Games & erfgoed

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  • NDIIPP sponsored project involving GSLIS at the University of Illinois, MITH at the University of Maryland, CS at RIT and the Library at Stanford University. Overview: Why preserve games? What makes games a difficult preservation problem? What are some of the significant models influencing our approach to the project? What are the major problems? What are some possible solutions?
  • Games & erfgoed

    1. 1. How will we preserve virtual worlds? Wanted: Serious Games! Brussels, Belgium, Dec. 5, 2008 Jerome McDonough Graduate School of Library & Information Science University of Illinois [email_address]
    2. 2. Why preserve virtual worlds?
    3. 3. Why preserve virtual worlds? … because a thing of beauty is a joy forever.
    4. 4. Why preserve virtual worlds?
    5. 5. Why are games hard to preserve? -/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
    6. 6. Why are games hard to preserve?
    7. 7. Why are games hard to preserve? 010100110110010101110010011010010110111101110101 S e r i o u
    8. 8. Why are games hard to preserve?
    9. 9. Functional Requirements for Bibliographic Records
    10. 10. Adventure in FRBR William Crowther Original Fortran Source Code ASCII Data File Dan Woods Derivative Fortran Source Code (mod.) ASCII Data File (mod.)
    11. 11. Adventure in FRBR William Crowther Original Fortran Source Code ASCII Data File Dan Woods Derivative Fortran Source Code (mod.) ASCII Data File (mod.) Work Expression Expression Manifestation Manifestation
    12. 12. Adventure in FRBR William Crowther Original Fortran Source Code ASCII Data File Dan Woods Derivative Fortran Source Code (mod.) ASCII Data File (mod.) Work Expression Expression Manifestation Manifestation Work
    13. 13. Adventure in FRBR Dan Woods Derivative Fortran Source Code (mod.) ASCII Data File (mod.) Work Work Pascal port of Dan Woods Derivative Pascal Source Code ASCII Data File (mod. 2) Work Work Expression Expression Manifestation Manifestation Pascal port (v. 2) of Dan Woods Derivative Pascal Source Code (mod.2) ASCII Data File (mod. 2) Work Work Expression Manifestation Work
    14. 14. FRBR Meets DOOM
    15. 15. FRBR Meets DOOM
    16. 16. FRBR Meets DOOM DOOM (v. 1) C Source Code Original WAD Data File DOOM (v. 1) mod Simpson WAD Data File Work Expression Expression Manifestation Manifestation
    17. 17. Open Archival Information System Reference Model <ul><li>Prevent loss of space science data by creating: </li></ul><ul><ul><li>Functional model for data archives </li></ul></ul><ul><ul><li>Information model for data archives </li></ul></ul><ul><li>Consultative Committee on Space Data Systems </li></ul>
    18. 18. OAIS Information Package
    19. 19. OAIS Designated Community http://www.flickr.com/photos/kittenstoe/72281270/ http://www.flickr.com/photos/lij/70093971/ http://www.flickr.com/photos/robertcupisz/2541563598/
    20. 20. What’s in a game? // // D_DoomMain // void D_DoomMain ( void ) { int p; char file[ 256 ]; FindResponseFile (); IdentifyVersion (); setbuf (stdout, NULL ); modifiedgame = false; nomonsters = M_CheckParm ( &quot;-nomonsters&quot; ); respawnparm = M_CheckParm ( &quot;-respawn&quot; ); fastparm = M_CheckParm ( &quot;-fast&quot; ); devparm = M_CheckParm ( &quot;-devparm&quot; ); if (M_CheckParm ( &quot;-altdeath&quot; )) deathmatch = 2 ; else if (M_CheckParm ( ”-deathmatch&quot; )) deathmatch = 1 ;
    21. 21. Strategies for Game Preservation <ul><li>Bit Storage </li></ul><ul><li>Migration </li></ul><ul><li>Emulation </li></ul><ul><li>Re-enactment </li></ul>
    22. 22. Strategies for Game Preservation <ul><li>Bit Storage: Unlikely to work for more than short periods </li></ul><ul><li>Migration: Costly, does not necessarily preserve access to original, imperfect reproduction of game play </li></ul><ul><li>Emulation: Costly, imperfect reproduction of gameplay, and requires migration </li></ul><ul><li>Re-enactment: Costly, highly imperfect </li></ul>
    23. 23. “Send Lawyers, Guns & Money” <ul><li>Digital Millennium Copyright Act </li></ul><ul><li>Orphan Works </li></ul><ul><li>Costs: </li></ul><ul><ul><li>Selection, Appraisal </li></ul></ul><ul><ul><li>Rights Clearance </li></ul></ul><ul><ul><li>Description </li></ul></ul><ul><ul><li>Storage </li></ul></ul>
    24. 24. Data Model: OAIS Meets FRBR Will Crowther Original Fortran IV Source Code ASCII Data File Fortran 66 Specification ANSI X3.4-1968 Content Information Data Object Representation Information DECSystem 10 System Reference Manual DECSystem 10 Processor Reference Manual TOPS-10 Source Code Preservation Desc. Context Information Dennis Jerz’ DHQ Article Dan Woods Derivative Fortran IV Source Code ASCII Data File Fortran 66 Specification ANSI X3.4-1968 Content Information Data Object Representation Information Dennis Jerz’ DHQ Article PREMIS Record Provenance Information
    25. 25. Data Model: OAIS Meets FRBR
    26. 26. The User as Curator http://farm4.static.flickr.com/3071/2967470097_b99a569e1f_o.png
    27. 27. Internet Archive PVW Collection
    28. 28. Other Preservation Infrastructure <ul><li>Representation Information Repository </li></ul><ul><li>Emulation/Migration Support </li></ul><ul><li>Game History Archives </li></ul>
    29. 29. Fixing the IP Problem <ul><li>Coordinated pressure to restore libraries, archives and museums ability to defeat technological protection measures and reverse engineer to support preservation </li></ul><ul><li>Addressing the orphan works problem so that action can be taken to preserve games with unclear ownership </li></ul>
    30. 30. Thank you Jerome McDonough Graduate School of Library & Information Science University of Illinois [email_address] This research supported by the Library of Congress’ National Digital Information Infrastructure and Preservation Program.

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