Given the 1:M relationships between FRBR group 1 entities, if I want
to completely model a FRBR hierarchy for a work in OAI-ORE, I need at
least 4 resource maps: 1 work-level resource map to aggregate
expressions, an expression-level map for aggregating manifestations, a
manifestation-level resource map to aggregate items and at least 1
item-level resource map to aggregate the actual content for a
particular item.
For games where there are significant issues around editions (and
there's a lot of those in the world), this actually works as a pretty
good way to model things, making it easy to add new resource maps for
particular editions/revisions, new copies of items, etc. as they come
along. But there are some games where the situation is much simpler,
and there's not a lot of reason to have work/expression/manifestation
resource maps around, because all I have is one item and that's all
I'm likely to ever have.
In those cases, how evil would it be of me to have an item-level
resource map indicate that it is aggregated by manifestation/
expression/work aggregations that actually don't have resource maps?
that is to say, I would have references in the item-level resource map
to URIs for work/expression/manifestation aggregations, and use the
ore:aggregates verb to show relationships between them, but I wouldn't
actually record the existence of resource maps for those upper-levels
of the FRBR hierarchy. I *would* probably associate other metadata
with those higher level FRBR aggregation URIs (e.g., the Work-level
URI would be the subject of a mods:title predicate with a string as
the object). Doing that would mean I'd only need a single resource
map to describe a whole FRBR hierarchy in instances where I don't need
to reference actual content files for multiple items/manifestations/
expressions.
I'm not convinced this is necessarily a good idea anyway, since
there's some argument to be made that consistency of implementation of
FRBR hierarchies in OAI-ORE is preferable, but I'm wondering if people
*wanted* a simple, one resource map approach, this might be acceptable.
I have a question that has arisen as a result of some of our work
trying to create AIPs for antique games using OAI-ORE.
But there are some games where the situation is much simpler,
and there's not a lot of reason to have work/expression/manifestation
resource maps around, because all I have is one item and that's all
I'm likely to ever have.
In those cases, how evil would it be of me to have an item-level
resource map indicate that it is aggregated by manifestation/
expression/work aggregations that actually don't have resource maps?
On Mar 26, 1:59 pm, Robert Sanderson <azarot...@gmail.com> wrote:
> Hi Jerry,
>