Digital Objects#
subtitle: âWhat are we trying to preserve?â
Physical/Signal Object
Persistent Object
Process Object
Performance Object
Perceived Object
Abstract/Information/Conceptual Object
Introduction#
To preserve our digital resources, we need to understand how they work.
Digital Objects#
An example of very early digital media are the punched cards used by Jacquard looms or Pianolas. These are digital media, but for programming non-digital machines, and to play them back you need the right machine. So, despite being digital, they arentâ really any any diffent to an record playerâŠ
But it is common to talk about âpreserving digital objectsâ, such as Preserving digital Objects with Restricted Resources, Preserving Complex Digital Objects or Preserving the Authenticity of Contingent Digital Objects (although oddly, the DPC perservation handbook does not define it). In this context, the term âdigital objectâ is mostly used to refer to bitstream (or bitstreams), at least among those of us working in the shadow of OAIS. But itâs also use to refer to other layers of representation, right up to âthe thing I interact withâ (e.g. see A Theory Of Digital Objects).
But surely the latter is closer to what we really mean to preserve? Who cares what the encoding is, as long as the text remains unchanged? If we place the emphasis of preservation upon the bitstream, donât we risk losing sight of the fact that it is the experience of access that we are trying to preserve?
This confusion peaks when it comes to defining the âsignificant propertiesâ of these objects, and in the worst cases, lead to property models built on a mish-mash of bitstream properties and properties observed during use.
What do we mean by âdigital objectâ?
Well, the official answer is clear enough:
Digital Object: An object composed of a set of bit sequences.
Reference Model for an Open Archival Information System (OAIS)

If the recipient does not already include English in its Knowledge Base, then the English text (the data) needs to be accompanied by English dictionary and grammar information (i.e., Representation Information) in a form that is understandable using the recipientâs Knowledge Base. 2.2.1 INFORMATION DEFINITION
??? The Representation Information accompanying a physical object like a moon rock may give additional meaning, as a result of some analysis, to the physically observable attributes of the rock. This information may have been developed over time and the results, if provided, would be part of the Information Object. ???
Other treatments have attempted to draw more attention to the layers of interpretation around bitstreams â to the software. For example, Kenneth Thibodeauâs tripartite model teases the digital object into physical, logical and conceptual layers. The team behind BitCurator tease the notion of a digital object into even more layers:
The various levels of representation in what we consider to be digital objects @BitCurator @openpreserve
Thinking along similar lines to Thibodeau, Matthew Kirschenbaum argues as follows:
âHere I want to go a step further and suggest that the preservation of digital objects is logically inseparable from the act of their creation â the lag between creation and preservation collapses completely, since a digital object may only ever be said to be preserved if it is accessible, and each individual access creates the object anew. One can, in a very literal sense, never access the âsameâ electronic file twice, since each and every access constitutes a distinct instance of the file that will be addressed and stored in a unique location in computer memory.â
All the approaches outlined here share a common assumption â that the bitstream is fundamental. But by the end of the first sentence from Kirshenbaum, the digital object is also the thing created anew inside the memory of the machine. At once, both the bitstream and something approaching Thibodeauâs âlogical objectâ.
Kirshenbaumâs perpertual re-creation is much closer to the National Archives of Australiaâs performance model, which avoids the term âdigital objectâ altogether. Rather, it describes the digital record as a something performed by a process, built from a source.
I really donât like the term Digital Object and tend to stay away from it myself. Although most usage defines it as the bitstream(s), others use it to refer to the âperformanceâ (either directly or implicitly, by saying we preserve Digital Objects and then doing so by e.g. migrating the format, thus changing the bitstream) . It also collides somewhat uncomfortably with the Digital Object as defined by the more widely known DOI system. To be honest, Iâm really not clear what concrete advantage using the term Digital Object brings over the more accessible âdigital filesâ, apart from (mere) compliance with preservation specifications.
primacy such as:
Regardless of whether one is interacting with digital objects as distinct entities or interacting with representations that aggregate various sources, the process is highly mediated by hardware and software.
In other words, the bitstream is the fundamental element, the atom of both preservation and use. Moreover, we interact with the digital object via the appropriate software and hardware.
Any model that seeks to describe digital resources as they are, rather than as we might wish them to be, must understand the distinction. Otherwise, we are left with a framework that cannot describe the most basic acts of digital preservation: âSave asâŠâ and âLoadâŠâ. Only the NAA performance model comes close.
Digital preservation publications often included phrases like âsoftware makes digital objects accessibleâ, but itâs a bit more than that.
Unsafe Device Removal#
See the experiment in Unsafe Device Removal.
So what was going on in our little experiment in data destruction? Well, to understand what happens when we open up digital files, I want to take you back to my childhood, back when âLoadingâŠâ really meant somethingâŠ
LoadingâŠ#
Iâd like you to watch the following video. Please enjoy the sweet âmusicâ of the bytes of the bitstream as they stream off the tape and into the memory of the machine.
And no skipping to the end! Sit through the whole damn thing, just like I had to, all those years ago!
I particularly like the bit from about 0:24s in, as the loading screen loadsâŠ

First, we can see a monochrome image being loaded, section-by-section, with individual pixels flowing in row-after-row. The ones and zeros you can see are the same one as the ones you can hear, but they are being copied from the tape, unpacked by the CPU, and being stored in a special part of the machineâs memory, called the screen memory.
This screen memory is special because another bit of hardware (called the ULA) can see whatâs there, and uses it to compose the signal that gets sent to the television screen. As well as forming the binary pixels, it also uses the last chunk of memory to define what colours should be used, and combines these two sets of information to make the final image. You can see this as the final part of the screen-loading process happens, and the monochrome image suddenly fills with colour. You can even hear the difference between the pixel data and the colour information.
After that, the tape moves on and we have to wait even longer while the actual game loads.[1]
The point I want to emphasize is that this is just a slow-motion version of what still happens today. The notion of âscreen memoryâ has become more complex and layered, and it all happens much faster, but youâre still interacting with the computerâs memory, not the persistent bitstream.
Understanding the experiment#
Because working with memory is faster and simpler than working directly with storage devices, the kind of software that creates and edits files is much easier to write if you can load the whole file into memory to work on it there. The GIMP works like this, and thatâs why I was able to re-save my test image out of it.
However, Apple Preview works differently. Based on my results, it seems likely that Preview retains a reference to the original file, which it uses to generate an intermediate in-memory image for display purposes (e.g. a scale-down version). The cached intermediate image can still be shown, even if future operations may fail because the software can no longer find the original file.
These results only make sense because the thing you are interacting with via the computer screen is not the original bitstream, but a version of that data that has been loaded into the computerâs memory. The relationship between these two representations depends on the software involved, can be quite complicated, and the two forms can be quite different.[2] My suspicion is that we need a better understanding of this relationship in order to better understand what it is we are actually trying to preserve.
Glitches & Polyglots#
JPEG example
edit an SVG exercise
file versus
Polyglots
interpretation not nature
It starts with Save AsâŠ#
Once your bitstream is loaded, the thing you are interacting with is not the bitstream. What was once a neat, contiguous bitstream has now been spread around and interleaved with the software that loaded it.
Same when created.
This is the story of every digital resource. Every single one is born as bytes in flight, entangled with the software that defines it.
Code always comes first, and the first act of digital preservation is always âSave asâŠâ
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Formats#
Itâs common to assume that the format of digital resources to be a well-defined, singular thing. As in âthis file is in PDF formatâ, but taken generally to be a fundemental truth. Formats are something a bitstream has, and one of the most common tasks is to infer the format from a bitstream.
But this model is wrong. When we assume that formats only have a single definition, we ignore the fact that this is impossible. There is a fundemental asymmetry here, and it boils down to the relationship between âLoadâ and âSaveâ.
Another way to describe digital objects is to avoid the more subjective or abstract tactics, and just attempt to point to where, physically, the âobjectâ resides.
I would argue that there three main locations where a coherent âdigital objectâ might be found:
The bitstream, encoded as signs on a medium.
The representation, expressed in the RAM, entangled with the software.
The presentation, usually expressed in the RAM, mapped to the input/output channels (i.e. entangled with the operating system).
The transient channels mapped out in levels 1-5 of the BitCurator model are responsible for mapping between locations 1 and 2, although that model does not explicitly recognized location 2, prefering to bundle 2 and 3 together as the âIn-application renderingâ.
But the crucial point is that only location 2 is required.
For location 3, this is because it is possible for the software to simply talk to the input/output channels directly. Early computer systems had very little RAM, and so the software would pipe signals directly to and from the outside world.
For location 1, as we saw in the thought experiment above, this is because you can create and use a âdigital objectâ without ever creating anything like a bitstream. But if you donât press âSave AsâŠâ, you might lose your work.
But without location 2, you have nothing at all. The software is the process that brings these all together, knitting the traces in the RAM together, responding to the user and projecting the state back out to them again.
The image has been stripped of itâs original compression, and the bytes that made up the image file are unrecognizable unless the software intervenes.
âLoadâ and âSaveâ are always different code. At the lowest of levels, when simply storing of loading bytes from memory, the relationship is a fairly simple inversion (where we swap all LOAD operations for STORE operations). But as soon as a format gains any kind of complexity, this relatioship becomes much more complex. For example, it is not possible to take the machine code for any given loader and use it to generate software capable of performing the opposite âsave asâ operation.
Therefore, any physical-logical âmappingâ style model is unable to conceive or describe failure of encoder/decoder pairs. Which leaves us unable to describe them.
PDF is an illustrative case.
Formats always have two sides. But standard, interoperable formats are those that have established strong social ânormsâ between âLoadâ and âSave asâŠâ.
The Parse & The Play#
Makes sense to separate these as there are always two parts. The parse is literally building an information model, but after that itâs all performance.
We need to preserve the data but also need to preserve the software
i.e. end point is we are preserving software
