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Context

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The purpose of this work is to identify, clarify and disseminate emerging good practice relating to the preservation of digital materials that have predominantly visual properties, and which may feature: properties of interactivity; complex interdependencies between objects (often of different formats); and time-based components.

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Related Work

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The Call text cites some areas of related work that may have some bearing on the nature and scope of the work in this strand.

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The sustainability of software has most recently been addressed by the JISC-funded project, Software Preservation Project, managed by Curtis Cartwright in partnership with the Software Sustainability Institute: http://softwarepreservation.jiscinvolve.org/wp/ and

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http://www.software.ac.uk/what%20do%20we%20do/sustaining-software?

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This builds on previous work undertaken by staff at the Science and Technology Facilities Council (STFC) working on the SoftPres Project http://www.e-science.stfc.ac.uk/projects/software-preservation/softpres8985.html

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And prior work by the same team on the ‘Significant Properties of Software’

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http://sigsoft.dcc.rl.ac.uk/twiki/bin/view/Main/SigSoftFramework

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Links to additional work in the area of the significant properties of digital objects is available at: http://www.jisc.ac.uk/whatwedo/programmes/preservation/2008sigprops

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The emulation of computing environments is a well established technique for preserving complex digital materials and has been the focus of various initiatives over the years. A current major EC-funded project looking at this area of work is the KEEP Project

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http://www.keep-project.eu/ezpub2/index.php

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Strand Scope and Related Work

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The three specific types of outputs which projects in this strand should focus on are:

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1.       Simulations and visualizations

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2.       Gaming environments and virtual worlds

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3.       Software based art

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The following are illustrative links to definition, description and examples of work that pertain to the above categories:

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Simulations and Visualisations

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The National e-Infrastructure for Social Simulation Project (NEISS) http://www.geog.leeds.ac.uk/projects/neiss/about.php

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Gaming Environments and Virtual Worlds

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Software-Based Art

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The term ‘software-based art’ is used in this context to refer to works of art where software is integral to the artwork. The term excludes works of art where the software is simply part of a control device, for example in the display of multiple channels of video or audio, or in the production of a work of art in a non digital form such as a digital print.

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Software-based art often involves code which draws upon a range of assets such as images, sound, text or other data. It includes works which are stand alone, networked, interactive or generative. Essentially networked works are linked to external data sources and include works connected to the internet, a local area network or a closed network.  ‘Interactive’ refers to works which require a person to engage with it, and ‘generative’ is where the data is changed during the function of the work of art.

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Examples of software based art include:

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Organisations engaged with this field of preservation/conservation include:

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EC-funded Activity relating to the preservation of complex objects

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