Making available and target groups
The archives of Sound and Vision, EYE, and the National Archive store an enormous amount of interesting, moving, historical, important, rare, and unknown material. Our national audiovisual heritage is contained by kilometers of storing shelves, bunkers, cellars, and safes. When a large part of these archives is digitized, these visual historical gems will be released. They will be given a new life, as educational material, as input for television programs, as web applications, as games, or as entertainment. The history of the Netherlands only truly comes to life with moving images and sound.
Starting point is realizing the broadest possible access to the content, both for developers and end users. For this reason, the partners work closely together to arrive at innovative use of the archival material.
Educational institutions, students, teachers, publishers, television and film makers, web designers, graphic designers, artists, software developers, internet providers, museums, theatres, heritage institutions, libraries, etc.; all will profit from easily accessible photos, videos, films, and sound fragments. The three main target groups are:
1. Creative Industries
Publishers, television and film companies, post-production companies, distributors, public, commercial, and digital broadcasters, internet providers, website builders, theatre companies, artists, games developers, and all other company with creativity as their most important asset can be gathered under the term ‘creative industry’. They form one of the most important user groups to be involved in Images for the Future.
For this reason, a significant share of the digitized archives will become available to the creative industry. This means that companies can develop interesting and innovative applications that reserve a major role for the visual content.
The Foundation for Economic Research (‘Stichting Economisch Onderzoek’: SER) has recently declared that the creative industry delivers a rapid and significant share in the growth of the Dutch economy. This project can contribute to placing Netherlands among the top positions in those creative industries using digital images and sounds. The companies involved gather expertise, which stimulates a strong innovative climate benefiting the whole economy.
Educational institutions form the project’s most important target group. The archived content has to find its way to classrooms and college halls in ways we can hardly imagine at present. By using the digitized heritage material as a basis for developing electronic learning environments, an enormous surplus value arises for the learning Netherlands. Images for the Future will provide access to the content for existing services, such as Teleblik and Academia, but will also develop its own novel services.
In 2007, the Education Media Platform (OMP) took centre stage in developing services for educational purposes. The consortium parties started developing a multi-medial educational platform in conjunction with the platform to disclose and contextualize the collections of the participating institutions.
The OMP provided with design applications for teachers and students so it can substitute learning books as a teaching tool in different specialties. The end result could be: all schools having an OMP at their disposition and that it can be tuned to their individual wishes.
As a starting point, the Education Media Platform views the whole as being larger than the sum of its parts. Cross references between sources, (inter)activity, and communication between users all play an important role. The consortium parties are currently working on setting up a pilot for several tens of schools. This pilot will be carried out in close cooperation with various suppliers of Electronic Learning Environments (ELO’s) like Edutude, with Kennisnet, and with content providers such as Naturalis and Kennislink. Technical partner for online video is Noterik.
During the NOT 2009 the new online education platform ED*IT was launched by the Dutch Institute for Sound and Vision, one of the makers of Teleblik. ED*IT offers a wealth of material from museums and archives. Online users can turn this material into papers, presentations and digital lessons. They can also add their own content to it. Consequently, online education will be made fun and easy in a useful manner.
3. General audience
Starting point is realizing the broadest possible access to the content for everyone. Activities will be unfolded from three viewpoints:
- Contextualizing set up from within the collections. From this viewpoint, the project looks at methods to substantively describe collections and disclose them to the general public via specific themes.
- Involving users. The public involvement takes centre stage. People are invited to work with the material, or add information to it.
- Reaching out to a larger audience. This can be done by developing new concert channels and be there when the public is looking for content. A goog example is setting up an Images for the Future branded channel of digitized content on Youtube, where it will show new films every week. Check www.youtube.com/beeldengeluid.