M. Ioannides (Ed.): EuroMed 2010, LNCS 6436, pp. 140–152, 2010.
© Springer-Verlag Berlin Heidelberg 2010
Same Same But Different – Comparing Rendering
Environments for Interactive Digital Objects
M. Guttenbrunner
1,2
, J. Wieners
3
, A. Rauber
1
, and M. Thaller
3
1
Vienna University of Technology, 1040 Vienna, Austria
{guttenbrunner,rauber}@ifs.tuwien.ac.at
2
Secure Business Austria, 1040 Vienna, Austria
mguttenbrunner@sba-research.org
3
University of Cologne, Cologne, Germany
{jan.wieners,manfred.thaller}@uni-koeln.de
Abstract. Digital cultural heritage in interactive form can take different shapes.
It can be either in the form of interactive virtual representations of non-digital
objects like buildings or nature, but also as born digital materials like interactive
art and video games. To preserve these materials for a long term, we need to
perform preservation actions on them. To check the validity of these actions,
the original and the preserved form have to be compared. While static informa-
tion like images or text documents can be migrated to new formats, especially
digital objects which are interactive have to be preserved using new rendering
environments.
In this paper we show how the results of rendering an object in different en-
vironments can be compared. We present a workflow with three stages that sup-
ports the execution of digital objects in a rendering environment, the application
of interactive actions in a standardized way to ensure no deviations due to dif-
ferent interactions, and the XCL Layout processor application that extends the
characterized screenshots of the rendering results by adding information about
significant areas in the screenshot allowing us to compare the rendering results.
We present case studies on interactive fiction and a chess program that show
that the approach is valid and that the rendering results can be successfully
compared.
Keywords: Digital Preservation, Rendering, Preservation Planning, Characteri-
zation, Emulation, Image Segmentation.
1 Introduction
As more and more representations of our cultural heritage are recreated in digital and
interactive form (e.g. interactive models of buildings [1], nature areas [2] or ancient
cities [3], we have to ensure, that these representations can be accessed in future ren-
dering environments as well. Also born digital materials like interactive art and video
games have to be preserved as part of our digital cultural heritage.
Most recent digital preservation projects concentrated on migration of documents
as a main strategy for preserving images and documents. Automatic evaluation of the