128 research outputs found

    Using Web Services for Accessing and Sharing Multimedia Resources in Distributed Digital Museum

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    In a digital museum exhibition management system, two major issues need to be concerned. The first is regarding the efficient hypermedia generation for virtual exhibitions. The second is regarding the efficient access of multimedia items in a heterogonous environment where distributed digital museum resource management servers may locate at different institutes. This article presents a research project that incorporate the NCNU and INRIA research effort for developing a Web Services-based distributed digital museum content management framework. We first discuss our design of a multi-styles exhibition management framework using XSL for adaptive hypermedia presentation. Then, an endeavor that applies Web Service Architecture for multimedia data access on both keyword-based and content-based media retrieval scenario has been addressed

    Distributed Content Management Framework for Digital Museum Exhibitions

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    Colloque avec actes et comité de lecture. internationale.International audienceA digital library focuses on conserving, cataloguing, accessing, and tracking the usage of digitized material. On the other hand, a digital museum, other than being a simple digital archive, indeed emphasizes more on providing users with highly educational and motivating exhibitions. Online exhibitions often consist of a variety of multimedia objects such as web pages, animation, and video clips. One can design different exhibitions about the same topic for children, experts, novices, high bandwidth users, low bandwidth users, all using the same set of digital artifacts. The difficulty here is that it is time consuming to produce illustrative and intriguing online exhibitions. To efficiently transform the organized media objects deposited in the digital archive into educational experiences, there is a need of a novel content management framework for organizing digital collections and for quickly selecting, integrating, and composing objects from the collection to produce exhibitions of different presentation styles

    ImMApp: An immersive database of sound art

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    The ImMApp (Immersive Mapping Application) thesis addresses contemporary and historical sound art from a position informed by, on one hand, post-structural critical theory, and on the other, a practice-based exploration of contemporary digital technologies (MySQL, XML, XSLT, X3D). It proposes a critical ontological schema derived from Michel Foucault's Archaeology of Knowledge (1972) and applies this to pre-existing information resources dealing with sound art. Firstly an analysis of print-based discourses (Sound by Artists. Lander and Lexier (1990), Noise, Water, Meat. Kahn (2001) and Background Noise: Perspectives on Sound Art. LaBelle (2006» is carried out according to Foucauldian notions of genealogy, subject positions, the statement, institutional affordances and the productive nature of discursive formation. The discursive field (the archive) presented by these major canonical texts is then contrasted with a formulation derived from Giles Deleuze and Felix Guattari: that of a 'minor' history of sound art practices. This is then extended by media theory (McLuhan, Kittler, Manovich) into a critique of two digital sound art resources (The Australian Sound Design Project (Bandt and Paine (2005) and soundtoys.net Stanza (1998). The divergences between the two forms of information technologies (print vs. digital) are discussed. The means by which such digitised methodologies may enhance Foucauldian discourse analysis points onwards towards the two practice-based elements of the thesis. Surface, the first iterative part, is a web-browser based database built on an Apache/MySQIlXML architecture. It is the most extensive mapping of sound art undertaken to date and extends the theoretical framework discussed above into the digital domain. Immersion, the second part, is a re-presentation of this material in an immersive digital environment, following the transformation of the source material via XSL-T into X3D. Immersion is a real-time, large format video, surround sound (5.ln.l) installation and the thesis concludes with a discussion of how this outcome has articulated Foucauldian archaeological method and unframed pre-existing notions of the nature of sound art

    Automating content generation for large-scale virtual learning environments using semantic web services

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    The integration of semantic web services with three-dimensional virtual worlds offers many potential avenues for the creation of dynamic, content-rich environments which can be used to entertain, educate, and inform. One such avenue is the fusion of the large volumes of data from Wiki-based sources with virtual representations of historic locations, using semantics to filter and present data to users in effective and personalisable ways. This paper explores the potential for such integration, addressing challenges ranging from accurately transposing virtual world locales to semantically-linked real world data, to integrating diverse ranges of semantic information sources in a usercentric and seamless fashion. A demonstrated proof-of-concept, using the Rome Reborn model, a detailed 3D representation of Ancient Rome within the Aurelian Walls, shows several advantages that can be gained through the use of existing Wiki and semantic web services to rapidly and automatically annotate content, as well as demonstrating the increasing need for Wiki content to be represented in a semantically-rich form. Such an approach has applications in a range of different contexts, including education, training, and cultural heritage

    Reanimating cultural heritage through digital technologies

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    Digital technologies are becoming extremely important for web-based cultural heritage applications. This thesis presents novel digital technology solutions to 'access and interact' with digital heritage objects and collections. These innovative solutions utilize service orientation (web services), workflows, and social networking and Web 2.0 mashup technologies to innovate the creation, interpretation and use of collections dispersed in a global museumscape, where community participation is achieved through social networking. These solutions are embedded in a novel concept called Digital Library Services for Playing with Shared Heritage (DISPLAYS). DISPLAYS is concerned with creating tools and services to implement a digital library system, which allows the heritage community and museum professionals alike to create, interpret and use digital heritage content in visualization and interaction environments using web technologies based on social networking. In particular, this thesis presents a specific implementation of DISPLAYS called the Reanimating Cultural Heritage system, which is modelled on the five main functionalities or services defined in the DISPLAYS architecture, content creation, archival, exposition, presentation and interaction, for handling digital heritage objects. The main focus of this thesis is the design of the Reanimating Cultural Heritage system's social networking functionality that provides an innovative solution for integrating community access and interaction with the Sierra Leone digital heritage repository composed of collections from the British Museum, Glasgow Museums and Brighton Museum and Art Gallery. The novel use of Web 2.0 mashups in this digital heritage repository also allows the seamless integration of these museum collections to be merged with user or community generated content, while preserving the quality of museum collections data. Finally, this thesis tests and evaluates the usability of the Reanimating Cultural Heritage social networking system, in particular the suitability of the digital technology solution deployed. Testing is performed with a user group composed of several users, and the results obtained are presented

    The application of workflows to digital heritage systems

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    Digital heritage systems usually handle a rich and varied mix of digital objects, accompanied by complex and intersecting workflows and processes. However, they usually lack effective workflow management within their components as evident in the lack of integrated solutions that include workflow components. There are a number of reasons for this limitation in workflow management utilization including some technical challenges, the unique nature of each digital resource and the challenges imposed by the environments and infrastructure in which such systems operate. This thesis investigates the concept of utilizing Workflow Management Systems (WfMS) within Digital Library Systems, and more specifically in online Digital Heritage Resources. The research work conducted involved the design and development of a novel experimental WfMS to test the viability of effective workflow management on the complex processes that exist in digital library and heritage resources. This rarely studied area of interest is covered by analyzing evolving workflow management technologies and paradigms. The different operational and technological aspects of these systems are evaluated while focusing on the areas that traditional systems often fail to address. A digital heritage resource was created to test a novel concept called DISPLAYS (Digital Library Services for Playing with Antiquity and Shared Heritage), which provides digital heritage content: creation, archival, exposition, presentation and interaction services for digital heritage collections. Based on DISPLAYS, a specific digital heritage resource was created to validate its concept and, more importantly, to act as a test bed to validate workflow management for digital heritage resources. This DISPLAYS type system implementation was called the Reanimating Cultural Heritage resource, for which three core components are the archival, retrieval and presentation components. To validate workflow management and its concepts, another limited version of these reanimating cultural heritage components was implemented within a workflow management host to test if the workflow technology is a viable choice for managing control and dataflow within a digital heritage system: this was successfully proved

    Content rendering and interaction technologies for digital heritage systems

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    Existing digital heritage systems accommodate a huge amount of digital repository information; however their content rendering and interaction components generally lack the more interesting functionality that allows better interaction with heritage contents. Many digital heritage libraries are simply collections of 2D images with associated metadata and textual content, i.e. little more than museum catalogues presented online. However, over the last few years, largely as a result of EU framework projects, some 3D representation of digital heritage objects are beginning to appear in a digital library context. In the cultural heritage domain, where researchers and museum visitors like to observe cultural objects as closely as possible and to feel their existence and use in the past, giving the user only 2D images along with textual descriptions significantly limits interaction and hence understanding of their heritage. The availability of powerful content rendering technologies, such as 3D authoring tools to create 3D objects and heritage scenes, grid tools for rendering complex 3D scenes, gaming engines to display 3D interactively, and recent advances in motion capture technologies for embodied immersion, allow the development of unique solutions for enhancing user experience and interaction with digital heritage resources and objects giving a higher level of understanding and greater benefit to the community. This thesis describes DISPLAYS (Digital Library Services for Playing with Shared Heritage Resources), which is a novel conceptual framework where five unique services are proposed for digital content: creation, archival, exposition, presentation and interaction services. These services or tools are designed to allow the heritage community to create, interpret, use and explore digital heritage resources organised as an online exhibition (or virtual museum). This thesis presents innovative solutions for two of these services or tools: content creation where a cost effective render grid is proposed; and an interaction service, where a heritage scenario is presented online using a real-time motion capture and digital puppeteer solution for the user to explore through embodied immersive interaction their digital heritage

    Making Archival and Special Collections More Accessible

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    Making Archival and Special Collections More Accessible represents the efforts of OCLC Research over the last seven years to support change in the end-to-end process that results in archival and special collections materials being delivered to interested users.Revealing hidden assets stewarded by research institutions so they can be made available for research and learning locally and globally is a prime opportunity for libraries to create and deliver new value. Making Archival and Special Collections More Accessible collects important work OCLC Research has done to help achieve the economies and efficiencies that permit these materials to be effectively described, properly disclosed, successfully discovered and appropriately delivered. Achieving control over these collections in an economic fashion will mean that current resources can have a broader impact or be invested elsewhere in other activities
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