Each year, the Shakespeare Association of America Digital Exhibit hosts a variety of digital projects created by its members. The exhibit is intended to expand the reach of digital projects and inform the larger SAA membership about the important contributions such projects offer to Shakespeare and early modern studies. The Digital Strategies Committee is seeking projects for the Digital Exhibit at the 2020 SAA annual meeting in Denver that use digital resources and/or integrate digital technologies into scholarship, pedagogy, or public outreach (examples of past projects featured in the Digital Exhibit can be found here). Digital projects can engage with any of the following:
- Aspects of the Elizabethan and Jacobean eras
- Early modern drama in performance
- Early modern drama, poetry, and/or prose in print or translation
- Creative appropriations of early modern drama
We encourage projects using various methodological approaches, including text analytics; smartphone and tablet apps; digital archives; performance aids and enhancements; pedagogical tools and applications; storytelling; games and gamification; ebooks; or website development.
Proposing a Digital Project
Any SAA member in good standing may propose a project for the Digital Exhibit, though priority is given to first-time exhibitors. All on-site presenters in the Digital Exhibit must register for the 2020 Annual Meeting. Proposals for the Digital Exhibit should include the following information and be submitted online through the SAA Members Portal:
- Names of all proposed exhibitors (with affiliations as applicable) and email addresses.
- A project title.
- An abstract for the project and its stakes (max. 375 characters, incl. spaces).
- A full description for the project (max. 2,500 characters, incl. spaces) addressing the following:
- The project’s potential impact on scholarship, pedagogy, and/or public outreach related to Shakespeare and early modern studies (what are you hoping fellow SAA members will take away from your exhibit?).
- How participating in the Digital Exhibit will benefit your project (what are you hoping to get out of the experience?).
- The extent to which the project develops or uses digital tools or methods in groundbreaking ways.
- (For previous SAA Digital Exhibitors) The ways the project has developed since its previous showcase and the reasons for exhibiting it again.
- Optional: A URL for the project and/or a video explaining or demonstrating it.
Equipment: The SAA will supply each exhibit with power, Internet access, and a large video monitor; any additional equipment will be the exhibitor’s responsibility.
Questions: Contact Geoffrey Way via email at email@example.com.
Deadline: 1 November 2019.
- Exhibitors in Denver, 2020
Exhibitors in Denver, 2020
Rebecca Munson, Princeton University
Common Readers: A Database of Annotations in Early Modern Playbooks
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.
Lauren Liebe, Texas A&M University
Digital Restoration Drama
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.
Scott A. Trudell, University of Maryland
Katherine R. Larson, University of Toronto
Sarah F. Williams, University of South Carolina
Early Modern Songscapes
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.
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.
William Casey Caldwell, Northwestern University
Amy Kenny, University of California, Riverside
The Hare: An Online Journal of Untimely Reviews in Early Modern Theater
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.
Arthur Koehl, University of California, Davis
Samuel Pizelo, University of California, Davis
Carl G. Stahmer, University of California, Davis
Project Quintessence: A Dynamic Explorer for the EEBO-TCP
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.
Leah Knight, Brock University
Wendy Wall, Northwestern University
The Pulter Project: Poet in the Making
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.
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
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.
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.
Elizabeth B. Hunter, San Francisco State University
Something Wicked: The Macbeth Video Game
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.