Exhibitors in Denver, 2020

Common Readers: A Database of Annotations in Early Modern Playbooks 

Rebecca Munson, Princeton University

Common Readers is a digital initiative dedicated to analyzing annotations in early modern printed plays. Phase 1 consists of designing and implementing a custom relational database as a Django admin site. Phase 2 will be a public frontend. This exhibit showcases a preliminary backend and provides researchers with a toolkit to contribute remotely to an existing dataset.

Digital Restoration Drama

Lauren Liebe, Texas A&M University

Digital Restoration Drama is an open-access database of TEI-encoded play texts from the English Restoration, supported by robust metadata about the publication and performance histories of each play. By making these plays available in multiple user-friendly formats, this project expands access to Restoration drama for scholars and students alike.    

Early Modern Songscapes

Scott A. Trudell, University of Maryland
Katherine R. Larson, University of Toronto
Sarah F. Williams, University of South Carolina

Early Modern Songscapes is an interdisciplinary and collaborative project focusing on sixteenth- and seventeenth-century English song. Our beta website, launched in February2019, offers users a chance to see, hear, and explore early modern English “ayres,” or songs with a primary vocal line.

Elsinore

Connor Fallon, Golden Glitch Studios
Kristin Siu, Golden Glitch Studios

Elsinore is a video game that adapts Hamlet into a time-looping story in the vein of Groundhog Day. The player takes on the role of Ophelia and lives through the classic tragedy over and over, trying to alter the fates of her friends and family. The game is a deep dive into the pathos of these classic characters, and the nature of tragedy itself.

The Hare: An Online Journal of Untimely Reviews in Early Modern Theater

William Casey Caldwell, Northwestern University
Amy Kenny, University of California, Riverside

This digital exhibit showcases The Hare, an online, peer-reviewed journal, publishing untimely reviews of books, articles, and performances in early modern theater. The journal provides a venue for the reevaluation and revivification of old scholarly work in contemporary scholarly debate in order to open up new possibilities for past scholarship in modern contexts.

Project Quintessence: A Dynamic Explorer for the EEBO-TCP

Arthur Koehl, University of California, Davis
Samuel Pizelo, University of California, Davis
Carl G. Stahmer, University of California, Davis

Project Quintessence is an open access tool for exploring the EEBO-TCP corpus. While the EEBO corpus is an integral component of most Early Modern research, its accessibility is limited to basic search functions. Quintessence applies several state-of-the-art computational techniques to allow for multiple, integrated methods of analyzing EEBO at a variety of scales.

The Pulter Project: Poet in the Making

Leah Knight, Brock University
Wendy Wall, Northwestern University

This international collaboration, launched as a work-in-progress in 2018, presents the striking verse of Hester Pulter in variant forms. By endorsing divergent, equally-authorized versions of an emerging 17th century female writer, The Pulter Project models a radical editorial practice and new mode of humanist research in the digital age.

The Richard III Digital Text Research Toolset

Amelia Dahmer, University of Michigan
Charles Adams Kelly, University of Michigan
Juliet Mandell University of Michigan
Liliana Talwatte, University of Michigan

The Richard III Digital Text Research Toolset utilizes text scrolling or indexing to access Quarto vs. Folio textual variants with the choices of respected editors (Text Mode), or to access plot elements vs. actual history (History Mode) with bibliographical references to the authorities for each element of the plot vs. its relationship to historical events.

Shakespeare-VR

Stephen Wittek, Carnegie Mellon University

Shakespeare-VR is a virtual reality education project that transports students to the Blackfriars Playhouse and enables them to perform scenes alongside professional actors from the American Shakespeare Center (imagine karaoke, but with Shakespeare, and in virtual reality). The virtual reality media and related teaching materials are available at no cost to users.

Something Wicked: The Macbeth Video Game

Elizabeth B. Hunter, San Francisco State University

Something Wicked is a combat video game adaptation of the battle described in Macbeth’s Act 1, Scene 2. We know the scale and pace at which digital tools perform quantitative tasks is reshaping humanities inquiry. Something Wicked demonstrates how digital tools can also enable qualitative work that savors the nuances of a single object of study.