
learning objectives
After reading this chapter you should be able to
discuss the multimedia development process,
to indicate the need for information system support
in the cultural heritage domain,
to characterize the notion of digital dossier,
to provide solutions for navigating
complex information spaces,
and to discuss the data representation issues involved.

As you gather from reading this book, the field
of multimedia is widely divergent.
However, when you develop a multimedia application,
you will find that all topics treated so far will become
relevant.
There will be a need to mix multiple media formats.
You will have to find suitable codecs for your video.
You will be asked whether search is possible.
And, not the least important, you will have to balance
navigation and presentation.
This chapter is based on the work we, that is my students,
have been doing in the domain of cultural heritage.
In the first section, we will introduce the notion of
digital dossier
and outline our general approach.
We will then in section 2 look at some examples,
and describe how we deploy concept graphs as a universal
navigation tool for complex information spaces.
Finally, in section 3, we will explore the options
for presenting multimedia material
and discuss the design issues as well as the technical issues
that have arisen in the course of our work.
...

1
PDF
multimedia casus
You can learn a great deal about technology, but there is no meaning
to that unless the technology is applied
to produce something worthwhile.
In this final chapter, the outline of a multimedia casus
will be presented, that is a course in which students face the challenge of
creating a veritable (intelligent) multimedia information system.
In the studyguide, the course is described as follows.
multimedia casus
The assignment in the multimedia casus is to develop a virtual environment for some cultural or governemental institute or company.
The practicum takes the form a stage, in which external supervision plays an important role.
In the multimedia casus, techniques learned in previous courses (see the afterthoughts) will be applied to create the application.
At the start of the course the actual assignment will be determined.
Examples of possible assignments are: the development of a virtual exposition hall for the Dutch Royal Museum of the Arts, a virtual city square, which gives information about both the present and the past, a virtual shop, with online buying facilities, or an online broker, which offers facilities for inspecting houses.
In effect, the availability of a representative
of a cultural institute, industry, or governmental
department is crucial, otherwise the assignment might easily
degrade to the type of toy assignments
so common in academia.
Now, what is the challenge in such an assignment?
augmented information
In the research directions of section 8.1
the notion of augmented virtuality was introduced
to clarify the duality between information and
presentation.
More in particular, it was argued that the use of VR makes no sense unless there
is some added value,
that is by using the rich presentation and interaction
facilities that come with this
technology.
In an abstract fashion, we may rephrase the assignment as follows:
Given an information space, create a VR that resolves
the duality between information and presentation,
using
intelligent multimedia
technology.
The VR must offer access to all relevant
information entities, organized in a suitable spatial layout,
and must allow for presentations from a variety
of perspectives, making full use of graphical
and rich media facilities.
Below, we will see how this may work out for a concrete
assignment.
...
|
front page of the INCCA website |

2
project assignment -- present a complex information space
Art is an interesting and complex phenomenon.
No art, no culture!
Hence, the preservation of collections of artworks
is of crucial importance.
The ICN
(Netherlands Institute for Cultural Heritage)
is a government-funded
institute for the preservation of (dutch)
cultural heritage. ICN gives advice, organises courses, does
research, etcetera.
ICN is actively involved in the preservation of modern art,
being project leader for INCCA
(International Network for the Conservation of Contemporary Art),
in the person of Tatja Scholte.
INCCA
In 1999, a group of eleven international modern art museums and related institutions applied to the European Commission (Raphael Programme) under the umbrella International Network for the Conservation of Contemporary Art (INCCA). The INCCA project was accepted and work started in January 2000 led by the organiser, the ICN (Netherlands Institute for Cultural Heritage) and the co-organiser, Tate, London.

The objectives of INCCA are phrased
as follows.
objectives
INCCA's most important set of objectives, which are closely interlinked, focuses on the building of a website with underlying databases that will facilitate the exchange of professional knowledge and information. Furthermore, INCCA partners are involved in a collective effort to gather information directly from artists.

The INCCA web site contains a wealth of
information about contemporary artists, as well
as links to virtual collections of the works of a variety
of artists,
as for example Mondriaan.
The way the virtual Mondriaan collection is presented
is interesting in itself.
It is a running display with iconic
representations of his paintings.
The speed of the display varies with the user's mouse movement,
and at any time the user may select a painting to obtain
more information about it.
This particular site suggests where our
intelligent multimedia approach may fit in.
Returning to the INCCA project once more,
as its mission statement we read:
mission
INCCA's guiding mission is to collect, share and preserve knowledge needed for the conservation of modern and contemporary art.

By now, the outlines of our assignment should become clear.
Our information space is
information about modern and contemporary
artists, in the form of digital representations
of there work, photographs, audio recordings from interviews
and written text.
The project assignment is to organize
(part of) this material in a virtual environment
and to include interaction facilities that
highlight particular aspects of this information.
At this stage it would be too ambitious
to cover all the material in the INCCA
database, so we should restrict ourselves
to one or more smaller case studies.
The challenge, obviously, is to create
presentations with a solid narrative structure and to augment
the presented material in a suitable manner,
using intelligent multimedia technology.
What is suitable, is part of the challenge!
project management -- roles
Can the challenge, stated above, be met?
Well, there are many ways the project may loose its focus,
or fail alltogether.
Students should be aware of the fact that the challenge
is real and that failure would bring about shame.
Since there are no golden rules for project management,
the students themselves are responsible
for keeping the project on track.
In other words, project management is part
of the experience.
Here is a checklist.
checklist
- roles -- create a team
- project goal -- develop a vision
- production -- construct the assets
- quality assesment -- test and control
- delivery -- present and archive
- manage -- all along
- document -- track project's history

The rule of the supervisor should be minimal, as a critical
third party.
The students work as a group, and they should take
responsibility as a group,
including the management of the project, assigning roles,
and keeping track of progress.
In such an approach intervision (students supervise one another)
is a necessary mechanism in judging the final result of the project.
judgement
- group -- (2) effort, 5 (product), 3 (documentation)
- individual -- (4) responsibility, (3) productivity, (3) quality
On a scale of 0-10, both the group result
and the individual efforts may be assigned a mark with proper weights, as indicated above.
In addition, target deliverables should be defined
to assure that the project meets its deadlines
and to inspect the nature and quality of the students' work.
deliverables
- group -- project plan, design, project report, product
- individual -- detailed weekly account of activities
Dependent on the time available a schedule should be defined
indicating when the deliverables should be ... delivered.
schedule
- project organisation
- project definition
- planning and design
- construction and development
- integration and delivery
- presentation and archiving

Is this a realistic setup?
It should be.
Besides, it is not the supervisor's responsibility, is it?
It is first of all the responsibility of the students themselves!
peer reviews -- to control group dynamics
Whether you are a student or responsible for supervising projects,
this account of how our multimedia casus is organized
should give you some indications of what you may encounter in a team project.
But apart from the organizational issues, you should be aware of the group dynamics,
that is the individual relations and clusters of persons that emerge during the
process of development.
In general it takes some time before the various roles are established,
that is who takes leadership, who takes notes during meetings, and
who does most of the technical work.
Also, sometimes some of the more creative members of the tem
are overshadowed by some of the more outspoken ones.
Some people simply need to learn to assert themselves!
For a supervisor, it is often quite difficult to assess
the contribution of each individual.
I remedy this by having both informal peer reviews, in the group,
as well as formal peer reviews, where marks must be given
for responsibility, productivity and quality of the work.
The order in which the students to be reviewed are presented to the reviewer
is random, to avoid any bias due to presentation order.
I started using peer reviews about ten years ago, then informally, because
I noticed that students could be much more direct in their
criticisms that I dared to be.
Recently, following suggestions from my collegue Johan Hoorn,
who is an experimental psychologist, we formalized the procedure
and introduced peer reviews for other courses as well,
including the visual design course.
...
|
|
physical control cube | head-mounted display |

3
example(s) -- tangible virtual museum
Don't touch that! Keep your hands off!
This is what you often hear parents shouting at their children
in a museum or gallery exhibit.
More often, however, precious artifacts,
ceramics, porcelain or bronzes,
are stored away in glass showcases, precluding any kind
of physical interaction,
and many times a proper look as well.
To remedy this situation, researchers from
the Academia Sinica and the National Cheng Kung University
have developed a
tangible photorealistic virtual museum,
a system for real-time interaction with photorealistic museum
artifacts, which allows for an immersive experience
using tangible interfaces, in the form of a 3D control cube
(image left),
[Rosenblum and Macedonia (2005)].
The display is a kiosk-like system showing a panoramic
view of the exhibit, augmented with a
collection of perspective photographs for each object.
The user may examine any of the objects
by using a handheld control cube (PCC)
to control size and rotation of the object.
As indicated, the system is not 3D mesh-based but image-based,
which allows for high resolutions on mid-range
platforms, which would not be feasible according to the authors,
when using 3D modelling techniques.
research directions -- metaphors and interaction style
Given a problem statement as the one above, to present
information about contemporary artists,
how would you proceed?
You might start by asking potential users, or stakeholders,
how they would like the system to be.
The answer you will get this way is likely to be disappointing.
They will probably tell you that it must be like something
they already know.
So it might be better to rely on your own intuition and find
a creative solution by choosing a fitting metaphor.
Let me give an example.
In creating the digital dossier, a notion that will be explained
in the next section, for the artist Marinus Boezem,
as presented in the research directions
of section 9.2, we choose the artist's atelier
as a metaphor, and we used the spatial layout of
the atelier as an organizational principle for presenting
the information.
In this, indeed very naturalistic, approach, we used pedestals
to present the artworks, a file cabinet to present the textual
information and a video projector to present the video recorded
interview with the artist.
The extent to which the virtual atelier does represent the artist's
atelier faithfully is not important, in this context.
What is important is whether the spatial metaphor did function as a valid
organizational principle for presenting the information.
Instead of arguing whether this is the case or not,
or whether the graphics chosen were right, etcetera,
I would rather like to refer you to the literature,
so that you can investigate the issues involved yourself.
In [Preece et al. (1994)], it is observed that interface metaphors
act as conceptual models to support particular tasks.
For office tasks, for example, we have the wellknown desktop metaphor.
[Preece et al. (1994)] lists a number of such metaphors, for a variety of
application domains:
application area | metaphor | familiar knowledge |
operating environment | desktop | office tasks |
spreadsheets | ledger sheet | columnar table |
object-oriented environment | physical world | real world |
hypertext | notecards | organization of text |
learning environment | travel | tours, guides, movement |
file storage | piles | categorizing |
multimedia environments | rooms | spatial structures |
cooperative work | multi-agents | travel agents, servants |

In the most right column it is indicated why the metaphors should work,
assuming real world situations that we are familiar with.
In some cases it is necessary to speak of a composite metaphor.
For example, scrollbars are not easily to be found
on your natural desktop.
Form a cognitive perspective then, we may speak
of multiple mental models.
When we look at what interaction styles are supported
from a more technical perspective, we have
following [Preece et al. (1994)], the following options:
interaction styles
- command entry
- menus and navigation
- forms fills and spreadsheets
- natural language dialog
- direct manipulation

However, each of these interaction styles may somehow
be incorporated in the representation that we adopt for our metaphor.
2D vs 3D
Surprisingly, each year that I start with another multimedia casus
group, there is a discussion whether the application should be in 2D,
using traditional web technology or flash, or 3D, using VRML
or any other suitable 3D technology.
My answer to the students objections, which can partly be explained by the fact
that they fear the complexity of 3D, is flatly that anything that can be done in 2D can be done in 3D.
But looking at the list of interaction styles above,
I am tempted to add that a 3D representation allows for a more
rich repertoire of interaction styles, such as spatial navigation.
It would be interesting to investigate to what extent the interaction styles
used in game playing can be incorporated
in 'more serious' applications.
digital dossier(s)
After a first round of the multimedia casus, in which the students
produced an application giving an overview of the INCCA information archive,
the participants, but only incidental information about the artists and their
artworks, we decided to focus on case studies of individual artists,
and we introduced the notion of digital dossier:
digital dossier
Create a VR that realizes a digital dossier
for a work of a particular artist.
A digital dossier represents the information
that is available for a particular work of art, or a collection
of works, of a particular artist.
The digital dossier should be multimedia-enhanced,
that is include photographs, audio and other multimedia material
in a compelling manner.

Like a medical dossier, the digital dossier was meant to give the
information about the artist and the works of art readily at hand,
so that it could effectively be used for the task of conservation
and the re-installation of the artworks.
Since we were in doubt whether the phrase dossier actually existed
in the English language, we looked it up in a dictionary:
Webster New World Dictionary
- dossier (dos-si-er) [ Fr < dos (back); so named because labeled on the back ] a collection of documents concerning a particular person or matter
- archive -- 1) a place where public records are kept ... 2) the records, material itself ...

We chose for the phrase digital dossier, and not for archive or library,
to stress that our focus lies on presentational aspects.
Although issues of data representation and content management are clearly important,
our primary interest was with issues of presentation and navigation.
...

4
the abramovic dossier
For the 2004 autumn group, we decided to take the work of Marina Abramovic,
a serbian-dutch artist who became wellknown in the seventies with performances
with her partner Ulay, and has since then produced numerous installations, videos
and performances with what I would like to call 'high existential impact'.
The directive with which the students where set to work was, quoting Ted Nelson:
everything must be highly intertwinkled

Since virtual museums are by now a common phenomenon,
and the virtual atelier for Marinus Boezem may be considered to be just a variant of this,
the 2004 autumn group decided to explore alternative ways of presentation and navigation.
As material for the abramovic dossier there was an interview with
Marina Abramovic from ICN, made in cooperation with the Dutch Foundation
for the Visual Arts, and a great collection of videos from Montevideo.
In addition, a transcription of the contents of the interview
made by Michela Negrini, a student of media art at the University of Amsterdam,
who also provided an interpretation as well as a categorization of the works of art.
Given the material and the categories along which this material was classified,
the students decided to explore the use of concept graphs as an instrument
for navigating the information space.
navigation -- concept graphs
The reader has already encountered concept graphs in chapter 1,
when the notions of multimedia, medium, television and communication were
explained by indicating their relations to other concepts.
Concept-relation graphs are a familiar tool in linguistics
and have also been used for a long time in Artificial Intelligence
to describe the semantic relationships in complex domains.
As a navigation instrument it is, to my knowledge only used in
a kanji learning tool and the
Visual Thesaurus.
The Visual Thesaurus allows also for invoking Google image or document search
from any of the elements of the concept graph.
...
|
presentation of video clips from Marina Abramovic |

5
After the initial idea was there,
one of the students of the group, Olaf van Zon,
an AI student, managed to get a first version of a 3D concept graph working in VRML.
This prototype implementation demonstrated the potential of the
concept graph as a navigation instrument in the abramovic dossier.
presentation -- gadgets
The original idea of presenting information,
that is the actual interview, the videos and images of the works of art,
as well as the textual information, was to use rooms,
where the information could be projected on the walls.
The room metaphor, which obviously stems from the
virtual museum approach, did however not seem appropriate
since it conflicted with the concept graph used for navigation.
After some discussion, information rooms were abandoned in favor
of information gadgets, that could
be expanded from and collapsed into the concept graph.
In the original abramovic dossier, the presentation gadget
consists of three panes that can simultaneously show a video of the work, the interview,
that is the fragment in which Abramovic speaks about that particular work,
and the textual information related to the work and the interview.
However, it appeared that in some cases there was not enough information,
because the work was not spoken about in the interview,
and in other cases there was too much information, for example multiple recordings
or text documents.
It was then decided to extend the presentation gadget
with lists of alternative material that the user could select from
and direct to one of the panes for further inspection.
To enable the user to focus on one of the panes,
for example to get a better view of the video material
a zoom in/out button was provided.
All these enhancements, however, did complicate the interaction,
as became clear when the abramovic dossier was presented at
Montevideo.
In the course of the project, another interesting presentation feature
was added, namely the reconstruction of one of the video installations
in 3D, incidentally demonstrating the advantages of using 3D.
reconstruction -- recreating the installation
In discussing the abramovic dossier with Bart Rutten from Montevideo,
who provided us with all the video material,
another project was mentioned which was concerned with 3D-recordings/models
of existing installations.
Having full confidence in the technical capabilities of my students,
I promised to show that such a reconstruction of an installation would naturally
fit within our approach.
...
Reconstruction of Terra della Dea Madre in VRML.

6
The installation for which the reconstruction was made is Terra dea degli madre,
and installation with two chairs and a television, which was exhibited
in the Stedelijk Museum of Amsterdam, in 1986.
As a starting point, we took a video produced at the time of the exhibition,
which shows the installation in an exposition room in the Stedelijk Museum,
and which contains, apart from comments from Abramovic, also
the video shown on the televison in the installation.
At this point, we can only speculate how useful such a reconstruction can be
as a tool for the conservator responsible for the re-installation,
to play around with the presentation parameters, the positioning in space,
the overall size, light and ambient effects.
style issues -- how to improve the dossier
The abramovic dossier does also provide a facility for search,
as well as online help.
However, as already mentioned, when demonstrating the application to
the interested parties, that is ICN and Montevideo,
a number of issues came along, that I will here summarize as a list of questions:
style issues
- what icons should be used to identify the elements of the concept graph?
- what categories and relationships are most appropriate?
- how should the information be displayed, simultaneously or more focussed?
- how do we allow the user to choose between multiple information items?
- how do we avoid visually disturbing elements?

Obviously, although the abramovic dossier was very positively
received, these issues must be dealt with to make it a success.
Having a first prototype, we need to rethink our application,
not only with regard to its style of presentation,
but as we will discuss in section 10.3,
also in terms of its underlying data representation.
...
|
|
|
no light | half light | full light |

7
example(s) -- conservator studio
Ever thought of becoming a conservator?
Seattle Artmuseum's
Conservator Studio
gives you the opportunity to explore this career options:
Explore four paintings from the Mexican Modernism exhibition through the eyes of a conservator (what's a conservator? you'll find that out too!). You'll have a new perspective on the paintings as well as how they are handled and prepared for display.
The illustrations above show what occurs when
manipulating transmitted light on the painting
Self-Protrait with Braid, oil on canvas,
from the Mexican painter Frida Kahlo.
As explained in the accompanying text:
when a light is shone through this painting
one can see that the hair and the flesh areas
are painted with thin layers of paint.
These series of images are part of an interactive
flash application developed
by the Seattle Artmuseum to engage the general audience
in the conservation of art, and to arouse an interest
in art in general.
The application allows the user to experiment
with the various techniques used for
the analysis and conservation of oil paintings.
research directions -- establishing usability
In the March 2005 volume of CACM, an assessment is given of the
current state of user-centered design practice.
User-centered design is, quoting [UCD], a multi-disciplinary
design approach based on an active involvement of users to improve the understanding of
user and task-requirements, iterative design and evaluation.
In the article, which is based on a survey among
user-centered design practitioners, user-centered design is claimed to
have been beneficial for, among others, customer satisfaction and enhanced ease of use.
Other measures mentioned are mostly relevant for e-commerce applications,
which, as the authors observe, have greatly bolstered the the appeal of usability
and user-centered design, as users can take their business elsewhere with
just one mouse click.
In our case, the competition is fortunately less threatening.
Nevertheless, usability issues such as legibility of text, ease in navigation
and adequate task support are equally relevant.
As a first step after completing the abramovic dossier, we have developed a test-plan and
a sample task, and (the students) executed two test-sessions with participants from
ICN and Montevideo, who where asked to work with the system thinking aloud.
The test-sessions were recorded on video, and the participants
were requested to complete a questionnaire.
In [UCD], a list of approaches is given, which were reported
to have been used by the respondents of the survey:
user-centered design methods
field studies,
user requirement analysis,
iterative design,
usability evaluation,
task analysis,
focus groups,
formal/heuristic analysis,
user interviews,
prototype (without user testing),
surveys,
informal expert review,
card sorting,
participatory design

The three most frequently used methods in this list are, respectively,
iterative design, usability evaluation and task analysis.
These three methods were also considered to be important by the respondents.
Frequently used, but not considered to be as important,
were informal expert reviews.
And less frequently used, but considered important,
were field studies.
This distinction can, according to [UCD], attributed to cost-benefit trade-offs,
since clearly field studies are much more costly.
Usability evaluation looks, according to [Preece et al. (1994)] to issues such as:
usability evaluation
- learnability -- time and effort to reach level of performance
- throughput -- the amount of work done
- flexibility -- accomodating changes in the task
- attitude -- of users to the system

To conclude this section, let's take a closer look at task analysis.
task analysis
Task analysis may be characterized as the decomposition of a task
into subtasks or steps,
to arrive at a sufficiently detailed description of the task
and its relation to the environment.
In [Welie et al. (1998)], a description is given of what might be understood as
the task world ontology, the concepts and relations that play a role
in performing a task analysis.
The main concepts figuring in the task world ontology are, following [Welie et al. (1998)]:
task world ontology
- task -- activity performed by an agent to reach a certain goal
- goal -- a desired state in the task world or system
- role -- a meaningful collection of tasks
- object -- refers to a physical or non-physical entity
- agent -- an entity that is considered active
- event -- a change in the state of the task world

As indicated in the diagram above,
these concepts are related in various ways.
Example relations include uses, triggers,
plays, performed_by, has, etcetera.
...

8
Creating a task model based on this, or a similar, ontology may help
us understand what a user needs to accomplish and how this may be supported
by an information system.
As such, creating a task model should be considered to be an
essential ingredient of the software engineering life cycle, [Eliens (2000)].
representation & interaction
In re-thinking the abramovic dossier,
we first needed to re-establish what are our goals in developing this application
and what are our primary data sources.
The goal, first of all, is to support conservators in their task of preserving
contemporary art, and to assist them with the re-installation of such artworks.
...

Our primary data sources are meta-information, coming from the INCCA initiative,
and video-recorded artist interviews, which were initiated by ICN as a means
to record information about contemporary art that would otherwise be lost.
In addition we provide media-material, including images and video,
that may be regarded as recordings of the works of art,
as well as the textual interpretations and classifications that exist, or may be
constructed from this material.
At this point, I may remark that one of the pitfalls in creating a dossier
is to get trapped in the visually salient features of the dossier,
the presentation of the artworks themselves, and forget about the
primary focus of the dossier, to make all information accessible in
an adequate manner.
For many cultural heritage applications, which aim to present art to the layman,
presenting the artwork is the primary focus, and giving access to the
information context generally comes second.
For our next generation of digital dossiers, we decided to take the following steps:
next generation dossier(s)
- adaptation of representation to Dublin Core (+ annotation needed for presentation)
- XML-based content management, with php forms (extending what we have now)
- there should also be a possibility to present the information and material in a 'plain' web format
- as well as in (a new version of) 3D dossiers
- we should think about the proper presentation parameters.

Dublin Core is the standard used in the INCCA initiative,
to record meta-information about existing information sources.
See section 3.3 for a description of the Dublin Core
element set and the Resource Description Framework (RDF) on which it is based.
For the abramovic dossier, a collection of record-like
structures was developed, together with a simple content-management tool,
written in PHP.
This content-management system must be adapted to be compatible with the
Dublin Core-based resource descriptions.
Further, we decided that, along with the 3D presentation of the dossier,
it would be worthwhile to develop a conversion tool that produces
standard web-technology based presentations as well.
This approach allows us to assess the usability merits of the 3D dossiers
in a comparative way.
Finally, as I indicated before,
an important issue that must be resolved concerns the proper presentation
parameters.
What do we present to the user?
And how do we allow the user to interact with the material presented?
content management and data representation
For developing the abramovic dossier,
we have a fixed number of record-like structures:
structures
- Video -- to display video fragment, including interviews
- Picture -- to present pictures of the artwork
- Artwork -- contains all information connected to a work of art
- TextItem -- to present text, from the interview or any other source
- MaterialItem -- to present information about material(s) used
- GroupNode -- to combine nodes in the concpet graph
- Information -- acts as the outer container for all nodes

All these structures support a set of common attributes,
including shortName, longName, ID, connectedNodesIDs,
and description.
In addition the Video, Picture and Picture have fields
allowing to show a preview image.
And the Video, Picture and TextItem, also have a url
field giving access to the actual information item.
The Information and GroupNode structures are used
for creating the top-levels of the concept graph, whereas the other structures,
such as the Video and TextItem give access to for example
a fragment of an interview and its transcription.
Below an example is given of the data underlying the concept graph of
the abramovic dossier:
concept graph
Information {
informationNodes [
GroupNode {
ID "MAIN"
shortName "Main"
longName "Main"
urlModel "models/conceptGraph/main/modelMain.wrl"
description [ "Central information node" ]
connectedNodesIDs [ "ARTWORKS", "KEYWORDS",
"INTERVIEWS", "REPORT" ]
}
GroupNode {
shortName "Artworks"
longName "Artworks"
description [ "Node that connects to all the artworks" ]
ID "ARTWORKS"
connectedNodesIDs [ "MAIN", "TRANSITORY",
"ULAY", "VIDEOINSTALLATION", "ABRAMOVIC" ]
urlModel "models/conceptGraph/artworks/artworksGroup.wrl"
}
## ...
]
}

The Information node collects all available nodes,
and takes care of connecting the individual nodes, based on the information specified for each node.
As an example of an Artwork node, that is an element of the list
of nodes in the Information node, look at:
Artwork {
shortName "Terra degla Dea Madre"
longName "Terra degla Dea Madre"
description ["15:40 min, colour, sound."]
ID "AV24"
connectedNodesIDs ["VIDEOINSTALLATION", "DTV24",
"TTV24", "PV24", "CV24", "VV24", "G0"]
urlPreviewImage "images/previewImages/AV24.jpg"
widthPreviewImage 479
heightPreviewImage 349
}

This node is connected to many other nodes, giving access to the information items
that belong to it, such as the video clips of the interview, shown below.
Video {
ID "CV24"
shortName "Interview clip Terra degla Dea Madre"
longName "Interview clip showing Terra degla Dea Madre"
url "interviewclips/interview_terra_degla.avi"
width 320
height 360
urlPreviewImage "images/previewImages/interview_terra_degla.jpg"
widthPreviewImage 320
heightPreviewImage 240
description [""]
connectedNodesIDs ["CLIP", "AV24"]
}

In the url field of this declaration, the actual video file
is indicated, which should be displayed at a resolution of 320x360,
as specified in the width and height fields.
And finally, as an example of a TextItem, consider:
TextItem {
shortName "Instruction"
longName "Green Dragon Lying instructions for the public."
description ["Text explaining the way the public has to interact with the artwork."]
ID "ITO05"
connectedNodesIDs ["AO05", "INTERACTION"]
url "text/AO05_instruction.txt"
}

For constructing the abramovic dossier, Tim Verweij developed
the content management tool, that allows the user to browse
and edit existing nodes, and to insert new nodes into the graph.
integration with the Dublin Core
The Dublin Core is a general resource description formalism,
that allows for specifying resources in a variety of domains.
See section 3.3.
For INCCA the Dublin Core was chosen, not because it is the most suitable
formalism, but because it may serve as the least common denominator,
and agreement on anything else simply seemed to be impossible.
As a reminder, the Dublin Core provides the following elements:
Dublin Core
- title -- name given to the resource
- creator -- entity primarily responsible for making the content of the resource
- subject -- topic of the content of the resource
- description -- an account of the content of the resource
- publisher -- entity responsible for making the resource available
- contributor -- entity responsible for making contributions to the content of the resource
- date -- date of an event in the lifecycle of the resource
- type -- nature or genre of the content of the resource
- format -- physical or digital manifestation of the resource
- identifier -- unambiguous reference to the resource within a given context
- source -- reference to a resource from which the present resource is derived
- language -- language of the intellectual content of the resource
- relation -- reference to a related resource
- coverage -- extent or scope of the content of the resource
- rights -- information about rights held in and over the resource

Descriptions of items in the digital dossier should incorporate
these elements, together with the attributes needed for
the insertion of items in the concept graph and the presentation parameters,
that are necessary for displaying the (media) material.
Technically, the namespaces supported by RDF does allow for merging these
different types of annotations.
However, the challenge here is to derive the presentation attributes
automatically, and to come up with a reasonable default for inserting these
items in the concept graph.
...
|
location of Tower of Babel project |

9
intelligent guidance -- I-GUARD
Although digital archives or digital libraries
are by no means a new phenomenon,
our concept of digital dossiers contains a number
of innovative elements.
A digital dossier provides a unified information and
presentation space.
In this sense it differs significantly from
a digital archive with a traditional web interface,
where navigation and presentation are distinct.
Digital dossiers allow to a much greater extent for an immersive
experience of the information related to works of art.
As such it is reminiscient to explorations in
virtual archeology,
our to our notion of virtual context,
presented in section 8.1.
Working out the issues indicated above, that is the integration with the
Dublin Core and providing suitable content management,
is a matter of diligent software engineering.
But what can we further do to support the construction of digital
dossiers and improve the usability of such dossiers?
And what are the scientific issues, worth to be investigated?
To indicate the research issues, let me first expand the cope of our project
and re-define the goal of our research:
I-GUARD
Contemporary art is an intrinsic part of our cultural heritage.
Installations, performances, video and other forms of media art,
as for example web art, have the interest of a small
group of adherents, but are in comparison with more traditional
art forms, far more difficult to present to a general audience.
Another problem presents itself, due to the type of materials
used and the context-specific aspects of these art forms,
in the conservation of the works.
In our research we address the issue of providing access
to these contemporary art forms from a wide variety
of perspectives, ranging from the interested layman
to the expert that has to deal with archiving,
conserving and the possible re-installation of the art works.

The acronym I-GUARD stands for Intelligent Guidance in Artist's Digital Dossiers,
and refers to a project the aim of which is
to arrive at a general framework for artist's digital
dossiers, that provide intelligent guidance
to both the expert user, responsible for the
future re-installation of the work(s),
and the interested layman, that wishes to get acquainted
with a particular work or collection of works.
In general, there are two techniques that we can apply to provide such
guidance:
intelligent guidance
- filtering the information space according to the user's
perspective, and
- intelligent agents, that (pro) actively aid the user in searching
the information space.

Filtering the information space may be done
by using techniques from formal linguistics
to restrict the concept graph that defines the navigation
structure, that is
by stating assumptions with respect to the relevance
of particular (linguistic) categories or elements from
a user's perspective.
Intelligent agents is an approach stemming from artificial intelligence
which allows for providing guidance in a variety of ways,
possibly even in an embodied form using
a face or humanoid figure to give suggestions
to the user on what interactions to perform.
With the latter type of guidance we have already experimented in the
Marinus Boezem dossier, as described in section 9.2.
So let's look at what natural language technology has to offer.
natural language:
Having a concept graph as a generic navigation device, it
still remains a problem how to fill the concept graph
with meaningful content, and how to indicate
meaningful relations between the concepts and aspects
covered by the nodes of the concept graph.
In the abramovic dossier
this was done by hand, based on information derived
from a transcripion of an interview with the artist.
(provided to us by ICN).
Interviews with artists is one of the means ICN deploys
to gain knowledge needed for the conservation of
contemporary artworks.
Such interviews provide a rich source of textual information,
that includes both general viewpoints on the artist's oeuvre
as well as specific constraints that adhere to
the (re) installation of the work(s) of art.
What we should strive for is to derive
both structure and content of the concept graph
for a particular dossier (semi) automatically.
Using a basic lexicon of terms and phrases
related to contemporary art we should be able to
generate a representation of the textual information
that may serve as a basis for constructing the concept graph.
This representation must contain an enumeration
of the concepts, the relation between occurrences of concepts,
as well as a reference to the work(s) of art to which the
concepts apply.
Natural language processing technology may not only serve
for the static analysis of the material, when the digital dossier
is created, but also dynamically when the dossier is being used,
to aid the user in finding relevant information.
Research issues here are, on the one hand,
the interpretation of user input (that is, loosely
structured natural language),
and on the other hand, filtering the concept graph
representing the information space in such a way
that it adequately reflects the user's interest or perspective.
In summary, from a research perspective, digital dossier(s) concern the following
issues:
digital dossier(s)
- representation of information of one or multiple works
of art,
- presentation of that information in a
rich media presentation environment,
- intelligent navigation and interaction, and
- support for interaction with loosely-structured
natural language.

And to conclude, digital dossiers will on the one hand contribute to making
contemporary art forms accessible to a larger audience
and on the other hand are explicitly meant
to support the complex task of the conservation
and re-installation of works of art in an effective manner.
...
|
outside view of Tower of Babel project |

10
example(s) -- Tower of Babel
In the Tower of Babel project, shown above,
multimedia material
was projected from within buildings, on the windows,
to the outside.
Local citizens in a neighbourhood in Amsterdam
where approached to submit material
that expressed their emotions of daily life,
with the question what moves you.
The text
and photograms could be submitted either by email or SMS.
Also workshops were held, during which particpants could
develop material.
This material was then edited and prepared for projection,
using 40 carroussel dia-projectors,
taking about 2000 images, and six beamers projecting
images and video.
Also sound material, that was collected in the same manner, was
being used during the projection.
...
Inside view of Tower of Babel project.

11
The centre of the location, a somewhat impoverished neighbourhood near the
centre of Amsterdam,
is a building dating from 1926,
originally an
antroposofic temple, that once served as a cinema
for avant-garde movies, and is now being used as a library.
The buildings surrounding it are,
if not split up into apartments, being used as a local youth centre,
a city archive and another library.
research directions -- media art
In a recent symposium on the preservation of contemporary media art,
a number of institutions presented their projects,
ranging from more technical topics,
such as the
conservation of videotapes
and the
mass storage of digital material
to the conceptual issues in
capturing new media,
the variety of
media formats
and the need to record and maintain
meta data about the artworks and related information.
To get an idea what the phrase media art encompasses,
have a look at the circumscription given in
the WikiPedia:
new media art is a generic term used to describe art related to, or created with,
technology invented or made widely available since the mid-20th Century,
including technology stemming from
telecommunications,
mass media and digital modes of delivery the artworks
Below, the disciplines that belong to this form of art are listed,
together with their entries in the WikiPedia, in an abbreviated form:
(new) media art
- audio art -- no definition available
- computer art -- any art in which computers played a role in production or display of the artwork.
- digital art -- art created on a computer in digital (that is, binary) form.
- electronic art -- entry to game producer,
should be Leonardo.
- generative art -- art or design generated, composed, or constructed through computer software algorithms,
or similar mathematical or mechanical autonomous processes
- hacktivism -- the writing of code, or otherwise manipulating bits, to promote political ideology
- interactive art -- a piece of art that involves the spectator in some way.
- internet art -- art or, more precisely, cultural production which uses the Internet
as its primary medium and, more importantly, its subject.
- performance art -- art where the actions of an individual or a group at
a particular place and in a particular time, constitute the work.
- robotic art -- page does not exist
- software art -- is an intersection of two almost non-overlapping realms: software and art.
- video art -- is a subset of artistic works which relies on "moving pictures" and is
comprised of video and/or audio data.
- video game art -- involves the use of a computer game for the creation of a digital artwork.

By the nature of the WikiPedia, to which every user can contribute entries,
this list nor the defining entries are by any means authorative.
Nevertheless, it does provide an overview and may serve as a starting point for further research.
development(s) -- hybrid multimedia
In chapter 1, we introduced the notion of
digital convergence to explain the occurrence of the great variety
of elements of multimedia applications, from a technical perspective.
From an aesthetic perspective, this great variety of elements may easily
lead to chaos, unrelatedness or divergence,
where meaning gets lost in a multitude of perspective(s).
To cut a long deliberation short, for simplicity, let's assume
that meaning lies in the context, the story or narrative structure.
For 2D images, [Kress and van Leeuwen (1996)] identify
narrative elements, that is relations between
objects in the image that suggest a story,
such as a diagonal line from a person to a door,
or a relation of an object to the viewer,
such as a gaze towards the viewer,
a technique that has been used only since late
renaissance painting.
More than paintings or 2D images, film is the medium
for conveying narrative structures.
The art of storytelling in film has been perfected
in such a way that Hollywood films may seem more real
than life.
However, as emphasized in [Bolter and Grusin (2000)], this is not due
to any inherent form of naturalism, but to
the fact that we have got accustomed to the conventions
applied, that is the techniques of cutting, montage, camera
movements, close-ups, etcetera.
In a highly recommended book, [Arnheim (1957)], Rudolf Arnheim
gives an extensive analysis of the
principles of montage and film technique, and he explains why film is such
an effective medium:
frame(s) of reference
It is one of the most important formal qualities of film
that every object that is reproduced appears simultaneously in two
entirely different frames of reference, namely the two-dimensional
and the three-dimensional, and that as one identical object it fulfills
two different functions in the two contexts.

Due to the subtle play between these two frames of reference
film may be considered an art form,
and as such perhaps the dominant art form of the 20th century.
As a mass medium, film may be characterized by
what Arnheim, following Benjamin, called the aesthetics of shock,
replacing reflective distance with immersive thrill.
As an art form, however, it is the dominant paradigm
for aesthetic awareness, lacking however still one dimension,
interactive dynamics.
As observed in [Bolter and Grusin (2000)], interaction is what
distinguishes video games from film.
Current day technology allows for high-resolution
photorealist graphics, that make video games or
virtual applications almost indistinguishable from film.
Virtual reality technology as applied in video games
adds arbitrary choice of perspective,
as exemplified in first-person shooters or fly-overs,
as well as an arbitrary mix of
the imaginary and real, as in CG movies, in an interactive
fashion.
Now, should we take the aesthetics of interactive video games
as the standard for interactive applications?
Not necessarily, since the naturalism strived for
in most games may at best be characterized
as naive realism, mostly photorealism.
As observed in [Kress and van Leeuwen (1996)], realism is a social construct,
and hence the program for developing an aesthetics for
interactive applications should perhaps
include the development of appropriate realisms.
Again with an eye to the history of art,
where we have for example impressionism,
cubism, expressionism,
as a guideline in the
design of interactive systems, it might be even better
to look for appropriate interaction-isms,
styles of developing interactive systems and games
from a particular perspective. Not excluding provocative perspectives! Cf. [Burger (1981)].
Where an arbitrary interactive system may differ from a game played
for entertainment is obviously the actual outcome,
the value attributed to that in
the real world, and probably
the effort required and the possible consequences.
You would not like to run the risk to die a virtual
death when answering your email, would you?
However, when interactive systems replace task-bound
functionality with fun, the difference becomes less clear.
As we indicate in [Eliens & Chang (2007)], one element not sufficiently captured by a
classic game model, as introduced in [Juul (2005)], is the narrative aspect of the game play.
To quote [Juul (2005)]:
rules vs fiction
Game fiction is ambiguous, optional and imagined by
the player in uncontrollable and unpredictable ways, but the emphasis
on fictional worlds may be the strongest innovation of the video game.

We may observe that many games already have a
strong relation to reality in what narrative context
they supply, or else in the realities of the media industry,
in particular Hollywood.
For serious interactive systems, we may assume an even stronger
and in some sense more straightforward relation
with reality, by the use of media content
that is relevant for the life of the individual.
All these aspects of playing games are clearly relevant for
the new interactive systems, which appeal more to play
than task-oriented behavior.
For example rules may be used to describe the visual characteristics of
a system (e.g. the display of images as a flow in a particle system),
outcome may be regarded as the benefits of the system (e.g. social awareness),
value may include the risks of the system (e.g. a transgression of privacy),
efforts is important when asking for contributions from the user (e.g. as image material
to be displayed in the system), attachment may result when the system is installed
(e.g. when people look forward to find new information), and finally consequences must be
considered when a system is installed and used (e.g. interaction between people may actually change
when they get to know eachother, for better or worse).
Given the large variety of games, including first
person shooters, role-playing games, strategy games
and decision-making simulation games, we can distinguish
between a range of degrees of interaction,
direct interaction, on the one hand, as for example in first person shooter and
indirect interaction, on the other hand, as for example
in simulation games, or role-playing games
where the individual actions may contribute to a plot
such that the effects will become visible at a later time.
Where in game playing the variety of interaction modes
seems to be well understood within each community
of game players, for the development of more
general interactive systems we will have to think seriously
whether the target user will be able to learn the
various modes of interaction,
either by explicit instruction or during play.
And as designers we must be concerned with the rules of interaction as well as
issues of visualisation and
interaction mappings, that is in other words which
affordances the application offers for a particular
group of users.
dynamic contribution(s)
Another potential source of confusion lies in where the material comes from.
Not in the sense of network transport or local storage of the platform of delivery,
as discussed in the context of convergence of delivery in section 1.2,
but in terms of authorship, which in our participatory culture,
where users contribute content may result in a great variety of forms and formats.
To develop multimedia applications and games that accomodate contributive authorship
by a community of users is the great challenge for the next era (period).
In [Eliens et al. (2007c)] we wrote:
We explored the use of AJAX and web services in an X3D/VRML implementation
of PANORAMA, a system meant to support social awareness in a work environment.
As explained in section 5.4,
PANORAMA represents casual encounters in the work environment and displays
self reflections, that is postcards and other item contributed by employees, at a large display
in a central public space.
...

12
The figure above, taken from [Si & Eliens (2007)], illustrates the architecture of an AJAX-based web implementation of PANORAMA,
which includes facilities for game playing as occasional battle(s),
using a PHP server and the google GWT toolkit
to allow users to contribute their image material, video's and whatever else.
...

13
questions

concepts

technology

projects & further reading
As a project, develop a data format for text, images
and video in XML,
and implement stylesheets in XSLT
to convert the format for display,
for example in HTML frames or using SMIL.
You may further explore the formulation
of criteria for selecting software and tool support
for developing multimedia applications.
For further reading I suggest, apart from the manuals
and learning materials that come with your tools,
to study example projects and in particular the
workflow, that is the dependencies between stages in
the production, as for example explained in [McCuskey (2002)].

- website of Montevideo Collection Catalogue.
To avoid being parochial here, I should also mention similar
institutes abroad, such as Electronic Arts Intermix
from New York, USA,
and LUX, from London, UK.
- website of INCCA.
- tangible virtual museum -- from [Rosenblum and Macedonia (2005)], see section 10.1.
- digital dossier -- concept graph for abramovic dossier,
see section 10.2.
- digital dossier -- presentation gadget in abramovic dossier, with video of
Relation in Time, with Ulay.
- digital dossier -- installation Terra dea degli madre,
as 3D model.
- conservator's studio --
Self-Portrait with Braid,
see section 10.2
- diagram -- task world ontology, [Welie et al. (1998)].
- tower of babel -- location where the event took place, see below.
- tower of babel -- projection of tower of babel project,
see section 10.3, submitted by Katelijne Arts.
The project is a concept of
Katelijne Arts, Tineke Goemans, Franka van de Goor, Leidi Haaijer en Bert Vogels.
- tower of babel -- a view from the inside of the building.
- PANORAMA architecture -- from [Si & Eliens (2007)].
- signs -- sports, [ van Rooijen (2003)], p. 278, 279.

The artwork for this chapter is selected
to emphasize variety and experiment.
The collection of Montevideo contains a great
number of works from the early history of video art,
including the works of Nam June Paik and Bill Viola.
Yet, despite the experimental flavor
of these works, contemporary media art shows
a strong sense of context,
experience and communication,
as demonstrated for example in the tower of babel
project.
The issues of preservation we dealt with in this chapter, may now,
to conclude this chapter, be summarized as:
how do we preserve the context of experience
of contemporary media art?
(C) Æliens
23/08/2009
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