In the second episode in the series, speakers cover how to read the Situations in the Code (parsing descriptions, Principles, and Limitations), and explore how fair use applies to the foundational steps in a preservation workflow including stabilizing, describing, evaluating, and documenting software
Director of Information Policy, University of Virginia Libraries and Legal & Policy Advisor for the Software Preservation Network. Mr. Butler is co-author of the Code of Best Practices for Fair Use in Software Preservation.
Professor Emeritus at American University Washington College of Law and Founder of the Glushko-Samuelson Intellectual Property Law Clinic. Professor Jaszi is one of the originators of the fair use best practices movement and co-author of the Code of Best Practices for Fair Use in Software Preservation.
Director of Digital Preservation for NARA, with the responsibility to develop and execute a digital preservation strategy for the agency. Ms. Johnston has over 35 years of experience in the cultural, higher education, and federal communities including the Getty, Stanford and Harvard University libraries, and the Library of Congress, where she worked with digitized and born-digital collections, setting and applying standards and overseeing the development of digital content management and delivery systems and services. Her expertise includes digital collection management system and infrastructure design, digital preservation systems, and standards for digital collections.
Dr. Lowood has combined interests in history, technological innovation and the history of digital games and simulations to head several long-term projects at Stanford, including How They Got Game: The History and Culture of Interactive Simulations and Videogames in the Stanford Humanities Lab and Stanford Libraries, the Silicon Valley Archives in the Stanford Libraries and the Machinima Archives and Archiving Virtual Worlds collections hosted by the Internet Archive. He led Stanford’s work on game and virtual world preservation in the Preserving Virtual Worlds project funded by the U.S. Library of Congress and the Institute for Museum and Library services and the Game Citation Project also funded by IMLS. He is also the author of numerous articles and essays on the history of Silicon Valley and the development of digital game technology and culture.