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Preserving Virtual Worlds Computer Games & Digital Preservation

Preserving Virtual Worlds Computer Games & Digital Preservation

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Page 1: Preserving Virtual Worlds Computer Games & Digital Preservation

Preserving Virtual WorldsComputer Games & Digital Preservation

Page 2: Preserving Virtual Worlds Computer Games & Digital Preservation

OverviewDigital Preservation Today

Theoretical Perspectives Preservation Strategies Data & Metadata / 数据 & 元数据 Preservation Systems

Preserving Virtual Worlds Who cares about games? Game Preservation Problems Game Preservation Solutions PVW2: Future Research

Page 3: Preserving Virtual Worlds Computer Games & Digital Preservation

The Problem

Page 4: Preserving Virtual Worlds Computer Games & Digital Preservation

Theoretical Perspectives Information Theory

Sampling & Quantizaton Information Loss

Page 5: Preserving Virtual Worlds Computer Games & Digital Preservation

Theoretical PerspectivesArchival Theory

Authenticity & Integrity Diplomatics Original Order & Archival Bond

Page 6: Preserving Virtual Worlds Computer Games & Digital Preservation

Theoretical PerspectivesLibrary Science

Functional RequirementsFor Bibliographic RecordsData Model

Page 7: Preserving Virtual Worlds Computer Games & Digital Preservation

Theoretical PerspectivesOpen Archival Information System Reference

Model

Page 8: Preserving Virtual Worlds Computer Games & Digital Preservation

Theoretical PerspectivesOpen Archival Information System Reference

Model

Page 9: Preserving Virtual Worlds Computer Games & Digital Preservation

Preservation StrategiesConservation

Emulation

Migration

Documentation

Re-enactment

Page 10: Preserving Virtual Worlds Computer Games & Digital Preservation

Preservation StrategiesThe Emulation vs. Migration Wars

Creator Perpective vs. Consumer Perspective

Page 11: Preserving Virtual Worlds Computer Games & Digital Preservation

Data & Metadata数据 & 元数据Library of Congress Sustainability Factors

Disclosure Adoption Transparency Self-Documentation External Dependencies Impact of Patents Technological Protection Measures

Page 12: Preserving Virtual Worlds Computer Games & Digital Preservation

Data & Metadata数据 & 元数据Preservation Metadata

PREMIS Technical Metadata (MIX, TextMD)

Format Registries PRONOM Unified Digital Format Registry

Page 13: Preserving Virtual Worlds Computer Games & Digital Preservation

Preservation SystemsDspace + Fedora (Duraspace)

LOCKSS (Stanford University)

DAITSS (Florida Center for Library Automation)

Archivematica (Artefactual Systems, Inc.)

DPSP (National Archives of Australia)

RODA (Portuguese National Archives)

iRODS (DICE Center, University of North Carolina)

Rosetta (Ex Libris)

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Preserving Virtual Worlds 1

Page 16: Preserving Virtual Worlds Computer Games & Digital Preservation

PVW Project GoalsTo help develop mechanisms and

methods for preserving digital games and interactive fiction byInvestigating preservation issues through

a series of archiving case studies;Developing basic standards for metadata

and content representation;Archiving key representative content; andBuilding community awareness of issues.

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PVW Project PartnersGraduate School of Library & Information

Science, University of Illinois

Maryland Institute for Technology in the Humanities, University of Maryland

College of Computing & Information Sciences, Rochester Institute of Technology

Stanford University Libraries

Linden Lab

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Project OutlinePhase I: Background research on

preserving interactive behavior and case set definition

Phase II: Development of schema/ontologies necessary for representation and contextual information and recommendations for best practice in use of wrappers

Phase III: Implementation and testing via ingest of content at Stanford and UIUC.

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You are in a maze of twisty little passages, all alike.

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Problems: Defining a Game Technically-/spacewar 3.1 24 sep 62 p1. 1 000003 3/ 000003 600061 jmp sbf / ignore seq. break 000004 601561 jmp a40 000005 601556 jmp a1 / use test word for control, note iot 11 00

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Problems: Defining a Game Socially

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Problems: Bibliographic Control (or lack thereof)C DWARF STUFF

IF(IDWARF.NE.0) GOTO 60IF(LOC.EQ.15) IDWARF=1GOTO 7160IF(IDWARF.NE.1)GOTO 63IF(RAN(QZ).GT.0.05) GOTO 71IDWARF=2DO 61 I=1,3DLOC(I)=0ODLOC(I)=061DSEEN(I)=0CALL SPEAK(3)ICHAIN(AXE)=IOBJ(LOC)IOBJ(LOC)=AXEIPLACE(AXE)=LOCGOTO 71

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Problems: Money (or lack thereof)

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Problems: Copyright Law“Orphan” works

Intellectual Property Owners’ Indifference

U.S. Legal Structure / Digital Millennium Copyright Act

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Solutions: OAIS & FRBR Ontologies

Work

Expression

Manifestation

Item

SuccessorWhole/partTransformation

RevisionTranslationSuccessorWhole/PartTransformation

AlternateWhole/Part

ReproductionWhole/Part

Representation Information

Context

Provenance

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Solutions: OAIS & FRBR Ontologies

DOOM 1

MS-DOS EXESpecification

DOOM WADSpecification

Content InformationData Object

Representation Information

Preservation Desc.Context Information

PREMISRecord

Provenance Information

Intel 486 DevManual

DOOM WADDOOM

Binaries

Speed Run

DOOM SpeedRun File

Work

Expression

Manifestation

Item

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Solutions: XML Packaging<descMD> <mdWrap> <rdf:Description rdf:about=“File URI”> <pvw:RepInfo>URI for Rep Info</pvw:RepInfo> </rdf:Description> </mdWrap></descMD><fileSec> <fileGrp> <file href=“File URI” /> </fileGrp></fileSec>

<ore:aggregates rdf:resource=”File URI”><rdf:Description rdf:about=“File URI”> <pvw:RepInfo>URI for Rep Info</pvw:RepInfo></rdf:Description>

PVWOntology

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Solutions: Users as Curator

Video courtesy of Internet Archive’s Archiving VirtualWorld’s Moving Image Collectionhttp://www.archive.org/details/virtual_worlds

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Solutions: User as Curator

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Solutions: Representation InformationNo Existing Solution

Unified Digital Format Registry is not sufficient.

Solution requires: Copies of Standards Documents… …treated as first class objects of preservation… …including their own representation information

and context information. Economies of scale.

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Solutions: Play Well With OthersMetadata is expensive to

produce.

Archiving modern games is demanding of storage.

So, avoid needless replication of effort by institutional specialization and sharing content & metadata.

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Solutions: Hire a LobbyistRestore libraries’ and archives’ ability to

make preservation copies even in the face of DRM technologies.

Provide a safe harbor arrangement to enable libraries and archives to provide access to orphan works.

Persuade game authors that their work has value beyond its commercial sale and that they should work with us to preserve it.

Page 33: Preserving Virtual Worlds Computer Games & Digital Preservation

Preserving Virtual Worlds 2

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PVW2 Project GoalsTo determine the significant

properties of games that must be preserved

To provide guidance to preservationists regarding the appropriate strategy to maintain significant properties

Page 35: Preserving Virtual Worlds Computer Games & Digital Preservation

PVW2 Project PartnersGraduate School of Library &

Information Science, UIUC

Maryland Institute for Technology in the Humanities, University of Maryland

College of Computing & Information Sciences, Rochester Institute of Technology

Stanford University Libraries

Page 36: Preserving Virtual Worlds Computer Games & Digital Preservation

Project OutlinePhase I: Significant Properties

InvestigationContent Analysis of Game Case SetInterviews with Game Creators, Users

& Curators

Phase II: Strategies for PreservationEmulation ExperimentsMigration Experiments

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Page 38: Preserving Virtual Worlds Computer Games & Digital Preservation

PVW2: Content Analysis

Page 39: Preserving Virtual Worlds Computer Games & Digital Preservation

Thank you!

谢谢

Prof. Jerome McDonoughGraduate School of Library & Information ScienceUniversity of Illinois at [email protected]

Translation by Ms. Yan WangGraduate School of Library & Information ScienceUniversity of Illinois at Urbana-Champaign