General digital humanities consulting
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This story map is an attempt to geographically chart both the real fictional locations detailed in Lovecraft's novella, At the Mountains of Madness.
In At The Mountains of Madness, Lovecraft's first-person writing style lends the reader an account of the names and coordinates of both real and imagined places, displaying the overlap between Lovecraft's fictional universe and our human world.
The China Biographical Database is a freely accessible relational database with biographical information about approximately 370,000 individuals as of 2016, primarily from the 7th through 19th centuries. With both online and offline versions, the data is meant to be useful for statistical, social network, and spatial analysis as well as serving as a kind of biographical reference.
The Digitial Sigillography Resource (Digisig) enables scholars and members of the public to search sigillographic datasets provided by researchers, archives and museums. Digisig fosters the study of seals, particular from Medieval Europe, by radically enhancing access to this important cultural legacy. Digisig aims to make seals and their associated scholarship discoverable.
Led by an interdisciplinary consortium, the Garzoni project undertakes the study of apprenticeship, work and society in early modern Venice by focusing on a specific archival source, namely the `Accordi dei Garzoni' from the Venetian State Archives. The project revolves around two main phases with, in the first instance, the design and the development of tools to extract and render information contained in the documents (according to Semantic Web standards) and, as a second step, the examination of such information.
Database of reviews of novels from The Critical Review and The Monthly Review from 1790-1820.
This project seeks to understand the contepmorary critical response to the only period in literary history when women published more novels than men.
Digital Zombies is a hybrid research experience that leads students through digital and physical collections in libraries while teaching them the basics of scholarly historical research. The sequence of tasks constitute a meaningful play activity – not a video game or even a gamification – but it is firmly a digital experience, as students learn to navigate digital collections, learn to search online for books that are in the library, and develop digital literacy around search engines, file submissions and file formats.
The Digital Mishnah Project aims to create a born digital edition of the Mishnah providing transcription of witnesses, alignment of variant readings, tools for statistical study of relationships among the texts (including stemmatology). In collaboration with other projects it will also provide morphological analysis of lexical items and aligned translation.
Research Questions and Problems
Can a comprehensive audio-visual archive of performance information encourage further research into performance in English Departments and support teaching in Drama and Theatre Studies Departments?
Can oral history interviews with designers add significantly to the study of performance?
Can access to a large database of digital images based around a design theme encourage greater emphasis on the visual elements of performance for scholars and students of Shakespeare?
I am looking for a collaborator with computational linguistic skills for a project mining the dialogue of the U.S. television program Supernatural (CW Network, 2005-present). My goal is to demonstrate, through textual analysis, the originality of the dialogue, the breadth of words and phrases used by the writers, the way language is used to distinguish characters and reveal character traits, etc.The product of this project will be an article for publication in a peer-reviewed venue.