Category Archives: Digital media

The Butterfly Effect Part 1 – An Interactive Projection of Lepidoptera with Accession Data Input… easy right?

In July 2022 at M Shed, we launched our exhibition ‘Think Global: Act Bristol’. It’s an exhibition that informs the public on Climate Change as a global issue, whilst showing how Bristol can and how Bristol is acting to fight climate change. An important topic that reaches through various aspects of society, including nature.

This Interactive was thought up to be displayed in the ‘Nature’ section of this exhibition. Its purpose? To allow the public to accession our collection of Lepidoptera. This is done by entering the data shown in the photographs of our Lepidoptera, these Lepidoptera are photographed with their original handwritten accession data in shot. This data input is done through a web form on a computer setup in gallery, which is accompanied by an interactive projection wall.

The interactive wall element is to give people a fun interactive experience in gallery by moving the Lepidoptera with their movement in front of the wall. As well as this, the wall plays animations after an accession entry has been submitted and the animation is based on the data entered by a member of the public. There are 3 animations that can be displayed, one for each classification of our Lepidoptera: butterflies, moths and extinct species.  

How it Works

The interactive has a keyboard, mouse, screen, projector and camera. These are used to carry out the two functions of the interactive, accession data entry and the interactive wall. The form function is there to enable people to transcribe accession data from photos of our Lepidoptera with their paper accession data. An example of one of these images is shown below.

an image of an ‘Celastrina argiolus’ with it’s accession data.

The form has the necessary fields with validation measures where necessary to ensure that the data entered is of use. The fields are as follows:

  1. ID Letters
  2. ID Number
  3. Species Name
  4. Collectors Name
  5. Sighting Day
  6. Sighting Month
  7. Sighting Year
  8. Location
  9. Other Number
Data entry page with data entry points listed and a photo for transcription

All of these fields have validation that restricts what data can be entered and some of them (Species Name, Collectors Name, Location) have an autocorrect feature. This kicks in after 4 correct characters in a row that correspond exactly to one of the possible entries for that field. This helps the public get the spelling correct and speeds up the process of entering in data. Having the autocorrect come up after 4 correct characters also deters spam data entries, at the member of the public can only submit an entry if it passes all 4 required validation points.

Screenshot of a data entry point showing an autofill suggestion for a species that could be entered.

Once the data is entered correctly and submit is pressed a loading screen will appear, this loading screen will stay on until an animation corresponding with the type of Lepidoptera is shown on the interactive wall.  

This interactive wall uses an ultra short throw projector to front project Lepidoptera onto a wall in gallery. The nature of this projector means that it is hard for people to cast shadows on the wall as the projector is mounted very close to the wall. As we were not able to rear project, this is the next best setup for this projection that also achieves an image over 3 and a half metres wide, which gives a good area for interaction.

There is a Kinect Azure mounted away from the wall which gets a depth image of everything in shot. This depth image is used to detect motion in front of the wall which in turn is used to affect butterflies in the area around where the motion is made. More Lepidoptera build up on the projection every time an entry is made in a day.

How it Works: The Nerd Version

The interactive runs on two systems with one system referencing the other. The data entry system is a Python Flask Server, which runs on Apache and can be run on a Windows PC or a Linux server. Though the server version I am yet to run in gallery due to some compatibility improvements and an inability to sort terms and conditions for this exhibition as of typing.

The server serves the client the data entry form with a randomly chosen image for transcription alongside it, the data inputed for each entry is saved to a timestamped json file. This file contains all the data fields as well as the filename for the image, meaning that all the data can be linked and sorted through afterwards in order to upload to our database. The server also updates a file that shows the latest species that has been entered, this is used by the Interactive Wall’s system to trigger animations.

The interactive wall runs on a Touchdesigner project that I created that uses a Kinect Azure to see people and know where to apply movement to the Lepidoptera in the projection. Touchdesigner is a real time visual development platform that allows you to create interactive installations, it’s a node based programming environment that allows interactives like this to be created in good time. Touchdesigner uses a particle system(particleGPU) that uses 3 videos, one for butterflies, moths and extinct species. These videos are then put on 2d planes that move and rotate in 3d space, these are the ‘particles’. These particles are affected by optical flow, which is generated by Touchdesigner analysing motion in the depth image, areas in which it believes there are motion are then used on the particleGPU video to move the particles in the affected areas.



For the entry animations that play when an entry is made by the public there are 3 videos that play, again one for butterflies, moths and extinct species. Touchdesigner overlays these videos onto the particleGPU output when the Flask Server signals it’s had a new entry, Touchdesigner will then check which animation should be played to make sure it corresponds with the relevant Lepidoptera. This process works however it is not instantaneous and It’s one of the elements of this interactive I wish to improve for future use.  

What’s next?

As of typing, the exhibition is yet to finish, I am hoping to add some improvements to the interactive before it’s derigged as having it in gallery would be a good test bench to make solid changes. These changes include:

  • Reworked css to improve compatibility on smartphones
  • Have the linux version up and running on our server so the public can enter data on their devices
  • Decrease the latency between both systems by taking a different approach for their communication
  • Add analytics to the Touchdesigner project so we can gather data

As of typing we have over 1500 entries from the public, which should enable us to have hundreds of these Lepidoptera catalogued, which is fantastic news for us! I think this interactive has big potential for other museums and I’m hoping that I can provide versions of this to other sites in future.  

Currently it’s planned that this interactive will be returning in a permanent installation, so I plan to add these additional changes for this. I will post a second blog on labs once I’ve done some upgrades and analysed the data we have gathered from this exhibition.

Special thanks to Bristol Museums Development Trust and the ‘Think Global: Act Bristol’ exhibition for making this all possible.

Google Arts & Culture: an overview…also, what is it?

I have been working on the development of the Bristol Museums partner page with Google Arts & Culture for close to two years, and in October it finally went live!

Screenshot of the Bristol Museums Google Arts & Culture partner page. Header image is a painting of the Clifton Suspension Bridge and highlighted are the Online Exhibits.

Some background info about my involvement

I started working on this as a trainee on the Museum Futures programme in January 2020, this was actually one of the first projects that I participated on. Originally designed as a partnership with South West Museum Development , the idea behind it was that we would develop a page for Bristol Museums and then bring this (and the process guides) to smaller museums as a way to support getting their collections online. However, it was mutually decided that this process was more convoluted than anyone first assumed, and that didn’t end up happening.

As of April 2021, I have continued to work on this in my current role as Digital Collections Content Coordinator – a position funded by the Art Fund – as part of a larger project to make our collections accessible online. Thanks Art Fund!

This project has not necessarily gone to plan. We originally aimed to launch at some point in summer 2020. We were then offered to be a part of the Google Arts & Culture Black History Month 2020 campaign if we were ready to launch by that October. While we first worked towards meeting the deadline, we ultimately decided against going ahead with this plan as we had to rush, and we felt that these stories deserved a much longer preparation time than we could give them at that stage. Also, we felt that we didn’t need to be a part of the campaign in order to tell these stories. 

What is Google Arts & Culture?

Google Arts & Culture is still fairly new and unknown territory, and there seem to be a number of (understandable) misconceptions about what its purpose is. Is it social media? Is it an alternative to Collections Online? Is it a blog? Can we signpost to events and the shop?

No, sort of but not really, no and no. 

This doesn’t really sound appealing, does it?

The best comparison we can make is to a Collections Online service, but less extensive. And it’s shared by lots of other organisations. And also other organisations can use our images. (Yikes! But bear with me.)

It is described as an online platform through which the public can view high resolution images of objects in museums and galleries. This is accurate, does what it says on the tin. 

You might know Google Arts & Culture from the Art Selfies trend (which I would recommend checking out if you’re not easily offended, as the comparisons are usually NOT KIND) or the chance to zoom in reeeeeally close to Rembrandt’s The Night Watch. These are two of the platform’s jazzy features that haven’t really been seen anywhere before, at least not in the same way. 

Why do we want to use it?

They use incredibly sophisticated software to automatically attach these functions to uploaded content, which is good for us because it means we don’t have to do anything special to get them to work for our objects. By using the highest quality TIFFs that we have for the objects we’ve selected, we can zoom in to brushstroke level on these works and use attention grabbing features like an interactive timeline. 

Image of the interactive timeline on the Bristol Museums Google Arts & Culture page. Date range starting at 500 AD and ending at 1910

I mentioned before that other people can use our images. This sounds like a big no-no, but bear with me (again). 

When creating an exhibition or a story you can use content that you’ve previously uploaded, but you also have the opportunity to use images shared by other organisations. This is often used if an org is creating a story about a specific subject and they don’t have enough content/images to contextualise, they can use images that have been uploaded to the platform previously. As all images already have clear rights acknowledgements and redirect to the partner page they belong to, this does not breach anything nasty. 

The benefit of this is that the reach one image could potentially have is boundless, and thus, the reach of our page also has the potential to be boundless.

What do we do if they kill it?

Well, it wouldn’t be ideal. We wouldn’t lose much content, and we won’t lose any data as this all came from our CMS anyway. We don’t rely on this to attract the bulk of our audiences and we’ve approached it as a bit of an experiment. It would be a shame to lose it, but it’s so new that I honestly can’t say how much of an impact that it would have, so I suppose we’ll just have to wait and see.

What has the process been to make it a thing here?

LONG. This process has been full of learning curves and a lot of troubleshooting. There is much to be said for data consistency and quality at internal database level when working on projects such as this. Arguably, one of the longest processes is assessing groups of content to ensure that what you’re including meets data requirements. But it has been fun to experiment and uncover a process that is now…somewhat…streamlined – which looks a bit like this:

  1. Find cool things on the database
  1. Export cool things using a self-formatting report that you’ve spent weeks developing in Visual Basic (groan)
  1. Find images of cool things and group those
  1. Export images of cool things using another self-formatting report that you’ve spent weeks developing in Visual Basic (more groaning)
  1. Stitch together image metadata and object metadata
  1. Add in descriptions and dimensions data manually because of data quality issues and duplicates that you have to assess on a case by case basis
  1. Upload fully formatted and cleaned dataset to a Google Drive as a Google Sheet
  1. Add in rows from new dataset into the Google Sheet that you’ve been provided with, because instead of uploading individual CSVs (which it says you can do but this option does not work) you have to use one spreadsheet and refresh it every time you make additions from the Cultural Institute (Google A&C back end)
  1. Upload images to Google Bucket 
  1. Refresh spreadsheet from the Cultural Institute  
  1. Fix all of the errors that it comes up with because it’s a buggy system 
  1. Refresh again
  1. Repeat steps 11 and 12 as needed

So…not exactly streamlined but in fairness, I have ironed out all of the kinks that I am capable of ironing out. The systems designed by Google are more archaic in practice than I was anticipating (sorry Google, no shade) and the small yet very irritating tech issues were real roadblocks at times. And yet, we persevere.

There will always be a level of manual work involved in this process, as there should be when it comes to choosing images and reviewing content, but I think that this does highlight areas where we could do with giving our database some TLC – as if that’s an easy and quick solution that doesn’t require time, money and other resources…

We aren’t sure what the future of the Bristol Museums partner page looks like just yet, especially with a few projects in the works that might help us bridge some of the gap that Google Arts & Culture is helping to fill. At the very least, I’ve learned a fair bit about data movement and adaptability.

Do have a look! This was a labour of love and stubbornness. Maybe let us know what you think?

This work was made possible by a Respond and Reimagine grant from The Art Fund

CV19 – Digital Battle Plans

Background

Bristol Culture receives an average of 2.5 million yearly visits to its websites (not including social media). Additionally, we have different demographics specific to each social media channel, which reflect the nature of the content and how users interact with the platform features offered.

Since March 13th visits to the bristolmuseums.org.uk have fallen off sharply from a baseline of 4000/day to under 1000/day as of 6th April. This unprecedented change in website visitors is a reflection of a large scale change in user behaviour which we need to understand, presumably – due to people no longer searching to find out about visiting the museum in person, due to enforced social distancing measures. It remains to be seen how patterns of online behaviour will change in the coming weeks, however, it appears we have a new baseline which more closely matches our other websites that are more about museum objects and subject matter than physical exhibitions and events.

You can explore this graph interactively using the following link:

https://datastudio.google.com/reporting/196MwOHX1WOhtwDQbx62qP0ntT7sLO9mb

Before CV struck

The top 10 most visited pages in January on bristolmuseums.org.uk feature our venue homepages, specific exhibitions and our events listings

online stats January 2020

During Lockdown

From March-April we are seeing visits to our blog pages, our online stories and our collections pages feature in the top 10 most visited.

online stats March 16th-April 9th

Digital Content Strategy

Internally, we have been developing a digital content strategy to help us develop and publish content in a more systematic way. The effect of CV-19 has meant we have had to fast track this process to deal with a large demand for publishing new online content. The challenge we are faced with is how to remain true to our longer-term digital aims, whilst tackling the expectations to do more digitally. In practice, we have had to rapidly transform to a new way of working with colleagues, collaborating remotely, and develop a new fast track system of developing and signing off digital content. This has required the team to work in different ways both internally, distributing tasks between us, but also externally across departments so that our content development workflow is more transparent.

Pre-quarantine online audiences

Online we follow our social media principles: https://www.labs.bristolmuseums.org.uk/social-media-principles/

A key principle of our audience development plan is to understand and improve relationships with our audiences (physical and digital). This involves avoiding the idea that everything is for ‘everyone’. Instead of recognising that different activities suit different audiences. We seek to use data from a range of sources (rather than assumptions) to underpin decisions about how to meet the needs and wants of our audiences. 

Quarantine online audiences

Since the implementation of strict quarantine measures by the Government on Tuesday 24th March – audiences’ needs have changed.  

  • Families at home with school-age children (4 – 18) who are now home-schooling during term-time.
  • Retired people with access to computers/smart-phones who may be isolated and exploring online content for the first time.
  • People of all ages in high-risk groups advised not to leave their homes for at least the next 12 weeks.
  • People quarantining who may be lonely/anxious/angry/bored/curious or looking for opportunities to self-educate. 
  • Possible new international audiences under quarantine restrictions.

See this list created anonymously by digital/museum folk: https://docs.google.com/document/d/1MwE3OsljV8noouDopXJ2B3MFXZZvrVSZR8jSrDomf5M/edit

What should our online offer provide?

https://www.bristolmuseums.org.uk/blog/a-dose-of-culture-from-home/

Whilst our plummeting online visitors overall tells us one story – we now have data to tell us there is a baseline of people who are visiting our web pages regularly and this audience needs consideration. Potentially a new audience with new needs but also a core group of digitally engaged visitors who are seeking content in one form or another.

Some things we need to be thinking about when it comes to our digital content:

  • What audiences are we trying to reach and what platforms are they using? 
  • What reach are we aiming for and what are other museums doing – we don’t necessarily want to publish content that is already out there. What’s our USP? 
  • What can we realistically do, and do well with limited resources?
  • What format will any resources take and where will they ‘live’? 
  • What’s our content schedule – will we be able to keep producing this stuff if we’ve grown an audience for it once we’re open again? When will we review this content and retire if/when it’s out of date?
  • We need to be thinking about doing things well (or not doing them at all – social media platforms have ways of working out what good content is, and will penalise us if we keep posting things that get low engagement. A vicious cycle)
  • We want to engage with a relevant conversation, rather than simply broadcast or repurpose what we have (though in practice we may only have resource to repurpose content)

Submitting ideas/requests for digital content during Quarantine period

We are already familiar with using trello to manage business processes so we quickly created a new board for content suggestions. This trello-ised what had been developing organically for some time, but mainly in the minds of digital and marketing teams.

Content development Process in trello

STEP 1: An idea for a new piece of digital output is suggested, written up and emailed to the digital team, and then added to the Digital Content Requests Trello.

STEP2: The suggestion is then broken down / augmented with the following information (detailed below), and added as fields to the trello card

STEP 3: This list of suggestions is circulated amongst staff on the sign off panel, for comments.

STEP 4: The card is either progressed into the To Do List, or moved back to “more info needed / see comments” list.

The following information is required in order to move a digital content suggestion forward:

Description: Top level description about what the proposal is

Content: What form does the content take? Do we already have the digital assets required or do we need to develop or repurpose and create new content? What guidelines are available around the formats needed?

Resource: What staff are required to develop the content, who has access to upload and publish it?

Audiences: Which online audiences is this for and what is their user need?

Primary platform: Where will the content live, and for how long? 

Amplification: How will it be shared?

Success: What is the desired impact / behaviour / outcome?

Opportunities 

Experimentation

New and emerging content types: The lockdown period could be an opportunity to try a range of different approaches without worrying too much about their place in the long term strategy.

Online events programme

Now we can only do digital-or-nothing, we need to look at opportunities for live streaming events. Where there is no audience – how do we build enough digital audiences to know and be interested in this if we did go down that route. Related to above – online family/ adult workshops, a lot of this is happening now, are they working, how long will people be interested?

Collaborating with Bristol Cultural organisations

With other cultural organisations in Bristol facing similar situations, we’ll be looking to collaborate on exploring:

  • What is the online cultural landscape of Bristol?
  • Collaborative cultural response to Corona
  • A curated, city wide approach
  • Working with digital producers on user research questions
  • Similar to the Culture ‘Flash Sale’
  • Scheduled content in May

Arts Council England business plan

Those projects are at risk of not being able to be delivered –  can digital offer a way to do these in a different way?

Service / Museum topical issues

How can we create an online audience to move forward our decolonisation and climate change discussions?

Family digital engagement  

We’ll be working with the public programming team to develop content for a family audience

Examples of museum services with online content responding well to quarantine situation

a) they have a clear message about the Corona virus situation

b) they have adjusted their landing pages to point visitors to online content.

Examples of museums with good online content generally

Recent Guardian article by Adrian Searle lists museums for digital visits https://www.theguardian.com/artanddesign/2020/mar/25/the-best-online-art-galleries-adrian-searle

Fundraising

The Development Team typically manages around £12,800 in donations per month through ‘individual giving’ which goes to our charity, Bristol Museums Development Trust. This is from a variety of income streams including donation boxes, contactless kiosks, Welcome Desks and donations on exhibition tickets. Closure of our venues means this valuable income stream is lost. To mitigate this, we need to integrate fundraising ‘asks’ into our online offers. For example, when we promote our online exhibitions, ask for a donation and link back to our online donation page. 

The Development Team will work with the Digital and Marketing teams to understand plans and opportunities for digital content and scope out where and how to place fundraising messages across our platforms. We will work together to weave fundraising messages into the promotion of our online offers, across social media, as well as embed ‘asks’ within our website. 

Next Steps:

Clearly, there will be long-lasting effects from the pandemic and they’ll sweep through our statistics and data dashboards for some time. However – working collaboratively across teams, responding to change and using data to improve online services are our digital raison d’etre – we’ll
use the opportunity as a new channel for 2020 onwards instead of just a temporary fix .

snapshopt of digital stats before the pandemic

Digital interpretation in our galleries: Discovery kick-off

Our temporary exhibitions have around a 20% conversion rate on average. While we feel this is good (temporary exhibitions are either paid entry or ‘pay what you think’, bringing in much-needed income), flip that around and it means that around 80% of people are visiting what we call our ‘permanent galleries’ – spaces that change much less often than exhibitions. With a million visitors every year across all of our sites (but concentrated at M Shed and Bristol Museum & Art Gallery), that’s a lot of people.

A lot of our time as a digital team is taken up with temporary exhibitions at M Shed and Bristol Museum. Especially so for Zahid, our Content Designer, who looks after all of our AV and whose time is taken up with installs, derigs and AV support.

But what about all of the digital interpretation in our permanent galleries? Focusing on the two main museums mentioned above, we’ve got a wide range of interp such as info screens, QR codes triggering content, audio guides and kiosks. A lot of this is legacy stuff which we don’t actively update, either in terms of content or software/hardware. Other bits are newer – things we’ve been testing out or one-off installs.

So, how do we know what’s working? How do we know what we should be replacing digital interp with when it’s come to the end of its life – *IF* we should replace it at all? How do we know where we should focus our limited time (and money) for optimal visitor experience?

We’ve just started some discovery phases to collate all of our evidence and to gather more. We want a bigger picture of what’s successful and what isn’t. We need to be clear on how we can be as accessible as possible. We want to know what tech is worth investing in (in terms of money and time) and what isn’t. This is an important phase of work for us which will inform how we do digital interpretation in the future – backed up by user research.

Discovery phases

We’ve set out a number of six week stints from August 2018 to January 2019 to gather data, starting with an audit of what we have, analytics and what evidence or data we collect.

We’ll then move onto looking at specific galleries– the Egypt Gallery at Bristol Museum and most of the galleries at M Shed which have a lot of kiosks with legacy content.  (The M Shed kiosks probably need a separate post in themselves. They were installed for when the museum opened in 2011, and since then technology and user behaviours have changed drastically. There’s a lot we could reflect on around design intentions vs reality vs content…)

We’ll also be gathering evidence on any audio content across all of our sites, looking at using our exhibitions online as interp within galleries and working on the Smartify app as part of the 5G testing at M Shed.

We’re using this trello board to manage the project, if you want to follow what we’re doing.

Auditing our digital interpretation

First off, we simply needed to know what we have in the galleries. Our apprentice Rowan kindly went around and scoured the galleries, listing every single thing she could find – from QR codes to interactive games.

We then categorised everything, coming up with the below categories. This has really helped to give an overview of what we’re working with.

Key Level of interaction Examples User control
1 Passive Auto play / looping video, static digital label, info screens User has no control
2 Initiate QR code / URL to extra content, audio guide User triggers content, mostly on own or separate device
3 Active Games and puzzles, timeline User has complete control. Device in gallery

We then went through and listed what analytics we currently gather for each item or what action we need to take to set them up. Some things, such as info screens are ‘passive’ so we wouldn’t gather usage data for. Other things such as games built with Flash and DiscoveryPENs (accessible devices for audio tours), don’t have in-built analytics so we’ll need to ask our front of house teams to gather evidence and feedback from users. We’ll also be doing a load of observations in the galleries.

Now that people have devices in their pockets more powerful than a lot of the legacy digital interpretation in our galleries, should we be moving towards a focus on creating content for use on ‘BYO devices’ instead of installing tech on-site which will inevitably be out of date in a few short years? Is this a more accessible way of doing digital interpretation?

Let us know what you think or if you have any evidence you’re happy to share with us. I’d be really interested to hear back from museums (or any visitor attractions really) of varying sizes. We’ll keep you updated with what we find out.

Fay Curtis – User Researcher

Zahid Jaffer – Content Designer

Mark Pajak – Head of Digital

My Digital Apprenticeship with Bristol Culture

Hi! My name is Cameron Hill and I am currently working as a Digital Apprentice as part of 

Cameron Hill

the Bristol City Council Culture Team, where I’ll mainly be based at Bristol Museum and helping out with all things digital.

Previously to joining Bristol City Council, I studied Creative Media at SGS College for two years as well as at school for GCSE. A huge interest of mine is social media. Whilst at college I worked with a friend who was a fashion student who sold her creations to create more of a brand for herself. After she came up with the name, I created an Instagram page for the brand and started creating various types of content. Using Instagram stories was a great way to interact with followers. Using different features such as Q&A and polls, it was easy to see what the customers like. Something else we did with stories was showing the ‘behind the scenes’. For example: from picking the fabric, making the item itself and packing the item to be shipped.

As I am writing this it is my first day and so far it has been a lot to take in. One of my first tasks was to upload an image to a folder linked to the various screens around the museum. 

Digital signage not working

Although technology can be temperamental, the first issue we came across was unexpected….

Using my iPhone, I was asked to take an image to upload into the folder but without me realising the phone camera had ‘live photos’ turned on meaning all pictures taken would create small video clips.  After waiting for five minutes or so and the image not appearing we realised that the image was taken in High-Efficiency Image File Format (HEIC). Not knowing what HEIC was I did what anyone in the twenty-first century would do and took to Google.

 

After a little research, I came across an article in a technology magazine, The Verge stating that this format that Apple has added to iOS 11 would be a problem for PC users. From reading various articles online it is clear that a lot of people have struggled 

when trying to upload their files to PCs and not being able to view and edit it. I am really looking forward to my future working here as part of the Digital Team.

 

 

Preserving the digital

From physical to digital to…?

At Bristol Culture we aim to collect, preserve and create access to our
collections for use by present and future generations. We are increasingly dealing with digital assets amongst these collections – from photographs of our objects, to scans of the historical and unique maps and plans of Bristol, to born-digital creations such as 3D scans of our Pliosaurus fossil. We are also collecting new digital creations in the form of video artwork.

Photo credit Neil McCoubrey

One day we won’t be able to open these books because they are too fragile – digital will be the only way we can access this unique record of Bristol’s history, so digital helps us preserve the physical and provides access. Inside are original plans of Bristols most historic and well-known buildings including the Bristol Hippodrome, which require careful unfolding and digital stitching to reproduce the image of the full drawing inside.

Plans of the Hippodrome, 1912. © Bristol Culture

With new technology comes new opportunities to explore our specimens and this often means having to work with new file types and new applications to view them.  

This 3D scan of our Pliosaurus jaw allows us to gain new insights into the behavior and biology of this long-extinct marine reptile.

Horizon © Thompson & CraigheadThis digital collage by Thompson & Craghead features streaming images from webcams in the 25 time zones of the world. The work comes with a Mac mini and a USB drive in an archive box and can be projected or shown on a 42″ monitor. Bristol Museum is developing its artist film and video collection and now holds 22 videos by artists including Mariele Neudecker, Wood and Harrison, Ben Rivers, Walid Raad and Emily Jacir ranging from documentary to structural film, performance, web-based film and video and animation, in digital, video and analogue film formats, and accompanying installations.

What could go wrong?

So digital assets are helping us conserve our archives, explore our collections and experience new forms of art, but how do we look after those assets for future generations?

It might seem like we don’t need to worry about that now but as time goes by there is constant technological change; hardware becomes un-usable or non-existent, software changes and the very 1s and 0s that make up our digital assets can be prone to deteriorating by a process known as bitrot!.  Additionally, just as is the case for physical artifacts, the information we know about them including provenance and rights can become dissociated.  What’s more, the digital assets can and must multiply, move and adapt to new situations, new storage facilities and new methods of presentation. Digital preservation is the combination of procedures, technology and policy that we can use to help us prevent these risks from rendering our digital repository obsolete. We are currently in the process of upskilling staff and reviewing how we do things so that we can be sure our digital assets are safe and accessible.

Achieving standards

It is clear we need to develop and improve our strategy for dealing with these potential problems, and that this strategy should underline all digital activity where the result of that activity produces output which we wish to preserve and keep.  To rectify this, staff at the Bristol Archives, alongside Team Digital and Collections got together to write a digital preservation policy and roadmap to ensure that preserved digital content can be located, rendered (opened) and trusted well into the future.

Our approach to digital preservation is informed by guidance from national organisations and professional bodies including The National Archives, the Archives & Records Association, the Museums Association, the Collections Trust, the Digital Preservation Coalition, the Government Digital Service and the British Library. We will aim to conform to the Open Archival Information System (OAIS) reference model for digital preservation (ISO 14721:2012). We will also measure progress against the National Digital Stewardship Alliance (NSDA) levels of digital preservation.

A safe digital repository

We use EMu for our digital asset management and collections management systems. Any multimedia uploaded to EMu is automatically given a checksum, and this is stored in the database record for that asset. What this means is that if for any reason that file should change or deteriorate (which is unlikely, but the whole point of digital preservation is to have a mechanism to detect if this should happen) the new checksum won’t match the old one and so we can identify a changed file.

Due to the size of the repository, which is currently approaching 10Tb, it would not be practical to this manually, and so we use a scheduled script to pass through each record and generate a new checksum to compare with the original. The trick here is to make sure that the whole repo gets scanned in time for the next backup period because otherwise, any missing or degraded files would become the backup and therefore obscure the original. We also need a working relationship with our IT providers and an agreed procedure to rescue any lost files if this happens.

With all this in place, we know that what goes in can come back out in the same state -so far so good. But what we cant control is the constant change in technology for rendering files – how do we know that the files we are archiving now will be readable in the future? The answer is that we don’t unless we can migrate from out of date file types to new ones. A quick analysis of all records tagged as ‘video’ shows the following diversity of file types:

(See the stats for images and audio here).  The majority are mpeg or avi, but there is a tail end of various files which may be less common and we’ll need to consider if these should remain in this format or if we need to arrange for them to be converted to a new video format.

Our plan is to make gradual improvements in our documentation and systems in line with the NDSA to achieve level 2 by 2022:

 

The following dashboard gives an idea of where we are currently in terms of file types and the rate of growth:

Herding digital sheep

Its all very well having digital preservation systems in place, but the staff culture and working practices must also change and integrate with them.

The digitisation process can involve lots of stages and create many files

In theory, all digital assets should line up and enter the digital repository in an orderly and systematic manner. However, we all know that in practice things aren’t so straightforward.

Staff involved in digitisation and quality control need the freedom to be able to work with files in the applications and hardware they are used to without being hindered by rules and convoluted ingestion processes. They should to be allowed to work in a messy (to outsiders) environment, at least until the assets are finalised. Also there are many other environmental factors that affect working practices including rights issues, time pressures from exhibition development, and skills and tools available to get the job done. By layering new limitations based on digital preservation we are at risk of designing a system that wont be adopted, as illustrated in the following tweet by @steube:

So we’ll need to think carefully about how we implement any new procedures that may increase the workload of staff. Ideally, we’ll be able to reduce the time staff take in moving files around by using designated folders for multimedia ingestion – these would be visible to the digital repository and act as “dropbox” areas which automatically get scanned and any files automatically uploaded an then deleted. For this process to work, we’ll need to name files carefully so that once uploaded they can be digitally associated with the corresponding catalogue records that are created as part of any inventory project. Having a 24 hour ingestion routine would solve many of the complaints we hear from staff about waiting for files to upload to the system.

 

Automation can help but will need a human element to clean up and anomalies

 

Digital services

Providing user-friendly, online services is a principle we strive for at Bristol Culture – and access to our digital repository for researchers, commercial companies and the public is something we need to address.

We want to be able to recreate the experience of browsing an old photo album using gallery technology. This interactive uses the Turn JS open source software to simulate page turning on a touchscreen featuring in Empire Through the Lens at Bristol Museum.

Visitors to the search room at Bristol Archives have access to the online catalogue as well as knowledgeable staff to help them access the digital material. This system relies on having structured data in the catalogue and scripts which can extract the data and multiemdia and package them up for the page turning application.

But we receive enquiries and requests from people all over the world, in some cases from different time zones which makes communication difficult. We are planning to improve the online catalogue to allow better access to the digital repository, and to link this up to systems for requesting digital replicas. There are so many potential uses and users of the material that we’ll need to undertake user research into how we should best make it available and in what form.