadjian and I envisioned, namely:

    • meeting with copyright experts to determine whether Superheroes is a fair-use case (it is);
    • finalizing all editorial decisions to be consistent with the intention of the original text while being accessible to an English-speaking audience;
    • proofreading the final edits;
    • developing graphics for the website and printed edition, including back cover art; 
    • wireframing, building, and testing usability for the website; and
    • typesetting the original Western Armenian and the English translation side-by-side in InDesign.

    The grant that we received enabled all of the above to happen.

    The Future

    As of the time of this writing, we are working on finishing touches before purchasing a domain and taking the website public. Still left to complete are

    • the final proofread of the book layout;
    • final margins on the book layout;
    • adding our masthead and branding to the book layout;
    • refining the website for use with different browsers and on mobile; and 
    • a final accessibility audit of the website.

    The in-progress site can be viewed here.

    The Staff

    I would like to thank the following people for their dedication and hard work on this project:

    • Mitch Carr, DRPW (MA 2022), Project Assistant
    • Sydney Wilson, Professional and Public Writing (BA 2021), Editing and Proofreading
    • Grace Houdek, Graphic Design (BA 2022), Graphic Designer
    • Ethan Kolderman, Experience Architecture (BA 2022), Web Developer
    • The students in my SS21 Community Publishing class: Charlotte Bachelor, Iliana Cosme-Brooks, Peyton Frederickson, Kira Ginter, Jarett Greenstein, Naomi Johnson, Noelle Oman, and Mai Vang.
  • Archivo de Respuestas Emergencias de Puerto Rico (AREPR)

    Archivo de Respuestas Emergencias de Puerto Rico (AREPR)

    Summer 2021 Seed Grant Funding

    Submitted by Christina Boyles

    Summer 2021 Highlights:

    • Hosting 2 workshops to train students and community partners on best practices for collaboration, collection, and technology.
    • Developing customized themes and modules for Omeka S to support multilingual and community-based project work with the support of our developer, Ivy Rose.
    • Developing a metadata ingestion strategy using Google Forms, ensuring that logging data is easy and accessible for our students and community partners.
    • Processing bilingual metadata for  ~75 oral histories from individuals and community organizations in Puerto Rico. 

    The Archivo de Respuestas Emergencias de Puerto Rico (The Emergency Response Archive of Puerto Rico, or AREPR)–is a digital open access repository of Puerto Rican artifacts of disaster and recovery pertaining to Hurricane María (2017), the Guayanilla earthquakes (2020), and COVID-19 (2020). We see these artifacts as necessary to preserve the stories of survivors within our cultural memory; they also highlight effective disaster response strategies, counter inaccurate media narratives about Puerto Rico, serve as an educational resource about climate change and colonialism, and provide a meaningful resource for the public. 

    In early summer 2021, we hosted two workshops geared specifically at our community partners. These workshops, “What is Omeka S?” and “How will my Omeka site look?” were designed to help community groups gain familiarity with the project’s tools and to begin a dialogue with our partner organizations to determine their wants and needs when it comes to building their Omeka S site. AREPR’s fall 2020 and spring 2021 workshops are available on our Vimeo page. The goal of sharing these resources is to both make the workshops accessible to team members who are unable to attend the workshops and/or would like a refresher on the content and to provide resources to other teams working on community archiving projects.

    Throughout summer 2021, Aleyshka Estevez–a student employee from the University of Puerto Rico-Mayagüez–partnered with the technical team to organize and process the metadata for the 78 oral histories collected by her team. During this time, the technical team was able to work with Aleyshka to test out the item collection spreadsheet, built using Google Sheets, to ensure that it was accessible in both English and Spanish.

    Additionally, AREPR hired developer Ivy Rose to work with the team starting in June 2021. Ivy will continue working with AREPR to develop custom Omeka S themes and modules for our project and community partners. The themes, modules, and code Ivy develops for this work will be posted to GitHub and will be available for others to use. One of the most intriguing elements of Ivy’s first Omeka theme, “Multilingual”, is its built-in feature designed for supporting multiple languages. Organizations using Omeka S will be able to use this theme to display collections with multilingual metadata, presenting users with a toggleable interface in multiple languages. Ivy also hopes to include code that will make design choices–such as font, color, menu structure, and layout–more accessible on the front end of the theme(s), which means that users will be able to adjust these features without having to write their own CSS or PHP. As such, these themes will increase the ease-of-use for organizations using Omeka S and lacking resources or know-how to customize their sites.  Ivy’s work on this project will not only benefit AREPR, a digital humanities project housed at Michigan State University, but also their work will benefit other digital humanities practitioners, particularly those working in multilingual contexts.

    UPR Digital Humanities Center

    Among the outcomes achieved by AREPR and the collaboration it has fostered between MSU and UPR-Río Piedras, we want to highlight the now fully operational UPR Digital Humanities Center (DHC). Thanks to AREPR support, the DHC officially opened last January 2021. Five workstations with laptops and scanners were installed in an independent space inside the Angel Quintero Library in the College of General Studies. AREPR staff uses the space as a working center where equipment and documents from community groups and organizations are stored securely. The UPR-Río Piedras Division of Technology installed one internet port per workstation to ensure high speed internet access.

    AREPR undergraduate assistants have been using this space to digitize and catalogue materials from community groups. The DHC has also served as a training facility for both undergraduate assistants and members from partner community groups. These experiences have proven that the area is versatile and dynamic. The fact that the DHC is inside a library gives AREPR team members access to restrooms, a kitchen, and a nearby parking area. This is very important because due to the pandemic most of the on-campus food vendors are closed and campus security is scarce.

  • THATCamp- August 2021

    THATCamp- August 2021

    Thursday, August 26, 2021

    Location: Online, plus an optional in-person social at the end of the day

    Register to attend!

    (Register by Sunday, August 22, 2021)

    THATCamp (which stands for “The Humanities and Technology Camp”) is a gathering where the agenda is set by attendees on the day of the event based on what people want to learn and/or share. It is an event where students, staff, and faculty from any discipline and from all skill levels learn and build together in sessions proposed, led, and voted upon by the community. 

    At DH@MSU THATCamp, we create space for meeting fellow members of the community in informal networking sessions, and we encourage people to share their work in impromptu discussions and workshops. There is also time for a project showcase, when community members can share very short prepared or impromptu remarks about their projects and work. 

    This year, we are holding THATCamp as a virtual event from 9:00am-2:00pm, and there will also be an in person Ice Cream Social from 3:30-5:00pm outside Linton Hall.

    The goals of DH@MSU THATCamp are:

    • To bring people back together at the beginning of the academic year
    • To introduce new folks to the DH@MSU community
    • Build connections between community members for future collaborations, troubleshooting, and less formal interactions

    Who is THATCamp for?

    This is an opportunity for people, whether formally a part of the DH@MSU community or not, to gather, learn from each other, and make connections to carry forward into the academic year. We welcome:

    • Members of the DH@MSU community, old and new
    • Students in the Digital Humanities undergraduate minor or graduate certificate, and students interested in the minor/certificate
    • Humanists who are engaged in digital and computer-assisted research, teaching, and creation
    • Anyone doing or interested in exploring work in the digital, especially (but not exclusively) in the areas of arts, humanities, and social sciences
    • Family members (kids)

    This is a flexible, family- and pet-friendly event.

    This event will operate under the Code of Conduct for THATCamp MSU



    Schedule*

    • 9:00-9:20am – Welcome and THATCamp basics
    • 9:20-9:50am – Meet and Greets / Introductions (breakout rooms)
    • 9:50-10:30am – Discussion and workshop topic ideas – gathering proposals, voting, and creating the schedule
    • 10:30-10:40am – Break
    • 10:40-11:40am – Session 1 (breakout rooms)
      • Text corpora
      • Publishing issues (MSU Press & zines)
    • 11:40-11:50am – Break
    • 11:50am-12:50pm – Session 2 (breakout rooms)
      • Text analysis with Voyant
      • Community engagement
      • Multilingual metadata
    • 12:50-1:00pm – Break
    • 1:00-1:30pm – Project Showcase (presentation slides)
    • 1:30-2:00pm – Debrief of the day and Raffle
    • 3:30-5:00pm – Ice Cream Social (in person, in front of Linton Hall)

    *This schedule may shift if the community decides to make adjustments on the day of the event. For example, one of the sessions may break into two thirty-minute sessions in order to accommodate more topics. This page will be updated during the day of the event with any schedule changes.


    How the day will work

    Meet and Greets / Introductions

    Using breakout rooms, we will have 3 short meet and greet opportunities. This means that groups of 4-6 will be gathered in a breakout room to introduce themselves and answer a question prompt for 7 minutes and then will be reshuffled into another room for 7 minutes with different people.

    Sessions

    Over the course of the day, there are two one-hour session sections. During each of these session times, there will be up to 4 concurrent sessions that participants can choose among. 

    These sessions will be proposed or requested by THATCamp participants at the time of registration or via email (dh@msu.edu) after registration but before the day of the event.

    Session types may be:

    • Workshop – one or more people teach about a particular tool or method
    • Discussion – one or more people lead a discussion on a method, topic, or issue
    • Show and Tell – an individual or group showcases a project and explains how it was created, what went into it, including the technology, etc (this type of session may also group together 1-3 project show and tells)

    On the morning of THATCamp, participants will be asked to vote for the sessions that most interest them, and the sessions with the most votes will be slotted into the schedule. 

    Participants will be able to join sessions as they like in Zoom by joining and leaving breakout rooms. If a participant does not have the ability in Zoom to select breakout rooms themselves, they can let the Zoom moderator know on the day of the event which room they would like to go to, and they will be assigned to that room.

    DH Project Showcase

    This is an opportunity for participants to share out about a project (or projects) at any stage of development through short (3 minute) lightning presentations, in which participants may use 1 slide.

    Participants are encouraged to sign up in advance to share out about projects through the registration form and/or by emailing dh@msu.edu. Further details about slide preparation will be emailed to participants one week prior to the event.


    Technology and Communication

    Zoom

    THATCamp will take place on Zoom. The meeting link and information will be sent via email to registrants one week prior to the event. For the best experience, please update to the most recent version of Zoom via these instructions.

    When you enter the Zoom meeting room, your video and microphone will be turned off/muted by default, and you are welcome to turn them on/unmute as you prefer throughout the event. We will all convene in one room, and we will use breakout sessions to facilitate introduction sessions and the discussion section. There will be moderators available throughout the day and in each breakout room to assist with technical issues and Zoom questions.

    Closed Captions will be provided throughout THATCamp and made available to all in main sessions. If participants would like captions provided during breakout rooms, please let the organizers know via the Registration form or by emailing dh@msu.edu.

    Slack

    In addition to using Zoom for the videoconferencing portion of THATCamp, we strongly encourage all participants to join and engage in discussion and information/resource sharing on the MSUDH Slack group. Please sign up if you haven’t already at https://msudh.slack.com/signup#/.

    If this is your first time signing up, you’ll be added to several “channels” when you first join, including the #thatcamp channel. The #thatcamp channel will be where we talk about the event and share resources, but we encourage you to explore the other channels as well!

    Unlike Zoom, chat that happens in Slack will still be accessible after the event, so if you want to share resources with the community or revisit a conversation, you’ll be able to do that. We look forward to seeing you there!


    Register to Attend

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