Guest blog by Emily Gore from DPLA. This article originally appeared on the DPLA website.  

Image credit  DPLA  CC BY-SA

When new Hubs become a part of the Digital Public Library of America (DPLA), they understand that their relationship with DPLA is not only about sharing data but also about improving data quality over time. As an aggregator of metadata from 20 Hubs and over 1,100 partners, DPLA is in a unique position to help our partners recognise and manage data quality issues. Data improvement happens locally in a number of ways including running scripts to make data more consistent and manual improvement over time of specific fields by partners, and on an international scale through collaboration to promote interoperability.

Recently, DPLA teamed up with our colleagues and friends at Europeana and Kennisland to promote global interoperability of our metadata, and specifically our Rights Statement fields. In October 2013, Europeana and the DPLA organised a first joint rights management workshop to explore this possibility in Boston, Massachusetts. While the workshop mainly focused on sharing experiences between the two projects, it also reinforced the intention to explore a closer collaboration in the field of rights labeling. As a result of further discussions between the DPLA and Europeana, a small joint working group to explore the possibilities for concrete collaborations in more detail has been established and will be led by Paul Keller, Europeana/Kennisland and Emily Gore, DPLA.

This important work will, above all, make rights clear to the end user and provide a framework for aggregators and our partners. With the creation and standardisation of actionable rights statements, users will know when a work is in the Public Domain, covered under a Creative Commons licence or is Rights Restricted, among other possible labels.

Copyright is an important topic and an enormous challenge for digital library initiatives. While there are many issues related to copyright and digitisation projects, the DPLA-Europeana Rights Labelling working group will focus on the specific needs of digital heritage aggregators, such as Europeana and the Digital Public Library of America.

The working group will be tasked with developing a proposal for a joint rights labelling infrastructure that would include at the minimum the following elements:

  • A proposal for the technical infrastructure. The existing Europeana Licensing Framework offers rights statements provided by third parties (the Creative Commons licenses and Public Domain Tools) and rights statements that have been developed by Europeana that are hosted on the Europeana portal. In order to provide rights statements that can be used by others it appears desirable to provide all rights statements from a ‘neutral’ namespace.
  • An initial list of rights statements. The working group should propose an initial list of rights statements that meets the needs of Europeana and the DPLA (as well as any other partners that have been identified by the working group).
  • A proposal for a governance structure. Digital heritage aggregators operate in a dynamic environment. As a result the rights statements will likely need to be updated/changed in order to meet the needs of the digital heritage aggregators. This means that both the infrastructure and the list of available rights statements need to be actively maintained. The working group should propose a governance structure that ensures the continued maintenance of the rights statements and the related infrastructure.
  • A proposal for sustaining the operation of the rights labeling infrastructure. It is assumed that initially the rights management infrastructure will be set up by Europeana and the DPLA and that the costs for setting up this infrastructure (which should be minimal) will be borne by both partners. The working group should propose a model for sustaining the continued operation of the rights management infrastructure once it is operational.

Working group members include:

  • Paul Keller (working group co-chair, Kennisland, Coordinator Europeana Licensing Framework)
  • Emily Gore (working group co-chair, DPLA, Director of Content)
  • Julia Fallon (Europeana, IPR and Policy Advisor)
  • Patrick Peiffer (Bibliotheque Nationale de Luxembourg)
  • Antoine Isaac (Europeana, Scientific Coordinator)
  • Lucie Guibault (Institute for Information Law)
  • Maarten Zeinstra (Kennisland, technical coordinator Europeana Licensing Framework)
  • Melissa Levine (U of Michigan, Lead Copyright Officer)
  • Greg Cram (NYPL, Assoc. Director of Copyright & IP)
  • Mark Matienzo (DPLA, Director of Technology)
  • Dave Hansen (University of North Carolina, Reference Librarian & J.D.)
  • Richard Urban (Florida State University, Asst. Professor)

The working group will hold our first meeting in April and is expected to conclude our initial work and release our findings and proposal for sustaining the rights labeling infrastructure by the fall of 2014.

Guest post by Maria Drabczyk, National Audiovisual Institute, Poland

A pilot competition for the best remix of Europeana’s content was launched recently. The organiser National Audiovisual Institute of Poland invites students between 13-19 years and their schools to participate and submit their videos by 25 May.

Image: Europeana Video Remix CC BY-SA 

Why do we do it?

Europeana Video Remix is an attempt to make the digital resources of Europeana appeal to the youth and to comprehend their understanding and use of the various IPR licences.

How does it work?

The task is to select one of the four themes of competition, match them with relevant archives available on the portals associated with Europeana (images, pictures, sounds, videos, as well as other digital objects) and compile a remix out of them. Participants may download the historical content available in the public domain or under Creative Commons for creative re-use. Submitted videos may be entirely or only partly based on the sources found in Europeana and related websites. All kinds of artistic forms - animation, graphics, samples, fragments of own videos and private images - are very welcome.

The final outcome should be made available on a platform such as youtube.com, vimeo.com, dailymotion.com and submitted through Europeana Video Remix website (videoremix.europeana.eu). Each participant may submit up to four works - one for each of the topics of competition, which are:

  • 100 Anniversary of World War I
  • 25 anniversary of transformation in Central and Eastern Europe
  • History of fashion and style
  • History of technology and media

Who decides and what are the prizes?

Submitted videos will be evaluated by an international jury including representatives of the Europeana Foundation, the Netherlands Institute for Sound and Vision and the National Audiovisual Institute of Poland. The jury will select and award top three remixes submitted individually or as a group work. Each of the authors of the winning remixes will be rewarded with a Fuji Instax mini camera with additional film packs. The most active school, whose students send most videos, will be rewarded with a Panasonic HC-V110 camera.

The background

Europeana Video Remix is a pilot competition run mostly in Poland. It is however also open to young, international participants who are willing to devote their time and creativity to the project.

The competition is organised within the framework of the Europeana Awareness project co-financed by the European Commission.

Its organiser, the National Audiovisual Institute (NInA) is a Polish cultural institution in charge of digital preservation and dissemination of Polish audiovisual heritage. NInA acts as curator, producer and co-producer of important cultural events and publisher of audiovisual and audio collections. The activity abroad and on the national level involves audiovisual co-productions as well as participation in networks and hosting events in the fields of new media education, digitisation, archiving, dissemination of audiovisual content and web culture.

Would you like to know more?

For more information please visit the competition’s website http://videoremix.europeana.eu orcontact us directly via europeanaremix@nina.gov.pl

Here is the must-know information for some of the forthcoming Europeana partner key events. Interested? Follow the links to find out more or to register.

Whipping the herring out of town was a custom that heralded the last day of Lent, when Cork butchers celebrated the coming of Easter and the return of economic prosperity (and meat-eating) by holding a mock funeral of a herring, which symbolised abstinence. Credit: Crawford Gallery Public Domain
 

TEL promotes LOD innovations in libraries across Europe for Hackathon, London, May 14

The cooperation between Research Libraries UK (RLUK) and The European Library (TEL) allows for the ingestion of data from RLUK’s member libraries into The European Library portal. Both TEL and RLUK are currently working intensely towards a linked bibliographic data available as Linked Open Data (LOD). This set of linked bibliographic data will be made available for a Hackathon on May 14. In preparation for the Hackathon, TEL is featuring 6 LOD use cases across Europe. Read the first here. We encourage you to follow and relay the campaign from The European Library news section and to join the Hackathon. More info


The Best in Heritage call for papers, deadline April 30

The Best in Heritage features a worldwide array of best practices from the domain of museums, heritage and conservation. A post-conference symposium will be held at inter-univerity centre Dubrovnik, for which a call for papers has been issued. The theme is ´The Useful Heritage - Efficiency and excellence in the public memory sector´. Various organisations and institutions working with heritage (museums, conservation, libraries, archives etc.) continue to demonstrate a constant convergence of their practices and theories. This implies a need for a new, common science, so expert authors are invited to contribute to defining excellence and social efficiency of public memory domain. Deadline for submission is 30 April. More info

PREFORMA @ EGI Community Forum 2014, Helsinki, May 21

This session will present to the whole digital preservation community the new opportunities offered by the pre-commercial-procurement launched by PREFORMA. The aim of the call for tender, which will be published by the end of May, is the development and deployment of an open source software licensed reference implementation for file format standards. This is for memory institutions (or other organisation with a preservation task) wishing to check conformance with a specific standard.

More info

Your events

Want your event to be in our next round-up? Email the details to susan.muthalaly@europeana.eu and we'll see what we can do!

EUBrazil Cloud Connect is a new international co-operation project which is creating a joint cloud infrastructure.

This new infrastructure will enable a multi-disciplinary user community to co-operate across borders at many different levels. Ultimately, the project aims to accelerate scientific discovery and to advance knowledge on several challenges of high social impact. 

One of the innovative aspects of EUBrazil Cloud Connect is the introduction of a new business model based on the bartering of resources.

“Part of the EUBrazil Cloud Connect federation will be built with the idea to put time-dependent surplus resources in a pool where members of the federation can explore and exchange these resources and better attend the user demand when their peak loads cannot be served locally,” explains Francisco Brasileiro from the Federal University of Campina Grande, the Brazilian coordinator of EUBrazil Cloud Connect.

To learn more, please watch the video or see the project website.

An interview with Florian Berger, who works as a software developer and IT consultant at Exozet Berlin. In addition he is writing his PhD thesis on adaptive educational games.

What is Exozet Games? What is your mission?

Exozet is one of Germany’s leading independent game developers, which specialises in the development and distribution of mobile and online titles. The game development studio works hand-in-hand with leading publishers and licencing partners, both on its own products and on commissioned products for the international market. Popular Exozet games include Catan, Carcassonne, HABA Orchard and Emily the Strange. Exozet’s 140 employees are working in Berlin, Potsdam-Babelsberg and Vienna.

exozet's main office right at the top flor of the old Tempelhof airport in Berlin.Exozet's main office right at the top flor of the old Tempelhof airport in Berlin.
 

What is your role in Europeana Creative?

In the Europeana Creative project, we are developing a serious game which serves as the Natural History Education Pilot application. The game is a “hidden object adventure game” where the player takes the role of an employee of the Museum für Naturkunde in Berlin, and solves an old mystery on location. By playing the game, the player learns about natural history facts and research methods.

Our role is to develop game play and ideas, coordinate these with the scientists and develop the final game as a software product for commercial release.

With a view of the abandoned airfield, the exozet games unit develops mobile, casual and educational games.With a view of the abandoned air field, the Exozet games unit develops mobile, casual and educational games.
 

What is your goal for the Europeana Creative project?

Our goal is to develop an entertaining game that achieves a high degree of scientific accuracy. In this process, we strive to demonstrate that Europeana content can be used for compelling digital entertainment in ways that may not be obvious when one looks at the bare database items.

Dr. Jason Dunlop, curator of the collections Arachnida and Myriapoda at the Natural History Museum in Berlin, appears as a chatacter in the game.Dr. Jason Dunlop, curator of the collections Arachnida and Myriapoda at the Museum für Naturkunde in Berlin, appears as a character in the game.
 

What challenges did you face so far while working on Europeana Creative?

The biggest challenge is to balance the game play ideas from our designers, the demands for accuracy from the scientific partners and the selection of available items in Europeana. Not all our ideas satisfy the standard for a learning game immediately. This is an ongoing and fruitful process, but requires quite some iterations between the project partners.

Another challenge is to bring the Europeana database content into a form that we can use in the game. Europeana provides photographs of exhibition items in a range of sizes and angles. Some images have scratches, shadows, labels or frames that require additional refinement. Plus, our game features a hand-painted look that would conflict with the photographic quality of the original Europeana content.

As a consequence, our graphic artist re-paints or overpaints almost every image that we use, creating a derived work in the process. While he keeps the image as original as possible, he carefully fits it into the overall style of the game, as well as into the lighting conditions present in the scene.

Images out of the Europeana database are not always fit for immediate use in the adventure game.Images out of the Europeana database are not always fit for immediate use in the adventure game.
 

 To fit the hand-painted style, our artist overpaints the image, while keeping its original impression.To fit the hand-painted style, our artist overpaints the image, while keeping its original impression.
 

What do you take along for the future?

Contributing to such a large project is hard work, and from time to time the coordination processes can be a little intimidating. Then again, both the input from and the insight into the very diverse work that the project partners are doing has been inspirational and definitely broadened our view. We will gladly be part of such a project again, and we will consider openly available content more in upcoming work.
 

Tell us about the pilot you are working on. What are the highlights?

The pilot builds upon “adventure game” genre that dates back to the very beginning of computer games in the 1970s, and still enjoys widespread acclaim, especially in Germany. We are developing a modern variant of such a game, running on an tablet computer and controlled via touch interaction.

Highlights of the game are a compelling story, hand-painted graphics and scientific puzzles that are informed by actual field experts from the natural history museums in Berlin (Museum für Naturkunde) and Prague (National Museum). The game enables the players to explore actual museum locations (which we from time to time have slightly reworked for dramatic effect).

Schloss Tegel, an actual location in Berlin where Famous natural scientists  Alexander and Wilhelm von Humboldt lived, appears as a game background - although we added a secret entrance for dramatic effect.
Schloss Tegel, an actual location in Berlin where famous natural scientists Alexander and Wilhelm von Humboldt lived, appears as a game background although we added a secret entrance for dramatic effect.
 

What advice do you have for developers who are considering working with Europeana content?

While Europeana already features a wealth of content, it surely is a moving target. On the one hand, re-users should carefully study the licences, as these can vary, and might impose restrictions on the manner of re-use. On the other hand, if the licence permits it, re-users should not be afraid to change and tweak content until it fits the purpose. This way the richness of Europeana can be deployed to maximum effect.

Sometimes Europeana content will not quite match the requirements, most prominently when the image resolution is too low. In such cases, it may be worthwhile to contact the original contributor and ask them to submit an improved version. Seeing their exhibit used in another context might provide them with an incentive to improve the content they contribute to Europeana further, for the benefit of potential users.

 The adventure starts at the basement of the Natural History Museum in Berlin, which is an actual location.
The adventure starts at the basement of the Museum für Naturkunde in Berlin, which is an actual location.

All images © exozet. All rights reserved.

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About

The Europeana Professional Blog is for people working in the field of digital cultural heritage. For more information or to contribute, contact beth.daley@bl.uk.

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