The past decade has seen tremendous progress in the field of preservation, particularly with respect to preservation of digital materials. To date, however, there has been only minimal research activity within North America on the preservation of intangible cultural heritage, and its relationship to the preservation of material expressions of culture. Given the importance of intangible heritage to the cultural and scholarly record, we believe that a more significant research program in this area would be of benefit to the scholarly community. This panel will focus on the nature of intangible heritage and the problems in preserving it in a digital age.
The Cheshire II online catalog system was designed to provide a bridge between the realms of purely bibliographical information and the rapidly expanding full-text and multi-media collections available online. It is based on a number of national and international standards for data description , communication, and interface technology. The system uses a client-server architecture with X window client communication with an SGML-based probabilistic search engine using the 239.50 information retrieval protocol.
The Preserving Virtual Worlds project has been investigating the preservation of computer games and interactive fiction. The preservation of games benefits from simultaneous application of the data models from the Functional Requirements for Bibliographic Records report, and the Open Archival Information System reference model. The article described efforts to integrate these two data models within a single Web ontology language for application with multiple XML‐based packaging formats.
The emergence of graphical, multiuser virtual environments has created new forums for the performance of identity, forums in which information system designers' decisions may influence people's presentation of self. Based on ethnographic research, this paper describes designers' actions affecting identity performance within graphical virtual environments, and the manner in which those decisions interact with larger social contexts of dominance based on race, class, and gender. I make explicit the social consequences of designer's decisions, in order to further the dialogue between social scientists and technologists, and make suggestions regarding how designers may approach the construction of virtual environments without unwittingly contributing to patterns of dominance in society.
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