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This article has been published in “Archive 2020. Sustainable archiving of born
digital cultural content”, edited by Annet Dekker. It features articles from
a.o. Gabriele Blome, Anne Laforet, Caitlin Jones, Aymeric Mansoux, Lizzie
Muller, Martine Neddam, Marloes de Valk and Gaby Wijers.
The version published here is the pre-typeset version, licensed with the Free
Art License.
---
Rock, Paper, Scissors and Floppy Disks
Anne Laforet, Aymeric Mansoux, Marloes de Valk
How can artists contribute to an archive in progress? The problems software art
archives have to deal with are immense, and are often linked to digital
preservation problems faced on a global level: storage media change and age,
and formats, operating systems, soft- and hardware are updated or discontinued
Digital technology is evolving extremely rapidly and there have been very few
strategies to help preserve data for future generations who will be involved in
its development[1]. Solving these global problems is well beyond the reach of
the individual artist, but there are strategies worth considering that prolong
the life of an artwork and aid in the development of long-term solutions to
these problems. Using Free/Libre/Open Source Software (FLOSS) to create work
and publishing it using a copyleft license is one of those[2]. It seems simple:
having access to an artworks source code, and the source code of the software
it depends on, greatly increases the possibilities of maintaining it and
keeping it operational. But the choices an artist faces when producing a work,
the choices an archivist faces when maintaining it, and the tendencies within
the world of software development – corporate and FLOSS alike – all impact on
the eventual lifespan of a work. Are those artworks that are created using
FLOSS that are published with their source code better suited for preservation
than other software art? Or is it best to forget about digital media all
together and stick to rock, paper and scissors?
Hard software
Digital art is stored and developed on an extremely short-lived medium, and
requires a constant migration process[3] to avoid losing data. This can be said
of any medium, of course, but in the digital realm, a single fragment of
corrupted or missing data (bit rot) results in the entire file becoming
unreadable. This is a major difference with analogue media. The run for new
digital storage solutions keeps on accelerating. Every week new progress is
made, making the previous medium obsolete. Though commercially a very
attractive strategy, it is lethal for the conservation of data. It makes one
wonder, not without irony, if writing down source code on paper, even in the
age of so-called “cloud storage”, is not one of the most secure ways to safely
preserve information.
But even writing down source code on paper does not safeguard a work of art.
Hardware is only one part of the story. Software problems are just as
detrimental. Software decay[4], mostly happening through planned
obsolescence[5], affects software art in two ways. The external software or
framework, not written by the artist, will be superseded sooner or later and
even though backward compatibility of an API[6] or file format is often
advertised or aimed for, it always has practical limitations. Furthermore, the
history of digital computing and media is still young and there is not enough
knowledge about the viability of current strategies to work around obsolescence
in the long term. Modern computing is already based on many legacy systems and
it is highly questionable if such practices can be extended forever[7]. As
such, there is no miracle cure for software decay.
There is an option that will at least limit the extent of necessary data
migration: the implementation and use of open standards[8] Using open standards
contributes to the interoperability between software and is the safest choice
when it comes to long-term availability[9]. Interoperability simplifies
combining different software, resulting in less need for converting data to
other formats[10] The most obvious example of open standards is the Internet,
which would be a collection of inaccessible and incompatible parts without
them. Unfortunately, not all open standards are equally successful. They need
to be widely adopted in order to survive, but this is not easily achieved. The
greatest obstacle is the reluctance of software companies to adopt them, a
result of the short-term commercial benefits of avoiding backward compatibility
and interoperability, forcing users to keep purchasing and upgrading software.
The awareness of the need for open standards is rising and even though they do
not solve the entire problem of data preservation, they do contribute to a
long-term solution.
Choice of framework
During the last decade, there has been a massive development of artistic
software, presenting artists with an abundance of production environments to
choose from. Selecting the right one is essential when it comes to the lifespan
of a work. Choosing a FLOSS framework, such as the GNU/Linux operating system
and an open source programming language, creates a transparent environment,
allowing access to all layers of software that enable an artwork to function
(operating system, software, libraries, etc.). The combination of the
transparency of the framework of a work of art and the freedom to copy and
modify all parts of it – given the artwork carries a copyleft license – creates
a situation where upgrading, adjusting and even emulating becomes much easier
compared to reverse engineering an artwork distributed as a binary on a
proprietary platform.
However, not all FLOSS frameworks provide the same degree of flexibility and
scalability needed for long-term maintenance. Some software is based on
platforms that were meant as an educational environment instead of a production
framework. Their specifications changed occasionally or they simply took a long
time to mature, such as, for example, Processing[11]. The consequence of this
is that the artist has to update his code frequently to make it work with the
latest version of the platform, not to mention other likely headaches when
looking at lower level software dependencies[12]. Other artistic software is
produced by a microscopic community or even an individual programmer. These
projects are relatively small efforts, putting the work created with it in a
very fragile position. Unlike more popular software and languages, they are not
backed up by an industry or a community demanding stability. The software only
works under very specific conditions at a very specific time. Migrating such a
work is a tremendous task, likely to involve the porting of a jungle of obscure
libraries and frameworks.
The decision for a certain framework does not only impact the lifespan of a
work, but, of course, has a major influence on the creative process of the
artist[13]. The choice for a less popular but artistically very interesting
programming language is a very valid one and can be worth the additional effort
required to keep the work alive. More awareness about these issues is needed so
that the choice of framework can be made in an informed way.
Data sources, capture systems and lawyers
As if it was not already difficult enough to preserve a given piece of software
art, some works that are not stand-alone require external sources of data to
process. Typical examples are works that use, abuse or mock the content and
data generated by Web applications and other Internet-based social
networks[14]. Depending on the data used, it is highly likely that the source
is ephemeral. In such a case a capture system is needed that samples this data,
so that the artwork can still be shown even when its source of information no
longer exists. This seems like a simple solution, and is without doubt
facilitated by open standards, but it is hindered by the prevailing licensing
and copyright jungle.
Thanks to a general effort to raise awareness about proprietary technology and
copyright issues, there are a growing amount of FLOSS and open standards that
are simplifying the way network software communicates, distributes, and stores
its data, creating greater freedom for its users. Unfortunately a consequence
of this effort is a rather ugly bureaucratic monster that is now very hard to
avoid: the licensing of this data with at least a dozen different licenses to
choose from[15].
At this moment, if someone’s network data is not already owned by corporate
groups, users are left to choose a certain license under which their data can
be published, and in some cases this choice is already made for them, without
them having the possibility to change it. In this increasingly complex legal
construct, using corporate- or privately owned data as part of a work of art
and capturing this data for archival purposes can be a rather painful process.
This flood of licenses introduces the risk of creating an unworkable situation
in which archiving can only be done by lawyers and becomes almost impossible.
When creating an artwork that uses external data, a certain amount of selection
and research is needed prior to its production and release to avoid being
limited to the use of artificial, locally generated data when exhibiting the
work in the future, unless , of course, the work is meant to be as ephemeral as
its data sources.
dpkg –install art.deb: refactoring and porting
At some point maintaining a work in its original environment becomes impossible
because the technology has changed so much that there is no common ground with
current software practices. We already see the rapid evolution of computing
pushed by “cloud” and mobile technology, and we could also very well argue that
the Internet, as we know it, will eventually evolve into something else or
simply disappear.
A current solution to this issue is to start a migration process in order to
port and re-factor the code so it can run on another, more recent platform. In
this case the maintainer or archivist of a work does not wait for a technology
to become obsolete, but instead keeps transforming the work so it remains fully
functional on the latest environments while providing the same “artistic
features”. For example, if the work is a software that generates prints of
rotating squares every 2 seconds, and if it is clear that the artist considers
the output – and not the processes that generate it – to be his art, it does
not matter which code is used. The advantage of FLOSS is obvious here, if you
can actually read the original code and understand it, you can maintain, update
or port it. Of course the process behind printing a rotating square could be
easily emulated or rewritten from scratch[16] but there is obviously a large
body of software-based works that would be very difficult to reproduce without
access to the source code[17].
Looking at how software is maintained and ported in a free software GNU/Linux
distribution such as Debian[18] it becomes clear that the idea of “packaging”
software artworks does have its advantages. First of all, all the changes made
to the code are traceable. All the interventions required to have a working
software are available as patches that are applied to the original source code
as provided by its author(s). It is not a destructive process; the notion of
archiving and logging changes and documentation are clearly embedded in the
maintenance. Also, the software exists in two forms, its source package and its
binary package, in a way that is meant to simplify its distribution and
maintenance simultaneously over several different platforms. Finally, the
possibility to contribute to the packaging makes it a distributed community
effort[19]. Even if it is highly speculative, could we envision a
community-driven, distributed maintenance system for free software art and free
cultural works[20]? Would it be possible to develop an “art” section in the
Debian project, and how close could software art be linked to the distribution
of a free operating system?
Virtualization... or emulation?
Another approach to archiving software art is virtualization[21]. It is an
increasingly popular method[22], which aims at preserving and running the
original code written by the artist. This implies that the original system must
be left pristine because of the extremely fragile and very specific chain of
software dependencies used by the artist. As a result, the maintenance shifts
away from the artwork itself towards the system supporting it. This is not
simplified maintenance, however; on the contrary, in the long term the
maintenance of these virtual machines just postpones the problem. A virtual
machine is also just software that decays and needs either code migration or
emulation to work on new hardware and software. It is still unclear what will
be most efficient: porting and refactoring the code of individual artworks or
doing the same for virtual machines. Virtual machines are more complex but
could, in theory, run different works of art. Artworks are often more simple,
and have such specific requirements that most could need a dedicated virtual
machine to run them. More research is needed in this area in order to invest in
the right approach, especially since they all differ so much, making it hard to
share efforts.
The goal of virtualization is to leave the artist’s code, or in some cases its
compiled form, untouched, and it is clear that if the work is based on FLOSS
one can more easily build the virtualization needed to run it. But is this
essential? If one can provide contextual documentation and a reliable
emulation[23] in addition to the original code provided for future critical
code studies, this provides enough valuable data for historical purposes.
Besides, works in which the code is more important than its execution or
interpretation on a machine, are always displayed… simply as text[24].
Documentation
In addition to the choice of framework and data sources, artists can greatly
enhance the chances of their work surviving the test of time by documenting
their work carefully. In the case of digital art involving code, writing clear
technical documentation will help future attempts at turning it into
operational software. It goes without saying that this process will be
facilitated even further by working with a solid, revision-controlled code
repository[25], and licensing that code in such a way that copying, changing
and redistributing it will not encounter any bureaucratic obstacles.
Furthermore, contextual and artistic documentation[26], through text, video and
images, is of immeasurable value. Knowing what results to aim for when rescuing
non-functional software helps, and if in a not-too-distant future, worse came
to worse, those traces might be the only remaining vestiges of a work.
Documenting artworks is a very valuable practice[27], and greatly benefits
access to works of software art, as many such artworks are known only through
their documentation. This aspect of preservation certainly requires more
attention, and the media art distribution circuit is part of the problem.
Festivals push artists to produce new works with topical themes and criteria
that limit the submission of works to those produced no longer than one year
ago. Many artworks are only shown once or twice, which does not encourage
proper preservation and documentation.
Conclusion
Not only artists, but also cultural institutions and funding bodies benefit
from the use of FLOSS and copyleft. Investing in a free artwork is a sensible
public investment that goes against the financially driven art market by
directly encouraging the production of works in which the knowledge and
technology used to create it are made public. Also, even though an artwork’s
source code is central to the process of its preservation, it is not current
practice for art galleries and artists to include it when a public or private
collector acquires an artwork. With a free artwork, it is a given that its
distribution is both desirable and possible.
However, the promotion of free cultural content is not trivial. Free cultural
content is described with terminology that often leads to misunderstandings and
disagreements, both within the “free culture” communities and beyond them. The
recent “Public Domain Manifesto”[28] has been criticized for its choice of
intellectual framework by, among others, Richard M. Stallman, the president of
the Free Software Foundation[29] The failure of initiatives such as these to
find common ground does not help convince people to critically examine the
impact that patents, digital rights management (DRM) and copyright have on
culture and its preservation.
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Footnotes
[1] Such as the International Research on Permanent Authentic Records in
Electronic Systems (InterPARES) project. http://www.interpares.org
[2] Copyleft is a form of licensing that gives others the freedom to run, copy,
distribute, study, change and improve a work, and requires all modified
versions of a work to grant the same rights. http://www.gnu.org/copyleft/
[3] Data migration is needed when computer systems are upgraded, changed or
merged, and involves transferring data from one storage type, system or format
to another.
[4] Data migration is needed when computer systems are upgraded, changed or
merged, and involves transferring data from one storage type, system or format
to another.
[5] Each piece of software or technology carries its own planned “death”.
Planned obsolescence was first developed in the 1920s and 1930s. Bernard London
coined the term in his 1932 pamphlet “Ending the Depression Through Planned
Obsolescence”.
[6] An API (Application Programming Interface) is an interface that is used to
access an application or a service from a program.
[7] Umberto Eco uses the phrase “lability of present time” to explain that,
nowadays, the quick obsolescence of the objects we use, forces us to constantly
prepare ourselves for the future. Carrière, Jean-Claude, and Umberto Eco,
N’espérez pas vous débarasser des livres. Paris: Éditions Grasset et Fasquelle,
2009.
[8] An open standard is “a published specification that is immune to vendor
capture at all stages in its life-cycle” (definition by the Digital Standards
Organization).
[9] Digital Preservation Management Workshop and Tutorial, chapter
“Obsolescence: File Formats and Software”, developed at Cornell University.
http://www.icpsr.umich.edu/dpm/dpm-eng/oldmedia/obsolescence1.html
[10] For example a digital artist or graphic designer can generate an image in
the open Scalable Vector Graphics (SVG) standard using, for example, a Python
script, then load this SVG file in a more high level editor such as Inkscape
for further manipulation, and the final result, still as SVG, will be visible
in a web browser such as Firefox.
[11] Processing, initiated by Ben Fry and Casey Reas, has its roots in “Design
By Numbers”, a project by John Maeda, of the Aesthetics and Computation Group
at the MIT Media Laboratory. http://processing.org/
[12] JAVA in the case of Processing.
[13] De Valk, Marloes, “Tools to fight boredom: FLOSS and GNU/Linux for artists
working in the field of generative music and software art”, in The Contemporary
Music Review, vol. 28, no. 1, 2009.
[14] For a study on the preservation of net art, see Laforet, Anne, Le net art
au musée: stratégies de conservation des œuvres en ligne. Paris: Éditions
Questions Théoriques, 2010.
[15] For more information about Free Culture Licenses, please visit
http://freedomdefined.org
[16] One such example is Wayne Clements’ love2.pl installation, which simulates
the emulation of the Love Letters programme by Christopher Strachey (1952) by
David Link. The artist who reverse-engineered it from the emulated version.
[17] For example, Scott Draves’ Electric Sheep: http://www.electricsheep.org/
[18] http://debian.org
[19] Contributing is not simple and you have to follow Debian guidelines and
policies relating to this, but the possibility and the infrastructure exist,
for example, public bug trackers to collect the odd contribution, is a reality.
Cf. Lazaro, Christophe, La liberté logicielle. Une ethnographie des pratiques
d’échange et de coopération au sein de la communauté Debian. Brussels:
Academia-Bruylant, 2008.
[20] Julian Oliver was once approached by a group interested in packaging
Levelhead, see illustration 1, (http://julianoliver.com/levelhead) for Ubuntu.
Also, GOTO10 has a long history of distributing software art as part of their
live distribution Puredyne (http://puredyne.goto10.org/), such as the “ap0202″,
“cur2″ and “self3″ software by Martin Howse/xxxxx (http://www.1010.co.uk/).
[21] Virtualization refers to the abstraction of computer resources
(http://en.wikipedia.org/wiki/Virtualization) and is an umbrella term. The most
common forms are application virtualization, which encapsulates an application
from the underlying operating system on which it is executed, and platform
virtualization, performed on a given hardware platform by host software (a
control program), which creates a simulated computer environment, a virtual
machine, for its guest software.
[22] Research projects such as CASPAR (http://www.casparpreserves.eu/) or
Aktive Archives (http://www.aktivearchive.ch/) include virtualization as a
preservation strategy.
[23] Emulation is the imitation of the behaviour of a particular software or
hardware by other software or hardware. Emulation is often seen as the ideal
solution for preserving digital artworks (see, for example, Rothenberg, Jeff,
Avoiding Technological Quicksand: Finding A Technical Foundation For Digital
Preservation. Council on Library and Information Resources. Washington.
http://www.clir.org/pubs/reports/rothenberg/contents.html. For an example of
the emulation of a digital artwork, see Dimitrovsky, Isaac, Final report,
Erl-King project. Variable Mediable Network. 2004.
http://www.variablemedia.net/e/seeingdouble/report.html
[24] For example, Graham Harwood’s “Class Library”, see illustration 2
(http://www.scotoma.org/notes/index.cgi?ClassLib) and Pall Thayer’s
“Microcodes” (http://pallit.lhi.is/microcodes/)
[25] Version control enables the management of changes to software and
documents. See also Yuill, Simon, “Concurrent Versions Systems”, in Fuller,
Matthew (ed.), Software Studies. A Lexicon. Cambridge, MA: The MIT Press, 2008.
[26] Depocas, Alain, Digital Preservation: Recording the Recoding. The
documentary strategy. 2001.
http://www.fondation-langlois.org/html/e/page.php?NumPage=152
[27] For a discussion about the role of documentation by artists, especially
with regard to conceptual art, see Poinsot, Jean-Marc, Quand l’œuvre a lieu.
L’art exposé et ses récits autorisés (nouvelle édition revue et augmentée).
Dijon: Presses du reel, 2008.
[28] The manifesto was produced within the context of COMMUNIA, the European
Thematic Network on the Digital Public Domain, in 2009.
[29] Stallman explains on his blog why he will not sign the manifesto:
http://www.fsf.org/blogs/rms/public-domain-manifesto