8,109 research outputs found

    The Constructionist Analytics of Interpretive Practice

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    ARTYCUL: A Privacy-Preserving ML-Driven Framework to Determine the Popularity of a Cultural Exhibit on Display.

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    We present ARTYCUL (ARTifact popularitY for CULtural heritage), a machine learning(ML)-based framework that graphically represents the footfall around an artifact on display at a museum or a heritage site. The driving factor of this framework was the fact that the presence of security cameras has become universal, including at sites of cultural heritage. ARTYCUL used the video streams of closed-circuit televisions (CCTV) cameras installed in such premises to detect human figures, and their coordinates with respect to the camera frames were used to visualize the density of visitors around the specific display items. Such a framework that can display the popularity of artifacts would aid the curators towards a more optimal organization. Moreover, it could also help to gauge if a certain display item were neglected due to incorrect placement. While items of similar interest can be placed in vicinity of each other, an online recommendation system may also use the reputation of an artifact to catch the eye of the visitors. Artificial intelligence-based solutions are well suited for analysis of internet of things (IoT) traffic due to the inherent veracity and volatile nature of the transmissions. The work done for the development of ARTYCUL provided a deeper insight into the avenues for applications of IoT technology to the cultural heritage domain, and suitability of ML to process real-time data at a fast pace. While we also observed common issues that hinder the utilization of IoT in the cultural domain, the proposed framework was designed keeping in mind the same obstacles and a preference for backward compatibility

    Highly Interactive and Natural User Interfaces: Enabling Visual Analysis in Historical Lexicography

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    Proceedings of the First International Conference on Digital Access to Textual Cultural Heritage.Information technology, through the advances provided by computational linguistics and related disciplines, has opened the door to previously unthinkable possibilities of study in linguistics. The wealth and diversity of sources that is now available is fundamental to the understanding of language evolution and dictionary-making. However, these advancements are paired with a paradigm shift, in which both the user needs and the modes in which the users interact with technology have changed so much and so rapidly, that modern lexicography would need to resort to a new generation of tools to support its tasks. We present our work developed for the Nuevo Diccionario Histórico del Español (NDHE), in which the challenges of enabling deeper insight and supporting new user's tasks in diachronic linguistics have been approached from a human-computer interaction perspective. Thus, in contrast to what has happened in other disciplines in which visual analytics has focused its efforts since earlier, the analysis tools that are made now in the hands of the experts usually provide a volume of "raw" data so vast, that the data themselves can greatly hinder the work of experts. The linguistics community has already recognized the key importance of user-friendly interfaces. However, neither more powerful tools (in terms of automatic processing) nor user-friendliness alone are sufficient to support typical analytical tasks that take out the most from the multidimensional and ever-growing data stored in corpora and dictionaries. This paper discusses the benefits of producing corpus and dictionary analysis tools that go beyond user-friendliness and presents, interactive visual analysis tools produced for the NDHE and its sources

    CREATe 2012-2016: Impact on society, industry and policy through research excellence and knowledge exchange

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    On the eve of the CREATe Festival May 2016, the Centre published this legacy report (edited by Kerry Patterson & Sukhpreet Singh with contributions from consortium researchers)

    Heritage education through serious games. A web-based proposal for primary schools to cope with distance learning

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    [EN] In recent years a growing amount of research has shown interest in studying how virtual reality (VR) could be relevant in many fields. In this respect, VR has gained consideration throughout many applications such as education. Among other aims for its use in education, serious games based on VR were used to promote heritage and make students experience either far or inaccessible scenarios. Until now, VR-based applications have been mainly implemented using head mounted displays (HMD), which actually reduced their circulation. This gap is particularly remarkable in the current Sars-CoV19 pandemic because students, being at home or being at school without sharing equipment, cannot exploit educational programs based on this technology. The current paper proposes a web-based platform on which VR applications could be accessed on any device, either desktop- or mobile-based. The serious game was initially set up on a computer with a specialized software using a HMD, while the process of turning it into a web-based platform is described so that the used methodology could be available to those, who would like to follow it. This project is probably also able to cope with the general aim of making inaccessible objects available to students and, thus, to make the application useful even beyond the current pandemic emergency.The VAR.HEE. project – Virtual and Augmented Reality for Heritage and art Education in school and museum Experiences – was funded by the Free University of Bozen/Bolzano with a competitive call for proposals by the Central Research Commission in 2017. The project lasts three years, started in January 2018 and will end in December 2020 (June 2021, after Covid-19 health emergency).Luigini, A.; Fanini, B.; Basso, A.; Basso, D. (2020). Heritage education through serious games. A web-based proposal for primary schools to cope with distance learning. VITRUVIO - International Journal of Architectural Technology and Sustainability. 5(2):73-85. https://doi.org/10.4995/vitruvio-ijats.2020.14665OJS73855

    A Novel Application: Using Mobile Technology to Connect Physical and Virtual Reference Collections

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    This chapter describes an innovative implementation of the use of iPad kiosks to blur the lines between physical and virtual library collections. Providence College’s Phillips Memorial Library + Commons began lending iPads to students, faculty, and staff in 2012. In addition to lending the devices, library staff dedicated time to learning about both task-based and subject-based mobile applications that would be of use to our community. A small group of library staff tested, discussed, and vetted a variety of apps that would be deployed on the iPads to be lent out. Efforts were made to promote the use and discovery of various apps on the devices through thoughtful organization of the apps on the devices themselves, programming around applications, and the creation of an online research guide designed to teach more about the apps. Despite these initiatives, assessment data from the iPad lending program collected over the course of five semesters suggests that patrons borrowing the iPads are using them primarily for accessing the Internet (Safari, Chrome, etc.), social media (Facebook, Twitter, etc.), and consuming media (YouTube, Netflix, Pandora, Spotify, etc.). With this data in mind, library staff began to think of alternative ways to connect our patrons with useful, content-based, mobile applications. Drawing on research around the Internet of Things and the integration of digital technologies with our physical lives, the Digital Publishing Services Coordinator suggested positioning iPad kiosks strategically within the library’s physical book collection as a means to connect patrons browsing a given area of the stacks with the library’s online resources related to that subject area. The library’s Commons Technology Specialist had experience with iPad kiosks and programming the iPads as he had managed the logistics of the iPad lending program since its inception. Working collaboratively, these colleagues devised a way to image the iPads for public use and load them with subject-specific apps as well as links to library databases and open web resources. The team chose to use Scalar as the primary content management tool for kiosk content. This chapter provides details about the selection and deployment of content for the Theology Kiosk, signage and communications created to attract patrons to the kiosk, and initial data about kiosk use. The piece concludes with a review of the kiosk project and an outline of future planning related to the project (staff time, hardware and software requirements, usability testing, scaling the project, etc.)

    The Baptist Church in Warren: Marketing Plan to Increase Public Awareness

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    Videos from nonprofits can feature “call-to-action” overlays to facilitate that action. Visitors can click on these overlays to visit the Church’s website. See the “YouTube Nonprofit Program” section to the right for more information about this option

    SACHER Project: A Cloud Platform and Integrated Services for Cultural Heritage and for Restoration

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    The SACHER project provides a distributed, open source and federated cloud platform able to support the life-cycle management of various kinds of data concerning tangible Cultural Heritage. The paper describes the SACHER platform and, in particular, among the various integrated service prototypes, the most important ones to support restoration processes and cultural asset management: (i) 3D Life Cycle Management for Cultural Heritage (SACHER 3D CH), based on 3D digital models of architecture and dedicated to the management of Cultural Heritage and to the storage of the numerous data generated by the team of professionals involved in the restoration process; (ii) Multidimensional Search Engine for Cultural Heritage (SACHER MuSE CH), an advanced multi-level search system designed to manage Heritage data from heterogeneous sources

    Multimodal and multidimensional geodata interaction and visualization

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    This PhD proposes the development of a Science Data Visualization System, SdVS, that analyzes and presents different kinds of visualizing and interacting techniques with Geo-data, in order to deal with knowledge about Geo-data using GoogleEarth. After that, we apply the archaeological data as a case study, and, as a result, we develop the Archaeological Visualization System, ArVS, using new visualization paradigms and Human-Computer-Interaction techniques based on SdVS. Furthermore, SdVS provides guidelines for developing any other visualization and interacting applications in the future, and how the users can use SdVS system to enhance the understanding and dissemination of knowledge
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