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TOWARD A WORKABLE EMULATION-BASED PRESERVATION STRATEGY: RATIONALE AND TECHNICAL METADATA

机译:迈向基于仿真的可行保存策略:理据和技术元数据

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The KEEP project is the first of its kind to seriously research the kind of emulation based on a virtual machine as put forward by Lorie (2002). In addition to creating such a virtual machine, a number of other supporting tools and techniques are also being developed as part of this ECFP7 project. One of these is an emulation metadata data model with a dual purpose: first, for use as the basis of a database that forms part of the Emulation Framework that will run on the KEEP Virtual Machine (KVM); and, second, for use as the core of an emulation metadata standard, envisaged to be taken up by the wider community. This paper is thus very much geared toward a practical discussion of emulation. However, before the digital preservation community will consider emulation as a viable option compared to migration; it is imperative that the polarized positions exemplified by Rothenberg and Bearman are carefully analyzed, deconstructed, and, where necessary, set aside. In this way, some options that have previously been dismissed out of hand can be allowed to resurface, and their relative merits be reconsidered. The second part of the article comprises a detailed investigation of the technical environment necessary to emulate a given digital object. The technical environment data, thus obtained, is then used to create the core of the emulation metadata model The article concludes with a consideration of video games' metadata, as games represent the most complex digital objects planned to be emulated as part of the KEEP project.
机译:KEEP项目是第一个认真研究Lorie(2002)提出的基于虚拟机的仿真类型的项目。除了创建这样的虚拟机,此ECFP7项目的一部分还正在开发许多其他支持工具和技术。其中之一是具有双重目的的仿真元数据数据模型:首先,用作构成将在KEEP虚拟机(KVM)上运行的仿真框架的一部分的数据库的基础;第二,用作模拟元数据标准的核心,预计将由更广泛的社区采用。因此,本文非常适合于仿真的实际讨论。但是,与迁移相比,数字保存社区会先将仿真视为可行的选择。必须仔细分析,解构Rothenberg和Bearman所代表的极化位置,并在必要时予以搁置。通过这种方式,可以重新使用以前无法使用的某些选项,并重新考虑它们的相对优点。本文的第二部分包括对模拟给定数字对象所必需的技术环境的详细研究。如此获得的技术环境数据随后将用于创建仿真元数据模型的核心。本文最后考虑了视频游戏的元数据,因为游戏代表了计划作为KEEP项目一部分进行仿真的最复杂的数字对象。 。

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  • 来源
    《New review of information networking》 |2010年第2期|p.110-131|共22页
  • 作者单位

    Humanities Computing Group, School of Creative Technologies, University of Portsmouth, Portsmouth, UK;

    Humanities Computing Group, School of Creative Technologies, University of Portsmouth, Portsmouth, UK;

    Humanities Computing Group, School of Creative Technologies, University of Portsmouth, Portsmouth, UK;

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