The Calimera Project is funded
under the European Commission,
IST Programme
Calimera Guidelines
Cultural Applications:
Local Institutions Mediating
Electronic Resources
Digitisation
|
Calimera Guidelines |
Issues dealt with in this
guideline include:
POLICY ISSUES Back to Scope
The
European Union has declared that “Digitisation
is an essential first step to generating digital content that will underpin a
fully digital
The
Minerva Project [3] was set up in 2002 to
promote a shared methodology for the digitisation of cultural material and to
facilitate the adoption of the Lund Action Plan.
The
benefits of digitisation include wider and easier access, the conservation of
originals, the possibilities of adding value to images and collections, and
opportunities for income generation (see the guideline on Business
models). Digitisation can also
publicise materials and attract greater numbers of visitors and users.
Digitisation
is the process of creating digital files by converting analogue materials. The resulting digital copy, or digital
surrogate, is then classed as digital material and is subject to the same broad
challenges involved in preserving access to it, as "born digital"
material (material created in digital format which has no analogue equivalent).
The quality of the file, the format used to store it, its description, its
intended use, its long-term preservation, the method of delivery to end users,
and protection from infringement of intellectual property rights, are just some
of the things which must be considered.
Furthermore for each type of material that is digitised specific factors
must be taken into consideration to make sure that the digital output can be
used to its full potential now and in the future.
Staffing
implications need to be considered. The importance of professional curatorial
skills in ensuring original materials are not damaged during a digitisation
project cannot be overemphasised. A digitisation project might provide a good
opportunity to carry out any necessary conservation work. Protection such as gloves
and masks might be needed. Staff will need training in the technical aspects of
digitisation; even if the actual work is outsourced they will need to
understand the procedures. Staff will
also need training in the use of the end product, and in helping users. They
will need new skills to work in the digital environment, as enquiries will
increasingly be received electronically and new groups of users who have
historically not used traditional services may now require a service. The
skills needed will include technical, design, marketing, and instructional
skills.
Digitisation
projects create opportunities for partnership working with other cultural
heritage institutions and with commercial organisations (see the guideline on Co-operation
and partnership). These can include
bringing together resources to create new virtual collections, sharing
expertise and/or equipment, and working with software developers and suppliers.
Collaboration with educational organisations and/or community groups can also
result in the creation of “born digital” resources.
GOOD
PRACTICE GUIDELINES Back to Scope
The
Minerva Project has produced a Good Practice Handbook [4] and technical guidelines [5] which set out practical guidelines for a
digitisation project.
Digitisation
is the process of creating digital files by converting analogue materials. The
resulting digital copy, or digital surrogate, can then be classed as digital
material and is subject to the same broad challenges involved in preserving
access to it, as "born digital" materials.
Planning and workflow Back
to Scope
It
is important to plan the project carefully and thoroughly (see the guidelines
on Strategic
planning and Business
models). The plan should include:
·
the reason(s) for digitisation, e.g. to provide
access to underused holdings, to protect fragile items from the wear and tear
of handling, to create a virtual collection, to target a specific group of
users, to contribute to a regional, national or international network;
·
what is to be digitised. This will be largely determined by the
reason(s) for digitisation and whether permission to digitise can be obtained
from the rights holders (see selection
below);
·
who will carry out the work. This could be in-house staff, specialist
staff on a temporary contract, staff from a partner organisation, or a
commercial contractor. Staff involved
may need protection such as gloves, masks, etc. Curator staff familiar with the
materials should always be used for any moving and handling especially of
fragile items. (This might also be an opportunity to carry out any conservation
work.);
·
where the work will be done. In most cases it will be preferable to do
the work on site to avoid risks such as loss or damage to originals, transport
costs etc. Ideally a dedicated space
should be made available taking into account lighting conditions, temperature,
humidity, etc., especially when fragile originals are being digitised ;
·
when it will be done. Consideration should be given to known busy times, staff
holidays, special exhibitions or other events or projects. A timetable should be drawn up with
milestones indicated;
·
how it will be done. This part of the plan should include workflow
details as it is essential to keep track of the material being digitised, and
of progress. A system of listing,
signing and dating all movements would be useful. Files should be named during
the digitisation process;
·
a preservation strategy. This needs to be in
place from the planning stage to ensure sustainability and long-term usability
of the collection. Preservation will depend upon documenting all of the technological
procedures that led to the creation of the digital object, and much critical
information can be captured only at the point of creation (see the guideline on Digital
preservation);
·
other considerations needed at the planning
stage include legal issues such as IPR (Intellectual Property Rights), choice
of digital formats, hardware, software, delivery methods or output formats and
of course costs.
Financial considerations Back to Scope
Digitisation
can be costly and local institutions may need to seek ways to augment their
core funding by for example:
·
lobbying and advocacy at national and local
levels;
·
influencing public opinion and forming groups of
friends;
·
applying for grant funding for a specific
digitisation project. The last few years have seen the rise of a bidding
culture in museums, libraries and archives in many countries. Governments, the
EU, charitable trusts and other bodies or foundations have chosen to channel
funds through competitive tender or submission of a bid. National professional
associations should be able to advise on sources of funding. The Europa website
contains a guide to EU funding opportunities [6];
·
partnership with other institutions to outsource
the work involved (see the guideline on Co-operation
and partnership);
·
some form of income generation. Some countries
will be restricted by statute as to whether or not they are allowed to raise
income or make any charges for services, including added value services. (See
also the guideline on Business
models.)
The
amount and type of material to be digitised may be dependent on the funds
available and decisions may have to be taken on what should have priority. This
could be based on the aims of the project (preservation or increased access)
rarity or value of the originals, the condition of the originals, the potential
usage etc.
Comparatively
low cost options may be adequate for some purposes. For example digital
cameras, scanners etc. intended for the domestic market may produce results of
sufficient quality for small community projects.
Selection
criteria will, as stated above, be largely determined by the aims of the
project, but may also include for example:
·
legal issues such as whether it is possible to
obtain permission to copy if needed (see the section on IPR below and also the guideline on Legal
and rights issues);
·
the target audience;
·
the importance of the items in the cultural
heritage of the community, region, country,
·
the rarity of the items;
·
the condition of the items and the need for
preservation of the originals by making digital versions available as an
alternative;
·
links to other projects;
·
financial issues such as the need to raise
income by charging for use or the sale of CD-ROMS, value for money, and costs.
Hardware and software Back to Scope
These
should be chosen at the planning stage, taking into account reliability, costs,
ease of use, staff training needs, maintenance costs, space available,
possibilities of renting, etc.
Equipment should enable recording and storing to be carried out at the
highest possible resolution because a lower resolution image, or smaller file,
can be extracted from a higher quality, higher resolution image, but never the
other way round. The storage implications should also be taken into
consideration, as higher resolution images create larger files and require more
storage space.
The
equipment must be suitable for the material to be digitised. The following
points need to be taken into consideration:
Scanners
·
flatbed scanners should only be used for unbound
printed material or documents;
·
bound items will require a book cradle or
digital camera;
·
the scanners should ideally be at least as large
as the largest item to be scanned to avoid folding and “mosaicing”.
3D
scanning devices
·
these may be used for museum objects or historic
buildings.
Digital
cameras
·
cameras may be used for museum objects or for
bound books etc.;
·
cameras may be used to record events, buildings,
sites and landscapes;
·
to get good picture quality the number of
pixels, the bit-depth, and the optical lens quality are important;
·
a stand for holding the material to be
photographed will be useful;
·
a tripod will be needed for the camera;
·
supplementary lighting will in most cases be needed;
·
filters will be required to reduce colour
distortion.
Video
cameras
·
equipment will be needed for capturing digital
output from conventional film and video;
·
video recording equipment is used for capturing
moving images and as such will be required for content creation projects
resulting in “born digital” material;
·
it is also a powerful tool for presenting a
continuous view of all sides of an object, or for showing a three-dimensional
space;
·
the availability of comparatively cheap digital
video camera equipment makes this sort of presentation possible for smaller
institutions, mainly museums or galleries, which cannot afford the equipment to
create full virtual reality content.
Audio
recording equipment
·
equipment will be needed which can produce
digital output from analogue media;
·
it is also used for capturing sound (speech,
music etc.) and as such will be required for content creation projects
resulting in “born digital” material;
Software
may be required to process the digital output e.g. correcting the colour of
digital images, cropping the edges or compressing the file for web
delivery. Such software should be
capable of;
·
opening very large files;
·
modifying resolution and colour depth;
·
saving different versions in different file
sizes;
·
copying part of an image and saving it as
another file;
·
exporting images in different file formats.
Selection
of suitable software must take into account the material being digitised, for
example if documents contain handwritten material then an OCR (optical
character recognition) package will be required.
The
TASI (Technical Advisory Service for Images) website contains advice on all
aspects of digitisation, including hardware and software. [7]
The
image or output produced by the digitisation process will be held in a
particular file format. It is advisable
to keep master copies and delivery copies in different formats.
It
is preferable to use open standard formats when creating digitised resources to
ensure that resources are reusable and can be created, modified and delivered
by a variety of software applications.
This will increase interoperability and therefore access, will reduce
dependency on one supplier, and will help to guard against obsolescence. Master copies should be in a format which
supports large, high quality images (e.g. TIFF (Tagged Image File Format) for
photographic images).
For
delivering resources it is
preferable to use more than one format in different sizes and resolutions,
bearing in mind that users will have different types of hardware and software
and different levels of bandwidth.
Delivery copies will usually be in smaller files suitable for
transmitting over the Internet (e.g. JPEG, PNG (Portable Network Graphics) or
GIF (Graphical Interchange Format) for still images). For more details see Standards below.
Standards
are very important as failure to use standard file formats and storage media
can:
·
be a major obstacle to international exchange of
image files and the creation of networked resources;
·
lead to obsolescence (compliance with standards
is a reasonable indicator of future support of a format or medium).
Different
standards exist for different types of digital formats, and for capture and
storage and delivery.
·
Text capture and storage - There are
standards for:
°
character encoding (see Jukka Korpela: A tutorial on character code issues [8]);
°
document formats (see AHDS Guide to good
practice: creating and documenting electronic texts [9]).
·
Text delivery - Again, for guidance on character encoding see Jukka Korpela’s article [8]. For document formats the latest versions of
XHTML or HTML are advisable, though proprietary formats such as PDF (Portable
Document Format), RTF (Rich Text Format) or Microsoft Word may be appropriate
as alternatives. See:
°
HTML
4.01 HyperText Markup Language [10];
°
XHTML 1.0
Extensible HyperText Markup Language [11];
°
Portable Document Format (PDF) [12].
·
Still image capture and storage
– Still images are raster (for photographs), vector (for geometric objects or
shapes) or graphic non-vector (for line drawings). For advice see TASI: Advice:
Creating digital images [13].
°
When creating raster images the spatial
resolution (pixels per inch) and colour resolution (bit depth) must be
considered, and the highest affordable is preferable. TIFF
(Tagged Image File Format) [14] is the most
common.
°
For vector images an open format such as SVG (Scalable Vector Graphics [15] should be used. The proprietary format Macromedia
Flash [16] may be appropriate in some
cases.
°
PNG
(Portable Network Graphics) [17] is the most
common format for graphic non-vector images.
·
Still image delivery
°
Photographic images delivered via the internet
must be in JPEG (Joint
Photographic Expert Group) format [18] or JPEG/SPIFF (JPEG Still Picture Interchange File Format)
[19]. More information is available about JPEG
[20] and about JPEG 2000 [21] and there is an ISO standard [22].
°
Vector images should be delivered using:
–
GIF (Graphics
Interchange Format) [23];
–
PNG
(Portable Network Graphics) format [24];
–
or, SVG
(Scalable Vector Graphics) format [25].
·
Video image capture and storage
– Video should be stored using the uncompressed raw AVI
(Audio Video Interleave) format [26], but an MPEG (Moving Pictures Expert
Group) format [27] can be used, or even
Microsoft WMF (Windows Media Format), Microsoft ASF (Advanced Systems Format)
or Apple Quicktime (details available on proprietary web pages [28]). Standards are available on the MPEG website
[29].
·
Video delivery – It must be remembered
that access to video is affected by bandwidth so it is advisable to provide
more than one file format or streaming quality.
°
Video intended for downloading should be in MPEG-1
format [30] , or Microsoft WMF (Windows Media
Video), AVI (Audio Video Interleave) or Apple Quicktime (details available on
proprietary web pages [28]).
°
Video for streaming should be in Microsoft ASF
(Advanced Streaming Format), WMF or Apple Quicktime (details available on
proprietary web pages [28]).
·
Audio capture and storage – Audio can be
stored either in:
°
uncompressed formats such as Microsoft WAV
(wave) or Apple AIFF (Audio Image File Format) (details on proprietary web
pages [28]);
°
or in compressed formats such as MP3 [31],
Microsoft WMA (Windows Media Audio) format [28],
Real Audio [32]
or Sun AU [33].
The Audio Engineering Society (AES) [34] and the International Association of Sound
and Audiovisual Archives (IASA) [35] make recommendations which should be
considered.
·
Audio delivery – As with video, access is
affected by bandwidth so a range of files or streams of different quality
should ideally be provided. The
recommendations of the AES [34] and IASA [35] should be followed.
·
3D capture and storage – Digitisation
of three-dimensional material is
particularly important for museums.
Digital video is a low-cost alternative to the creation of true 3D
models, but is of course more limited in the range of interactive
possibilities. For a discussion of 3D
technologies see the websites of the Web 3D
Consortium [36] or 3dsite, inc. [37].
· 3D delivery – VRML