Students frequently use the Archives’ science fiction and university history collections for class projects, while the textile industry and architecture collections draw in many external researchers.
In the instruction sessions, students handled rare books, some as many as 450 years old, as they considered the ways in which people have recorded, stored, and shared information over time. Others looked for parallels in Tech faculty research in the mid-twentieth century and today, forging relationships with current faculty in their field of interest.
Providing on-site access to these unique collections allows the Archives to fulfill a need in research and scholarship not available elsewhere in the Library or on campus.
BRANDY NAGEL | RESEARCH FACULTY
Thanks so much for spending time with us and teaching us about podcasting [as part of your multimedia offerings]. Podcasting is an important tool for our group. We are a combination of academics and practitioners, and we work with a variety of clients. Our academic credentials are great — we have a great reputation. But we have to put our thought leadership into a more digestible form for our nonacademic clients.
In 2019, the Library was part of an Institute of Museum and Library Services-funded cohort of six organizations — the Guggenheim Museum, Living Computer Museum + Labs, University of Arizona, University of Illinois, and University of Virginia — exploring the key challenges to providing long-term access to software- dependent cultural heritage.
The cohort aims to broaden participation in software preservation, and the projects undertaken by the members will advance digital preservation practice and inform field-wide understanding.
retroTECH has also been able to create a proof-of-concept for retroTECH Online — an online emulation environment through which patrons can utilize emulated software from retroTECH’s collections for teaching and learning, explore the stories surrounding that software, and foster a virtual retroTECH community.
Lastly, the project team is using oral history and emulation to tell the stories of several software innovations created by Tech community members — from the graphic simulation that helped with Atlanta’s 1996 winning Olympics bid to Game Boy Advance games coded by current students learning computer science.
The Library exhibits program facilitated the development and installation of 12 exhibits over the course of 2019.
Collaborative partners on these projects included the College of Sciences, the School of Literature, Media, and Communication, the Office of the Arts, College of Design, School of Physics, and the School of Music.
In collaboration with the Office of the Arts, the Clough Art Crawl evolved into a biannual event that featured the work of more than 200 Georgia Tech students.
A partnership with the College of Sciences and the School of Literature, Media, and Communication developed the Astounding Elements exhibit in the Library’s new Science Fiction Lounge. The exhibit featured original research by Tech student Lily Glass and featured a Library-hosted program culminating the year-long celebration with an exhibit of interactive versions of the periodic table displayed in the Library’s Ideation and Innovation space.