User:Jules/dpattate
Intro:
- overview of digital preservation activities at Tate
- Introduction to the PERICLES project
http://www.tate.org.uk/about/projects/pericles
http://www.pericles-project.eu/
Summary of the use cases and key challenges Tate is bringing to the PERICLES project
The Tate holds national collection of British art and international and contemporary art. Tate archive holds over a million records
a. items
- born digital artworks and archives
- collection items that need to be migrated to digital
b. digitised representations of collection items
For website use for instance
c. digital records
Generated by Tate employees
- internal documentation
- images and events recordings
- audio visual material
- conservation science data
- social media
- etc...
Continuity policy establishes principles and responsibilities for ensuring access to the assets as long as needed
training and guidance
pilot projects for development of workflow
Arkivum
in 2013, tender for a digital storage system, thanks to heritage lottery fund for the archives and access project
High level redundancy and resilience
-> files are replicated, 3 copies policy applied
Archivematica
Tate has about 500 video artworks in the collection, from early 1990s uncompressed copies were on digital tape. Works have to be migrated to digital file based storage
A pilot project has been started.
Pericles
4 years EU funded project addressing the challenge of long term access to digital content
11 partners
motivation → observation that digital objects and related metadata are generated as a continuum within a continually changing environment
Approach
- preservation by design
- capture and modeling of environment
- model-driven approach – representing the ecosystem of the object
Art and science use cases
- media use case & science use case
→ digital video artworks : what circumstances where there is a risk of inconsistent playback of videos. Think about the factors
Characteristics list by Dave Rice, available online
Video players can also cause troubles
Software based works have complex relationships and dependencies.
One approach
-> Virtualisation
Patricia Falcao and Annet Dekker researching use of virtual machines for software based artworks.
Diagnostic tool, help identify and document technical dependencies
preservation strategy (with limitations)
Technical change and archive cataloguing
- changes in the type of object being described have exposed limitations of existing standards
- standards such as ISAD(G) are format agnostic, but only have limited ability to describe digital objects
need to : define when the significant properties from digital objects
-> incorporate metadata
Cataloguing practice has always been influenced by technology
archival catalogues have changed in form and content has cataloguing technology has changed
technological change affects standards and vice versa
- as archival material change, so do the types of research based upon it
- archives need to be aware of changing uses of their material and update practice to - ensure they supply information to facilitate change in use.
Archivematica
Building on research into cataloguing and the metadata required by researchers
what is ontology?
“a formal explicit specification of a shared conceptualization”
Why models
→ model – abstract representation of a digital ecosystem
knowledge modeling
behavioural modeling
Linked resource model and the domain ontology
- main notions adapted form the LRM in the art and media ontology (resource, agent, activity, dependency, description)
Domain ontology for software art
entities:
- software based artwork (abstract level artwork)
- agent (human, software)
- activity(access, preservation)
- dependency(software, hardware, information)
→ intention, function
Pericles is open source and available online
moving from metadata schemas to model to capture digital environments
Would a community approach to developing a shared ontology be beneficial?
Shared language for sharing knowledge and identifying areas for further research
MEDIAINTRANSITION
→ conference focused on the intersection of media art and technological change over time