How Deep is your Source?

By Aymeric Mansoux

Introduction

Within the realm of archiving and conservation, free and open licenses are a useful tool to make both the reuse and the preservation of digital art more feasible.[1] Even though it is undeniable that such licenses have an overall positive effect, they do however struggle when it comes to defining the components, materials, and assets that have been involved in the creation of a work. The lingo used in such licenses stems from the world of software and despite its adaptation to cultural works, it still hasn’t got rid of the binary nature of its origin. When a software license requires the access to its source, it refers to the “source code,” a well-known object in the making of software that is easy to define and identify. While this perfectly fits a particular form of art, in particular art that involves computational processes, it is questionable whether this concept of source code can be literally ported to other digital cultural expressions, such as moving or still digital images, sounds, and by extension multimedia and rich media works.

In this paper, I argue that such works require both a media-specific as well as a metaphorical understanding of what source code is in the context of art, music, and design in order to make free and open licenses valuable for conservation, archiving, and of course in-depth study and reappropriation of the former. Behind this challenge lie the issues of accessibility and control with free cultural expressions and open knowledge, and how these compare with their software-centric parent definitions.

http://texts.bleu255.com/how-deep-is-your-source/

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