Page 50 - Building Digital Libraries
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Acquiring, Processing, Classifying, and Describing Digital Content


                 planners address access, processing, or preservation issues as early as
                 possible. Emulation can mitigate the effects of technology cycles, but this
                 method also suffers from shortcomings, such as possibly requiring users to
                 be familiar with obsolete technologies, not being viable for objects depend-
                 ing on proprietary hardware or software, and bringing into question how
                 the emulators themselves will survive technology transitions.


                 Outsourcing
                 The option of contracting responsibility for preserving some resources to
                 outside parties may seem counterintuitive. However, just as the principle
                 of access has been displacing that of ownership for purposes of evaluating
                 library collections, there is nothing inherently wrong with digital reposito-
                 ries relying on third parties to provide access to certain resources. Conceptu-
                 ally, this method is similar to purchasing database access in that it effectively
                 outsources a portion of the collection to an entity that is better equipped
                 to manage it. Moreover, it is now common for libraries to outsource opera-
                 tions that were once considered core library operations, and libraries now
                 frequently turn to vendors to host systems for virtually all aspects of library
                 operations, including repositories.
                     Contracting responsibility for providing perpetual access to materials
                 is appropriate in certain cases, particularly for interactive resources that are
                 data- or software-driven. As chapter 4 describes, two basic strategies can be
                 used to ensure that resources will be available when technology changes:
                 emulation and migration. For a variety of reasons, it is not feasible to emu-
                 late complex software environments:

                         •	 Even in a perfect world where emulators are free and work
                           perfectly, they may require users to master completely unfa-
                           miliar tech nol ogy for which no documentation is available.
                         •	 Creating emulators is very expensive. Just as formats
                           become ob so lete, emulators also become obsolete, since the
                           environ ments they run on change, requiring yet more emu-
                           lators for them to run in.
                         •	 Software environments often contain proprietary technol-
                           ogy that cannot be replicated or licensed in perpetuity.
                         •	 Software environments may be designed to interact with
                           specific hardware that no longer exists and cannot be
                           synthesized.
                         •	 Knowledge and access to the source code needed to make
                           modifica tions may no longer be available.
                 When emulation cannot be used to archive interactive resources based on
                 databases or services distributed across multiple machines, these resources
                 simply cannot be migrated.
                     Relying on third parties does not necessarily require the library to even
                 pay to have access to important resources maintained. In its simplest form,

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