Digital humanities (DH) is an area of scholarly activity at the intersection of computing or digital technologies and the disciplines of the humanities. It includes the systematic use of digital resources in the humanities, as well as the reflection on their application.
DH can be defined as new ways of doing scholarship that involve
collaborative, transdisciplinary, and computationally engaged research,
teaching, and publishing.
It brings digital tools and methods to the study of the humanities with
the recognition that the printed word is no longer the main medium for
knowledge production and distribution.
By producing and using new applications and techniques, DH makes
new kinds of teaching and research possible, while at the same time
studying and critiquing how these impact cultural heritage and digital
culture.
Thus, a distinctive feature of DH is its cultivation of a two-way
relationship between the humanities and the digital: the field both
employs technology in the pursuit of humanities research and subjects
technology to humanistic questioning and interrogation, often
simultaneously.
Definition
The
definition of the digital humanities is being continually formulated by
scholars and practitioners. Since the field is constantly growing and
changing, specific definitions can quickly become outdated or
unnecessarily limit future potential. The second volume of Debates in the Digital Humanities
(2016) acknowledges the difficulty in defining the field: "Along with
the digital archives, quantitative analyses, and tool-building projects
that once characterized the field, DH now encompasses a wide range of
methods and practices: visualizations of large image sets, 3D modeling
of historical artifacts, 'born digital' dissertations, hashtag activism and the analysis thereof, alternate reality games,
mobile makerspaces, and more. In what has been called 'big tent' DH, it
can at times be difficult to determine with any specificity what,
precisely, digital humanities work entails."
Historically, the digital humanities developed out of humanities
computing and has become associated with other fields, such as
humanistic computing, social computing, and media studies. In concrete
terms, the digital humanities embraces a variety of topics, from
curating online collections of primary sources (primarily textual) to
the data mining of large cultural data sets to topic modeling. Digital humanities incorporates both digitized (remediated) and born-digital materials and combines the methodologies from traditional humanities disciplines (such as history, philosophy, linguistics, literature, art, archaeology, music, and cultural studies) and social sciences, with tools provided by computing (such as hypertext, hypermedia, data visualisation, information retrieval, data mining, statistics, text mining, digital mapping), and digital publishing. Related subfields of digital humanities have emerged like software studies, platform studies, and critical code studies. Fields that parallel the digital humanities include new media studies and information science as well as media theory of composition, game studies, particularly in areas related to digital humanities project design and production, and cultural analytics.
Berry and Fagerjord have suggested that a way to reconceptualise
digital humanities could be through a "digital humanities stack". They
argue that "this type of diagram is common in computation and computer
science to show how technologies are ‘stacked’ on top of each other in
increasing levels of abstraction. Here, [they] use the method in a more
illustrative and creative sense of showing the range of activities,
practices, skills, technologies and structures that could be said to
make up the digital humanities, with the aim of providing a high-level
map."
Indeed, the "diagram can be read as the bottom levels indicating some
of the fundamental elements of the digital humanities stack, such as
computational thinking and knowledge representation, and then other
elements that later build on these. "
History
Digital
humanities descends from the field of humanities computing, whose
origins reach back to the 1930s and1940s in the pioneering work of
English professor Josephine Miles and Jesuit scholar Roberto Busa and the women they employed. In collaboration with IBM, they created a computer-generated concordance to Thomas Aquinas' writings known as the Index Thomisticus.
Other scholars began using mainframe computers to automate tasks like
word-searching, sorting, and counting, which was much faster than
processing information from texts with handwritten or typed index cards.
In the decades which followed archaeologists, classicists, historians,
literary scholars, and a broad array of humanities researchers in other
disciplines applied emerging computational methods to transform
humanities scholarship.
As Tara McPherson has pointed out, the digital humanities also
inherit practices and perspectives developed through many artistic and
theoretical engagements with electronic screen culture beginning the
late 1960s and 1970s. These range from research developed by
organizations such as SIGGRAPH to creations by artists such as Charles and Ray Eames and the members of E.A.T.
(Experiments in Art and Technology). The Eames and E.A.T. explored
nascent computer culture and intermediality in creative works that
dovetailed technological innovation with art.
The first specialized journal in the digital humanities was Computers and the Humanities,
which debuted in 1966. The Association for Literary and Linguistic
Computing (ALLC) and the Association for Computers and the Humanities
(ACH) were then founded in 1977 and 1978, respectively.
Soon, there was a need for a standardized protocol for tagging digital texts, and the Text Encoding Initiative (TEI) was developed. The TEI project was launched in 1987 and published the first full version of the TEI Guidelines in May 1994. TEI helped shape the field of electronic textual scholarship and led to Extensible Markup Language
(XML), which is a tag scheme for digital editing. Researchers also
began experimenting with databases and hypertextual editing, which are
structured around links and nodes, as opposed to the standard linear
convention of print. In the nineties, major digital text and image archives emerged at centers of humanities computing in the U.S. (e.g. the Women Writers Project, the Rossetti Archive, and The William Blake Archive), which demonstrated the sophistication and robustness of text-encoding for literature.
The advent of personal computing and the World Wide Web meant that
Digital Humanities work could become less centered on text and more on
design. The multimedia nature of the internet has allowed Digital
Humanities work to incorporate audio, video, and other components in
addition to text.
The terminological change from "humanities computing" to "digital humanities" has been attributed to John Unsworth, Susan Schreibman, and Ray Siemens who, as editors of the anthology A Companion to Digital Humanities (2004), tried to prevent the field from being viewed as "mere digitization."
Consequently, the hybrid term has created an overlap between fields
like rhetoric and composition, which use "the methods of contemporary
humanities in studying digital objects," and digital humanities, which uses "digital technology in studying traditional humanities objects".
The use of computational systems and the study of computational media
within the arts and humanities more generally has been termed the
'computational turn'.
In 2006 the National Endowment for the Humanities
(NEH) launched the Digital Humanities Initiative (renamed Office of
Digital Humanities in 2008), which made widespread adoption of the term
"digital humanities" all but irreversible in the United States.
Digital humanities emerged from its former niche status and became "big news" at the 2009 MLA convention in Philadelphia, where digital humanists made "some of the liveliest and most visible contributions" and had their field hailed as "the first 'next big thing' in a long time."
Values and methods
Although digital humanities projects and initiatives are diverse, they often reflect common values and methods. These can help in understanding this hard-to-define field.
Values
- Critical & Theoretical
- Iterative & Experimental
- Collaborative & Distributed
- Multimodal & Performative
- Open & Accessible
Methods
- Enhanced Critical Curation
- Augmented Editions and Fluid Textuality
- Scale: The Law of Large Numbers
- Distant/Close, Macro/Micro, Surface/Depth
- Cultural Analytics, Aggregation, and Data-Mining
- Visualization and Data Design
- Locative Investigation and Thick Mapping
- The Animated Archive
- Distributed Knowledge Production and Performative Access
- Humanities Gaming
- Code, Software, and Platform Studies
- Database Documentaries
- Repurposable Content and Remix Culture
- Pervasive Infrastructure
- Ubiquitous Scholarship.
In keeping with the value of being open and accessible, many digital humanities projects and journals are open access and/or under Creative Commons licensing, showing the field's "commitment to open standards and open source."
Open access is designed to enable anyone with an internet-enabled
device and internet connection to view a website or read an article
without having to pay, as well as share content with the appropriate
permissions.
Digital humanities scholars use computational methods either to
answer existing research questions or to challenge existing theoretical
paradigms, generating new questions and pioneering new approaches. One
goal is to systematically integrate computer technology into the
activities of humanities scholars, as is done in contemporary empirical social sciences.
Yet despite the significant trend in digital humanities towards
networked and multimodal forms of knowledge, a substantial amount of
digital humanities focuses on documents and text in ways that
differentiate the field's work from digital research in media studies, information studies, communication studies, and sociology. Another goal of digital humanities is to create scholarship that transcends textual sources. This includes the integration of multimedia, metadata, and dynamic environments (see The Valley of the Shadow project at the University of Virginia, the Vectors Journal of Culture and Technology in a Dynamic Vernacular at University of Southern California, or Digital Pioneers projects at Harvard).
A growing number of researchers in digital humanities are using
computational methods for the analysis of large cultural data sets such
as the Google Books corpus.
Examples of such projects were highlighted by the Humanities High
Performance Computing competition sponsored by the Office of Digital
Humanities in 2008, and also by the Digging Into Data challenge organized in 2009 and 2011 by NEH in collaboration with NSF, and in partnership with JISC in the UK, and SSHRC in Canada.
In addition to books, historical newspapers can also be analyzed with
big data methods. The analysis of vast quantities of historical
newspaper content has showed how periodic structures can be
automatically discovered, and a similar analysis was performed on social
media. As part of the big data revolution, Gender bias, readability, content similarity, reader preferences, and even mood have been analyzed based on text mining methods over millions of documents and historical documents written in literary Chinese.
Digital humanities is also involved in the creation of software,
providing "environments and tools for producing, curating, and
interacting with knowledge that is 'born digital' and lives in various
digital contexts." In this context, the field is sometimes known as computational humanities.
Tools
Digital humanities scholars use a variety of digital tools for their
research, which may take place in an environment as small as a mobile
device or as large as a virtual reality
lab. Environments for "creating, publishing and working with digital
scholarship include everything from personal equipment to institutes and
software to cyberspace."
Some scholars use advanced programming languages and databases, while
others use less complex tools, depending on their needs. DiRT (Digital
Research Tools Directory) offers a registry of digital research tools for scholars. TAPoR (Text Analysis Portal for Research) is a gateway to text analysis and retrieval tools. An accessible, free example of an online textual analysis program is Voyant Tools,
which only requires the user to copy and paste either a body of text or
a URL and then click the 'reveal' button to run the program. There is
also an online list
of online or downloadable Digital Humanities tools that are largely
free, aimed toward helping students and others who lack access to
funding or institutional servers. Free, open source web publishing
platforms like WordPress and Omeka are also popular tools.
Projects
Digital
humanities projects are more likely than traditional humanities work to
involve a team or a lab, which may be composed of faculty, staff,
graduate or undergraduate students, information technology specialists,
and partners in galleries, libraries, archives, and museums. Credit and
authorship are often given to multiple people to reflect this
collaborative nature, which is different from the sole authorship model
in the traditional humanities (and more like the natural sciences).
There are thousands of digital humanities projects, ranging from
small-scale ones with limited or no funding to large-scale ones with
multi-year financial support. Some are continually updated while others
may not be due to loss of support or interest, though they may still
remain online in either a beta version or a finished form. The following are a few examples of the variety of projects in the field:
Digital archives
The Women Writers Project
(begun in 1988) is a long-term research project to make pre-Victorian
women writers more accessible through an electronic collection of rare
texts. The Walt Whitman Archive (begun in the 1990s) sought to create a hypertext and scholarly edition of Whitman’s
works and now includes photographs, sounds, and the only comprehensive
current bibliography of Whitman criticism. The Emily Dickinson Archive
(begun in 2013) is a collection of high-resolution images of Dickinson’s poetry manuscripts as well as a searchable lexicon of over 9,000 words that appear in the poems.
The Slave Societies Digital Archive (formerly Ecclesiastical and Secular Sources for Slave Societies), directed by Jane Landers
and hosted at Vanderbilt University, preserves endangered
ecclesiastical and secular documents related to Africans and
African-descended peoples in slave societies. This Digital Archive
currently holds 500,000 unique images, dating from the 16th to the 20th
centuries, and documents the history of between 6 and 8 million
individuals. They are the most extensive serial records for the history
of Africans in the Atlantic World and also include valuable information
on the indigenous, European, and Asian populations who lived alongside
them.
The involvement of librarians and archivists plays an important
part in digital humanities projects because of the recent expansion of
their role so that it now covers digital curation,
which is critical in the preservation, promotion, and access to digital
collections, as well as the application of scholarly orientation to
digital humanities projects.
A specific example involves the case of initiatives where archivists
help scholars and academics build their projects through their
experience in evaluating, implementing, and customizing metadata schemas
for library collections.
The initiatives at the National Autonomous University of Mexico
is another example of a digital humanities project. These include the
digitization of 17th-century manuscripts, an electronic corpus of
Mexican history from the 16th to 19th century, and the visualization of
pre-Hispanic archaeological sites in 3-D.
Cultural analytics
"Cultural
analytics" refers to the use of computational method for exploration
and analysis of large visual collections and also contemporary digital
media. The concept was developed in 2005 by Lev Manovich
who then established the Cultural Analytics Lab in 2007 at Qualcomm
Institute at California Institute for Telecommunication and Information
(Calit2). The lab has been using methods from the field of computer
science called Computer Vision many types of both historical and
contemporary visual media—for example, all covers of Time magazine published between 1923 and 2009, 20,000 historical art photographs from the collection in Museum of Modern Art (MoMA) in New York, one million pages from Manga books, and 16 million images shared on Instagram in 17 global cities.
Cultural analytics also includes using methods from media design and
data visualization to create interactive visual interfaces for
exploration of large visual collections e.g., Selfiecity and On
Broadway.
Cultural Analytics research is also addressing a number of
theoretical questions. How can we "observe" giant cultural universes of
both user-generated and professional media content created today,
without reducing them to averages, outliers, or pre-existing categories?
How can work with large cultural data help us question our stereotypes
and assumptions about cultures? What new theoretical cultural concepts
and models are required for studying global digital culture with its new
mega-scale, speed, and connectivity?
The term “cultural analytics” (or “culture analytics”) is now
used by many other researchers, as exemplified by two academic
symposiums, a four-month long research program at UCLA that brought together 120 leading researchers from university and industry labs, an academic peer-review Journal of Cultural Analytics: CA established in 2016, and academic job listings.
Textual mining, analysis, and visualization
WordHoard (begun in 2004) is a free application that enables scholarly
but non-technical users to read and analyze, in new ways, deeply-tagged
texts, including the canon of Early Greek epic, Chaucer, Shakespeare, and Spenser. The Republic of Letters (begun in 2008)
seeks to visualize the social network of Enlightenment writers through
an interactive map and visualization tools. Network analysis and data
visualization is also used for reflections on the field itself –
researchers may produce network maps of social media interactions or
infographics from data on digital humanities scholars and projects.
Analysis of macroscopic trends in cultural change
Culturomics is a form of computational lexicology that studies human behavior and cultural trends through the quantitative analysis of digitized texts. Researchers data mine large digital archives to investigate cultural phenomena reflected in language and word usage. The term is an American neologism first described in a 2010 Science article called Quantitative Analysis of Culture Using Millions of Digitized Books, co-authored by Harvard researchers Jean-Baptiste Michel and Erez Lieberman Aiden.
A 2017 study published in the Proceedings of the National Academy of Sciences of the United States of America compared the trajectory of n-grams over time in both digitised books from the 2010 Science article
with those found in a large corpus of regional newspapers from the
United Kingdom over the course of 150 years. The study further went on
to use more advanced Natural language processing
techniques to discover macroscopic trends in history and culture,
including gender bias, geographical focus, technology, and politics,
along with accurate dates for specific events.
Online publishing
The Stanford Encyclopedia of Philosophy
(begun in 1995) is a dynamic reference work of terms, concepts, and
people from philosophy maintained by scholars in the field. MLA Commons offers an open peer-review site (where anyone can comment) for their ongoing curated collection of teaching artifacts in Digital Pedagogy in the Humanities: Concepts, Models, and Experiments (2016). The Debates in the Digital Humanities
platform contains volumes of the open-access book of the same title
(2012 and 2016 editions) and allows readers to interact with material by
marking sentences as interesting or adding terms to a crowdsourced
index.
Criticism
Lauren F. Klein and Matthew K. Gold have identified a range of
criticisms in the digital humanities field: "'a lack of attention to
issues of race, class, gender, and sexuality; a preference for
research-driven projects over pedagogical ones; an absence of political
commitment; an inadequate level of diversity among its practitioners; an
inability to address texts under copyright; and an institutional
concentration in well-funded research universities".
Similarly Berry and Fagerjord have argued that a digital humanities
should "focus on the need to think critically about the implications of
computational imaginaries, and raise some questions in this regard. This
is also to foreground the importance of the politics and norms that are
embedded in digital technology, algorithms and software. We need to
explore how to negotiate between close and distant readings of texts and
how micro-analysis and macro-analysis can be usefully reconciled in
humanist work."
Alan Liu has argued, "while digital humanists develop tools, data, and
metadata critically, therefore (e.g., debating the ‘ordered hierarchy of
content objects’ principle; disputing whether computation is best used
for truth finding or, as Lisa Samuels and Jerome McGann put it,
‘deformance’; and so on) rarely do they extend their critique to the
full register of society, economics, politics, or culture." Some of these concerns have given rise to the emergent subfield of Critical Digital Humanities (CDH):
Some key questions include: how do we make the invisible become visible in the study of software? How is knowledge transformed when mediated through code and software? What are the critical approaches to Big Data, visualization, digital methods, etc.? How does computation create new disciplinary boundaries and gate-keeping functions? What are the new hegemonic representations of the digital – ‘geons’, ‘pixels’, ‘waves’, visualization, visual rhetorics, etc.? How do media changes create epistemic changes, and how can we look behind the ‘screen essentialism’ of computational interfaces? Here we might also reflect on the way in which the practice of making- visible also entails the making-invisible – computation involves making choices about what is to be captured.
Negative publicity
Klein
and Gold note that many appearances of the digital humanities in public
media are often in a critical fashion. Armand Leroi, writing in The New York Times,
discusses the contrast between the algorithmic analysis of themes in
literary texts and the work of Harold Bloom, who qualitatively and
phenomenologically analyzes the themes of literature over time. Leroi
questions whether or not the digital humanities can provide a truly
robust analysis of literature and social phenomenon or offer a novel
alternative perspective on them. The literary theorist Stanley Fish
claims that the digital humanities pursue a revolutionary agenda and
thereby undermine the conventional standards of "pre-eminence, authority
and disciplinary power."
However, digital humanities scholars note that "Digital Humanities is
an extension of traditional knowledge skills and methods, not a
replacement for them. Its distinctive contributions do not obliterate
the insights of the past, but add and supplement the humanities'
long-standing commitment to scholarly interpretation, informed research,
structured argument, and dialogue within communities of practice".
Some have hailed the digital humanities as a solution to the
apparent problems within the humanities, namely a decline in funding, a
repeat of debates, and a fading set of theoretical claims and
methodological arguments. Adam Kirsch, writing in the New Republic, calls this the "False Promise" of the digital humanities.
While the rest of humanities and many social science departments are
seeing a decline in funding or prestige, the digital humanities has been
seeing increasing funding and prestige. Burdened with the problems of
novelty, the digital humanities is discussed as either a revolutionary
alternative to the humanities as it is usually conceived or as simply
new wine in old bottles. Kirsch believes that digital humanities
practitioners suffer from problems of being marketers rather than
scholars, who attest to the grand capacity of their research more than
actually performing new analysis and when they do so, only performing
trivial parlor tricks of research. This form of criticism has been
repeated by others, such as in Carl Staumshein, writing in Inside Higher Education, who calls it a "Digital Humanities Bubble".
Later in the same publication, Straumshein alleges that the digital
humanities is a 'Corporatist Restructuring' of the Humanities.
Some see the alliance of the digital humanities with business to be a
positive turn that causes the business world to pay more attention, thus
bringing needed funding and attention to the humanities.
If it were not burdened by the title of digital humanities, it could
escape the allegations that it is elitist and unfairly funded.
Black box
There
has also been critique of the use of digital humanities tools by
scholars who do not fully understand what happens to the data they input
and place too much trust in the "black box" of software that cannot be
sufficiently examined for errors. Johanna Drucker, a professor at UCLA
Department of Information Studies, has criticized the "epistemological
fallacies" prevalent in popular visualization tools and technologies
(such as Google's
n-gram graph) used by digital humanities scholars and the general
public, calling some network diagramming and topic modeling tools "just
too crude for humanistic work."
The lack of transparency in these programs obscures the subjective
nature of the data and its processing, she argues, as these programs
"generate standard diagrams based on conventional algorithms for screen
display...mak[ing] it very difficult for the semantics of the data
processing to be made evident."
Diversity
There
has also been some recent controversy among practitioners of digital
humanities around the role that race and/or identity politics plays.
Tara McPherson attributes some of the lack of racial diversity in
digital humanities to the modality of UNIX and computers themselves.
An open thread on DHpoco.org recently garnered well over 100 comments
on the issue of race in digital humanities, with scholars arguing about
the amount that racial (and other) biases affect the tools and texts
available for digital humanities research.
McPherson posits that there needs to be an understanding and theorizing
of the implications of digital technology and race, even when the
subject for analysis appears not to be about race.
Amy E. Earhart criticizes what has become the new digital humanities "canon" in the shift from websites using simple HTML to the usage of the TEI and visuals in textual recovery projects.
Works that has been previously lost or excluded were afforded a new
home on the internet, but much of the same marginalizing practices found
in traditional humanities also took place digitally. According to
Earhart, there is a "need to examine the canon that we, as digital
humanists, are constructing, a canon that skews toward traditional texts
and excludes crucial work by women, people of color, and the LGBTQ
community."
Issues of access
Practitioners
in digital humanities are also failing to meet the needs of users with
disabilities. George H. Williams argues that universal design is
imperative for practitioners to increase usability because "many of the
otherwise most valuable digital resources are useless for people who
are—for example—deaf or hard of hearing, as well as for people who are
blind, have low vision, or have difficulty distinguishing particular
colors."
In order to provide accessibility successfully, and productive
universal design, it is important to understand why and how users with
disabilities are using the digital resources while remembering that all
users approach their informational needs differently.
Cultural criticism
Digital
humanities have been criticized for not only ignoring traditional
questions of lineage and history in the humanities, but lacking the
fundamental cultural criticism that defines the humanities. However, it
remains to be seen whether or not the humanities have to be tied to
cultural criticism, per se, in order to be the humanities. The sciences
might imagine the Digital Humanities as a welcome improvement over the
non-quantitative methods of the humanities and social sciences.
Difficulty of evaluation
As
the field matures, there has been a recognition that the standard model
of academic peer-review of work may not be adequate for digital
humanities projects, which often involve website components, databases,
and other non-print objects. Evaluation of quality and impact thus
require a combination of old and new methods of peer review. One response has been the creation of the DHCommons Journal.
This accepts non-traditional submissions, especially mid-stage digital
projects, and provides an innovative model of peer review more suited
for the multimedia, transdisciplinary, and milestone-driven nature of
Digital Humanities projects. Other professional humanities
organizations, such as the American Historical Association and the Modern Language Association, have developed guidelines for evaluating academic digital scholarship.
Lack of focus on pedagogy
The 2012 edition of Debates in the Digital Humanities
recognized the fact that pedagogy was the “neglected ‘stepchild’ of DH”
and included an entire section on teaching the digital humanities.
Part of the reason is that grants in the humanities are geared more
toward research with quantifiable results rather than teaching
innovations, which are harder to measure. In recognition of a need for more scholarship on the area of teaching, Digital Humanities Pedagogy
was published and offered case studies and strategies to address how to
teach digital humanities methods in various disciplines.
Organizations
The Alliance of Digital Humanities Organizations
(ADHO) is an umbrella organization that supports digital research and
teaching as a consultative and advisory force for its constituent
organizations. Its governance was approved in 2005 and it has overseen
the annual Digital Humanities conference since 2006. The current members of ADHO are:
- Australasian Association for Digital Humanities (aaDH)
- Association for Computers and the Humanities (ACH)
- Canadian Society for Digital Humanities / Société canadienne des humanités numériques (CSDH/SCHN)
- centerNet, an international network of digital humanities centers
- The European Association for Digital Humanities (EADH)
- Japanese Association for Digital Humanities (JADH)
- Humanistica, L'association francophone des humanités numériques/digitales (Humanistica)
ADHO funds a number of projects such as the Digital Humanities Quarterly journal and the Digital Scholarship in the Humanities (DSH) journal, supports the Text Encoding Initiative, and sponsors workshops and conferences, as well as funding small projects, awards, and bursaries.
HASTAC
(Humanities, Arts, Science, and Technology Alliance and Collaboratory)
is a free and open access virtual, interdisciplinary community focused
on changing teaching and learning through the sharing of news, tools,
methods, and pedagogy, including digital humanities scholarship. It is reputed to be the world's first and oldest academic social network.
Centers and institutes
- Department of Digital Humanities (King's College London, UK)
- Humanities Advanced Technology and Information Institute (University of Glasgow, Scotland)
- Sussex Humanities Lab (University of Sussex, UK)
- Humlab, Umeå University (Sweden)
- Digital Humanities Summer Institute (DHSI) (University of Victoria, Canada)
- Forensic Computational Geometry Laboratory (FCGL)[95] (IWR, Heidelberg University, Germany)
- Heidelberg Centre for Digital Humanities (Heidelberg University, Germany)
- The European Summer University in Digital Humanities (Leipzig University, Germany)
- Cultural Analytics Lab (The Graduate Center, City University of New York, USA, and Qualcomm Institute, USA)
- Center for Digital Research in the Humanities (University of Nebraska-Lincoln, USA)
- Institute for Advanced Technology in the Humanities (University of Virginia, USA)
- Maryland Institute for Technology in the Humanities (University of Maryland, USA)
- Roy Rosenzweig Center for History and New Media (George Mason University, Virginia, USA)
- The Walter J. Ong, S.J. Center for Digital Humanities (Saint Louis University, St. Louis, MO, USA
- UCL Centre for Digital Humanities (University College London, UK)
- Center for Public History and Digital Humanities (Cleveland State University, USA)
- Center for Digital Scholarship and Curation (Washington State University, USA)
- Scholars' Lab (University of Virginia, USA)
- Centre for Digital Humanities Research (Australian National University, AU)
- Helsinki Centre for Digital Humanities (HELDIG) (University of Helsinki, Finland)
- Laboratory for digital cultures and humanities of the University of Lausanne (LaDHUL) (University of Lausanne, Switzerland)
- Centre for Information-Modeling, Austrian Centre for Digital Humanities (ZIM-ACDH) (University of Graz, Austria)
- mainzed, Mainz Centre for Digitality in the Humanities and Cultural Studies (Mainz, Germany)
Conferences
- Digital Humanities conference
- THATCamp
- Text Encoding Initiative (TEI) conference
Journals and publications
- Digital Humanities Quarterly (DHQ)
- DHCommons
- Digital Literary Studies
- Digital Medievalist
- Digital Scholarship in the Humanities (DSH) (formerly Literary and Linguistic Computing)
- Digital Studies / Le champ numérique (DS/CN)
- Humanités numériques (Humanistica)
- Journal of Digital Archives and Digital Humanities
- Journal of Digital and Media Literacy
- Journal of Digital Humanities (JDH)
- Journal of Interactive Technology and Pedagogy
- Journal of the Japanese Association for Digital Humanities (JJADH)
- Journal of the Text Encoding Initiative
- Kairos
- Southern Spaces
- Umanistica Digitale (AIUCD)