The Calimera Project is funded
under the European Commission,
IST Programme
Calimera
Guidelines
Cultural Applications:
Local Institutions Mediating Electronic Resources
Multimedia
services
|
Calimera
Guidelines |
This guideline covers:
-
Standards and interoperability
Geographic Information Systems
-
Kiosks
POLICY ISSUES Back to Scope
Digital multimedia can be described as a
combination of text, graphics, sound, animation and video delivered by some
form of computer hardware. When the user has some control over what is
presented it becomes interactive multimedia (see the guideline on Interactivity).
The EU IST programme explicitly supports
movement towards the future generation of technologies in which computers and
networks will be integrated into the everyday environment, and defines
multimedia as “Using computers and/or digital features to present visual and audio
content in a meaningful context. Elements include: animation, audio components,
CD-ROM, computer entertainment, convergence media, data compression, DVD,
graphics and graphics interfaces, hypermedia, text, video, videoconferencing,
virtual reality, … and an ever expanding list of technologies in this growth
area” [1].
The balance between print, multimedia holdings
and access to Internet resources has changed rapidly over the last few years in
heritage institutions and it is now
accepted that they have a role to play in providing and managing ‘virtual’ as
well as physical resources. The move towards digital content is also having an
impact on space allocation as users require PCs and other equipment in order to
be able to make use of digital resources on the premises.
More and more cultural resources in diverse
formats are becoming available electronically and online. Libraries in
particular are purchasing or subscribing to licences for digital materials
(e-books, e-serials, audio-visual media) for use by their members. Museums,
libraries and archives themselves hold and create digital or multimedia
content, often in special local collections which may include newspapers,
photographs, maps manuscripts, sound recordings (e.g. oral history), local art
collections and film or video. (See the guideline on Digitisation.)
Collections of ‘virtual’ Internet (e.g. local or thematic) resources can be
created and packaged at little cost and are a way of extending conventional services.
The challenge for museums, libraries and archives
is how to integrate new formats into the traditional service model where they
do not involve physical items and so, for example, do not fit into existing
acquisition or circulation models. Staff will require additional training and
new resource management models will need to be developed.
The provision of audiovisual materials and
their associated equipment can be useful for young children, people with low
levels of literacy, and those who use another language, who might find oral and
visual communication easier than the printed word.
The assurance of accessibility for all users,
including disabled people, to multimedia resources is of key importance (see
the guideline on Accessibility
for disabled people).
GOOD
PRACTICE GUIDELINES Back to Scope
The delivery of effective multimedia services
requires bandwidth. The EU is committed to ensuring that all museums,
libraries, archives and similar institutions have broadband connections. In
some remote areas this might be provided via satellite or wireless technology
(see the guideline on Underlying
technologies and infrastructure). It might be possible to apply for EU
structural funds for the purpose of connecting rural areas [2]. Adequate numbers of PCs, printers and other
equipment to enable users to access multimedia resources within the building
will also be needed.
Multimedia formats Back to Scope
Content exists in a variety of forms including
text, still images (e.g. photographs, slides, microform), moving images (e.g.
film, video), sound (e.g. music, spoken word, sound effects), and a combination
e.g. audio visual media. The need for text, pictures, films, sound, music, etc.
in non-electronic formats still exists and equipment for viewing and listening
should be provided for every type of format held by the institution.
Museums, libraries and archives have experience
of adapting to new technologies. Over the last few decades vinyl records, audio
cassettes, CDs, DVDs, cine film, slides, videocassettes, audio books, etc. have
all been used in cultural institutions.
Sound, image and multimedia may exist in
analogue and digital formats on a range of carriers including mechanical
carriers (e.g. vinyl records), magnetic tape carriers (e.g. audio and video
cassettes), magnetic disk carriers (e.g. floppy disks and hard disks),
photochemical carriers (e.g. reel film formats) and optical carriers (e.g. CDs, DVDs).
However there has been an explosion of
computer-based multimedia content which
modern cultural institutions need to get to grips with.
e-books and e-serials are a way of delivering
text electronically. An e-book is a text or monograph which is available in an
electronic form, and which can be downloaded from the Internet and read on a
variety of hardware platforms such as a computer (desktop, laptop, note-book or
tablet) or a handheld device (e.g. a PDA such as a Pocket PC or Palm device, or
a 3rd Generation (3G) mobile phone).
Reading software compatible with the hardware
and linked to the e-book format is also required. e-books are published in a
number of different formats; the Open eBook
Forum [3] is attempting to develop a
universal e-book standard. E-book readers and formats include:
·
Adobe
Reader - for e-books in PDF format;
·
Microsoft
Reader - for e-books in Microsoft format;
·
Palm
Reader - compatible with any PDA device running the Palm Operating System, and
also for use with PCs with Windows;
·
MobiPocket
Reader - a universal e-book and e-text reader for PDAs that is also compatible
with some brands of 3G phones;
·
various
proprietary readers e.g. netLibrary.
There are also some readers [4] which will read aloud e.g.
·
Audible.com;
·
Microsoft
Windows Media Audio (WMA);
·
MP3;
·
Adobe 6 (the
'Read out loud' feature which has to be enabled by the publisher).
Despite what people might think, Digital
Talking Books (DTBs) are not always accessible to print-disabled people, often
because of rights issues. Digital Rights Management Systems (DRMs) often
disable screen readers as part of a security feature. The Daisy Consortium [5]
has developed a standard for Digital Talking Books (DTBs) (Specifications for
the Digital Talking Book - ANSI/NISO
Z39.86-2002) [6] with the aim of making
talking books accessible to people with print disabilities.
e-books are perhaps most associated with
libraries, though archives and museums might use the technology for delivering
text electronically, or in special libraries attached to them or incorporated
within them. Libraries can make e-books
available for loan in a number of ways, e.g.:
·
by
lending e-book readers loaded with texts. The e-book reader has a loan period
and must be returned;
·
by
circulating e-books for users to read on their own e-book readers. Users do not
need to physically visit a library service point to borrow or return the books.
There are two models for circulating e-books:
·
the
one book, one user access model: an e-book can be reissued many times but only
one reader can borrow one ‘copy’ at any one time;
·
the
multi-user, simultaneous access model: brings e-books into line with other
forms of digital content where several people can read the same text at the
same time.
However, e-books are usually obtained on a
publisher-library licensing basis, and publishers prefer the one book one user
model, whereas libraries prefer the multi-user simultaneous access model. This
issue has yet to be resolved. There are also rights issues to be considered in
connection with e-books. Free e-books available to download tend to be out of
copyright classics (see Project Gutenberg [7] for example.) For a discussion of e-books in
libraries see E-books in
Electronic serials may be defined very broadly
as any journal, magazine, e'zine, Webzine, newsletter or electronic serial
publication which is available over the Internet. Free access to some web-based
newspapers and journals is available; others are only available as fee-based,
full-text CD-ROM and web publications. There are currently two main formats:
·
e-mail
based e-serials typically use plain text and are more commonly described as
newsletters. Users 'subscribe' through an e-mail message, and the newsletter is
delivered straight to their e-mailboxes;
·
web-based.
Currently, most e-serials are made available via web pages using either HTML or
PDF. These include electronic daily newspapers. A growing number do not have a
print equivalent.
e-serials are either supplied directly by the
publishers themselves or via aggregator services such as OCLC or EBSCO which
provide access to and manage a large selection of e-serials on the
institution’s (usually library’s)
behalf, removing the need to negotiate a set of individual licences and
prices with a number of different journal publishers. Where an e-journal is
held on the suppliers' servers, copyright agreements with publishers may
restrict access and use. It is important to consider the payment model
involved: some suppliers require both a print and electronic subscription.
Model licences are available which can be used as a starting point for
negotiation (see also the guideline on Legal
and rights issues).
The move to e-serials may cause preservation
problems. With hard copy serials libraries are generally entitled to retain
back issues. This is not usually the case with e-serials and libraries should
ensure that their licence covers them to retain ‘old’ editions if they wish to
maintain a backrun.
Some libraries are starting to make multimedia
content (e-books, e-serials etc.) available to remote users via their websites.
In order to meet licence restrictions users usually have to be library members
and to authenticate themselves in some way, perhaps by means of a PIN code, to
access the materials. (See the guideline on Security.)
Streaming
media, a sequence of moving images and/or sounds sent in compressed form over
the Internet, has facilitated the viewing and listening of films, music etc.
With streaming media, the user does not have to wait to download a large file
before seeing the video or hearing the sound. Instead, the media is sent in a
continuous stream and is played as it arrives.. A great many streaming media
resources are available via the Internet from
Music and sound Back to Scope
Music was
a pioneer in using ICT to distribute and access cultural artefacts. The
recording of music has long since moved from analogue to digital and the
technology is now available in domestic equipment. Digital technology and the
Internet are providing new means of distribution. Music files are readily
downloadable in MP3 format [12] and producers have started to distribute in
this or similar formats themselves, although Internet security and e-commerce
models remain major issues. The EU project MUSICNETWORK [13] was established in order to help bring music
into the interactive multimedia era. Its Working Group Music Libraries exists
to help music libraries (including music documentation centres, broadcasting
and orchestra archives, music-related museums and archives, and other
collections) keep pace with technological, legal and standardisation
developments. It addresses topics like metadata, information retrieval and
digital library developments in a series of workshops and meetings, provides
state-of-the-art analyses, and disseminates information about new developments
and tools. Its website contains information on, for example:
·
notation
– including issues relating to the accessing of notation via electronic
devices;
·
standards
– proprietary and non-proprietary;
·
protection
– copyright, IPR, content protection mechanisms e.g. encryption and
watermarking (see also the guidelines on Legal
and rights issues and Security);
·
distribution
– including business models (see also the guideline on Business
models), new technologies and distribution media (mobile environments, Web
services, XML, Web-TV and streaming), content protection aspects applied to
on-line distribution systems, content information retrieval (metadata management),
legal issues, and the quality and accessibility of music distribution services;
·
imaging
– covering the digitisation, representation, restoration, image processing and
automatic transcription of music documents, i.e. digitising paper-based music
scores and manuscripts. The digitisation of music manuscripts requires Optical
Music Recognition (OMR) technology [14];
·
accessibility
- provision of music for the print impaired in the digital age.
Digital photography Back to Scope
Digital cameras have
revolutionised the way photographs are taken and used. It is now very easy to
add photographs to websites etc., but there is a threat from the fact that
photographs have become ephemeral and
disposable. The possible shortage of physical photographs in the future
would be a loss to historical archives.
Broadcast material Back to Scope
Broadcasting is of course a delivery channel,
but the content contained in programmes is material in a multimedia format.
Cultural heritage institutions need to co-operate with audiovisual concerns
such as film producers and broadcasting companies to ensure that films and
radio and TV programmes can be digitised, preserved and made available for
future use. Most television
and radio is now actually produced in digital format. TV companies such as the
Netherlands Institute for Sound and Vision [15] are
working on strategies to preserve hundreds of thousands of hours of broadcast
material in authentic ways.
Standards and
interoperability Back to Scope
Because of the variety of formats available,
standards are needed to ensure interoperability and to combat obsolescence.
(See the guidelines on Digitisation
and Digital
preservation for information on format and media standards.) The existence
of an international professional association is generally acknowledged as
important at both international and national levels, serving as a focus for
setting standards, as well as for co-operation and professional
development. Examples in the
audio-visual field include:
·
IAML, the
International Association of Music Libraries, Archives and Documentation
Centres [16];
·
IAMIC, the International Association of Music
Information Centres [17];
·
FIAT/IFTA, the International Federation of
Television Archives [18];
·
EBU, the European Broadcasting
·
IASA, the International Association of
Sound and Audiovisual Archives [20];
·
FIAF, the International Federation of Film
Archives [21];
·
AMIA, the Association
of Moving Image Archivists [22].
Geographic Information Systems (GIS) (see also the guideline on Content
and context management) Back to Scope
Much cultural content has an association with a
place. This association may be where an item was found or collected, where it
was manufactured or used, or the geographic location depicted in an image.
Geographic Information Systems (GIS) are systems that are designed to store,
check, manipulate, analyse, retrieve and display place-based information. They
consist of hardware, software, and data that can be combined to create a
relational database to be used for the retrieval and analysis of any
information with a spatial component. Although GIS is sometimes thought of
simply as a map-making tool, it is the capacity of a GIS to store and link to
information behind a point on a map that makes it so powerful.
The full analytical capabilities of GIS are only available off-line as
these demand high levels of both computing resources and operator skill. In
recent years light weight, easy-to-use versions of GIS software have become
available for use on the Internet. Web-based GIS may be accessed via PDAs that
incorporate GPS receivers to provide a mobile map-based guide or navigation
system.
Many online or Internet resources have
searchable GIS interfaces. Although the building blocks for public museums,
libraries and archives to develop their own local GIS-based services are still
relatively complex, it is becoming more feasible to do so, especially in the
context of the wider service, technological and licensing environment of a
whole local authority.
GIS software may be available to local cultural
institutions under licence from their
parent body (such as a local authority, national agency or educational
institution). It should comply with emerging industry standards from the Open GIS Consortium. [23]
Map and other spatial data is created by taking
measurements on the ground with a global positioning system survey, by using
photography or satellite images, or by digitising existing maps. It may already
be held by local cultural institutions or their parent bodies, or it may be
purchased from mapping agencies or created through digitisation programmes:
The construction of a fully functional GIS
interface requires attention to the control of terminology for place names
(e.g. a gazetteer) and linkage to a controlled set of keys (post codes, grid
references etc.) for those places.
As more and more geographic and cartographic
data goes over to a primarily digital form museums, libraries and archives will
have to grasp the nettle of providing GIS and its supporting hardware to the
public. There are however a number of issues that need to be taken into
account:
·
the
hardware for running GIS needs to be powerful because GIS datasets tend to be
large and the faster the computer the less time it takes to do the computing
and display the results;
·
high
bandwidth network and Internet connections will be required for the same
reasons. Large monitors are desirable, plotters and printers need to be
acquired;
·
staff
will have to be trained or special staff recruited, as most members of the
public will not be able to use any but the most basic GIS applications without
help. There are some helpful sites available on the Web which staff could use.
[24]
Virtual reality (See also the guideline on Interactivity) Back to Scope
Virtual reality (VR) is the simulation of a
real or imagined environment that can be experienced visually in three
dimensions. It differs from other three-dimensional graphics media in that it
is interactive, enabling the user to move around within the space e.g. to tour
a virtual exhibition. Three-dimensional
virtual reality ‘fly through’ models are used, for example, in the
reconstruction of vanished or ruined monuments or in simulating whole areas of
an ancient landscape. The Web3D Consortium
[25] is working towards creating interoperable
standards for 3D technologies: the current standard is VRML (Virtual Reality
Modeling Language) (ISO/IEC
14772) [26] and the emerging one is X3D
(Extensible 3D) [27].
Visualisation is the term used to describe the use
of computer graphics to present and analyse information. Two-dimensional
(2D) visualisation includes charts and
graphs e.g. pie-charts, histograms, line-graphs, contour plots and scatter
plots. Three-dimensional (3D) visualisation uses techniques such as
iso-surfaces, 3D vector plots, volume rendering techniques, etc. or a
combination of these.
The use of animation adds movement to 3D
visualization. For example, “flybys”
allow the viewer to see all sides of a static object e.g. a vase, and “motion observation”
allows the viewer to watch the object
itself move e.g. a machine in action.
Visualisation techniques have all sorts of
potential applications. For example they can be used to create visual
reconstructions of people or objects from excavated remains, or to see what
effect a volcano erupting would have on a landscape.
OpenGL
(Open Graphics Library) [28] is currently the
established software interface for graphics hardware.
Haptics enables users to “touch” and “feel”
objects via a computer by using special input/output devices (e.g. data
gloves). This adds another dimension to the experience of virtual reality and
can be useful for visually disabled people (see the guideline on Accessibility
for disabled people). For a discussion of haptics see DigiCULT Technology
Watch Briefing no. 13: Telepresence, Haptics, Robotics, April 2004. [29]
Delivery channels Back to Scope
The range of devices, or delivery
channels, which can be used to access
multimedia services is increasing, and includes 3G mobile phones, PDAs,
kiosks, digital and interactive TV and digital media players. Small, often portable
devices, can now deliver information and integrate personal services in an
electronic format.
Digitisation and the Internet have
revolutionised the delivery of multimedia content. Newly emerging technologies
now offer museums, libraries and archives opportunities to extend and improve
services and to reach wider population groups. It is now possible to deliver
services direct to the end user, placing the individual at the centre of
current and future developments.
Internet penetration in
The Internet provides a multimedia environment for the enjoyment of
entertainment, recreation and the arts, the exercise of imagination and the
exploration of ideas as well as for the use of information, news and
educational resources. The provision of access to the Internet in rural areas
and deprived neighbourhoods in towns will contribute to the fight against social exclusion and create conditions for
both economic and social development.
Providing public access to the
Internet poses a number of operational issues including:
·
filtering
or blocking to prevent access to unsuitable sites, particularly for children
(see the guideline on Learning);
·
downloading
material from the web to the computer’s hard drive, or allowing users to use their own floppy
disks, raises security issues e.g. the danger of viruses (see the guideline on Security);
·
printing
– many organisations charge for printouts from publicly available computers.
The easiest way to control printing and collect the fees due is to adopt some
sort of printserver software and centralise printing to printers under staff
control;
·
additional
software may be required for some services such as downloading and games. Such
plug-ins may include Acrobat, Flash, Macromedia, VRML and Real Audio. Some of
these need very frequent updating, and some, particularly those used to
download audio and video, are bandwidth-heavy and may involve long download
times. Headphones need to be provided if downloading of sound files is
permitted;
·
a
booking system may be needed to control the use of computers. Consideration
needs to be given to the length of sessions, the number of sessions per
day/week which can be booked by the same person, advance reservation systems
and who is eligible to make bookings;
·
a
policy may be needed regarding the level of assistance which will be provided
to computer users. E-learning packs could be provided, online tutorials
signposted, staff could give introductory help just to get people started, or
run full-scale training courses either free or for a fee;
·
e-mail
is an important means of seeking information and making contacts e.g. for
lifelong learners. Allowing users to set up personal e-mail accounts raises
administrative and financial issues. However, access to free web-based e-mail
such as Hotmail could be allowed;
·
chat
lines can also be a very useful source of information although they are
sometimes associated with potentially harmful material and “computer
addiction”, raising a need for quality control or mediation of the chat lines
made available. Similar considerations apply to access to computer games on the
Internet.
The Internet can be delivered via a variety of
channels including telephone, cable, satellite, wireless and “Web on TV” (or
MSN TV - a system that allows users to surf the Internet and send e-mails using
their television and a set-top box) (see the guideline on Underlying
technologies and infrastructure). Satellite and wireless are connecting
users in rural and isolated areas, as well as mobile users who can now get
access through mobile phones and other portable devices.
There is increasing scope for cultural
institutions to develop personalised digital services to extend their
informational, educational, social and recreational roles using delivery
channels like mobile phones, PDAs, and digital or interactive TV.
Television is a
technology familiar to everyone and presents no problems for technophobes.
Digital TV provides
access to many more channels than earlier systems and thus offers an
opportunity to deliver more local services directly into homes. Interactive
TV allows the viewer to interact directly with TV broadcasts, to play games, or
send messages. Although digital TV is still very new, there are estimated to be
over 32 million digital receivers in use in
The European
Commission is supporting the use of open and interoperable standards for
interactive digital TV, including the Multimedia Home Platform (MHP) standard [31].
Launching the communication [32] on this, Enterprise
and Information Society Commissioner Olli Rehn said “Digital television networks (satellite, terrestrial and cable) have
the potential to offer delivery of multi-media information Society services,
alongside 3G mobile and other networks, and we welcome all future investment in
this important technology”.
Cultural heritage institutions should be aware
of the possibilities of taking advantage of the medium, perhaps by broadcasting
information appearing on their authority's existing websites e.g. details of
local public services, councillors and MPs, learning, health and care, leisure
and sport and local organisations.
With hundreds of television channels broadcasting
all hours of the day, there is a demand for material. The extensive collections
of art, documents, film, photographs, printed material and sound held in
museums, libraries and archives make them major potential content providers to
the media. Raw content in a digital
form can be made available, but also the added value of subject expertise
needed to present and interpret it. Digital TV can be used to reach wider
audiences, develop niche markets, and potentially bring financial returns.
It is possible that
digital TV may become the most popular method of accessing the Internet. A new
user community could come into being, such as home users who are unwilling or
unable to invest in computer technologies, but do wish to watch the TV. Also
the TV tends to be available in the living room and more readily accessible
than a PC. New 3G mobile phones can
also support broadcasting.
At present web
surfing on a TV is possible but in a more limited fashion. For example, the
input device is not usually a mouse; the tab key on a key board may have to be
used, or some kind of remote control. Therefore information designed for this
type of access may need to be more like text TV services, where users scroll
through a selection of menus until the desired page is reached.
Television tends to
be a watch-only medium. However, technologies are emerging which allow writing
to the web, which will transform web-enabled television. It will be possible
for museums, libraries and archives to write directly to the web using TTW
(Through-the-Web) editors or other content creation tools such as Wiki or Blog. A
Content Management System (CMS) combined with a TTW authoring tool allows
users to edit content on the web without the need for complex technical skills.
For a description of TTW technology see Through
the Web Authoring Tools by Paul Browning [33].