Percussion Software has announced that Sesame Workshop, the nonprofit educational organization behind the "Sesame Street" children's TV program, and the UK's Natural History Museum have selected the company's Rhythmyx 5 enterprise content management (ECM) solution.
Rhythmyx 5 is expected to make it easy for the Workshop's non-technical staff, co-producers, business partners, and licensees to create and share ideas and information, as well as manage and access artwork, audio, video, and other content assets. Rhythmyx 5 was also identified as the best content management system to integrate with the Workshop's Novell, Inc. exteNd Standard Edition portal solution.
Sesame Workshop is a nonprofit educational organization making a meaningful difference in children's lives around the world. Founded in 1968, the Workshop is best known for Sesame Street and continues to create programming for children, using its proprietary research methodology in an effort to ensure its programs and products are engaging and enriching. Sesame Workshop is behind programs like Dragon Tales and Sagwa, The Chinese Siamese Cat, and multi-media productions in South Africa, Egypt, and Russia. The Workshop uses four distribution channels: online interactive programs; both Web and platform-driven games; book and magazine publishing; and TV, film, and home video.
Established around 1756, the Natural History Museum is the UK's national museum of nature and launched its first Web site in July 1994. The museum decided to replace its existing content management system, as it needed more efficient and flexible content reuse and lifecycle management, including workflow processes for content approvals and publication scheduling. The Natural History Museum is implementing Rhythmyx 5 in an effort to redevelop and expand its Web site and become the focal point of the world's natural history online community. The museum also plans to use Rhythmyx to roll out a cross-channel delivery program, with the initial channels being an intranet for museum staff and several kiosks positioned throughout the building, for use by museum visitors. By re-using content, the museum hopes to deliver information via multiple channels more efficiently to a wider audience.