DOCUMENT RESUME

ED 482 046 IR 058 801

AUTHOR Bearman, David, Ed.; Trant, Jennifer, Ed. and the Web 2003: Selected Papers from an TITLE International Conference (7th, Charlotte, North Carolina, March 19-22, 2003). INSTITUTION Archives and Informatics, Pittsburgh, PA. ISBN ISBN-1-885626-27-1 PUB DATE 2003-00-00 NOTE 260p.; Accompanying CD-ROM not available from ERIC. For selected individual papers, see IR 058 802-823. AVAILABLE FROM Archives & , 158 Lee Ave., , ON,M4E 2P3 Canada. Tel: 1-416-691-2516; Fax: 1-416-352-6025;e-mail: [email protected]; Web site: http://www.archimuse.com/. For full text: http://www.archimuse.com/mw2003/ . PUB TYPE Collected Works Proceedings (021) Non-Print Media (100) EDRS PRICE EDRS Price MF01/PC11 Plus Postage. DESCRIPTORS *Archives; Art; Information Technology; Institutional Libraries; Internet; *Museums; Program Development; Special Libraries; World Wide Web IDENTIFIERS Museum Collections; *Museum Libraries;Virtual Museums

ABSTRACT

This is the proceedings of the seventh annual Museumsand the Web conference which took place March 19-22,2003. MW2003 was the premier international venue to review the state of the Webin arts, culture, and heritage. The formal program consisted of two plenarysessions, eighteen parallel sessions, 35 museum project demonstrations,dozens of commercial exhibits, full-day and half-day pre-conferenceworkshops, and one-hour mini- workshops combined with a day-long usability lab, aday-long design "crit room", and the Best of the Web awards.Participants were webmasters, educators, curators, librarians, designers, managers,and directors who work in museums, libraries, archives, historic sites,and the companies that support them. A contents table lists, inalphabetical order by contributor, the speaker, speaker's country, title of the paper,type (paper, workshop, demonstration, etc.), and whether the paper is online.Papers describe innovations and developments in programs, proceduresand technology in museums and arts institutionsincluding: "Integrating Databases With Maps: the Delivery of Cultural Data through TimeMap"(Ian Johnson); "Software Tools for Indigenous Knowledge Management" (JaneHunter, Bevan Koopman, Jane Sledge); "Dublin Core: The Base For An IndigenousCulture Environment?" (Liddy Nevile, Sophie Lissonnet); "APrototype Digital Library For 3D Collections: Tools To Capture,Model, Analyze, and Query Complex 3D Data" (Jeremy Rowe, Anshuman Razdan); "The MoreYou Look the More You Get: Intention-based Interface using Gaze-tracking" (SlavkoMilekic); "Re- assessing Practice: visual art, visually impairedpeople and the Web" (Caro Howell, Dan Porter); "From GUI to Gallery:A Study of Online Virtual Environments" (Stephen Lawrence Guynup); "Interfacingthe Digital" (Steve Dietz); "Practicing What We Teach: How Learning TheoryCan Guide Development of Online Educational Activities" (David T.Schaller, Steven Allison- Bunnell); "Evaluating the Authenticity of EgyptianCartonnage Fragments: Educational Outreach in Search of the Truth" (Paul Marty,Kim Sheahan, Ann Lacy); "Focus your young visitors: Kids InnovationFundamental changes in

Reproductions supplied by EDRS are the best that can be made from the original document. digital edutainment" (Sebastian Sauer, StefanGobel); "Investigating Heuristic Evaluation: A Case Study" (Kate HaleyGoldman, Laura Bendoly); "New Vision, New Realities: Methodology and Missionin Developing Interactive Videoconferencing Programming" (Patricia Barbanell, JohnFalco, Diana Newman); "A Rolling Evaluation Gathers No Moss"(Lee Anne Burrough, Lorrie Beaumont, David Schaller, Ethalinda Cannon);"The SEE Experience: Edutainment in 3D Virtual Worlds" (Nicoletta DiBlas, Paolo Paolini, Susan Hazan); "Make Your Museum Talk: Natural Language Interfacesfor Cultural Institutions" (Stefania Boiano, Giuliano Gaia, MorganaCaldarini); "Interactive Character as a Virtual Tour Guide to anOnline Museum Exhibition" (Pilar de Almeida, Shigeki Yokoi);"Experiencing Art on the Web with Virtual Companions" (Ido A. Iurgel);"Using Cinematic Techniques in a Multimedia Museum Guide" (M. Zancanaro, 0. Stock,I. Alfaro); "The State of the Art in Museum Handhelds in 2003" (NancyProctor, Chris Tellis); and "Designing Multi-Channel Web Frameworks forCultural Tourism Applications: the MUSE Case Study" (Franca Garzotto,Tullio Salmon Cinotti, Massimiliano Pigozzi) .An accompanying CD-ROM includes: a list ofall the speakers at the conference and links to their abstracts,biographies, and papers (where available); an overview of the Museums and the Web2003 conference program and links to abstracts and paperbiographies; and the results of the Best of the Web 2003 conference (requires Internetconnection) .Author biographies are included. Most paperscontain references. (AEF)

Reproductions supplied by EDRS are the best that can bemade from the original document. Museums and the

www.archimuse.com/ mw2003/ Web 2003

Selected Papers from an International Conference

U.S. DEPARTMENT OF EDUCATION dice of Educafional Research and Improvement PERMISSION TO REPRODUCE AND EDUCATIONAL RESOURCES INFORMATION DISSEMINATE THIS MATERIAL HAS rCENTER (ERIC) BEEN GRANTED BY This document has been reproduced as eceived from the person or organization Ioriginating it. D. Bearman 0 Minor changes have been made to improve reproduction quality.

TO THE EDUCATIONAL RESOURCES Points of view or opinions stated in this document do not necessarily represent INFORMATION CENTER (ERIC) 1 official OERI position or policy.

Archives & Museum edited by Informatics 158 Lee Avenue David Bearman and Toronto, Ontario M4E 2P3 Canada JenniferTrant

[email protected] www.archimuse.com Lir; ."+}' Museums and the www.archimuse.com/ Web 2003 mw2003/ Archives & Museum Informatics Consulting, Publishing and Training for Cultural Heritage Professionals

Informatics: The interdisctplinary study of information content, representation, technology and applications and the methods and strategies by which information is used in organizations, networks, cultures and societies.

Archives & Museum Informatics organizes conferences, workshops and seminars, publishes articles and mono- graphs, and consults for cultural heritage organizations worldwide. For over 12 years, our educational goal has been to provide specialists in archives, museum and cul- tural and heritage informatics with timely and challenging opportunities for professional exchange and training. Our consulting services emphasize inter-institutional collabora- tion, strategic planning and standards-based solutions.

To be kept informed of coming events, conferences and new publications, contact us at:

Archives & Museum Informatics 158 Lee Avenue Toronto, Ontario M4E 2P3 Canada phone: +1 416 691 2516 fax: +1 416 352 6025 email: [email protected] http://www.archimuse.com

Ask to be put on our mailing list. Museums and the www.archimuse.com/ Web 2003 mw2003/

Selected Papers from an International Conference

edited by David Bearman and JenniferTrant Museums and the Web 2003 Selected papers from an international conference

edited by David Bearman and Jennifer Trant Toronto, Ontario, Canada:Archives & Museum Informatics ISBN: I -885626-27- I

©Archives & Museum Informatics, 2003

Printed in the United States of America

6 Contents

Introduction Familiarity Breeds Content: knowledge and effect in museums on the Web David Bearman and Jennifer Trant 3

Representing Cultural Knowledge Integrating Databases with Maps: the Delivery of Cultural Data through TimeMap Ian Johnson, University of Sydney Australia II Software Tools for Indigenous Knowledge Management Jane Hunter, DSTC Pty Ltd; Bevan Koopman, University of Queensland, Australia; and Jane Sledge, Smithsonian National Museum of the American Indian, USA 23 Dublin Core:The Base for an Indigenous Culture Environment? Liddy Nevile, La Trobe University, and Sophie Lissonnet, James Cook University,Australia 35 A Prototype Digital Library For 3D Collections: Tools To Capture, Model,Analyze, and Query Complex 3D Data Jeremy Rowe and Anshuman Razdan,Arizona State University, USA 43

Interfaces

The More You Look the More You Get: Intention-based Interface using Gaze-tracking Slavko Milekic,The University of the Arts, USA 57 Re-assessing Practice: visual art, visually impaired people and the Web Caro Howell,Tate Modern and Dan Porter, Freelance Web Developer/ Art Historian, United Kingdom 73 From GUI to Gallery: A Study of Online Virtual Environments Stephen Lawrence Guynup, Georgia Institute of Technology, USA 8 I Interfacing the Digital Steve Dietz,Walker Art Center, USA 93

©Archives & Museum Informatics, 2003 Table of Contents

Design for Learning

Practicing What We Teach: How Learning Theory Can Guide Development of Online Educational Activities David T. Schaller and Steven Allison-Bunnell, Educational Web Adventures (Eduweb), USA 103 Evaluating the Authenticity of Egyptian Cartonnage Fragments: Educational Outreach in Search of the Truth Paul Marty, School of Information Studies, Florida State University, Kim Sheahan, and Ann Lacy, Spurlock Museum, University of at Urbana-Champaign, USA 115 Focus your young visitors: -Kids Innovation- Fundamental changes in digital edutainment Sebastian Sauer, ion2s buero fuer interaktion, and Stefan Gäbel, ZGDV e.V. Digital Storytelling, Germany 13 I

Evaluation

Investigating Heuristic Evaluation:A Case Study Kate Haley Goldman, Institute for Learning Innovation, and Laura Bendoly, Atlanta History Center, USA 145 New Vision, New Realities:Methodology and Mission in Develop- ing Interactive Videoconferencing Programming Dr. Patricia Barbanell, Dr. John Falco, Schenectady City School District, and Dr. Diana Newman, State University at Albany, USA 153 A Rolling Evaluation Gathers No Moss Lee Anne Burrough, DuPage Children's Museum, Lorrie Beaumont, Independent Evaluation Consultant, David Schaller and Ethalinda Cannon, Educational Web Adventures, U.S.A. 159

Virtual Visiting

The SEE Experience: Edutainment in 3D Virtual Worlds Nicoletta Di Blas, Politecnico di Milano, Italy; Susan Hazan, The Israel Museurnderusalem, Israel; and Paolo Paolini, Politecnico di Milano, Italy I 73 Make Your Museum Talk: Natural Language Interfaces for Cultural Institutions Stefania Boiano (freelance), Giuliano Gaia (freelance), Morgana Caldarini (Jargon), Italy 183

vi ©Archives & Museum Informatics, 2003 Museums and the Web 2003

Interactive Character as a Virtual Tour Guide to an Online Museum Exhibition Pilar de Almeida and ShigekiYokoi, Nagoya University, Japan 191 Experiencing Art on the Web with Virtual Companions Ido A. lurgel, ZG DV e.V. (Computer Graphics Center), Germany 199

Delivering Digital Heritage Using Cinematic Techniques in a Multimedia Museum Guide M. Zancanaro, 0. Stock, I.Alfaro, ITC-irst Italy 209 The Use of an Information BrokeringTool in an Electronic Mu- seum Environment Andreas Zimmerrnann,Andreas Lorenz, and Marcus Specht, Fraunhofer Institut for Applied Information Technology, Germany 217 The State of the Art in Museum Handhelds in 2003 Nancy Proctor and Chris Tellis,Antenna Audio, United Kingdom and USA 227 Designing Multi-Channel Web Frameworks for Cultural Tourism Applications: the MUSE Case Study Franca Garzotto, Politecnico di Milano;Tullio Salmon Cinotti, Universita di Bologna; and Massimiliano Pigozzi Casalecchio di Reno, Bologna, Italy 239

About the Authors Authors' Biographies 257

About the CD-ROM Technical information 264

©Archives & Museum Informatics, 2003 vii Acknowledgements

Our sincere thanks once again to the many authors of papers for Museums and the Web 2003, who have demonstratedby their writingthe value of a published literature documenting Museums and the Web. Their efforts help move all our activities forward.

Our thanks too to the many authors and presenters whose work appears on the accompanying CD-ROM and on the conference Web site. The Museums and the Web sitecan be found at http://www.archimuse.com/ mw.html.Please visit it to find many more papers, links to the sites described, and full descriptions of the demonstrations and workshops presented at MW2003 and all previous Museums and the Web conferences.

This volume was copy edited by Sheila Trant.

10 Introduction

LI Familiarity Breeds Content: knowledge and effect in museums on the Web

David Bearman and Jennifer Trant, Archives & Museum Informatics, Canada

http://www.archimuse.com

Abstract

The papers presented at the seventh Museums and theWeb Conference reveal that the technologies of the World Wide Web haveover the past ten years significantly influenced the business of museums and changed how it is conducted. This introduction to the Selected Papers volume in print focuses on developments in knowledge representation, interface design, program presentation and learning theory, evaluation, the techniques supporting virtual visiting, and multi-channel information delivery. In the conference itself, an even wider set of issues were addressed.Throughout, what is clear is the speed with which a new communication genre is evolving and the radical impact that ubiquitous electronic delivery is having on a cultural institution type that, during its first two centuries of existence, was largely unchanged by technology. Keywords: knowledge representation, interface design, online presentation, learning theory, virtual visiting interactive, multimedia,Web evaluation, multi-channel information delivery, museums, museum missions, museum business functions, process re- engineering, electronic genres, new media

Introduction Every year, as the co-chairs of the International Museums and the Web Confer- ence, it is our pleasure to review hundreds of contributions from around the world to the burgeoning literature on museums and new media programs. And every year, when we select the papers that we feel will have the longest term impact on the field, we are delighted and surprised to tease out the prevailing themes of discourse and reflect on their significance to the field.

The Museums and the Web Conference (MW) itself is not just a context for academic discourse, though these papers can hold their own in any intellectual discussion: MW is a many ring extravaganza, with designers holding "crit" rooms, evaluators conducting usability labs, techies teaching mini-workshops on meth- ods, professional debates in open forums, demonstrations by dozens of museums of their redeveloped sites and exhibits from dozens of commercial companies featuring their approaches to the field. It is above all an arena of practice, where what counts is what you can do, not abstract ideas that haven't been realized. Hence, these papers only begin to suggest the full scope of the meeting, a record of which can be found online along with all prior meetings since 1997. On the Web you can find the full text of all presentations, abstracts of Demonstrations and speakers' biographies (this and prior years linked from http://www.archimuse.com/ mw.html).

Museums and theWeb 2003: Selected Papers Archives & Museum Informatics, 2003, p. 3

1 2 BEST COPY AVAILABLE Bearman &Trant, Familiarity Breeds Content

Data, Content and Knowledge Representation Before the Web, much museum documentation was "just data", raw information that told us what we had collected and where we put it. But in a short decade everything has changed. Now that museums and other cultural institutions are judged by the quality of the experience of theirWeb sites, the question of what you can do to present information in exciting and useful ways is paramount. Heightened user expectations have a direct bearing on the initial capture and subsequent management of the digital documentation of museums. If the name of the ancient city where parts of a burial urn was unearthed is recorded by the museum, whether it is stored in such a way as to make it possible to display it correctly and automatically in a cultural historical atlas, or search it with a GIS (geographic information system) interface, is central to its value as a museum asset. Ian Johnson's discussion ofTimeMap and the Electronic Cultural Atlas Initiative show us the potential for this kind of view of museum collections. If the information respecting this burial urn is attributed to the various sources that could tell us about it and its meaning, including the ancestors of the people whose practices it represents, we not only have layers of professional and cultural meanings to impart. We can also respect sacred cultural meanings, reserving access to those entitled to share in them, as the metadata and software designs advanced by Hunter et.al show. lf, in addition, we record data in a manner consistent with the Dublin Core metadata for discovery, sharing it with other museums may assist in the virtual repatriation of knowl- edge, as explored by Nevile and Lissonnet. If complex representations of the 3-D characteristics of the artifact are recorded, we can link it to related works (or other parts of the same work) in other collections and build a visual representation of the object that will enable future virtual visitors to have an experience which is as com- plete as (or more complete than) those coming in person. Such models, as described by Rowe and Razdan, are themselves complex knowledge representations, and it matters a great deal what rules are used in their preparation.

The four articles that comprise this section on knowledge representation bring home a number of crucial issues that museums are facing in the era of the Webfrom the very first encounter with an object through all subsequent study and use, the museum must make a choice between capturing information in ways that will support future re- uses, many as yet unknown or unimagined, and methods that will end with the task at hand. Because of the significant cost of handling original objects and devoting scholarly attention to them, the "right' answer is totally clear: reusable content captured with explicit attribution, at a high level of granularity and in standard formats is ideal. But the re-engineering of the business processes in museums and the implementation of tech- nical methods required to capture re-usable digital content are still major dilemmas. Furthermore, the very articulation of the problemcreating data today in ways that will be most usable and exciting tomorrowexposes the heart of the conundrum: what will be usable and exciting tomorrow?

Interfaceless Interfaces We struggle to present rich cultural experiences, to make the virtual environment a pure and simple extension of the real world without special methods or boundaries. Already, as we will see in articles on virtual visiting and multi-channel delivery in this volume,"on-line" is rapidly becoming a retronym, along with "wireless". Interface de- vices will, according to the authors of the papers in this section, become as quaint as

4 ©Archives & Museum Informatics, 2003 13 Museums and the Web 2003 the dial on a phone (or a phone itself) in a generation's time. Slavko Milekic is imagining and designing a future without interface devices. He brings the careful methods of the neurologist and the imagination of the artist to bear on systems which respond to us precisely the way humans respond by gauging the extent of our interest and atten- tion and providing us with feedback based on our gaze. Caro Howell and Don Porter push the interface to account for the sensory abilities of the viewer and bring visual art to life for those without vision. By designing an interface that does the impossible in the case of the Tate, being a visual art museum to those who cannot see they show us that interfaces can bring museums to an audience that couldn't use them before by enabling the interpenetration of the virtual and the physical worlds.They point us towards a future in which interfaces not only permit interaction with four of the senses touch, smell, vision and hearing but surpass the native limitations of those senses. Steve Guynup begins with the limitations of the current screen and mouse based virtual environments (SMVE's) and work he has done in 3D game design to suggest how the next-generation interfaces in galleries and the Web might need to feel, and moves from there to the inspirations of new virtual art for design paradigms. All art will never be digitalafter all we are not leaving the physical world behindbut digital art is becoming as broad and legitimate an expressive medium as any other technique of artistic expression.As Steve Dietz , who has curated digital art exhibi- tions for the past decade, suggests the digital is now an artistic domain that bridges the world of visual arts, performing arts, language arts by forging new syntheses, crafting new genres, and enabling new kinds of experiences.As he explores the concrete chal- lenges of presenting such art within the Web and in the gallery, we are introduced to concepts of interface that move us dramatically beyond our current frame of refer- ence and challenge us to respond creatively.

Learning, not teaching

Together these visions of the way that we will relate to contentand it to us begin to suggest ways in which the museum, and its collected knowledge, can be drawn into a dialogue with inquisitive minds everywhere. Gone (after but a few years) is the fixation with connecting (wires) to the Internet, and of special applications (instruc- tional software) to teach set curricula in fixed loci. Instead, we are evolving anytime, any-question storytelling, exploration, way finding and meaning-making. David Schaller and his colleagues explore the constructivist learning theories that are the scaffolding on which numerous successful learning environments have been built, and suggest how learning theory can provide criteria by which to assess the value of future efforts. Their grounding of concrete museum application designs in learning theory reveals both how much we have to discover about learning, and why it is useful to use what we do know in constructing Web programs. Paul Marty and his colleagues take a specific problem in knowledge and skill buildingthe recognition of authenticityand dem- onstrate howWeb-based learning situations designed by the museum can bring learn- ers into direct engagement with objects.This assignment both tests exploratory meth- ods that develop the skills to assess what is real, and teaches students how to exploit what is virtual and metadata only.Where all evidence is presented as virtual represen- tations,these skills will increasingly form the foundation both of computer-literacy and museum-literacy.At the root of the success of these didactic experiences is that they are, nonetheless, very engaging. Sebastian Sauer and Stefan Göbel explicitly address the question of what makes "edutainment" and how to mix pedagogic aims with the fun of play, the excitement of the unknown, and the comfort of a knowledgeable com- panion.Their Monuma pocket device for exploring museums, and the Telebuddy ava-

@Archives & Museum Informatics, 2003 5

14 Bearman &Trant, Familiarity Breeds Content

tar/familiar (also described at MW2003 by Anja Hoffmann and Stefan Gäbel) are (still primitive) prototypes for the future of edutainment.They provide us methods to test the ways that children, and adults, learn from accompaniment by a knowledgeable (quite cuddly) presence.

Evaluation Increasingly, we are learning how to determine if what we are doing on the Web works and finding that, often, it does and that it certainly can.The continually growing litera- ture on evaluation and its increasing sophistication encourage and validate investment in assessing our activities. In the first of what we hope will be a series of self-conscious evaluation reports, Haley-Goldman and Laura Bendoly define a methodology to rigor- ously compare the heuristic evaluation methodsoften favored by museums because of their cheapness and speed with other methods of evaluation.While the study is still in progress, the framing of the question with respect to the record of heuristic evaluation in other domains is already an important contribution, and the methodolo- gies suggested for the longer-term cross-method testing will contribute to evaluation of museum Web activities in the future. Barbanell and her colleagues have conducted a major collaboration with teachers and museums engaged in video-conferencing in conjunction with the Web across the State of New York. A substantial part of their effort has been directed to building a framework for assessing such technological, pedagogical and institutional innovations.Concrete evaluation results from these projects reported elsewhere at MW2003 validated the video-conferencing initiative. Burrough et. al. have implemented an interactive design experience in which kids and experts interact in real-time, and in virtual space, to meet a concrete challenge in engineering. Kids Design Network involves teachers as co-learners and adults as mentors. This challenging multi-model program has become the object of continual evaluation and feedback refinement. Different evaluation methods were used during the course of the implementation, and the development process was engineered with distinct points at which to take findings into account. By subjecting the entire venture to continuous, multi-method evaluation and feedback/redesign,this group demonstrates how the genre of interactive learning can best evolve, and reports on an important instance of using the Web, remote expertise, and classroom problem-setting to construct a compelling educational experience.

Virtual Visiting Many of the themes of the Selected Papers volume and the conference converge in this chapter. Robust knowledge representations and novel interfaces meet the learning environment in a successfully synergetic application metaphorthe virtual guide. Not surprisingly, these applications also pose new challenges to evaluation methods and (presaging later papers) demands for multi-channel delivery. The numerous papers given at this year's conference on the virtual exhibits, the virtual visitor experience and storytelling and narration come together in the effort to craft lively virtual compan- ions that can engage in entertaining, knowledge-based discourse with visitors to vir- tual museums.The technical, social, engineering and ontological issues posed by this application have been finding their way into more and more Museums and the Web papers each year; the progress that has been made in a few years is astounding, though the distance that we still have to travel (carefully delineated now) remains vast.

6 © Archives & Museum Informatics, 2003 15 Museums and the Web 2003

The first two papers in this section extend the pioneering work (now four years old) at the Science Museum of Milan. Di Blas and her colleagues have focused on the prob- lems early implementation exposed in the virtual environment and visitor orientation. They are building a new generation of guide system that incorporates yet a more complex discourse structure, and connects to the technology of "chat" so popular in on-line spaces, especially with the young. Gaia and his colleagues push the boundaries of 'chatbots' towards virtual guide technology, offering a blueprint for the levels of problems to be resolved: obtaining appropriate knowledge; enabling written input and response; enabling spoken response,followed by spoken input; and ultimately connect- ing the bot's knowledge-base to the museum knowledge-base and beyond.These pro- gressively more challenging stages in deploying such a bot document the research program museums face before successfully deploying this technology. In a simulated guided tour, Almeida and Yokoi have made considerable progress in narrowing the domain of questions, documenting the structure of the tour guide storytelling, and analyzing the means for linking databases in order to create a knowledge-base about concrete objects and contexts, and about the structure of discourse genres. Knowl- edge-base structuring and interaction,from written queries to spoken responses,frame this exploration. Finally, lurgel has focused on the affective interaction important in art appreciation,and designed characters that are optimized to respond in ways that people might perceive as friendly and empathetic.The breadth of this research, no less than the fact that the researchers span the globe from Japan to Germany and Israel to Italy, reveals the vast interdisciplinary challenges involved and the ways in which this applica- tion arena sits at the heart of the new media revolution.

Multi-Channel Communications What, we might reasonably ask, will be the future of museum Web activities, or of the Web itself? It is likely not to be very recognizable to those seeking computers or even monitors and expecting data to flow over wires to pre-determined places. The out- lines of the webbed information services of the future are only now coming into view, but already it is clear that we will carry with us our own personal devices, that the information will follow us (or come to where we are), and that the form of the com- munication will not be broadcast, nor narrow-cast, nor point-to-point in the way that telephonic communication has been implemented.The model, rather, is of an informa- tion ecology, in which the environment is an organism that responds to our presence by delivering (to a broad range of receivers simultaneously), personalized responses (narrowly cast), that are delivered to any sensors we might be carrying or near (many points), all of which can interact to provide a variety of fully surrounding sensory/ information experiences.The dashboard of our vehicle, our cell phones, the sidewalks we walk on, the walls we pass, and perhaps the clothing we wear, will respond with image, sound, and possibly tactile sensations, to inform, entertain, and engage us.And we will reply, in speech, with gesture and with touch, to stimulate, direct and structure the experience.

And how close have we come to the Web of tomorrow? Zancanaro et al. report on how to explore a single work of art hundreds of times the size of their PDA in a way that can take us into the details of the scene.With in the confines of the PDA screen, they suggest how a knowledge of cinematographic techniques and story-telling struc- tures permits the construction of an engaging dialogue. Zimmermann et. al focus on the information brokering tools needed to mine the knowledge-bases of museums

@Archives & Museum Informatics, 2003 7 16 Bearman &Trant, Familiarity Breeds Content and locate the facts that form the core of personalized chat. They then link these methods, using talk as the interface, in an environment alive to actions and locations. Proctor and Tel lis report on the state of handheld tour devices and detail the next generation of this rapidly developing technology.Their report on user surveys points out directions for future development. Finally, Garzotto et. al explore the museum implications of the explosion of delivery channels.An engineering framework for multi- channel delivery and a set of scenarios for user experience in different receiving envi- ronments are defined, and the requirements they pose for museums outlined. Finally, the practical task of constructing different interfaces to the same data, personalizing interactions, and creating guided (situated knowledge-based) strategies are explored.

Concluding thoughts, beginning ideas Several major themes that have been present throughout the Museums and the Web conference series continued in evidence at the 2003 conference, but are not fully reflected in this book. (All the conference papers are available on-line at http:// www.archimuse.com/mw2003/ and can also be found on the CD-ROM accompanying this volume.) The challenge of understanding our audience, and particularly the needs of children, continues to engage educators and public outreach professionals. Integrat- ingWeb resources within the physical exhibition space occupies exhibit designers.The problems of digital content management over the life of institutions are a focus of studies and tools presented by information technologists.As in the past, it was clear that the Web is forcing major changes in business practices on the museums and that it is engaging nearly all the knowledge workers in these institutions in rethinking their methods and the very purposes of their institutions.

In a few short years we've come a great distance exploring the role and reality of museums and the Web.We've moved from simple brochures to collections catalogs, beyond e-commerce and to interactive, on-line programs with targeted audiences and tie-ins to the physical museum. But the pace of change is increasing, and the near future holds a Web unlike the space we've been confined to for the past seven years. No longer tethered by content developed for another purpose and time and captured in legacy computing systems, we are challenged to create digital content as we work in ways that are re-usable, interoperable and sharable.Then we can seek to implement systems that make content nearly ubiquitously available with no apparent interfaces, that communicate with visitors and passers-by in natural language, and that respond to their affect and attention.We are challenged to script our discourse to convey knowl- edge in the course of entertaining and engaging conversations and lively social experi- ences.

In a decade, will the resulting institution look like a "museum"? It will, if a museum is a place where objects that represent culture and humanity, natural and physical diversity, are cared for and interpreted. It will if our experiences of museums on the Web con- front us with novelties and leave us with understanding. But it will be a different place than it was in 1990, or even in 1997, when we first erected virtual billboards to an- nounce the opening hours and location of the building.

David Bearman and Jennifer Trant Co-Chairs, Museums and the Web March 5, 2003 Toronto, Ontario, Canada / www.archimuse.com

© Archives & Museum Informatics, 2003

17 Representing Cultural Knowledge

18 Integrating Databases with Maps:the Delivery of Cultural Data through Time Map

Ian Johnson, University of Sydney Australia

Abstract

Time Map'is a unique integration of database management, metadata and interactive maps, designed to contextualise and deliver cultural data through maps.TimeMap extends conventional maps with the time dimension, creating and animating maps on-the-fly; delivers them as a kiosk application or embedded in Wweb pages; links flexibly to detailed content in Wweb pages and databases; connects to a wide variety of data sources, including textual databases and scanned historical maps, situated anywhere on the Internet; and allows locational data to be captured in a Wweb browser.This paper presents an overview of TimeMap, focusing on the flexible data model and metadata-based methodology which allowTimeMap to integrate seamlessly with existing databases and fulfil a wide range of application needs from museum kiosk to digital cultural atlas. Example applications include the Sydney TimeMap museum kiosk, MacquarieNet on-line encyclopaedia, Fairfield multicultural tourismWeb site, UNESCOWorld Heritage Sites database, and a map animation of the Khmer Empire.The paper also addresses some of the issues in handling complex datasets effectively on low bandwidth connections, and shows how TimeMap has addressed these through on-demand data loading, server-side filtering, dynamic map legends and dynamically constructed hotlinks. Keywords:Time. GIS,Web mapping, Database integrationdava applets, e-Publishing,Animation, Electronic Cultural Atlas Initiative, TimeMap

Introduction

This paper is about the integration of maps and analysis they are most often presented as static databases, and the use of maps as a front end to images (animated weather charts being a notable rich cultural information.While static maps and, exception).Web-based mapping is becoming com- to a lesser degree,purpose-built animated maps and mon for geographic and environmental data, but has interactive multimedia with fixed contentare com- been relatively little exploited for cultural and his- monplace in museums and on the Web, the use of torical data. On-line databases are commonplace, interactive maps built on-demand from content-rich but most searches are still text-based, and results databases and the incorporation of time as an es- are generally displayed as lists even if leavened with sential element of historical maps are altogether images or multimedia. less common. This paper will briefly review the strengths of interactive time-enabled maps and ob- Yet maps not only provide an effective means of stacles to their wider use, and outline the methods delivering cultural data (Johnson 2002:1), but also developed by the University of Sydney TimeMap provide a means of displaying lists of resources' in Project (www.timemap.net). a more engaging,coherent and comprehensible fash- ion, and an unambiguous method of searching for relevant information.As physical beings we routinely Why Maps,Why Databases? use mental and physical maps whether going on holiday to an unfamiliar place or simply fetching a Few people would deny the utility of maps as a spoon from the kitchen drawer to understand means of contextualising cultural data, and fewer our surroundings and to find things of relevance to still would deny the utility of databases in keeping our needs or interests. In On the Internet, Dreyfus track of the vast amounts of information we all (2001:21) observes, "Our embodied concerns so collect.Yet maps and databases are rarely integrated pervade our world that we don't notice the way outside the Geographic Information System (GIS) our body enables us to make sense of it". Egenhofer community. points out the weakness of textual searches as pro- viding "no support for any deeper structures that While the maps we see in museums, in print, on TV ... people typically use toreason" (2002:1). Time and on the Web are increasingly constructed using and place are fundamental to our understanding of GISthe integration of databases, maps and spatial the world,the items it contains, the way things came

Museums and the Web 2003:Selected Papers

Archives & Museum Informatics, 2003, p.II BEST COPY AVAILABLE 1 9 Johnson, Integrating Databases with Maps...

ird1j;;;;;T;i17757§T;TE1 140maps A o Lo-Res Satellite Image of 0 Worldwide lkm Digital Be' Fifteen Degree LatiLong GI 0 Major Rivers of China (ACt 0 Main Lakes of China (ACA: Outline of Modem China R 0 o %PP 0 Rivers of the World (Low F 0 0 Countries of the World (Lo e a ECEP 0 Chinese Dynasties: Ming e 0 v' Links to Photos of Wester 5'4 10-- go 0 0 v* Links to the British Library A 0 w Journeys of Sir Aurel Steir

v2.0.52

73.88, 19.56 Active layer : Journeys of Sir Aurel Stein in Western China, 1900-1915 Zoom: 3041 km 1925 1950 0/1/1 0:0:0 - 2050/1/1 1897/7/4 1928/8/15

Figure l:Time Selection Bar about, our immediate concerns, and our future tra- By building explicit programmatic methods for map jectories. construction on top of a database, rather than hand- crafting a multimedia resource from a fixed set of Maps provide an interface which is more consis- content, one has the flexibility to expand, enhance, tently understood, less ambiguous, more portable redesign or even repurpose the package without across cultures and more grounded in our experi- starting again from scratch. Our aim with TimeMap ence than classification, search terms and ordered has been to develop generalisable methods rather lists. The latter aim to simplify the complexity of than specific solutions, so that a wide variety of in- the real world, but they are only useful to a con- teractive map-based kiosks and Web sites deliver- strained social and cultural group. On the other ing historical data in spatial and temporal context hand, we need only to be able to implement defini- can be developed with little or no programming. tions of latitude and longitude scarcely an issue today to bring all spatially-located information into a common framework and to agree on a spatial search. While methods of representation, such as What is a Time-Enabled Map? projection, symbology and choice of data, may sub- There are a number of conventional mapping meth- stantially condition the message transmitted (see ods for representing change through time which Monmonier 1996: 94-107 on the use of maps for can be seen in historical atlases such as the Concise propaganda), maps also provide a rich and concise Atlas ofWorld History (O'Brien 2002) or the Atlas of means of delivering large volumes of information World Archaeology (Bahn 2000): period maps, time from a database back-end. symbolisation, change maps and annotation.These

12 © Archives & Museum Informatics, 2003 2 0 Museums and the Web 2003 methods are static and have problems displaying very complex or detailed overlapping information, particularly where features undergo many small changes or change continuously through time (ad- ministrative boundaries and the extent of empires are examples of such temporally and spatially com- plex objects).

Date Stamping and Filtering

Computers allow us to generate maps on demand so that we can set a time range and more-or-less instantly see what falls within that range.TimeMap implements this method of time-enabled map dis- play through a time selection bar (FigureI ) and filtering of the source data to display only those features which fall within the time range selected'. TimeMap will also step through a sequence of time ranges to display through-time changes on the map interface or to generate an animation file which can be played separately or embedded in a Web page. Figure 2:The snapshot-transition model of a feature Many datasets can be handled with simple date stamp- (viewed in a 'space-time cube'): snapshots (left) and ing along these lines, and such date stamping is often interpolated sequence (right) already available within databases of historical infor- mation as start/end dates,a simple median date or an tion about the nature of the phenomenon to record event date. Simple date stamp filtering works well for a qualitative modifier, such as "increasing pace", or items which occur at a specific time identified by a even a quantitative modifier which could be used date or date range (such as historical photographs), to improve the interpolation. Furthermore,the dates or exist unmodified over a period of time (such as of the snapshots may be subject to uncertainty, as particular administrative boundary configurations), but may the accuracy of the extents or attributes re- is less effective for items which change continuously corded, and all of this information should really be during their period of existence (such as empires or recorded and used in the generation of interpola- cultural areas). tions. I refer to this method of recording spatio- temporal information as a "snapshot-transition model", and refer to the individual observations of Snapshots and Interpolation features at arbitrary times as "instances" (Johnson I 999). In practice, our knowledge of historical data tends to be episodic and partial, so that we know the position, extent or attributes of a map feature a Model-driven Interpolation "snapshot" of the feature at various (arbitrary) times, but do not have specific information on what While modifications to the interpolation of features happens in between' .We can make some estimate recorded using a snapshot-transition model may of intermediate conditions through interpolation of produce a better match with what actually occurred, extents or attributes between the available snap- such interpolations are still just mathematical trans- shots (Figure 2). formations which take no account of what actually happened, and the degree to which they match re- In the absence of other information, such interpo- ality can never be known.The only way to generate lation would normally be linear between the known interpolations which approximate reality, within snapshots. However we may have enough informa- some quantifiable error, is to model the processes

©Archives & Museum Informatics, 2003 1 3 Johnson, Integrating Databases with Maps... which resulted in change, taking account of factors are typically less than I MByte. Example animations such as landscape characteristics,social organisation, are available on the TimeMap Web site. economics, communication and specific events.The model might then be tested against actual observa- tions - the snapshot observations. Barriers to adoption

Such an approach requires far more knowledge and There are cogent reasons why the integration of far more data than is generally available for histori- maps and databases has not occurred widely. The cal periods, but should not be excluded as a means high cost of software and data preparation and the of refining interpolations.The development and re- need for technical expertise and facilities have been finement of such a model may also be a valuable major hurdles.These technical and financial impedi- method for better understanding and interpreting ments to integrating maps with databases have by the phenomena mapped, as well as delivering now been largely eroded, and most people have visualisations for explanation and education. come in contact with database-generated interac- tive maps (without necessarily recognising the es- sential back-end behind the visual product). Map Animation The remaining barriers to widespread use of maps Map animations generated either by simple geomet- as a front-end to databases lie in awareness of non- ric interpolation of instances (tweening) or through demanding solutions and in seeing their relevance a model-driven interpolation provide a powerful and to providing more informative and more engaging engaging means of communicating information about interfaces for both search and display. One of our mappable historical phenomena distributions of aims with the TimeMap project is to make data- sites and cultural domains, trade, exploration, spread base-driven map interfaces available, not as costly of empires, military campaigns, urban growth etc. custom solutions, but as flexible search and enquiry Unlike simple time date stamp filtering, animation systems which should be (almost) as easy and natu- works best where features DO change continuously ral to use as images in a Web page. (although they can also work effectively where there is patterning in the appearance and disappearance of substantial numbers of point features). Interactive Mapping Solutions

Map animation requires the interpolation of known Web-based mapping is a growing field with many spatial extents to generate intermediate 'frames'. players and potential applications (for an overview For bitmap animation formats, such asAVI or MPEG, see Kraak and Brown, 2001). At the lower end of all intermediate frames must be generated, and the the market there are any number of Java mapping resulting files are very large even with compres- appletsmany available as freeware which can be sion.Our early small animations ran to tens of mega- used to create interactive maps embedded in Web bytes. pages. Examples include ALOV5, GAEA, GeoTools, JMapplet, JShape,lava, MapFactory and many others Vector animation formats such as SVG and SWF which can be located through a Web search.These (Flash) can be rendered by a player which interpo- applicationsat least in their basic formtypically lates intermediate frames through tweening. This provide closed systems which download GIS data closely parallels the snapshot-transition data model files stored with the applet, hold these in memory adopted by TimeMap, so we can export an SWF file and allow various standard operations such as for tweening and animation by the Flash player, which zooming, panning and enquiry. Like aWeb page, you can also be imported into Flash MX for refinement get all or nothing.These single-tier approaches are (see Jesse, 2001 for a similar approach). Because simple, but limit flexibility and entail heavy network frames are built on demand and based on vectors, traffic for rich datasets. the size of these Flash animations depends on the amount of temporal and spatial detail, not on the A number of these applet developers along with playing time of the animation, and good quality digital library initiatives and mainstream commer- zoomable animations running for several minutes cial vendors have also pursued a multi-tier ap-

14 ©Archives & Museum Informatics, 2003

22 Museums and the Web 2003 proach in which the client can request data as re- which use adaptable tools and draw on external quired from a middle-tier server application. This sources of rich data, such as mapping frameworks approach gives greater flexibility to search for data or institutional collections, and integrate them into through a clearinghouse, to add and remove layers, new applications through standards-based to pull data from multiple sources and to down- interoperability. load data incrementally as a map is panned or zoomed. By isolating the complexities of data ac- cess and error handling on the middle tier server, TimeMap the client applets can be simpler, smaller and more reliable, while network traffic is minimised. TimeMap is intended to contextualise and deliver cultural data through maps. It is built around The pre-eminent commercial multi-tier system to- metadata stored in an SQL server DBMS, which day comes from ESRI Inc. Their Geography Net- allows data to be pulled in from servers anywhere work clearinghouse indexes (among other things) on the Internet.To that extent it is similar in con- datasets served by their Internet map server cept, although not in implementation, to commer- (ArcIMS) to a variety of ESRI clients of various cial multi-tier systems.The biggest distinction from 'weights' (Arc Reader Arc Explorer,ArcView,ArcG IS). currently available commercial solutions lies in its Other vendors offer similar combinations of index, explicit handling of the time dimension, informed server and alternative clients. by its roots in Humanities research (Johnson I 999).

Beyond these vendor-specific solutions, however, lies The implementation differences lie particularly at the potential for interoperability based on the Open the metadata level. Rather than a fixed set of GIS Consortium (OGC) standards(see metadata elements hard-coded into the software, www.opengis.org) which provide well-defined ways TimeMap is a soft-coded system: the element defi- of finding, requesting and transferring data between nitions are recorded in the central server DBMS data sources, catalogues, servers and clients. We and can be consulted and used by each of the should look beyond the traditional approach of TimeMap programs.The definitions in the database building closed systems for specific applications can be easily updated; e.g. by changing their name often developed independently,from scratch,as one- or description or by adding additional schemes or off applicationstowards the building of systems permitted values, and these definition changes will

Web Resources

Tin-41011p Computed Application Links Salvor

Upload Data

Constructed

, Interactive Maps

Register batosot Meutdata & Do DocunentatIon loid with Cleeninghouse Da

s Sehrch

Figure 3: Structure Data Creation Web Browser & 4 of the TimeMap/ (database, GIS, TimeMap tools) TinteMap Viewers ECAI application ECAI Associate Users

@Archives & Museum Informatics, 2003 15

2 3 BEST COPY AVALABLE Johnson, Integrating Databases with Maps... be reflected in the software without reprogram- The ECAI Metadata Clearinghouse ming.The metadata is not limited to simply describ- ing the data, but is used to configure the software The ECAI metadata clearinghouse was developed to the data, rather than requiring the data to con- as a central metadata reference for Internet-acces- form to the software. sible datasets which might be accessed byTimeMap (or other) software. Currently there is only one At the core of the Time Map system is a central, generally accessible clearinghouse, the Electronic Web-searchable index of datasets6, the metadata Cultural Atlas Initiative (www.ecai.org) clearing- clearinghouse developed for the Electronic Cultural house, but the software can connect to other clear- Atlas Initiative (Lancaster & Bodenhammer, 2002). inghouses (and is used with local XML versions for Datasets are spatially-referenced vector (point, line standalone applications). or area) data or raster images (scanned historical/ modern maps, aerial/satellite images, digital eleva- The clearinghouse records three types of metadata tion images) which may be located anywhere on (for more detailed discussion of these metadata the Internet and be in a variety of common for- categories, see Johnson, in press): mats'. Figure 3 outlines the relationship between the different components of the system. descriptive metadata, based on Dublin Core, used to search for relevant datasets TimeMap allows datasets registered in the ECAI clearinghouse to be combined and overlaid in in- connection metadata host, server type, pass- teractive maps ("MapSpaces"), which are set up using words etc to tell software how to access the the TimeMap Windows program (TMWin).TMWin datasets will publish MapSpaces to the clearinghouse and they can then be embedded in a Web page as a fully in- structural metadata (semantics) to tell soft- teractive Java applet (TMJava) with a few lines of ware how to form appropriate requests to the HTML.TMWin can also be used stand-alone as a data server. MapSpace viewer or kiosk application. The clearinghouse can be updated through Web- based forms (implemented in Perl and Python) or TimeMap in Practice through the metadata editing and registration func- tion of the TimeMap Windows software,TMWin. TimeMap is made up of a number of components which combine to deliver a complete electronic publication system for interactive Web-based or The Middle Tier kiosk maps. The system may be best understood through a description of these components. The TimeMap clients (TMWin and TMJava) connect to individual datasets through a middle tier Java Serving data servlet which isolates data access, translation and authorisation control in a single easily controlled Preparing datasets for use by TimeMap can be as location.' Multiple middle tier servlets can be imple- simple as placing a JPG image or an ESRI Shapefile mented to scale the application, but so far the need on aWeb server and entering metadata to register for a mirrored or distributed index has not been the URL in the clearinghouse.TMWin,theWindows felt. version ofTimeMap, provides wizard-driven creation of metadata, simple spatial registration of scanned images, creation of Shapefiles from spreadsheets, and loading of GIS datasets into a public domain SQL e-Publication Toolkit server (e.g. MySQL, available on many ISPs and uni- TMWin provides a complete solution for creating, versity servers).This brings the creation of fully ca- serving and displaying interactive maps, including pable,Web-accessible spatial databases within easy reach of non specialists at little or no cost.

16 ©Archives & Museum Informatics, 2003

24 Museums and the Web 2003

Developed by \ University of Sydney

V pOpe Electronic Cultural Atlas Initiative

0 Clearinghouse Search About the Cleatinithouse

1.Find area of interest 129.66,19.93 clr) fiT Zoom: 39774 km 2. See info - click or drag box 13 Country Lane ls i Cl LatiLong_Labels . 3, Set search area (drag box) -(7,77e77.5,7:, 0 . Fifteen Degree Grit! '1,-....r .14 '"I>0 4, Enter kernords II,A El ,Rivers , ,,-,,,,,-.. I ---,--.., .',.,:i , . N - 5.Show: I --,_ , ,Y)--N \ /-':. EDetasets CI Tane::an DzItasets 7 : ''' D World Background oMapSpaces ooWebsItes \._id Rated Datasets 0 All datanets 6.Sort by_ ....--,-----I--"L'e.,..._,__,,,----,------'''--,,------.---... [ECM RecIstretion Number v 52.5.52

<.> 1 Opt1 20, Full: 0/1/1 0:0:0 - 2005/1/10:0:0 7. ISearch] >-<_. _1. > . Sel: 0/1/1 0:0:0 - 2005/1/10:0:0

Longitude limits: 161.016953 1 to1143.38983 1 -ve w of Grcvrovich et Zoom map in/out to enable (.1layer Latitude limit.: 162.54237 1 to19.915253 1 -ve S of equator Click MapSpace bounding boxes for Interactive map Time limits: Homo ICE to12005 CE ve for BCE [ Reset to wodd Search is by title unless otherwise specified (right) Search in,Title Only ';-1 0 Include descendants

Fig 4: Clearinghouse search.

metadata creation,editing, upload (registration)and from a Web server). The clearinghouse can be download searched through aWeb interface (Figure 4) which includes a TMJava map built from the clearinghouse upload (data pump) of local spreadsheet or vec- database. Datasets selected through this search can tor data to an SQL server database then be combined and rendered as a TMJava map (Figure 5). download of data from remote servers and local caching for offline use

.1031 1109.1.V.f Wawa K..ro construction and upload of XML files defining an eWhenwe FdarnakalesesscallawSpacesano_weroalsos naSowss j Dadusell Mce.r,a fa Om Source Parana oi Sias We.Cas interactive map (termed a MapSpace) and Sastre Maass* CI The NotwasWea Nava Census el 'biSthO Dralani10.010..WMormiTrulaIM awe Mouniesawas 0 Paola* Wesa Oa hoe 0. display of MapSpaces in fully-functional or re- o Woddea Its Dina Elovaa adel I 0C6JC J34 acad. 4,e1...e 0 Vannes raonans ol AltO dada Mew 0 Casa al a add 116,Wel stricted mode, for research, CD-ROM or kiosk , o fan of the Wohl Moe noel ad la 10PeoartaransWasnawee000i DI. USA Sala Mane. applications.9 Up Wodd Sera Masao Mears (Taj Wase Fareassaanonsailesaspa.datse fen! Ptaw (Ewa. Swats. ol Saassen UC Sanaa r-0-4., rseuton d <1,a. 1,1.00 ocean+ d lades aces a ew ECM aeleo emeraxe ThaW e7 ,,0010 015.5 en SQL aWana ir Sap nee nal Client Applications

The Java version of TimeMap (TMJava) is used to ? render the MapSpaces created by TMWin and reg- istered with the clearinghouse (or served as files Figure 5:TimeMap Windows application (TMWin): MapSpace manager

©Archives & Museum Informatics, 2003 I 7

25 BEST COPY AVAILABLE Johnson, Integrating Databases with Maps...

Developed by Urvverelty of Sydney

Electronic Cultural Atlas Initiative

e Clearinghouse Search Montt the Cleterinahmten

1.Find area of adore, n 2.0.211 .71!2 2. Se info . click of drag box 0 o Country Lnentn V El r oolong Lehele_ 3. sot search area (dreg box) .. ..______-. EFifteen Degree Grid j,.. ,. , 4 keyword," m-Evers i: - = rV b.Shove \ \,,-;'4' '- k.. y [tobacco o_t_T---.'-P" E kteseffilleekluffentt_1' 1 CA,...1.7.1sm.., MapSpocen oWebs.. r, 0 Rated bauteete 0 ell debacle. 6.Sort by [ECM. %V.V.) Number v Figure 6: Electronic Cultural

<41 . 'lye ,Ful 0/1/1 000. 2005/1/1 000 Atlas Initiative Clearinghouse Search I :so 0/1/1 000.2005/1/1000 >.< 1 < search (the map is an Longitude lames, 161.016953 1w 1143.38983 1 -ter IV of Greelbeet feel, et/out to enable interactive TMJava applet unitnon enniet 19 915253 1 -vo 9 of Pt.., 162-54237 1 generated from the Time 1.1., 1.10000 I LE 12'3°5 CE -vo for ECE ( Resew Wothf V] 0weinan doztandons clearinghouse)

TMJava will embed a MapSpace as an interactive 2.11F5 cA7j1..i...ney,of Sif Awe! Stein ,j im maps O loRes Satellite Image of l map in any Web page, with most of the symbology E Worldwkle lkm Digital Ele 0 k Fifteen Degree LatfLong GI and behaviours associated with the Windows ver- 0 Minor Rivers of China (AC1 4F O Vain Lakes of China (ACA:,--- _ _ sion. MapSpaces can also be displayed directly in a Outline of Modern China - 01, Rivers of the World (Low F TMJava applet simply by supplying the registration d 0 Countries of the World (Lo 0 ID to a special URL, as in the following example: O Chinese Dynasties:Sling 0 ELinks to Photos of Wester

http://www.timemap.net/clearinghouse/html/ ' Links to the British Library alov.cgi?id=329 E Journeys of Sir Aurel Steir

- If the default layout of the applet is not suitable, the applet can be extensively customised through XML layout files and applet parameters, allowing expo- sure of different levels of functionality and changes 52.0 52 73.88,1656 to the look and feel of the applet to fit with existing Active !ayeJoufneye of Sit Auld Stein in Westetn Chiw,1800.1915 Zoom: 3041 km 1900 1825 0/1/1 00:0 - 2050/1/1 Web page designs.The applet can also be controlled LOGI >.< 1897/7/4 .1928/8/15 by JavaScript, allowing complete custom applications to be built without modifying the core software. Figure 7:Search results from an ECM Several examples of default and customised TMJava clearinghouse search rendered in TMJava maps, along with simple embedding instructions for user-designed Web pages, can be found on the TimeMap Web site. a central database and then copied to the kiosk computer itself.

Kiosk applications Work since then has aimed at creating a distrib- It was always intended that TimeMap could func- uted kiosk system which draws data dynamically tion as a kiosk application, and our first kiosk (Fig- from a central server.The current Museum of Sydney ure 8) was installed at the Museum of Sydney in system was implemented inTMJava, which renders November 2000 (Johnson & Wilson 2002);. This MapSpaces built on-the-fly from selections made in kiosk is stand-alone, using resources generated from a ThinkMap TM application connected to the central

18 ©Archives & Museum Informatics, 2003

BEST COPY AVAILABLE 26 Museums and the Web 2003

Figure8: Museum of Sydney dual monitor pilot Time Map kiosk (Nov 2000)

Figure 9: Museum of Sydney single monitor TMJava kiosk (Dec 2002)

server database. Specific customisation was carried cations now provide a means of hot-linking objects out to match the Museum's screen designs and de- on the map to a disk file or a URL specified in a sired workflow (Figure 9). field in the attribute data, and in some cases sup- port macros to generate a URL dynamically from information such as attributes and text. Hot-linked content TimeMap stores URL templates in the metadata One of the strengths of interactive maps is the abil- attached to a dataset, which are then completed ity to use the map as a portal to more detailed with attribute data when objects are selected on information This additional information may be the the map. This allows TMView and TMJava to easily attributes (database fields) associated with the ob- hot-link to database-generated Web pages and sys- jects displayed on the map, or more detailed infor- tematically-named file resources, without the need mation such as database-generated Web pages or to write macros. multimedia resources. Most interactive map appli-

© Archives & Museum Informatics, 2003 I 9

27 BEST COPY AVAILABLE Johnson, Integrating Databases with Maps...

Time Map also handles hot-links from multiple lay- Conclusion ers, multiple hot-links per object and multiple ob- ject selection.When multiple objects are selected, In this paper I have attempted to summarise the aWeb page of hyperlinks is generated from an HTML TimeMap methodology,from its simple data model, templatei° The templates allow the list of hyperlinks core database and underlying metadata structure, to include thumbnail images (as illustrated in Figure to the practical implementation of e-Publication and 6, right-hand screen). Web map delivery tools. The implementation of TimeMap provides museums and other cultural organisations with a low cost, easily customised Bandwidth issues method of delivering rich content from databases, integrating external sources of data and taking ad- Bandwidth is a critical issue in delivery ofVVeb-based vantage of spatial information and the power of maps resources. Owing to the potential size of GIS to contextualise information. datasets, many Web mapping applications process the data server-side and deliver maps as JPG im- This approach contrasts at one end with user-hos- ages. Each operations on the map returns to the tile text-based searching of catalogue databases,and server for a new image.This "thin client" approach at the other with user-friendly multimedia systems can provide low-bandwidth solutions which side- designed for a specific and limited purpose. Some step problems with browser compatibility, but it may doubt that content-rich systems are appropri- severely limits interactivity. The TimeMap ate to a museum environment, where quick turn- middleware can generate map images embedded in over on scarce computer terminals may be desired. an HTML template if required for applications with But as hardware becomes more ubiquitous, and the minimal browser requirements or interaction. outreach of museums to the Web increases, the arguments for content-rich,Web-accessible multi- At the other end of the scale,standalone map applets media generated from museum resources will in- tend to download all the data to memory, even crease. though much of it may never be displayed, and ma- nipulate the data on the client a "thick client" TimeMap is a first, or perhaps second, generation approach.While interactivity is enhanced, the band- system for delivering content-rich multimedia width consumed may be out of proportion with through Web browsers (whether on-site or viewed the detail displayed. at home). In a few short years it will look primitive as 3D virtual environments become commonplace. TimeMap employs a mid-weight client which pro- But if it is built on sound database and metadata cesses and filters data server-side, so that only the principles as we hope it iswe can update the data needed to display the map is transferred across programming to integrate these new methods, the network Several different approaches are rather than ditching the dated information archi- adopted to minimise bandwidth. First, as layers are tecture and software of a monolithic multimedia switched on or the map is zoomed or panned, the system. Our audiences may be becoming more so- client works out what additional data it needs and phisticated users of computers at break-neck speed, sends incremental requests to the server. Secondly, but that doesn't mean that their underlying ques- map layers are scale sensitive, so that high resolu- tions and motivations are evolving like fruit flies: tion layers can be set to switch on only when the good structure and data today will be good struc- map is zoomed in, so that only a small part of the ture and data tomorrow. dataset is ever requested.Thirdly, MrSID image lay- ers are filterable and multi-resolution, so the client Notes requests images which cover just the visible win- dow at an appropriate resolution. Finally, data is ef- I TimeMap is a registered trademark of the University of Sydney ficiently compressed before transmission. 2 Most collections of tangible or intangible objects have some inherent spatial distribution, whether it be provenance, reference or current location.

20 © Archives & Museum Informatics, 2003

28 Museums and the Web 2003

'Time Map handles both single date stamps and range International Symposium on Advances in date stamps, with available precision down to seconds Geographic Information Systems, pp 1-4 New and back to geological time. Date stamps can be York:ACM Press. recorded either as numeric values in years or as ISO 8601 format dates (e.g. 2003-01-15 12:57:21). BCE dates are represented as negative values.The date Jessee, C. 2001 Flash GIS: delivering geographic stamp fields are indicated through metadata fields information on the Internet. Paper delivered giving the type of date stamping and the field names for at Digital Resources for Research in the the date stamp fieldsfield type is handled automati- Humanities. Computing Arts 2001, University cally. of Sydney. ' Note:some authors refer to "snapshots" when all features are recorded at a given time as in an aerial Johnson, I. 1999Mapping the fourth dimension: photograph or map rather than snapshots of the TimeMap project. In Dingwall, L., Exon, S., individual feature at different times according to Gaffney,V., Laflin, S. & van Leusen, M. (eds) availability of dataas in occasional observations of Archaeology in the Age of the Internet. British landscape conditions. Archaeological Reports International Series 'The current version of Java TimeMap,TMJava, is an 750. 2Ipp, CD-ROM. extended version of the ALOV map applet.An earlier version was based on GeoTools. Johnson, I. 2002 Contextualising Historical Information Through Time-Enabled Maps. 'The index is implemented as an SQL server database Internet Archaeology I 2. with supporting web management and access tools in Perl, Python and Java, and is easily adapted to most SQL Server DBMS. Clearinghouses can also be exported to Johnson,I. 2002 From metadata to animation: XML to allow the easy implementation of standalone Web-based searching and mapping of cultural systems. heritage information. Proceedings of UNESCO World Heritage Centre 30thAnniversary Virtual 'ASCII text files, dBase, ESRI shapefiles, JPG images, Congress. MrSID image server, common SQL DBMS servers, http://169.229.138.138/unesco/papers/ OGC Web Map server. 3112_991-2002_10_unesco_alexandria.doc 8 TMWin also connects directly to datasets on a local network, whether registered with the clearinghouse or Johnson,I. & Wilson,A. 2002 The TimeMap Kiosk: not, and caches Internet datasets to a local drive for Delivering Historical Images in a Spatio- offline use. Temporal Context. In Arvidsson, J. & Burenhult, G. (eds) Archaeological Informatics - 9TMW1n kiosk mode is triggered by a command line Pushing the Envelope British Archaeological parameter or keyboard combination, and offers a substantially simplified interface protecting the Reports International Series 1016. Oxford: underlying data from modification by the user. Archaeopress.

1° Separate templates can be defined for each layer to Kraak, M-J. & Brown,A. (eds) 2001 Web Cartogra- override the MapSpace default, which in turn overrides phy: developments and prospects. London: the program default Taylor & Francis.

Lancaster, L.R. & Bodenhammer, D.J. 2002 The References Electronic Cultural Atlas Initiative and the North American Religion Atlas. in Knowles, Bahn, R (ed.) 2000 The Atlas ofWorld Archaeology. A.K. (ed) Past Time, Past Place: GIS for History. London:Time-Life Books Redlands: ESRI Press. 163- I 77.

Dreyfus, H.L. 2001 On the Internet. London: Monmonier, M.S. 1996 How to lie with maps 2nd Routledge ed. : University of Chicago Press.

Egenhofer, M.J. 2002 Toward the Semantic O'Brien, P. (ed) 2002 Concise Atlas ofWorld History. Geospatial Web. Proceedings of the Tenth ACM Oxford: Oxford University Press. 3 I 2pp

@ Archives & Museum Informatics, 2003 2 I

. 29 Software Tools for Indigenous Knowledge Management

Jane Hunter, DSTC Pty Ltd; Bevan Koopman, University of Queensland,Australia; and Jane Sledge, Smithsonian National Museum of the American Indian, USA

Abstract

Indigenous communities are beginning to realize the potential benefits digital technologies can offer with regard to the documentation and preservation of their histories and cultures. However, they are also coming to understand the opportunities for knowledge misuse and misappropriation of their knowledge which may accompany digitization. In this paper we describe a set of open source software tools designed to enable indigenous communities to protect unique cultural knowledge and materials preserved through digitization. The software tools described here enable authorized members of communities to define and control the rights, accessibility and reuse of their digital resources; uphold traditional laws pertaining to secret/sacred knowledge or objects; prevent the misuse of indigenous heritage in culturally inappropriate or insensitive ways; ensure proper attribution to the traditional owners; and enable indigenous communities to describe their resources in their own words. Hopefully the deployment of such tools will contribute to the self-determination and empowerment of indigenous communities through the revitalization of their cultures and knowledge which colonization, western laws, western cultures and globalization have eroded. Keywonds: Indigenous Knowledge, Cultural Rights, Rights Management Software

Introduction

Using multimedia technologies, indigenous groups In this paper we have investigated the application have been able to record and preserve significant of IT security mechanisms to the rights manage- aspects of their cultures including languages (First ment of indigenous collections. In consultation with Voices), ceremonies, dances, songs, stories, symbols, staff from the NMAI Cultural Resources Centre design, artwork, tools, costumes, historical photo- (National Museum),we have developed a set of low graphs, film, videos and audio tapes (NMAI, Barani, cost, simple-to-use and robust software tools de- Diwurruwurru). Documentation of indigenous signed to enable the description, annotation and knowledge and history has become an extremely rights management of collections of mixed-media important tool to ensure the survival and self- digital and physical objects belonging to indigenous sustainability of indigenous tribes and cultures, and communities.We have also developed a search, re- to provide evidence of past injustices and to sup- trieval and presentation interface which retrieves port claims of original ownership. different result sets, depending on the user's pro- file, and aggregates the results automatically into Although digitization is ideal for sharing, exchang- coherent multimedia SMIL (Synchronized) presen- ing, educating and preserving indigenous cultures, it tations. also creates ample opportunities for illicit access to and misuse of traditional knowledge. It is essen- Because of the enormous diversity of indigenous tial that traditional owners be able to define and cultures, the system has been designed so that it control the rights and access to their resources, in can easily be customized to support the unique re- order to uphold traditional laws; prevent the mis- quirements of specific communities.The immediate use of indigenous heritage in culturally inappropri- future involves working closely with a small num- ate or insensitive ways; and receive proper com- ber of indigenous communities to refine the soft- pensation for their cultural and intellectual prop- ware to suit their specific requirements and projects. erty. Finally, it is essential that indigenous communi- Eventually we hope to make the software ties be able to describe and contextualize their cul- downloadable from the Internet and freely avail- turally and historically significant collections in their able to indigenous communities for non-profit use own words and from their own perspectives. and to provide training in its use and maintenance.

Museums and the Web 2003:Selected Papers Archives & Museum Informatics, 2003, p. 23 3 0 BEST COPY AVAILABLE Hunter, Koopman and Sledge, Software Tools for Indigenous Knowledge

Background and Requirements the context in which the resource will be reused or reproduced. The work described here began with an investiga- tion of the ability of current and evolving informa- Staff at the NMAI CRC also expressed the need to tion technology tools for rights management (e.g., be able to document traditional care information frameworks, markup languages, metadata models associated with culturally significant physical and standards) to support the unique needs of in- artefacts in their custody. Kristina Dunman has de- digenous communities.We found that initiatives such scribed the meaning and importance of traditional as MPEG-2 I(Multimedia Delivery Framework) care of American Indian artefacts in (Dunman). Jim (MPEG-2 I ) and XrML (XrML) are primarily con- Pepper Henry (Repatriation Program Manager at cerned with e-commerce and protecting the com- the NMAI) also provided the following list of tradi- mercial rights of content owners.They are built on tional care constraints frequently requested by the premise of modern intellectual property law American Indian tribal representatives regarding the regimes and the notions of individual property own- storage and handling of objects: ership for a limited duration, ideas which are alien and detrimental to indigenous cultures. MPEG-2 I directional orientation; and XrML do not support the specific requirements expressed by indigenous communities who need segregation from other objects or other tribes' to protect indigenous knowledge or enforce tribal materials; customary laws. storage on higher shelves, use of wooden shelv- In an earlier paper (Hunter), specific extensions to ing XrML, in the form of customary constraints were developed to support the description of custom- cover from view with cloth or muslin; ary or traditional laws which commonly affect ac- cess.An analysis of tribal laws across Aboriginal and ceremonial feeding/dusting with corn pollen and/ Native American communities revealed the follow- or other materials; ing common factors or variables which may deter- mine access to traditional knowledge: cleansing with smoke (cedar, sage, tobacco, sweetgrass etc.); native/non-native restrictions; freezing restriction; the user's membership in a particular clan or tribe; low oxygen restriction (no CO2 bubble or cover- the user's status within the tribe (e.g., elder, ini- ing with plastic or other non permeable materi- tiate, child); als);

the user's role within the tribe (e.g., dancer, artist, sacred/ceremonial bundle dis-assemblage restric- midwife, healer); tion (bundle to remain intact and unopened);

the user's gender (male, female); o moon (men- ceremonial pipe assemblage restriction (bowl and strual cycle) restrictions; o pregnancy restrictions; stem should be housed disconnected).

the relationship of the viewer/user to the people, Similar traditional care recommendations also ap- animals or objects depicted in the resource; ply to culturally sensitive artefacts belonging to Aboriginal andTorres Strait Islander communitiesbut the death of people recorded in a resource; held in museums,archives, cultural centres and keep- ing places. human remains access restrictions - no access should be provided to images of human remains, The software should also enable the traditional own- or specifics about the disposition of human re- ers to describe, contextualize and annotate re- mains repatriated to tribal communities; sources in their own words, their own languages

24 ©Archives & Museum Informatics, 2003 31 Museums and the Web 2003 and from their own perspectives.The importance and/or repatriated, it is expected that some tribal and value associated with enabling spoken annota- communities will want access to the records of all tions (in addition to textual annotations) was multi- objects in museum collections associated with their faceted: community and be satisfied with digital surrogates and access to physical objects when requested. Go- Spoken annotation tools reinforce and support ing beyond the requirements of NAGPRA,the NMAI the oral tradition which is so strong in many in- has established a Culturally Sensitive Collections digenous cultures; Care Program to respond to areas of concern of Native peoples with regard to the maintenance, Spoken annotations are an easier and more natu- presentation, and disposition of sensitive materials ral interface for user input than keyboards, par- and information in the collections of the museum. ticularly for communities with low computer lit- Jim Pepper Henry,Assistant Director for Commu- eracy and poor keyboard skills; nity Services at NMAI says:

Spoken annotations represent new language re- This Program is to be implemented with sources which can be used to help preserve regard to the wishes and concerns of indig- threatened languages; enous communities and traditional leaders and structured within the boundaries of the Photos and videos can act as a trigger for the obvious and reasonable limitations of the Indigenous elders to record their stories as spo- institution. The basis for this program is ken annotations to the visual resources. formed through consultations with official tribal representatives, tribal elders and tra- In addition, users should be able to view or listen ditional leaders, and museum staff with re- to associated annotations which are clearly attrib- spect to museum policies and procedures, uted to individuals.This approach supports the un- and US federal legislation including the Na- ambiguous documentation of all views/perspectives tional Museum of the American Indian Act, - even if they are different or contradictory. The American Indian Religious Freedom Act software explicitly displays "who said what and (AIRFA),NativeAmerican Graves Protection when" rather than displaying only the view of a and Repatriation Act (NAGPRA), and the Museum Curator which may have been deduced Collections Policy of the National Museum from a number of different sources of varying reli- of the American Indian.The Program Com- ability. mittee is cognizant of the fact that it is op- erating within the constraints of a national

Figure I illustrates how we envisage the software museum, and acknowledges that in some being used to assist with the protection, preserva- instances, dependant upon the beliefs and tion and repatriation of indigenous knowledge and feelings of the Native community concerned, artefacts which are being shared, exchanged or re- the proposed implementation of sensitive turned from museums, archives, private anthropolo- collections care practices within the museum gists' collections and cultural institutions back to setting may be deemed inappropriate or their original owners. (N.B.We are not considering presumptuous. In such circumstances, the the repatriation of human remains within the scope Committee will endeavour to abide by any of this project.) alternative direction offered by the con- cerned Native group. No single approach is applicable to the repatriation of indigenous information, knowledge and/or The aim of the software described here is to sup- artefacts. For example, Australian law differs from port such a Program. US law, and additionally, each tribal community will have its own unique needs and requests. In the The envisaged usage and application of the soft- United States, while the Native American Graves ware as described above,introduced certain require- Protection and Repatriation Act (NAGPRA) speci- ments and design constraints which needed to be fies the types of objects and sites to be protected satisfied.These included:

©Archives & Museum Informatics, 2003 25

. r Hunter, Koopman and Sledge, Software Tools for Indigenous Knowledge

Museum - Digitize/Copy Selected Collections }- Catalogue/Index Archive/r--- - Provide digital collection + Anhropalogst search/indexing software to community

XML CD-ROM Encryption - Request for Installation+ Training digital repatriation Digital Signatures 0of content ir -Define Ownership, Rights, CElders, Access Controls, Traditional eade Care, Dissemination }some 0-Attach spoken/textual subset? annotations

Figure I Envisaged Software Usage Scenario

Security mechanisms - because of the sacred/se- Flexibility - The customary laws and intellectual cret nature of the content with which we are property needs of traditional knowledge holders dealing, it is essential that the IT security mecha- vary enormously among indigenous communities nisms which are employed be impenetrable and throughout the world. Quite often the views reliable; within a single clan can vary significantly, and they may also vary over time. Our system attempts to Simple user interfaces - many of the potential us- support the common notions associated with tra- ers of this system will have low computer literacy, ditional laws within Indigenous communities. In so simple intuitive user-friendly interfaces are es- addition, we have provided Schema editing tools sential; in order to provide maximum flexibility and to enable easy customization of the software. Robustness - the system must be able to stand up to the rigours of unexpected input by users with Scalability - the size of indigenous collections (par- little prior computing experience; ticularly within cultural institutions) can reach hundreds of thousands of items. The software Low cost - in order to make the software open should be capable of efficiently enabling metadata/ source and accessible to indigenous and grassroots constraints to be applied across large sets of re- communities, it must be built as inexpensively as sources, individual resources or regions/segments possible, using tools which are ideally free; within resources for either individual users or user-groups. Interoperability - the software tools should be built on international standards - Dublin Core Although a number of other projects have investi- (Dublin), CIDOC CRM (CIDOC), MPEG-2 I gated the application of information technology (MGEP-2 I ), XrML (XrML)- in order to ensure tools to the protection and management of indig- maximum interoperability between disparate da- enous collections according to customary laws (Ara, tabases; Sullivan, Digital, Special), they have not approached the problem using international metadata standards Portability - it should be able to run on a range of nor developed generic yet flexible systems which platforms and operating systems. Java (JDBC, JSP), are capable of supporting indigenous communities XML and SMIL have been used as the software globally, but easily customized to support the par- development environment to ensure transparent ticular local customs. portability across platforms;

26 ©Archives & Museum Informatics, 2003

33 BEST COPYAVAILABLE Museums and the Web 2003

User Existing Input Spoken Catalogue Annotations Data

IPhoto+ Client Search Interface Java Application password login Tape I Image. Audio. Video Metadata Deck MySQL Capture Card Editor/Generator Database Annotator "s VCR SchemaManager JDBC UserManager JPEG. GIF, Descriptive MP3, + Rights JDOM API MPEG-1 Metadata, Retrieval and files Xerces Parser Annotations, Presentation of User Profile user-dependent XML Schema Continuous SSL search results M ed ia Server (Apache) Images' Video' Audio, Text, SMIL Figure 2 - System Architecture and Workflow

The remainder of this paper describes the software Users require a login ID and password to run this which has been developed to support the require- software component and, depending on their privi- ments specified above. leges/user profile, may only be permitted access to certain functionality.

System Architecture and Figure 3 illustrates the three types of metadata Components which can be input and the users/groups who we envisage will provide them. This section describes the architecture of the soft- ware system, its separate components and the over- all process/workflow described in Figure I. Physical Artefact/Digital Ob;ect Metadata

The system consists of three major components: Museum/Llbrary/Archlve Record/Cateoguer I The Metadata Editor/Generator;

2. The Database; Tradtional Owners Wth Authority 3. The Search, Retrieval and Presentation Interface.

Figure 2 illustrates the interfaces to these compo- nents and the technologies used to build them and integrate them into a single coherent system.

The Metadata Editor/Generator This component of the system enables users to in- put the descriptive, rights and tribal care metadata associated with the objects (either physical or digi- Figure 3 - Metadata Types and Sources tal) and to attach spoken or written annotations to specific objects.

@Archives & Museum Informatics, 2003 27

34 BEST COPY AVAILABLE Hunter, Koopman and Sledge, Software Tools for Indigenous Knowledge

Res arca Viewer 000001fpnd er /1A11111/

LiEditor 0000034p11 dad' 'lend It ArnotitnRight.,Intel rare

Recotirce_ID W0003 Tire ;Indigenous Chtfil Dancer Create Bevan KOomngn Subiect Afirinal Dance Description IA photograph of o Aboriginal child, in tradition attire, performing a tradition dance Publisher

riDSTC Conhibutor

,rN/A Date_Created [2602.024 3 Date loixed 20:02.1 3 'Nee 'IrLoage Figure 4 - Save Close Descriptive Metadata Input

The Descriptive Metadata consists of Dublin Core the death of people recorded in a resource; [Dublin] plus some additional optional elements from the CIDOC CRM [CIDOC] for describing the context in which the resource will be reused physical museum objects, such as material, technique or reproduced. and dimensions. Figure 4 shows the user interface for inputting or editing descriptive metadata.Alter- Figures 5a, 5b, 5c, 5d, and 5e show the user inter- natively, some or all of the descriptive metadata face for defining access restrictions which depend could be acquired from existing museum/library/ on the user's tribal affiliation, gender, role and sta- archive database cataloguing information. tus.

The Rights Metadata will be provided by the tradi- In addition to the descriptive and rights metadata, tional owners or elders of the indigenous commu- annotation tools which enable indigenous commu- nity to whom the resource belongs. Only those nities to describe resources in their own words have users with the required access privileges will be been provided.Authorized users can input, record able to input or edit the rights metadata. Support and attach either textual or spoken annotations to has been provided to enable the definition and ap- specific objects or resources. The ability to enter plication of restrictions based on: spoken annotations is especially useful and valuable - it provides a natural user interface which supports the user's membership of a particular clan or the oral tradition and allows users to express their tribe; stories in their own words and languages. It also acts as a trigger for generating new knowledge and the user's status within the tribe; enhancing existing knowledge. Figure 6, below, il- lustrates the annotation interface. Users can also the user's role within the tribe; browse the list of clearly attributed annotations and view/listen to who said what and when about a par- the user's gender; ticular resource.

the relationship of the user to people, animals or objects depicted in the resource;

28 @Archives & Museum Informatics, 2003

3 5 BEST COPY AVAILABLE Museums and the Web 2003

Editor 000003.Jpg rigre T: EdttoiOOO003Jpj ri`or

Metaclat a Annotation :RightsTribal Care MetadataAnnotation Tr:VI?! care

Gender Rote 'Tribal unit' StatusRitualContext Oender "titreTobal UnaStatusRitualContext Fverycne gar) aCreSS ths resoome Tnbe: Re!.:trist thy.: ti:-.;curco tn n- nr _ Arta 4.7 Clan: 'Aus.clan Wilmot .,;i117).zirtzTr Rand: rrrr telicota '!.tan ' Mitvite Fenno', '-iuntet : r

S:we Oldle

Editor 0000133.jpg dJ 0, Editor 1300003.Ing d'izr

Matadata 1:Annotation 'RightsTribal Care MetadataAnnotation 'Rtohtt,Tribal Care _ Gender 'Rote 'Tribal UnitStatus RitualContext noet RoleTribal Unit MANS RitualContext!

(e) Onty Males Ur nitatet Only Females initAtea Roth Male S. Female!: Eltior

_

Cltr-W

Li Mot 000M13.4pg

Metadata Annotation 'RigtztsTribal Care

Gender RoleTribal UnitStatus 1RitualContext

le. Restrict access to this file for. 3 Years I - 1210312002

`lel Include a warning Wit this resource ndlgenous viewers should be aware that the tot:owing resource ms7 contain culturally sensitive material - including images of deaSde tci have since died.

Figure 5 - User Interfaces for Restricting Access According to Customary Laws

@ Archives & Museum Informatics, 2003 29 3 6 BEST COPY AVAILABLE Hunter, Koopman and Sledge, SoftwareTools for Indigenous Knowledge

0 Editor 000003.1pg file of the user. Every user of the system requires a Metadata I-AnnotationRightsTribal Care . login ID and password.When being allocated a user Written Annotation I Speken Annotation Annotabon List ID, users will also need to provide supporting docu- Add a spoken annotation to this resource mentation to prove their claims of tribal affiliation, status, etc. Stan Recording

The User Manager software component illustrated Figure 6Spoken Annotation Input in Figure 8 allows the systems administrator to add or remove users and to edit their profiles.Autho- rized elders will be able to enter the rights con- In response to a request from both museum staff straints, and authorized users will be able to attach and representatives of Indigenous communities, we annotations. Hence the software affects not only have also added support for the specification of what resources users can access and view but also Tribal Care recommendations. The Tribal Care what metadata tools they can access and hence what metadata tool enables Indigenous communities to metadata they can enter. define the ways in which culturally significant or sensitive physical artefacts should be treated - ways Because of the enormous diversity of indigenous which are acceptable to the cultures represented. cultures, the system has been designed so that it Elders are able to define particular spatial orienta- can easily be customized to support the unique re- tion, storage and preservation recommendations to quirements of different communities. Customization ensure the respectful tribal care of physical artefacts. is carried out through the SchemaManager tool. While the actual implementation of traditional care Community elders can add new constraints, or re- specifications may be difficult, many museums are move or refine existing constraints, depending on attempting to integrate Indigenous beliefs and re- the traditional laws of their community. An XML quests into museum practices, and our software will Schema [XML] is saved to reflect their particular hopefully facilitate this process. metadata requirements and rights constraints, and the user interface is then generated from the saved/ Where possible, the specified access restrictions selected schema. Figure 9 illustrates the Schema will be enforced by matching them against the pro- Manager user interface.

DEditor w47.jpg

;IMetadataAnnotatiOrTi RigritiTribal Care I

2 Orientation:

To be stored facing west.

IZI Storage:

Store on upper shelves segregated from other objects. ...

23 Preservation:

Keep in low humidity environment. Should undergo annual smoke cleansingl ,

Save Close

Figure 7 -Tribal Care Specifications

30 @Archives & Museum Informatics, 2003

37 BESTCOPYAVAILABLE Museums and the Web 2003

OUser Manager The Search, Retrieval and Presentation evan Koopman The Super User Interface The Guest User A Elder of the Nunukal Inunukal_elder A search, browse and retrieval interface to the col- Female Member of tt Child of the Tayara T IA Elder of the Nunukal Tribe lection was built using standardWeb Browser tech- nologies (Internet Explorer, Netscape) for the user interface.The advantages of using standard Brows- ers for the search interface are their familiarity and widespread availability and the lack of re-engineer- ing necessary should collections eventually be dis- seminated over wider networks.To access the col- lection, users must have been allocated a login ID I

[ Add New U Remove User Save Close [ and password and a user profile. The steps below ser J j illustrate the typical procedure which users would follow when searching and browsing an indigenous Figure 8 - User Manager collection:

I .A user logs onto the system using a secure pass- The Database word. Associated with each user is an authenti- Saved metadata is stored in relational tables in a cated user profile which includes information such MySQL database which is connected through a as tribal/western names, native/non-native heri- JDBC (Java Database Connectivity) API [Java]. It is tage, tribal/clan membership, gender, status, role, envisaged that, because of the sensitivity of the data, etc.; this database will not be accessible through the In- ternet. It will be stored on CD-ROM or the hard 2.The user performs a search on a particular topic, disk of a stand-alone supervised workstation,within e.g., dance; (See Figure I 0); a cultural centre, keeping place or supervised build- ing (such as a library or a school) within the com- 3.The software then searches the title, subject, and munity. description metadata associated with each object in the collection, for the specified search term In addition to the metadata which is explicitly saved (e.g., dance); to the database through the user interface, meta- metadata is also recorded - all changes to the 4. For those objects whose metadata matches the metadata, who was responsible, and the date/time search term, the software compares the objects' of the changes are recorded within the database. rights constraints with the user's profile to deter- This represents an important component of the mine whether or not the user is permitted to system's built-in security framework.

u Schema Manager Schema Manager

Wet t Eparl Setect &pert

Curl en! Flehtt. Item.- Add New R wets news Current Rights ferns 'Add New Rights kerns

y render gender

rrt tnbe

mate hand rtamate e". eiml;

V" or P stN,s rPrrltrie Mull

Saoe Ctose Sew Ctose

Figure 9 - Schema Manager

@Archives & Museum Informatics, 2003 3 I

3 3 BESTCOPY AVAILABLE Hunter, Koopman and Sledge, Software Tools for Indigenous Knowledge

access this object. If so then this object will be Future Work and Conclusions added to the result set; In this paper we have described a software system 5.The list of results/objects which match the search developed as a result of consultation with repre- term and which the user is permitted to access is sentatives from Indigenous communities and staff then displayed - along with any rights constraints, from museums, archives, libraries and cultural cen-

which appear as icons (see FigureII ); tres in both Australia and . How- ever at this stage the software remains relatively 6.The user can click on individual objects to view/ untested within real world applications or real com- play the object and to view the metadata details munities. Hence the immediate future involves and any annotations; working closely with a small number of indigenous communities to determine: 7.The users can select objects of particular inter- est and add them to a personal collection; whether the software can satisfy the unique re- quirements of particular Indigenous communities 8. The software automatically aggregates those for the management of their culturally sensitive mixed-media objects selected by the user (im- collections or whether further extensions/refine- ages, audio clips, video clips, text), and dynami- ments/modifications will be required; cally generates a SMIL (Synchronized Multimedia Integration Language) [Simulated] presentation whether the dynamic political, social and trust is- which is delivered to the user (see Figure 12); sues (e.g., lack of agreement on access rules, vali-

.F.11(.1

dance 5-

Search Figure 10 - Search Interface

I. /111 tol'tfirm

1 1 1

11,

,

Figure 11 - I Search Results authorized &A rola-Amor

32 © Archives & Museum Informatics, 2003

3 9 BESTCOPYAVAILABLE Museums and the Web 2003

. Acknowledgements The work described in this paper has been carried out as part of a Queensland Smithsonian fellowship, funded by the Queensland Govern- ment and a collaboration between the Distrib- uted Systems Technology Centre and the Smithsonian's National Museum of the American Indian Cultural Resources Centre (NMAI CRC). Thanks also to Angelina Russo and students from UQ's Information Environments program for their Web search interface design.

References Figure 12 - Multimedia Presentation of Ara Irititja Archival Project, South Australia, http:// Results waru.org/arairititja

Barani - Indigenous History of Sydney City, dation of individual claims of authority, authoriza- than the technical problems associated with en- forcing them; CIDOC Conceptual Reference Model, the proper procedures required to enable the successful and beneficial application of the soft- Digital Collectives in Indigenous Cultures and ware to the preservation, description, protection Communities Meeting, Hilo, Hawaii,August and annotation of indigenous cultural collections I 0- I 2, 2001,

the types of scenarios, situations, collections and Diwurruwurru - "Our Message Stick to the communities to which the software is most suited World",

whether additional security mechanisms such as Dublin Core Metadata Initiative, Signatures [XML Digital], SAML (Security Asser- tion Markup Language) [Security], SSL (Secure First Voices Project, Sockets Layer) [Secure Socket] and watermarking techniques, would be applicable and could be Hunter, J. (2002). Rights Markup Extensions for trusted to ensure secure access to and transfer the Protection of Indigenous Knowledge, of sacred/secret data over networks between dis- Ilth International World Wide Web Confer- tributed remote locations and a common cen- ence, Honolulu, Hawaii, May 2002,

Given a positive response from the community tri- Java Database Connectivity(JDBC), and downloadable from the Internet for non-profit use by indigenous communities and to provide train- MPEG-2I Overview,

@Archives & Museum Informatics, 2003 33 4 0 BEST COPY AVAILABLE Hunter, Koopman and Sledge, Software Tools for Indigenous Knowledge

National Museum of the American Indian(NMAI), Synchronized Multimedia Integration Language (SMIL),W3C Recommendation, 07 August 2001, NMAI Exhibits online, XML Digital Syntax and Processing,W3C Recom- mendation, 14 February 2002, XML Schema Language,W3C Recommendation, Secure Socket Layer (SSL), Schema>

Special Issue on Digital Technology and Indig- XrML, eXtensible rights Markup Language, 2002,

Sullivan, R. (2002). Indigenous Cultural and Intellectual Property Rights - A Digital Library Context, D-Lib Magazine May 2002 Volume 8 Number 5

34 @Archives & Museum Informatics, 2003

41 Dublin Core:The Base for an Indigenous Culture Environment?

Liddy Nevi le, LaTrobe University, and Sophie Lissonnet, James Cook University,Australia

Abstract

A day in Cape York, in the far north east of Australia, can change the life of a modern Australian. In that time, one can see hundreds of examples of rock art that are up to 36,000 years old, sharply contrasting the history of Indigenous people and the immigration of Europeans. One such visit led to a proposed collaboration between the Quinkan Culture Elders and a team of metadata researchers.The researchers proposed a Qualified Dublin Core style catalogue to be used to identify and record examples of Quinkan Culture so Elders could at last gain access to information needed to manage the proliferation of unauthorised publications about Quinkan culture, and to 'bring back home' cultural representations. In addition, the catalogue would allow the Elders to make decisions about publishing their own representations.This paper describes the journey of members of the team developing 'Matchbox', a cataloguing system, as they have sought a way of using Qualified DC metadata (QDC) to describe, collect, and represent Quinkan Culture. Of interest in this paper is how developing a QDC representation has led to questions of cultural definition and, simultaneously, of the use of technologies such as HTML, XML and RDF. Keywords: Qualified Dublin Core, HTML, XML, RDF, Quinkan Rock Art, culture

Introduction

A day in Cape York, in the far north east of Austra- Meanwhile,working with the Dublin Core Metadata lia, can change the life of a modern Australian. In Element Set (DC) has been found by the authorita- that time,one can see hundreds of examples of rock tive museum community to lack much of the rich- art that are up to 36,000 years old, sharply con- ness that is valued by curators. CIMI3 several years trasting the history of Indigenous people and the ago energetically investigated the possibilities and immigration of Europeans. found it necessary to modify and extend DC.This work was done with early versions of DC, how- One such visit led to a proposal for collaboration ever. Recently, DC has gained from experience and between the Quinkan Culture Elders and a team of changed so that it may, indeed, now perform more metadata researchers' .The researchers proposed usefully in this role. The Quinkan researchers are a Qualified Dublin Core style' catalogue to be used investigating this. to identify and record examples of Quinkan Cul- ture so Elders could at last gain access to informa- This paper describes a journey undertaken in a uni- tion needed to manage the proliferation of versity office by some researchers through a myriad unauthorised publications about Quinkan culture, of disciplines as they have sought, through litera- and to 'bring back home' cultural representations. ture and so far a very few interactions with Indig- In addition, the catalogue would allow the Elders to enous Elders, a way of using Qualified DC metadata make decisions about publishing their own repre- (QDC) to describe, collect, and represent Quinkan sentations. Culture.

In the nearest city (200 miles away), Elders attended Of interest in this paper is how developing a QDC a computer workshop and accessed the Web. Most representation has led to questions of cultural defi- exciting was the viewing of a recent video of some nition. This is not a paper about how Indigenous Elders talking about a honey tree.They enjoyed shar- people have worked on their cultural interests. It is ing their stories of collecting honey.They decided a about how the questions being asked by the re- multimedia catalogue would make it easy to prompt searchers have changed. In fact, these questions new stories and explanations without the need to appear as indicators of the change in their under- travel far out into the country. standing. Why such changes are reported here is

Museums and the Web 2003:Selected Papers Archives & Museum Informatics, 2003, p. 35

4 2 BEST COPY AVAILABLE Nevi le and Lissonnet, Dublin Core...Indigenous culture...? because they seem to offer a way of thinking about be a living exhibit,an environment, in this small space, the use of metadata-based technologies to explore and possibly a cultural heritage management tool. the nature of tools that may be useful to those working in cultural contexts. The First Question Context Given that the most obvious 'cultural assets' in the region are Rock Art paintings and petroglyphs, our We held a series of meetings and exploratory visits focus naturally gravitated towards these.This is not to the far north east of Australia, where the com- all there is in the region, of course, but such a vast munities are small and Indigenous people have been number in apparently original condition is attrac- involuntarily scattered.We, a small group of Euro- tive as a 'collection', a set of objects that can be pean Australians, proposed a project that we hoped identified, described, possibly even quantified. It is would serve as a useful resource for our Indigenous also interesting to note that these paintings are fixed; colleagues and help them repatriate their heritage. their location is stable and discernible in great de- We are not experts in such matters, with the ex- tail using modern geo-spatial tools and techniques. ception of one of us who is a specialist in the ar- At first glance, it might seem that the first question chaeology of the region. would be how to describe the location of the paint- ings, and then everything would follow. To us novices, it seemed that a catalogue of cultural heritage would make it easier for the Indigenous Quinkan Rock Art occurs in what have been called people to control their heritage. There was a re- galleries, usually open shelters high up on steep warding workshop in which Indigenous Elders overhanging rock outcrops.The areas are appealing showed their pleasure in sharing interpretations of because of their aspect, catching the breezes and events and objects, and we assumed from this that providing shelter, and frequently also having good a catalogue might be a good organising tool and views of the surrounding country. Galleries contain stimulus for gathering such stories. as many as hundreds of paintings, often superim- posed on one another, with remarkably fresh-look- Naively, perhaps, we thought Quinkan culture would ing paintings in abundance. Fortunately, although somehow be amenable to being catalogued. It there are almost no resources available to protect seemed that all that would be required was some- this heritage, it is isolated and has not suffered, as it thing like an extension of an archaeological cata- might, from extensive tourism. Like the flora and logue. fauna of Australia, the Rock Art sites are geologi- cally frail, and human visitations cause significant Sadly, there no longer are rock artists, and relevant damage to the sites themselves, as well as to the cultural practices are scarce.Today, Elders tell sto- paintings. ries of hunting, of gathering bush tucker, of lives in which they have unfortunately been victims of the Not all paintings or galleries have been identified invasion of their country.They. gather to celebrate and had their location recorded. Some have had their dance culture.They take people to see some minute details recorded about them, while others of the many RockArt paintings.There has been car- are known to be sort of 'over there'. But the idea bon dating of some paintings, scores of anthropo- of a stable identification system with descriptions logical, geological, and many other forms of study of material culture is attractive, and modern tech- of the region, and there are data in many forms and nology offers great precision to the task of record- locations world-wide. ing relevant locations.

The government is building an 'interpretive centre' So using location with sufficient detail to develop a in the region, but what is to happen there is unclear. geo-spatial topology could solve our problems.This This 'open' museum may be a collection of tangible is, after all, a typical approach: every resource in and intangible assets, a presentation site, a meeting our collection could have the location of its con- place.Whatever, it is in its infancy as a cultural insti- tent so well specified that it would only need to be tution. One idea is that the Quinkan catalogue will differentiated from others that are related to ex-

36 @Archives & Museum Informatics, 2003 43 ; Museums and the Web 2003 actly the same location. Trouble is, Elders do not Typical archaeological work describes in detail some want their paintings, or presumably their culture in aspects of the paintings and has at times depended general, identified in this way.The way we want to upon descriptive vocabularies that allow for classi- describe locations is, a matter of cultural prefer- fication of aspects of paintings.A good example is ence, and geo-spatial science is not a traditional way. the use of colour classifications that allow archae- In Australian Indigenous cultures, land is not just a ologists to make comparisons of the colouring of commodity, and location is not just a number.The paintings. Given that all the paintings are in the open sites where paintings are located are the same places air, the time of day makes a significant difference to where sacred objects and spirits are likely to be their appearance. Observations of colour need to found. People and their country, locations as oth- be time-stamped and seasonally-marked as part of ers think of them, are inextricable intertwined.Ac- their codification if they are to be useful.The devel- cess is often limited to a few people, and the rules opment of useful colour classifications has there- for access are not published. fore been of interest to archaeologists, and there are specialised and idiosyncratic classification sche- For non-Indigenous researchers who work on In- mata. digenous cultural heritage in the area, recording and revealing locations has no more interest than for So to classify all the Rock Art paintings by colour their Indigenous colleagues. The paintings are in should be a relatively objective activity, and there remote country, perhaps several days' walking time are established criteria. The same is true of other from the nearest accessible track, and that might aspects of the paintings: the date, the location, the be several days' driving from the nearest town. Small shapes of the objects within the paintings, even pho- helicopters can sometimes land directly near sites. tographs of the paintings, drawings of them, stories But site visitation is always at a cost, and sadly, it is about them, everything could be described. Not all the condition of the paintings that suffers most when the items would be paintings, of course. In fact, we dust is disturbed by visitors and abrasion wears out anticipate stories about paintings and stories about yet more of the precious images, or when ancient those stories, something like annotations of inter- meeting places are disturbed. pretations or descriptions. But still these objects can be described. Each one is a unique object and What if we were dealing with a Rock Art painting, a with a good description, can be identified. chart, a photograph, a scanned image, etc and all were at exactly the same place? The geo-spatial in- The information scientist in the team is versed in formation would not be sufficient to distinguish metadata and had no trouble building a metadata among the objects just listed.The differences among profile that provided for elements and sub-elements, the objects would be of form, perhaps ownership, with controlled vocabularies, specialised formats, etc. possibly content as viewed by different people, and This work made good sense and could be neatly more. Recording these differences, or identifiers, is represented in a hypertextWeb page with pull-down the primary work of the Dublin Core Metadata El- menus and active buttons. ement Set (DCMES). Every object described by DCMES has a unique resource identifier (a URI) The 'describing process' was reduced to the filling and a range of other identifiers. in of a form.The description would be more or less useful depending upon how well the elements and Seeking Answers to the First Question qualifications of them were chosen. The metadata application profile (MAP) for each item in the cata- So the first question was: how should the objects logue had be developed in the light of experience to be catalogued be described using a DC-based over many years, even centuries, on the part of system? museums, libraries, scholars and others.

Starting in what seemed the obvious place,the team Describing objects in this way has been, for a long consulted the resident archaeologist who, as an ar- 'Web' time, the primary use of metadata, particu- chaeologist, has focused on particular examples of larly of Dublin Core (DC) metadata. Finding the material culture, paintings. criteria that make it possible to distinguish an ob- ject from all other objects with which it might be

© Archives & Museum Informatics, 2003 37

4 4 Nevi le and Lissonnet, Dublin Core...Indigenous culture...? confused is a primary role for a metadata profile. If photograph of the painting if both objects are reg- a system can use the description of each item in an istered in the same catalogue: the digitised photo- appropriate way, it will have a handle by which it graph will have the relationship 'is format of' to the can perform functions and provide services, such photograph. Significantly,the relationship is between as discovery. one object and another; for instance, a digital file and the photograph that was scanned.There is no A good example is provided by a resource that is a machine-readable mechanism for recording the se- photograph. If the description is complete, it will be mantic link between the photographs.That is, that clear not only who and what are in the photograph, the two photographs and the chart are all of the the 'aboutness' of the photograph. It will also be same Rock Art painting is not machine accessible discernible which version of the photograph it is, information. The relationship of the semantics, or where it is, and so on, and the photograph will be content, is not expressed in HTML although by fil- distinguishable from another that looks similar but tering the HTML an application could get access to is, in fact, a second print from the same negative. information to make this link. (The important thing to note is that HTML does not convey the link. It is We have come to think of this as a first dimen- not a part of the description of the photograph, but sional activity. Unless an item can be uniquely iden- rather a connection that has to be made some- tified, nothing more is possible, so its description is how.) the crucial first requirement, its DNA.The descrip- tion that we produce for items in Matchbox can be It is critical that the object's description contain the represented completely in Hypertext Markup Lan- necessary information and that the information be guage (HTML4). It is capable of being written in plain in good form and understandable, with ways of de- text with tags to show what each bit means, and it ciphering it where necessary, such as dependence can easily be read and understood by humans. Sig- on a documented controlled vocabulary. It is not nificantly, the tags can be read by machines so they critical, however,that the information be in a simple too can tell what bit goes where. The meaning of form such as the proposed HTML version (referred what is between the tags, the content that is added to above). It may be in a more complex form, ex- to the MAP, is, of course, opaque to the machines. pressed in eXtensible Markup Language (XML5) or even using the Resource Description Framework The First Question Leads to the First (RDF6).Where this is the case, there is generally Dimension also a human-readable version made available by the system responsible for the representation be- So working on the first question leads to a set of cause, although the text content is within the XML textual statements that are meaningful to humans or RDF, it is surrounded by a lot of other syntacti- and computers and can isolate a chosen object from cal clutter that may make reading it difficult. The others. form of expression is not important for its first di- mensional use,for discovery that is based on unique First dimension mapping (filling in of a MAP) is pri- identification, for example.Whether the additional marily for discovery. It can also be used to do simple information contained in the XML or RDF format is things like pointing to links between objects. In other a problem or not depends upon the system using it. words, first dimension maps can be used in a first dimension way, for discovery, because they can be used for matching and thus for filtering, and so they The Second Question can support discovery. The second question relates to how the semantics An object might have the special DC tag that con- of the descriptions can be made to carry informa- tains information about how one object relates to tion about the structure of the descriptions. How another. Suppose this digitised photograph is of a can it be made known to a machine that this ob- painting that records a visitor in a gallery that con- ject is a scanned version of that object? It turns tains a Rock Art painting.The digitised photograph out that finding a way to represent structure is the can be linked syntactically (by a machine) to the next problem.

38 @Archives & Museum Informatics, 2003

4 5 Museums and the Web 2003

If I am looking for something and do not know its The Dublin Core Metadata Application Profile cap- DNA, or MAP values, I may want to 'browse' through tures this information well. Once there is more what is available until I find something that will do specificity, qualifications to the DCMES can focus for me.This is the typical position of many users of the mind appropriately, especially if there are addi- Web navigation; they know they want something tional elements that are useful in the context (for but either have not spent the time or do not know instance, the CIMI profile for museums). But in or- how to frame a discovery question that will guide der to be machine readable, this structure must be them to a satisfactory object (containing the re- declared in syntax that makes it accessible to ma- quired information). This user is doing something chines. So the team has to express its qualified, ex- quite different from those who know exactly what tended Dublin Core-based metadata application objects they are s looking forthe user in this case profile for Matchbox in a way that will convey the is usually looking for information about something relationships. XML, as recommended for the but not sure what form that information will take DCMES, makes it possible to declare both the rela- (and maybe does not care anyway). The mapping tionships and the data. that will provide this user with what is wanted will have to be used somehow to link objects in some The photograph of the person referred to above hierarchy that will lead the user towards material might contain information such as that the person satisfactory for the purpose. In fact, often the user 'is the child of xx' and 'is the parent of yy'.This is likes to vary the discovery process and tries at times interesting but not readable information if it is ex- to narrow the field with a search during the browse, pressed in HTML: the semantics are opaque. But if but inasmuch as he or she is using a browse naviga- the semantics are expressed in a machine-readable tion system, the object's description MAP will be way, the photograph, upon inclusion in the collec- essential. It will be used to show that this is a scanned tion, can be linked by a set structure such as a fam- version of that, for instance, because the two ob- ily tree to pictures of the parent and child if they jects will be identified as having a relationship to are in the collection. different parts of a single hierarchy of production of digitised images. Ideally, where elements are found useful and de- rived from established metadata application pro- Question TwoWorks to the Second files, it should be easy and most accurate to simply Dimension import them into a new, combined, in this case Quinkan, profile. eXtensible Markup Language In the Matchbox case, it is not clear how users will (XML) makes this possible, so instead of recording want to browse, or, more correctly perhaps, what the maps of resources in HTML, it becomes neces- they will expect to find as the underlying structure sary to record them in XML so their structures of a browsing activity. Users do not always see the will also be recorded and thus decipherable. structure, but it is important that they learn to 'drive' it, and this usually comes from the effective devel- XML is such a versatile language that many people opment of a structural representation in the users' can be using compliant, valid XML, and recording minds. Users do not like suddenly being jumped to the structure of their information about their re- a resource or set of resources that do not have sources, and not be constrained by having to use what appears to them as a logical connection with the same way of representing their information. If what they thought they were asking for, or the re- MAPs from different sources are to be combined, sources they thought they were already viewing. however, there will be a problem with also convey- ing the structure that is associated with those MAPs. Some Matchbox users do act in predictable ways: XML does not provide an easy way to solve this as those who work within established disciplines usu- the structure needs to be declared in advance, and ally have learned to respond to the disciplinary tax- it may be broken by the process of combining bits onomies and terminology and can make fairly accu- and pieces. In other words, the structure and the rate guesses about what will happen if they are information are so closely coupled in XML that there browsing up or down a hierarchy of criteria. It is is a risk the coupling will be broken when the XML also fairly predictable what type of criteria they will is fragmented. use: title, format, aboutness, authorship, etc., in many cases.

@Archives & Museum Informatics, 2003 39 4 6 Nevi le and Lissonnet, Dublin Core...Indigenous culture...?

In the Matchbox case, this means recombining the what if they want to do with resources something pieces of others' MAPs with the new, special like they do everydayi.e., use resources in a cul- Quinkan pieces, to work in an integrated structure tural practice? to be provided by the team.This structure, or tax- onomy as we refer to it, will determine the browse It is a well-known activity to try to find a link through structure. In fact, we may provide more than one friends of friends from one person to another:1 to suit more than one group of predictable users. know Mary and she knows Tom'A am the daughter Some taxonomies, particularly those that are es- of Fred and he is the son of Mabel, so Mabel is my tablished elsewhere as useful to disciplined users grandmother.' These are examples of the sort of (archaeologists, anthropologists, etc.), have already relationships that people make between informa- been identified and will be used to organise the tion, of cultural practices. semantic content of the resource maps, but they will need to be augmented by more general user- Australian Indigenous people often have long his- oriented taxonomies. tories of their family in their memory, and they can relate these to people with whom they are inter- Just as HTML was closely related to the opening up acting. They also have kinship structures that are of the first dimension of discovery, eXtensible different from the standard atomic family group- Markup language that provides structure has made ings that characterise modern western society. Link- possible the second level. Without a structured ing people in photographs in some ways associated description, there is not the control required. But with indigenous kinship structures might prove to once in XML, it does not matter if there is more be of interest to Matchbox users in the future. So structure than is necessary. For instance, if the mark- far, such structures are not defined for use in Match- up complies with the Resource Description Frame- box, but they may be in the near future. work (RDF), it is XML and useful at both the first and second level but may have added advantages. The Third Dimension

Pre-determining the structure of the resources A simple example follows. It is not something that unfortunately does not work well in the Matchbox the Indigenous people have said they want to d,o context. Our major challenge is not to find how to but it is proposed as typical of something that might catalogue resources so that those who work within be of interest, so it can be presented to them. well-defined disciplines can find them, but to ex- tend the opportunities for use of the resources and Libby Miller and colleagues have developed Co- particularly to find ways of making them useful to Depiction', an RDF system that takes a photograph, the Traditional Owners of the RockArt.We had no with the e-mail addresses of those in the picture, idea how such people would want to classify infor- and uses this information to map from one person mation about their heritage. in that picture to a person in another picture by working on the friends-of-a-friend principle. If I am So we moved to question three. in a photo with Mary and Mary is in a photo with Jack, then two photos can be used to automatically link me to Jack. Question Three In the Matchbox example, the idea is that as Indig- As soon as we asked how the resources should be enous people often use their genealogy to identify organized, we found ourselves asking what they themselves, it might be interesting to use a yet fur- would be used for. If Matchbox is a cultural heritage ther constrained friend of a friend principle to link tool, it should do things for its users.The problem photographs as they are placed in a collection.This is, we don't know what they will want to do. could be achieved by having a structure, as described before, and having the new photograph deliberately Perhaps users will just want to find a resource or located in relationship to that structure,each photo find if a resource exists. Perhaps they will want to being described as containing an image of a person know how it came to be in the form it is in. But in a particular position in a family tree. But suppose

40 © Archives & Museum Informatics, 2003

4 7 Museums and the Web 2003 we don't know the structure or family-tree equiva- Endnotes and References lent when we start collecting the photographs? Sup- pose that the families are intermingled in ways that I http://www.jcu.edu.au/rockart/Matchbox are not usually documented in western family trees? Suppose the kinship structure requires quite differ- http://dublincore.org/ ent sorts of connections to be made? All of these suppositions are probably not far from the truth. http://www.cimi.org/ So we need a way of dynamically associating people and letting the structure emerge.We cannot be tied 4http://www.w3.org/MarkUp/ to a pre-determined structure. http://www.w3.org/XML/ Describing resources in the way prescribed by RDF leaves open the opportunities we need. If we say of 6http://www.w3.org/RDF/ any resource, only something that can be said in the 'triple' format of this resource (x) has this property (y) ' http://swordfish.rdfweb.org/discovery/200 I /08/ with this value (z), then we can make associations as codepict/ the photos are added to the collection. Instead of prescribing the associations, we are choosing to leave them open but at the same time provide enough structure for them to have the potential to be used.We provide the simple triple structure in the place of a predetermined more complex struc- ture, and let that be defined later on.

Conclusion

At last we feel we are beginning to address the re- quirements at the level at which they make some sense in our context. Matchbox needs to use RDF because it is a requirement for the sort of 'doing' that a cultural heritage tool can offer its users.We cannot predict what our users will want to do, and we certainly realise now that we will not be satis- fied if all we offer them is a catalogue for discovery by search, or even by browsing.We want to offer a cultural heritage tool, something that does things for them, or with which they can do things.We are aware that we will have to provide some means of accessing the power we provide, but the interface issue is not of concern here.

This paper has worked through three levels of ques- tions that have emerged for the research team as- sociated with the Quinkan Matchbox project.The questions parallel the freedoms offered by the ad- vances in the relevant technologies.

@Archives & Museum Informatics, 2003 4 I 4 3 A Prototype Digital Library For 3D Collections: ToolsTo Capture, Model,Analyze, and Query Complex 3D Data

Jeremy Rowe and Anshuman Razdan,Arizona State University, USA

Abstract

The Partnership for Research in Spatial Modeling (PRISM) project atArizona State University (ASU) developed modeling and analytic tools to respond to the limitations of two-dimensional (2D) data representations perceived by affiliated discipline scientists, and to take advantage of the enhanced capabilities of 3D data that raise the level of abstraction and add semantic value to 3D data. Three-dimensional data is complex, and application of modeling and analytic techniques significantly enhances the capacity for researchers to extract meaning from 3D information. The tool prototypes simplify analysis of surface and volume using curvature and topology to help researchers understand and interact with 3D data.The tools automatically extract information about features and regions of interest to researchers, calculate quantifiable, replicable metric data, and generate metadata about the object being studied. To make this information useful to researchers, the project developed prototype interactive, sketch-based interfaces that permit researchers to remotely search, identify and interact with the detailed, highly accurate 3D models of the objects.The results support comparative analysis of contextual and spatial information, and extend research about asymmetric man-made and natural objects that can significantly extend the interactive capabilities of museums for exhibitions, education, and outreach. Keywords: modeling, archiving, query, retrieval, three-dimensional (3D) objects

to manage research data, and to combine images and text to create educational materials and pro- , grams. Today digital museum collections and digital librar- ies include text, graphics, images, and increasingly, video, sound, animation, and sophisticated visual dis- plays. Some now display three-dimensional objects and permit the user to rotate and view an image of the original object in their browser window using QuickTime, plug-ins, or custom applications. Ex- amples range from presentation of objects for re- search or public access to time-lapse movies of exhibit construction and panoramas of exhibitions.

Multiple photographs and QuickTime have begun Figure I. 3D model of Hohokam to capture representations of 3D objects, provid- ceramic vessel. ing"rotatable" images of complex objects and envi- ronments. These photographic representations of Background shape can be powerful tools for interaction and education; however, the underlying images are still Describing, cataloguing, analyzing and organizing 3- two-dimensional and provide insufficient informa- dimensional (3D) objects have been significant and tion for true 3D analysis. long-standing challenges to the museum commu- nity. Sketches and scientific illustrations were aug- Though still significantly more complex and expen- mented by photography in the mid 1840s. Begin- sive than traditional photography, 3D data is be- ning in the 1970s,computers began to provide pow- coming less costly to acquire. In addition, the num- erful capabilities to automate and link catalogues, ber of sources of 3D data continues to increase.

Museums and the Web 2003:Selected Papers Archives & Museum Informatics, 2003, p. 43

AC) Rowe and Razdan, Prototype 3-D Digital Library

Medical imaging techniques such as CAT scans and calipers and rulers. In addition, measurements such MRI yield 3D data, as can Confocal microscopes, as height, width, maximum height or width, surface stereophotogrammetry, satellite and remote sen- area, or volume can be easily, consistently and accu- sors, and laser scanners.Whether extracting infor- rately calculated, even for asymmetric natural ob- mation from existing data or creating data for addi- jects. tional analysis, the availability of digital 3D repre- sentations is increasing and will continue to increase. Use of 3D data also makes possible new measures based on topology and global or local changes in Once in digital form, files can be modeled and ana- curvature that define the shape of the original ob- lyzed.The Partnership for Research in Spatial Mod- ject. The project built an interdisciplinary team of eling (PRISM) project at Arizona State University discipline and computer scientists and technologists (ASU) has worked with discipline scientists in an- to guide an interactive development processes. Re- thropology, forensics, and cellular biology to develop search questions were initially posed by the disci- prototype modeling and analytic tools that enhance pline scientists; then tools and spatial modeling tech- research by raising the level of abstraction and add- niques to address them were developed by the com- ing semantic value to 3D data about the natural puter scientists.With the use of mathematical mod- objects being studied. els and surface and volume information, many new and powerful analytic tools become available to As objects become more complex in terms of vari- spatially analyze objects. For example, boundaries ety of shape and changes in curvature, it becomes between surfaces can be objectively identified, small more difficult to quantify and analyze. Developing local areas of changes in curvature identified and mathematical techniques to represent shape and compared, and accurate, replicable measurements curvature allows accurate models of the surface of calculated automatically. 3D objects such as ceramic vessels, bones, or lithics to be created.These surface models and sophisti- Once the domain scientists link meaning to the cated mathematical toolspresent the ability to changes in topology, shape, or curvature, a "feature" analyze, identify, and compare the objects that they is defined.The modeling process provides an objec- represent. The accuracy of the measurements de- tive method to calculate physical measurements,and rived from the 3D models created equal or exceed to consistently identify boundaries and changes that those possible using traditional 2D tools such as are associated with the feature, defining local areas that are of interest to researchers. Once a feature is identified, it can be described by its size, position, shape or curvature. Examples of features that can be extracted from the model data include the maxi- mum diameter or height of a ceramic vessel.

Inflection oint

Point of Vertical Tangency

Figure 2. Examples of spatial analysis of Figure 3. Components of interest for Ceramic ceramic vessel. Vessel

44 .9 Archives & Museum Informatics, 2003 5 0 BESTCOPYAVAILARI Museums and theWeb 2003

Features can also be mathematically abstract com- Initial development of the digital collections focused ponents of interest to the researcher, such as the on Classic Period (A. D.1250 1450) pre-Columbian base or neck of a vessel, keel of a ship, boundaries Hohokam ceramic vessels from central Arizona of the joint surfaces on a bone or spindles that form housed at the Archeological Research Institute at in the nucleus of a cell during meiosis. Often the ASU. These vessels have simple, undecorated sur- tools developed to identify features and regions also faces, and their analysis focuses on shape and sym- provide additional capabilities that raise new re- metry. The level of symmetry has been a research search questions within the disciplines. Developing focus as it relates to the skill of the potter and may the tools needed to address these questions be- be related to the level of time devoted to craft as a comes a new design challenge for the computer community develops and evolves over time. Since scientists,fostering a new cycle of development. For even the best hand-made pots are asymmetric, the example, ceramic analysts have found tools that traditional measure of symmetry, the profile curve, identify mathematically clef ned features found on can vary dramatically depending on the orientation the vertical profile curve of a vessel; such as end of the vessel. Multiple photographs used to create points, points of vertical tangency, inflection points a QuickTime view of the vessel would assist re- and corner points, as features extremely helpful in searchers in visual analysis, but not in more detailed analyzing vessel shape and style.These same tools measurement. By scanning and creating a 3D model have been useful in identifying condyle surfaces of of the vessel, researchers can perform detailed, trapezia for anthropologists and forensic scientists. objective analysis of the shape and symmetry using The tools developed to join regions of interest in tools to compare local and overall curvature, in- the trapezia have found application to lithic tool flection points (changes in curvature from convex analysis. to concave), corner points, and calculated measures such as surface area. In addition to the tangible research benefit the tools and techniques provide, a significant result of this process has been the "cross-pollination" that has Methods occurred as graduate students and faculty from dif- ferent disciplines gravitate to a given project and Metadata Schema and Organizational explore application of tools and techniques to other Structure discipline research. One of the greatest challenges in an interdiscipli- A summary of data acquisition and analysis pro- nary research effort is coordinating expectations cesses begins with laser scanning to acquire the 3D among team members, and developing communi- data that represents the object. Mathematical mod- cation processes that bridge conceptual, strategic, eling is then applied to identify features and regions and linguistic differences across the disciplines. An of interest to the domain scientists. Software tools iterative process was developed to share research developed by the project team generate analytic questions, tools and intellectual approaches across data about the original object, automatically assign disciplines at project meetings. The results were a metadata about spatial characteristics, and popu- gradual bonding of researchers, development of a late the database. shared vocabulary, and substantial interaction about potential research issues and approaches.These ef- A visual query interface was developed to permit forts provided a foundation for the initial modeling researchers to interact with the data using both and analysis, and for developing the metadata struc- contextual (text and numeric descriptive data) and ture needed to organize data for storage, analysis, spatial (shape and topological attribute) data. A and query. sketch-based interface was developed to permit users to input both context and sketches to visu- A conceptual goal of the metadata component of ally describe the object to initiate the search. Sev- the project was to develop an extensible schema eral text and spatial matching algorithms are used structure that could accommodate adding new types to identify and rank order objects within the data- of objects as the project continued to evolve. An base that match the search criteria. object class was defined as the master class docu-

@Archives & Museum Informatics, 2003 45 51 Rowe and Razdan, Prototype 3-D Digital Library

ID _Rh

Collection

Institution Contextual

Excavator Lithler Site

Context 0 Raw r, Data_3Dv 0 Modelr,: s.> Spatial

Thumbnaild 0 Figure 5. Laser scanning ship model

Figure 4. Example of metadata structure. Due to familiarity and availability of resources, an SQL database was used to store the contextual and ment type definition (DTD) for each item in the spatial data. Fields were assigned to each data ele- digital library database. For the 3DK digital library ment, and large spatial data files were stored as project, all of the additional descriptive data about hyperlinks. Generally accepted data formats such each object was defined and organized as contex- as binary, PLY, HTML, and XML have been used to tual or spatial classes. make data accessible and simplify migration and access to the data over time. Contextual types define text and metric informa- tion about the object. This context class includes subclasses for metadata associated with objects as Scanning to Acquire 3D Data they are acquired, processed, and archived; such as The PRISM Digital Library project uses two type, item name, catalogue number, collection, prov- Cyberware scanners, the M I 5 and 3030, to scan enance, etc.At this phase of the project, these fields and capture 3D data describing ceramic vessels, were primarily determined by existing descriptive bones, and other objects up to roughly a 301 maxi- data elements, though efforts were made to design mum dimension. Each object is scanned by a laser a schema structure that would accommodate add- which captures spatial data (x, y, z) values for each ing new object types as necessary.To date, several point.The scanners capture line-of-site data, so each iterations to refine the schema model to function object must be scanned, then rotated, and scanned effectively across object types have been completed. again to capture additional data.This process is re- peated until sufficient scans are obtained to com- Spatial data types define the 3D attributes of the bine to create a point cloud model to document object, including raw data, thumbnails, models, and the surface. calculated or derived data about the topology, shape, and composition of the object. Use of common The Model 15 laser digitizer captures surface data descriptive components and geometric elements as points less than 300 microns (0.3mm) apart, pro- new object types are added will permit shared use ducing high-density triangular meshes with an aver- of the modeling and analysis tools across classes of age resolution of over 1000 points per cm2. The objects. The project goal is to develop standards digitized data generated by the scanner is composed for description and organization that permit auto- of thousands of (x,y,z) coordinates that describe a mated cataloguing and population of data as ob- point cloud that represents the surface of the ob- jects are scanned and processed for entry into the ject scanned. Further analysis requires generating a database. surface model from the point cloud.

46 © Archives & Museum Informatics, 2003

5r) Museums and the Web 2003

Figure 7. Point cloud of ceramic vessel Figure 6. Representation of scanning of combined from multiple scans. ceramic vessel

Modeling techniques are used to create an actual The nontrivial challenge has been to translate the measurable surface that represents the original ob- features of interest to the discipline scientists into ject. In addition to the triangle meshes, PRISM soft- mathematically definable terms. For example, the ware can represent these surfaces as Non-Uniform transition between the neck and body of a vessel Rational B-spline (NURB) or subdivision surfaces can be described mathematically as an inflection (Bernadini et al., 98; Razdan et al., 98; Farin, 0 I , Farin, point and the maximum width of a vessel by its 02). NURB representation provides the capability greatest diameter. Crosswalks of definitions to help to assess curvature distribution in complex objects; translate terms and permit mapping mathematical such as identification of the joint surfaces from concepts on to features meaningful to the disci- scanned data of a bone. pline scientists have been developed by the project team.The 3D data permits accurate maximum and The accurate model of the object that results from minimum measurements to be identified, as well as this process provides the data and conceptual frame- allowing calculation of complex metric and descrip- work needed for objective, replicable analysis of tive data that are extremely difficult to obtain using surface and volume attributes of the objects under 2D representations, linear measurements, and tra- study. ditional measuring tools, particularly for naturally asymmetric or man-made objects such as ceramics. Extracting Features and Identifying Regions of Interest The second program developed is Region Editor that calculates more complex information about the Once the geometric structure has been obtained, object and its component features such as total the next step is to identify features and regions of object volume, absolute object symmetry, the area interest to the discipline researchers. Ceramicists of surfaces identified,and the average angle at which look for shape, symmetry, and curvature, cellular surfaces intersect. Several of these measures are biologists look for structure of bio-molecular ma- extremely difficult to determine accurately using chines inside a cell,forensic anthropologists look at traditional techniques, such as tape and caliper, par- shape, and surface comparisons. A number of 3D ticularly for asymmetrical objects.The Region Edi- modeling and analytic algorithms have been com- tor also permits researchers to add contextual in- bined, and new techniques developed to segment formation such as technical data about the scan, the geometric structure into regions, and to iden- image processing that has been used, provenance, tify meaningful features

© Archives & Museum Informatics, 2003 47 5 3 Rowe and Razdan, Prototype 3-D Digital Library

1

MX* " tin 1.0,1.1";10.1. 1 Interacting with the Data: the User Interface A primary design problem was how to accept in- put to support searches for both contextual and spatial variables. An interdisciplinary "visual query interface" team guided research into interface de- sign, identified desired capabilities, developed the interface, and coordinates ongoing revision based on evaluation data.

The PRISM team chose to design separate contex- tual and spatial input areas in the interface screen. Figure 8. Region editor applied to trapezium data Textual data is input or selected from pull-down model. menus to query existing descriptive catalogues or databases. Search criteria can include metadata such or collection to the 3D data.The final action of the as name, type or number of the item, collection, or Region Editor is to create the metadata or XML other catalogue information about the object.This file associated with the 3D data for archiving. input area also permits the user to limit search by provenance by limiting the search to a specific col-

Allat=i;198=81111.11 Visual Query Process Flowchart

ts.^-tr,Q,u,-37 Cc.4 -vo -SO err. teir.'lc(tv.scrt-1 scd s.;:f

tirylawrfite

Nis f:r Crtcr.-1-su tt nUrr.f-1 I ac_l tar] rc iJ curl- try, utlit, It!tr-A )44 a 7ct des ,

T..

at*

Irro*." ttr4-`,11srsp Is to 4-.N s4(), ilLtilimplitifit3 pram

Figure 9. Diagram of Visual Query Interface and Search Process.

4 8 @Archives & Museum Informatics, 2003

54 BEST COPY AVAILABLE Museums and theWeb 2003

or permit the researcher to draw a profile to be searched. Using the mouse and tool palette,the user can interactively create or manipulate the shape until it represents the desired vessel. Initially developed as a Netscape plug-in, the sketch interface has been converted into a Java applet to support multiple browsers and platforms.

After descriptive information about context and shape has been entered, the query is submitted.The descriptive and spatial information are separated, and the multiple database queries are coordinated by project software.The contextual component of Figure 10. Prototype profile-based visual the query is handled as a conventional text and query interface for searching ceramic vessels numeric database search.The spatial search uses a variety of size, shape, and curve matching algorithms developed by the project team to identify and lo- lection, or by measurements such as height, width, cate similarities within the databases. or maximum or minimum diameter. During search and analysis of potential matches, The most interesting interface design challenge was intelligent filtering techniques are used to limit the to accommodate the input to query spatial data search pool. Initially simple text, metric, or gross and to identify matching 3D shapes (Sakurai and spatial classification criteria are used to identify Gossard, 88; Osada et al 2001, 2002; Razdan et al. possible matches from the database and reduce the 200I).To simplify the initial development of the pro- search domain The search progressively applies in- totype, and to mirror the 2D shape profiles of the creasingly more complex algorithms to the shrink- ceramic vessels familiar to anthropologists, the in- ing pool of potential matches. This process mini- terface model uses an interactive vessel profile mizes computational load and search time while graphic representation to define the spatial search accurately identifying all objects that match the component. A gridded area is used to present a search criteria. sample of a profile curve selected from the menu, /

Viruit riv five

Quits1,11,1 V.waIwaOon& : R.I..\ Ur& Divisor dusimais sot 3D moclels USIARONAN 30 IWO tlimploy tchc imps Wm./ lh 30 Potiod) S10111010 Dowslpeem heap % 4009 Paid* 13M1 59 1497

1936 003 13347 Gig Red 551979 Sctest

13332 Peon 543125 Smudged

mcdan1 51.0751

41794 Serie Red 41 2513

322C6 SIN&WM 31 0096

General tiossnoon 1970 010 C0137 Web.% 81113 Canepted Speasto 40000 Propel 011101 0 Rot dis 2100 Sego% Daft 1200 23534 Red 19.093/ Abe dos 1212161 Smatteed End Oar sasotd seis Fain las 1963 OtO 03314 %dam 167171 Pro.. Canopied CQ Type Yhearaiii

Figure 11. Ranked search results.

© Archives & Museum Informatics, 2003 49 5 5 BESTCOPYAVA1LABLE Rowe and Razdan, Prototype 3-D Digital Library

Specimen 409133 Vim& 9 7946 Height Fora Jr 10.01arrier3300 SI le 4 7 Mar dismay, 130301 Typo Mnadr Sodom rum 435 657

PArta Roososli Ilstemo 928 ACQ Begin Date IMO Symeerry 1 0 nd Date 1320 Dismotar 876 Con4rut Typeinfratd Nock Dlarister 00 Veumil Type Reitncttd Ned bele* 00 Prlistm1 944 illarrotor 00 sicimalabel Black on- el*11441.1 0 0 *Me Strata 34 OrlIke dimmer 00

Svc& 1 32 of 137: Subtype 6 et CP: CPO

histitcoll 3434_54447.9

Figure 12. Detailed search results

Another algorithm ranks the query results by de- fields for the contextual and spatial data appropri- scriptive and spatial similarity to the query image. ate for the object.The visual query interface team Query response information is presented sequen- developed training materials to guide new users and tially over several screens, each providing an addi- evaluation instruments to obtain formative guidance tional level of information about the selected ob- from users. jects.The first screen displays thumbnail images and brief descriptions of the top search results. Also Evaluation presented is a large 3D display of the top search result, along with more detailed descriptive and Several techniques were used to evaluate and guide calculated information. The 3D model can be dis- the development of the project. In addition to gen- played as a point cloud, wire frame, or full shaded eral meetings and team building activities, process surface representation at the discretion of the re- mapping and interviews with project team mem- searcher. Using the mouse, the model can be ro- bers provided qualitative and quantitative input to tated and viewed from any angle.Selecting a thumb- help build communication among researchers in the nail of another search result from the queue of team. search results will replace its model in the 3D dis- play window. Initial evaluation input regarding interface compo- nents and design were obtained from the roughly If more detailed descriptive information is desired, 25 project team members.The current version of a third window is available to display the 3D model the interface was used and assessed by the entire and two additional analytic tools- a profile curve group at general and visual query interface team and curvature plot, and additional descriptive data meetings throughout its development.The designs about the object.A fourth window can be selected were critiqued, limitations identified, additional de- to provide access to the complete descriptive and sired capabilities described, development challenges calculated data available. identified,and component work delegated to project teams. Significant effort has been given to adapting the in- terface design to accommodate differences in con- Several evaluation sessions were held to obtain in- textual data and analytic tools across different put from faculty and student researchers outside classes of objects.The object type metadata can be of the team.After initial orientation, research prob- used to select the customized search template with lems were posed to the evaluation groups, and us-

50 ©Archives & Museum Informatics, 2003

56 BEST COPY AVAILABLE Museums and theWeb 2003

As 3D data acquisition tools become more afford- Data Flow in the 3D Knowledge System able and readily available, the amount of 3D data Acquisition that must be described, stored and displayed will grow dramatically. Accommodating this huge data management challenge will require development of standards and tools to begin to analyze and add kevecctogy Ant?roxasi Stagy (Nts) (itores) (CC:3) meaning to the data.

The spatial and volume modeling and analytic tools developed by the project team permit discipline researchers to quantify and accurately replicate measurements of complex 3D objects. The feature and region recognition capabilities assist in visualiz- ing complex, abstract concepts of interests to dis- cipline researchers.

The ability to generate and analyze accurate repre- sentations of 3D objects has many potential uses in the research and museum communities. Scanned and modeled artifacts can permit second-best ac- cess to the original objects where access is re- stricted, such as by country of origin, or by delicacy or condition of the object. Archt:

Since the models are scale-independent and can vary Figure 13. Overview of prototype digital in size or magnification, they permit detailed analy- library process. sis augmenting visual tools such as dissecting scopes or microscopes for small objects, and providing new perspectives for viewing and analyzing large scale ers used the interface to locate individual target objects. objects by context, shape or size. Users were en- couraged to explore the I 50ceramic vessels in the In addition to analysis of individual objects,the tools test database and comment on the clarity, scope, can be used to compare objects, and one applica- and ease of use of the interface. A revision cycle tion currently under development is lithic refitting, followed each evaluation. though the time and effort currently involved limit the practicality of this approach.

Discussion These modeling and analytic techniques appear to have many other applications for museums and col- One of the pleasant surprises during this project lection management.The representations are accu- has been the ease of extending the modeling and rate enough to support condition analysis to de- analytic tools developed for one specific discipline termine changes over time by comparing sequen- to other research domains, as well as the growth of tial scans. For Native American materials, another the tools for surface and volume modeling and analy- potential application is documenting repatriated sis.The improvements that have resulted from the objects to identify artifacts that reappear on the iterative process of identifying a domain research market at some point in the future. question, developing an application tool, deployment, analysis of potential applications across other re- Several efforts are underway or are planned by the search domains, and identification of new research PRISM team to further extend the capabilities of questions have generated significant progress in the tools developed and their application to do- developing modeling and analytic tools applicable main research. In terms of infrastructure, the move to 3D data. from custom plug-ins to Java will simplify deployment.

© Archives & Museum Informatics, 2003 51 57 BEST COPYAVAILABLE Rowe and Razdan, Prototype 3-D Digital Library

We are exploring alternatives to the currently used using the region editor and additional analytic tools SQL database, such as object-oriented databases. such as the planar overlay to interact with the data Another effort to improve searching is a pilot XML and create their own interpretive models. Creating search protocol developed by the National Science storage techniques for these derived, researcher Foundation Biological Databases and Informatics defined or modeled data, and managing "version project at Arizona State University (BDI) research control" to permit replication and deconstruction project, in conjunction with the ASU Long Term of the analysis, is another challenge. Ecological Research (LTER) Metadata Committee and the Knowledge Network for Biocomplexity User evaluation of the current interface layout,color (KNB) Project at the National Center for Environ- palette and design continues, using both surface and mental Analysis and Synthesis (NCEAS). The volume model data. In addition to initially develop- "Xanthoria" metadata query system developed by ing specific bone or ceramic vessel interfaces for this project team uses SOAP (Simple Object Ac- the different research domains,the project is work- cess Protocol) to send XML query requests and ing to identify commonalities and conventions to responses, and supports simultaneous Web-based develop a unified interface model. This common querying of distributed, structurally different design appears to be possible in initial query inter- metadata repositories. face screens, with differentiation of interface dis- play occurring as objects are identified, search re- The spatial analytic tools continue to develop as sults are returned, and researchers drill down into improvements are made in the feature extraction object data that may vary across disciplines. and region editing applications and more powerful techniques are developed to compare curvature, identify matches and rank search results. Key to Acknowledgements these efforts are the expanding partnerships with other research areas with their own unique mod- This work was supported in part by the National eling and visualization needs. Included to date are Science Foundation (grant 11S-9980166) and fund- more complex anatomical data from CAT scanners ing from the Vice Provost for Research and Eco- and MRI, cloud formation pattern recognition, geo- nomic Development atArizona State University.The logical erosion, and identification of targets within authors would like to thank all of the collaborators complex, noisy environmental data. that make up the Partnership for Research in Spa- tial Modeling (PRISM) team, particularly Anshuman Interface design continues to evolve.The project is Razdan, Gerald Farin, Daniel Collins, Peter evaluating models developed for 3D query and dis- McCartney, Matthew Tocheri, Mary Zhu, Mark play by other projects including: Henderson, Arleyn Simon, Mary Marzke David Capco. For more information on the 3D Knowl- Princeton 3D Models Search Engine using Takeo edge project visit http://3dk.asu.edu. Igarashi's Teddy 3D sketch interface

National Center for Biotechnology Information References (NCB!) Cn3D Genetic viewer Amresh, A., G. Farin, & A. Razdan. Adaptive The goal is to develop realistic 3D interface mod- Subdivision Schemes for Triangular Meshes, els that permit the researcher to sculpt the query will appear in "Hierarchical and Geometric in 3D space.Additional analytic tools are also being Methods in Scientific Visualization", edited by developed, such as planar overlays to visualize and G. Farin, H. Hagen, B. Hamann, Springer- objectively compare joint surfaces of bones. Tech- Verlag, 2002 (in print). niques to bookmark searches to permit replication and simplify comparison of objects within the data- Bernadini, F., J. Mittleman, H. Rushmeier, C. Silva, bases are a significant challenge for dynamic data G.Taubin.The Ball-Pivoting Algorithm for sets in a client-server environment and are also Surface Reconstruction, IEEE Transactionson being explored.A complex variation of bookmarks Visualization and Computer Graphics,Vol. 5, involves providing a replicable trail for researchers No. 4, October/December 1999.

52 ©Archives & Museum Informatics, 2003

58 Museums and theWeb 2003

Council for Preservation of Archeological Partnership for Research in Spatial Modeling at Records (COPAR) http://copar.asu.edu/ Arizona State University http:// 3DK.ASU.EDU Dublin Core Metadata Initiative http:// dublincore.org/documents/2000/07/11/ A. Razdan and Myung Soo Bae,A Hybrid Ap- dcmes-qualifiers/ proach to Feature Segmentation, in prepara- tion. Farin , G."Curves and Surfaces for CAGD", 5th ed., Morgan-Kaufmann, 2001. Razdan,A., B. Steinberg, & G. Farin. From Digitized Data to NURB Surface Meshes: Farin, G. History of Curves and Surfaces in Proceedings of the International Conference CAGD. In: Handbook of CAGD, G. Farin, M.S. of Rapid Prototyping and Manufacturing, pp Kim, J. Hoschek (eds), Elsevier, 2002. 749-754, Beijing, China,1998.

Hamann, B Jean, A. Razdan. CAGD Techniques in Razdan,A., D. Liu, M. Bae, M. Zhu, G. Farin,A. the Control of Surface Grid Generation. In: Simon, M. Henderson. Using Geometric Thompson, J.F., N.P Weatherill, & B.K. Soni, Modeling for Archiving and Searching 3D (eds.), Handbook of Grid Generation, CRC Archaeological Vessels. CISST 2001 June 25- Press, Inc., Boca Raton, Fla. pp 29.1-26, 1997 28, 2001, Las Vegas.

Knowledge Network for Biocomplexity http:// Rowe, J. Developing a 3D Digital Library for knb.ecoinformatics.org/ Spatial Data: Issues Identified and Description of Prototype, RLG DigiNews October 2002, Long Term Ecological Research project at Arizona http://www.r1g.org/preserv/diginews/ State University http://capIter.asu.edu/ diginews6-5.html#featurel

Mangan,A. and R.Whitaker. Partitioning 3D Sakurai, H., and D. Gossard, Shape Feature Surface Meshes Using Watershed Segmenta- Recognition from 3D Solid Models. In ASME tion. IEEE Transactions on Visualization and Computers in Engineering, , Computer Graphics.Vol.5, No. 4, Oct-Dec 1988. 1999. Schurmans, U., A. Razdan,A. Simon, P. McCartney, National Center for Biotechnology Information M. Marzke, D.Van Alfen, G. Jones, J. Rowe, G. (NCB!) Cn3D Genetic viewer http:// Farin, D. Collins, M. Zhu, D. Liu, and M. Bae, www.ncbi.nlm.nih.gov/Structure/CN3D/ "Advances in Geometric Modeling and cn3d.shtml Feature"Extraction on Pots, Rocks and Bones for Representation and Query via the National Center for Environmental Analysis and Internet," proceedings Computer Applica- Synthesis http://cochise.asu.edu/bdi/Subjects/ tions in Archaeology (CAA), 2001. Xanthoria/index.htm Simon,A., D.Van Alfen,A. Razdan, G. Farin, M. Bae, Osada, R., T. Funkhouser, B. Chazelle, and David and J. Rowe,"3D Modeling for Analysis and Dobkin, Shape Distributions, to appear in Archiving of Ceramic Vessel Morphology:A ACM Transactions on Graphics, 2001. Case Study from the American Southwest," Proceedings of the 33rd International Osada, R., T. Funkhouser, B. Chazelle, and D. Symposium on Archaeometry. Dobkin, Matching 3D Models with Shape Geoarchaeological and Bioarchaeological Distributions, Shape Modeling International, Studies,Vrije Universiteit,Amsterdarn, 2002. Genova, Italy, May 2001.

Princeton 3D Models Search Engine using Takeo Igarashi's Teddy 3D sketch interfacehttp:// www.cs.princeton.edu/gfx/proj/shape

©Archives & Museum Informatics, 2003 53 59 Interfaces

60 The More You Look the More You Get: Intention-based Interface using Gaze-tracking

Slavko Milekic,The University of the Arts, USA

http://www.uarts.edu

Abstract

Only a decade ago eye- and gaze-tracking technologies using cumbersome and expensive equipment were confined to university research labs. However, rapid technological advancements (increased processor speed, advanced digital video processing) and mass production have both lowered the cost and dramatically increased the efficacy of eye- and gaze-tracking equipment. This opens up a whole new area of interaction mechanisms with museum content. In this paper I will describe a conceptual framework for an interface, designed for use in museums and galleries, which is based on non-invasive tracking of a viewer's gaze direction. Following the simple premise that prolonged visual fixation is an indication of a viewer's interest, I dubbed this approach intention-based interface. Keywords: eye tracking gaze tracking intention-based interface

ner

Figure I. Comparison of human and non-human eye (chimpanzee). Although many animals have pigmentation that accentuates the eyes, the visible white area of human eye makes it easier to interpret the gaze direction

Introduction

In humans,gaze direction is probably the oldest and makes even discrete shifts of gaze direction very earliest means of communication at a distance. Par- noticeable (as is painfully obvious in cases of 'lazy ents of young infants are often trying to 'decode' eye'). from an infant's gaze direction the needs and inter- est of their child. Thus,gaze direction can be viewed Eye contact is one of the first behaviors to develop as a first instance of pointing. A number of develop- in young infants. Within the first few days of life, mental studies (Scaife and Bruner 1975; Corkum infants are capable of focusing on their caregiver's and Moore, 1988; Moore 1999 ) show that even eyes (Infants are physiologically shortsighted with very young infants actively follow and respond to the ideal focusing distance of 25-40 cm. This dis- the gaze direction of their caregivers. The biologi- tance corresponds to the distance between the cal significance of eye movements and gaze direc- mother's and infant's eyes when the baby is held at tion in humans is illustrated by the fact that hu- the breast level. Everything else is conveniently a mans, unlike other primates, have visible white area blur)'. Within the first few weeks, establishing eye (sclera) around the pigmented part of the eye (iris, contact with the caregiver produces a smiling reac- covered by transparent cornea, see Figure I). This tion (Stewart & Logan,1998). Eye contact and gaze

Museums and the Web 2003:Selected Papers Archives & Museum Informatics, 2003, p. 57 61 BEST COPY AVAILABLE Milekic,The More You Look... direction continue to play a significant role in social cades. During these movements no new visual in- communication throughout life. Examples include: formation is acquired. Furthermore, the informa- tion gained during the periods of fixations is clear regulating conversation flow; and detailed only in a small area of the visual field about 2of visual angle. Practically,this corresponds regulating intimacy levels; to the area covered by one's thumb at arm's length. The rest of the visual field is fuzzy but provides indicating interest or disinterest; enough information for the brain to plan the loca- tion of the next fixation point. The problems that seeking feedback; arise because of the discrepancy between our sub- jective experience and the data gained by using eye- expressing emotions; tracking techniques can be illustrated by the fol- lowing example: influencing;

(221) (268)(22) (197)(200 (171) (156) signaling and regulating social hierarchy; The horse raced past the barn fell. indicating submissiveness or dominance;

I 611117 14 I Thus, it is safe to assume that humans have a large number of behaviors associated with eye move- The sentence above is a classical example of a"gar- ments and gaze direction. Some of these are innate den path" sentence that (as you probably have ex- (orientation reflex, social regulation), and some are perienced) initially leads the reader to a wrong in- learned (extracting information from printed text, terpretation (Bever, 1970). The eye-tracking data interpreting traffic signs). provide information about the sequence of fixations (numberedI to 7) and their duration in millisec- Our relationship with works of art is essentially a onds. The data above provide some clues about social and intimate one. In the context of designing the relationship between visual analysis during read- a gaze tracking-based interface with cultural heri- ing and eye movements. For example, notice the tage information, innate visual behaviors may play a presence of two retrograde saccades (numbered 6 significant role precisely because they are social and and 7) that happened after initial reading of the sen- emotional in nature and have the potential to elicit tence. They more than double the total fixation time a reaction external to the viewer. In this paper I will of the part of the sentence necessary for disam- provide a conceptual framework for the design of biguation of its meaning. Nowadays there is a gen- gaze-based interactions with cultural heritage in- eral consensus in the eye-tracking community that formation using the digital medium. Before we pro- the number and the duration of fixations are re- ceed, it is necessary to clarify some of the basic lated to the cognitive load imposed during visual physiological and technological terms related to eye- analysis. and gaze-tracking. Path (I) corresponds to free exploration. Path (2) was obtained when subjects were asked to judge Eye Movements andVisual Perception the material status of the family, and path (3) when they were asked to guess the age of different indi- While we are observing the world, our subjective viduals. Partially reproduced fromYarbus,A. L ( I 967) experience is that of a smooth, uninterrupted flow of information and a sense of the wholeness of the Eye-tracking studies of reading are very complex visual field. This, however, contrasts sharply with but have the advantage of allowing fine control of what actually happens during visual perception. Our different aspects of the visual stimuli (complexity, eyes are stable only for brief periods of time (200- length, exposure time, etc.).Interpretation of eye 300 milliseconds) called fixations. Fixations are in- movement data during scene analysis is more corn- terspersed by rapid, jerky movements called sac-

58 ©Archives & Museum Informatics, 2003 62 Museums and the Web 2003

1

Figure 2. Illustration of differences in gaze paths while interpreting I. Repin's painting "They did not expect him."

plicated because visual exploration strategy is heavily adept individuals) still use this technique, which, dependent on the context of exploration. Data (Fig- however imperfect it may seem, may yield a sur- ure 2) from an often-cited study by Yarbus (1967) prising amount of useful information. Advancements illustrate differences in visual exploration paths in photography led to the development of a tech- during interpretation of Ilya Repin's painting "They nique based on capturing the light reflected from did not expect him, or "the unexpected guest" the cornea on photographic plate (Dodge & Cline, 1901). Some of these techniques were fairly inva- sive, requiring placement of a reflective white dot Brief History of Eye- and Gaze- directly onto the eye of the viewer (Jud, McAllister Tracking & Steel, 1905) or a tiny mirror, attached to the eye with a small suction cup (Yarbus, I 967). In the field The history of documented eye- and gaze-tracking of medicine a technique was developed (electro- studies is over a hundred years old (Java!, 1878). It oculography, still in use for certain diagnostic pro- is a history of technological and theoretical advances cedures) that allowed registering of eyeball move- where progress in either area would influence the ments using a number of electrodes positioned other, often producing a burst of research activity around the eye. Most of the described techniques that would subsequently subside due to the uncov- required the viewer's head to be motionless during ering of a host of new problems associated with eye tracking and used a variety of devices like chin the practical uses of eye-tracking. rests, head straps and bite-bars to constrain the head movements. The major innovation in eye track- Not surprisingly, the first eye-tracking studies used ing was the invention of a head-mounted eye tracker other humans as tracking instruments by utilizing (Hartridge &Thompson, 1948). With technological strategically positioned mirrors to infer gaze direc- advances that reduced the weight and size of an tion.Experienced psychotherapists (and socially eye tracker to that of a laptop computer, this tech- nique is still widely used.

@Archives & Museum Informatics, 2003 59 63 Milekic,The More You Look...

Most eye tracking techniques developed before the ment, they all had to be there at certain time.I am I 970s were further constrained by the fact that data not disputing the value of experiencing the real ar- analysis was possible only after the act of viewing. tifact, but the introduction of the digital medium It was the advent of mini- and microcomputers that has dramatically shifted the role of museums from made possible real-time eye tracking. Although collection & preservation to dissemination & explora- widely used in studies of perceptual and cognitive tion. Recent advancements inWeb-based technolo- processes, it was only with the proliferation of per- gies make it possible for museums to develop tools sonal computers in the 1980s that eye tracking was (and social contexts) that allow them to serve as applied as an instrument for the evaluation of hu- centers of knowledge transfer for both local and man-computer interaction (Card, 1984). Around virtual communities.My proposal will focus on the same time,the first proposals for the use of eye three issues: tracking as a means for user-computer communi- cation appeared, focusing mostly on users with spe- I. problems associated with use of gaze tracking data cial needs (Hutchinson, 1989; Levine, 1981). Pro- as interaction mechanism; moted by rapid technological advancements, this trend continued, and in the past decade a substan- 2. conceptual framework for the development of tial amount of effort and money was devoted to gaze-based interface; the development of eye- and gaze-tracking mecha- nisms for human-computer interaction (Vertegaal, 3. currently existing (and affordable) technologies 1999;Jacob, 1991; Zhai, Morimoto & lhde, 1999). that could support non-intrusive eye and gaze Detailed analysis of these studies is beyond the tracking in a museum context. scope of this paper, and Iwill refer to them only insofar as they provide reference points to my pro- posed design. Interested readers are encouraged I. Problems associated with gaze to consult several excellent publications that deal tracking input as an interaction with the topic in much greater detail (Duchowsky, mechanism 2002; Jacob, Karn, 2003 /in press/). The main problem associated with uie of eye move- ments and gaze direction as an interaction mecha- Eye and Gaze Tracking in a Museum nism is known in the literature as "Midas touch" or Context "the clutch" problem (Jacob,I993). In simple terms, the problem is that if looking at something should The use of eye and gaze tracking in a museum con- trigger an action, one would be triggering this ac- text extends beyond interactions with the digital tion even by just observing a particular element on medium. Eye tracking data can prove to be ex- the display (or projection). The problem has been tremely useful in revealing how humans observe real addressed numerous times in literature, and there artifacts in a museum setting. The sample data and are many proposed technical solutions. Detailed the methodology from a recent experiment con- analysis and overview of these solutions is beyond ducted in the National Gallery in London (in con- the scope of this paper. I will present here only a junction with the Institute for Behavioural Studies) few illustrative examples. can be seen on the Web. Although some of my proposed gaze-based interaction solutions can be One of the solutions to the Midas Touch problem, applied to the viewing of real artifacts (for example, one developed by Rise) National Research Labora- to get more information about particular detail that tory, was to separate the gaze-responsive area from a viewer is interested in), the main focus of my dis- the observed object. The switch (aptly named cussion will be on the development of affordable EyeCon) is a square button placed next to the ob- and intuitive gaze-based interaction mechanisms ject that one wants to interact with. When the with(in) the digital medium. The main reason for button is focused (ordinarily for half a second), it this decision is the issue of accessibility to cultural `acknowledges' the viewer's intent to interact with heritage information. Although an impressive 4000 an animated sequence depicting a gradually closing people participated in the National Gallery experi- eye. The completely closed eye is equivalent to the pressing of a button (see Figure 3).

60 ©Archives & Museum Informatics, 2003

64 Museums and theWeb 2003

gaze duration: gaze is defined as a number of con- secutive fixations in an area of interest. Gaze du- ration is the total of fixation durations in a par- ticular area. 'itz1tV7 number of gazes: this is probably a more meaning- ful metric than the number of fixations. Com- bined with gaze duration, it may be indicative of a Figure 3. An Eye Con activation sequence. Separating the control mechanism from viewer's interest. interactive objects allows natural observation of the object (image reproduced from scan path: the scan path is a line connecting con- Glenstrup, A.J., Engell-Nielsen,T., 1995) secutive fixations (see Figure 2, for example). It can be revealing of a viewer's visual exploration strategies and is often very different in experts One of the problems with this technique comes and novices. from the very solution it is the separation of se- lection and action. The other problem is the inter- The problem of finding the right metric for inter- ruption of the flow of interaction in order to select pretation of eye movements in a gallery/museum (interact with) an object, the user has to focus on setting is more difficult than in a conventional re- the action button for a period of time. This under- search setting because of the complexity of the vi- mines the unique quality of gaze direction as the sual stimuli and the wide individual differences of fastest and natural way of pointing and selection users. However, the problem may be made easier (focus). to solve by dramatically constraining the number of interactions offered by a particular application Another solution to the same problem (with very and making them correspond to the user's expec- promising results) was to provide the 'clutch' for tations. For example, one of the applications of the interaction through another modality -voice interface I will propose is a simple gaze-based brows- (Glenn, lavecchia, Ross, Stokes, Weiland, Weiss, ing mechanism that allows the viewer to quickly Zakland 1986) or manual (Zhai, Morimoto, lhde and effortlessly leaf through a museum collection 1999) input. (even if he/she is a quadriplegic and has retained only the ability to move the eyes). The second major problem with eye movement input is the sheer volume of data collected during eye-tracking and its meaningful analysis. Since indi- vidual fixations carry very little meaning on their II. Gaze-based interface for museum own, a wide range of eye tracking metrics has been content developed in the past 50 years. An excellent and Needless to say, even a gaze-based interface that is very detailed overview of these metrics can be found specifically designed for museum use has to pro- in Jacob (2003/in print). Here, I will mention only a vide a solution for general problems associated with few that may be used to infer viewer's interest or the use of eye movement-based interactions.1 will intent: approach this issue by analyzing three different strat- egies that may lead to the solution of the Midas number offixations:a concentration of a large num- touch problem. These strategies differ in terms of ber of fixations in a certain area may be related the of the interaction mechanism, as it relates to: to a user's interest in the object or detail pre- sented in that area when viewing a scene (or a time painting).Repeated, retrograde fixations on a certain word while reading text are taken to be location, and indicators of increased processing load (Just, Car- penter 1976). user action

@Archives & Museum Informatics, 2003 6 I 65 Milekic,The More You Look...

S4 of.

0,4AM. y.1 /11. , C. 1,6). 1 Au n 6%11 >7,01,

A Figure 4. The cursor changes at position (A)into focus area indicating that the object is 'hot'.

It is clear that any interaction involves time, space interaction mechanism is provided in Figure 4. The and actions, so the above classification should be gaze location is indicated by a traditional cursor as taken to refer to the key component of the inter- long as it remains in a non-active (in this case, out- face solution.Each of these solutions has to ac- side of the painting) area. When the user shifts the commodate two modes of operation: gaze to the gaze-sensitive object (painting), the cur- sor changes its shape to a faint circle, indicating that the observation mode, and the observed object is aware of the user's attention. I have chosen the circle shape because it does not the action (command) mode interfere with the viewer's observation, even though it clearly indicates potential interaction. As long as The viewer should have a clear indication as to which the viewer continues visual exploration of the paint- mode is currently active, and the interaction mecha- ing there is no change in status. However, if the nism should provide a way to switch between the viewer decides to focus on a certain area for a pre- modes quickly and effortlessly. determined period of time (600 ms), the cursor/ circle starts to shrink (zoom), indicating the begin- Time-based interfaces ning of the focusing procedure.

At first glance, a time-based interface seems like a Position (B) marks the period of relative immobil- good choice (evident even for myself when choos- ity of the cursor and the beginning of the focusing ing the title of this paper). An ideal setup (for which procedure. Relative change in the size of the focus I will provide more details in the following sections) area (C) indicates that focusing is taking place. The for this type of interface would be a high-resolu- appearance of concentric circles at time (D) indi- tion projection of a painting on the screen with an cates imminent action. The viewer can exit the fo- eye-tracking system concealed in a small barrier in cusing sequence at any time by moving the point of front of the user. An illustration of a time-based observation outside of the current focus area.

62 ©Archives & Museum Informatics, 2003

66 BESTCOPYAVA1LABLF Museums and theWeb 2003

1$44. 11

Figure 5. Movement of the cursor (A) into the gaze-sensitive area (B) slides the action palette (C) Into view. .

If the viewer continues to fixate on the area of in- the problem of choice between multiple actions. terest,the focusing procedure continues for the next Using the time-based mechanism, it is possible to 400 milliseconds, ending with a 200 millisecond long trigger different actions. By changing the cursor/ signal of imminent action. At any time during the focus shape, one can also indicate to the viewer focusing sequence (including the imminent action which action is going to take place. However, since signal), the viewer can return to observation mode the actions are tied to the objects themselves, by moving the gaze away from the current fixation the viewer essentially has no choice but to ac- point. In the scenario depicted above (and in gen- cept the pre-specified action. This may not be a eral, for time-based interactions) it is desirable to problem in a context where pre-specified actions have only one pre-specified action relevant to the are meaningful and correspond to the viewer's context of viewing. For example, the action can be expectations. However, it does limit the number that of zooming-in to the observed detail of the of actions one can 'pack' into an application and painting (see Figure 6), or proceeding to the next can create confusion in cases where two instances item in the museum collection. The drawbacks of of focusing on the same object may trigger off time-based interaction solutions triggered by focus- different actions. ing on the object/area of interest areas follows: the problem of interrupted flow or waiting. Inher- the problem of going back to observation mode. ent to time-based solutions is the problem that This means that the action triggered by focusing the viewer always has to wait for an action to be on a certain area has to be either self-terminating executed.In my experience, after getting ac- (as is the case with the 'display the next artifact' quainted with the interaction mechanism, the action, where the application switches automati- waiting time becomes subjectively longer (because cally back to the observation mode) ,or one has the users know what to expect) and often leads to provide a simple mechanism that would allow to frustration. The problem can be diminished to the viewer to return to the observation mode some extent by progressively shortening the du- (for example, by moving the gaze focus outside of ration of focusing necessary to trigger the action. the object boundary); However, at some point it can lead to another

@ Archives & Museum Informatics, 2003 63 6 7 BEST COPY AVAILABLE Milekic,The More You Look...

nirawr twt.h h. CO /0, / /10 n

Figure 6. After choosing the desired action (see Figure 5), returning the gaze to the object executes the action without delay. The detail above shows the `zoom-in'tool, which becomes 'tied' to the viewer's gaze and allows close inspection of the artifact.

source of frustration since the viewer may be that are in the proximity of the area of interest but forced to constantly shift the gaze around in or- do not interfere with visual inspection.I have al- der to stay in the observation mode. ready described EyeCons (Figure 3) designed by the Riser National Research Laboratory in Denmark (for Inspite of the above mentioned problems, time- a detailed description see Glenstrup and Engell- based gaze interactions can be an effective solution Nielsen, I 995). In the following section I will first for museum use where longer observation of an expand on EyeCons design and then propose an- area of interest provides the viewer with more in- other location-based interaction mechanism. The formation. Another useful approach is to use the first approach is illustrated in Figure 5. gaze direction as input for the delivery of additional information through another modality. In this case, Fixating any of the buttons is equivalent to a but- the viewer does not need to get visual feedback ton press and chooses the specified action which is related to his/her eye movements (which can be executed without delay when the gaze returns to distracting on its own). Instead, focusing to an area the object of interest. The viewer can also return of interest may trigger voice narration related to to observation mode by choosing no action but- viewer's interest. For an example of this technique ton. The action palette slides out of view as soon in the creation of a gaze-guided interactive narra- as the gaze moves out of the area (B). tive, see Starker & Bolt (1990). The observation area (the drawing) and the con- Location-based interfaces trols (buttons) are separated. At first glance, the design seems very similar to that of the EyeCons, Another traditional way of solving the"clutch" prob- but there are some enhancements that make the lem in gaze-based interfaces is by separating the interactions more efficient. First, the controls (but- modes of observation and action by using controls tons) are located on a configurable 'sliding palette',

64 ©Archives & Museum Informatics, 2003

6 3 EIESTCOPYAVAHAPIr Museums and theWeb 2003

Figure 7. Surface-based interaction Figure 8. If the viewer's gaze (as indicated by mechanism. Viewer's scanpath is visible at (A). cursor position at A) remains within Two interactive surfaces (B and C) are interactive surface (B), any gaze movement discretely marked on the projection. Moving within the surface will lead to incremental the gaze into the area of interactive surface is actionin this case rotation of the object (C). marked by appearance of cursor with the shape indicative of possible action (D). a mechanism that was adopted by the most widely ing to a series of locations (fixations) and makes used operating system (Windows) in order to pro- possible incremental manipulation of an object. vide users with more 'screen real estate'. The rea- son for doing this in a museum context is also to Figure 7 provides an example of a surface-based minimize the level of distraction while observing interaction mechanism. Interactive surfaces are dis- the artifact.Shifting the gaze to the side of the cretely marked on the area surrounding the object. projection space (B) slides the action palette into For the purpose of illustration, a viewer's scan path the view. The button that is currently focused be- (A) is shown superimposed over the object and comes immediately active (D) signaling the change indicates gaze movement towards the interactive of mode by displaying the focus ring and changing surface. Entering the active area is marked by the the color. This is a significant difference compared appearance of a cursor in a shape that is indicative to the EyeCons design, which combines both loca- of the possible action (D). The appearance of the tion- and time-based mechanisms to initiate action. cursor is followed by a brief latency period (200- Moving the gaze back to the object leads to the 300 ms) during which the viewer can return to the execution of specified action (selection,moving, etc.). observation mode by moving the gaze outside of Figure 6 illustrates the outcome of choosing the the active area.If the focus remains in the active 'zoom' action from the palette.The eye-guided area (see Figure 8), any movement of the cursor cursor becomes a magnifying glass allowing close along the longest axis of the area will be incremen- inspection of the artifact. tally mapped onto an action sequencein this case, rotation of the object. One can conceptually expand location-based inter- actions by introducing the concept of an active sur- The advantages of surface-based interaction mecha- face.Buttons can be viewed as being essentially nisms are the introduction of more complex, incre- single-action locations (switches). It really does not mental action sequences into eye movement input matter which part of the button one is focusing on and the possibility of rapid shifts between the ob- (or physically pressing)the outcome is always the servation and action modes. The drawback is that same. In contrast, a surface affords assigning mean- the number of actions is limited and that the sur-

©Archives & Museum Informatics, 2003 65 6 9 Milekic,The More You Look...

......

Figure 9. Gaze-pointing. The viewer can observe the artifact with the pointing cursor (dashed circle) indicating the current gaze location. Sweeping gazes across the scene are possible as long as they are not in upward direction and end in the 300 angle strip. faces, although visually non-intrusive, still claim a to transfer knowledge from one sensory domain substantial portion of the display. to another modality will be the key component in the proposed outline of an action-based gaze inter- Action-based interfaces face.

Building on the previous two models, one can fur- In eye-tracking literature, a gaze is most often de- ther expand the conceptual framework for gaze- fined as a number of consecutive fixations in a cer- based interfaces. This time I will focus on the gaze tain area. This metric emphasizes the location and action as a mechanism for switching between the the duration characteristics of the gaze and can be observation and the active (command) mode. Analy- extremely useful in inferring the viewer's interest sis of the previously described surface-based model or gauging the complexity of the stimulus. How- reveals that it can be described as an intermediary ever, in my proposal I would like to focus on two, step between the surface- and action-based inter- often neglected, characteristics of a moving gaze that faces. In this model, although the shift between the can be consciously used by a viewer to indicate his/ observation and action mode is dependent on the her intention. These are: location of gaze focus, the control of interaction is based on gaze action (moving the focus/cursor over the direction of gaze movement, and gaze-sensitive surface). Thus, the last step in our analysis is to explore the possibility of using pre- the speed of gaze movement. dominantly gaze-based actions as a control mecha- nism. This may seem like slippery ground because For technical purposes a moving gaze can be de- physiologically our visual behavior is mostly geared fined as a number of consecutive fixations progress- towards collecting information and not acting upon ing in the same direction.It corresponds roughly the world. The exception of a kind is in the domain to longer, straight parts of a scan path and is occa- of sexual and social behaviors where gaze direction sionally referred to as a sweep (Altonen et al. 1998). and duration may literally have physical conse- The reason for choosing these characteristics is quences by signaling attraction, dominance, submis- twofold. First, eyes can move much faster than the siveness, etc. Fine literature abounds with examples hand (and there is evidence from literature that eye- describing gazes as having a tangible effect ("his pointing is significantly faster than mouse pointing, piercing gaze:' "he felt her gaze boring two little see Sibert and Jacob 2000). Second, as mentioned holes at the back of his neck...," "her angry gaze before, directional gaze movement is often used in was whipping across the room trying to find out social communication. For example, we often indi- who did this to her.:' to mention a few). Our ability cate in a conversation exactly 'who' we are talking

66 ©Archives & Museum Informatics, 2003

7 0 Museums and the Web 2003

30°

Figure 10. Gaze-selection. Shifting the gaze rapidly upwards within the 30° triggers of the selection process. The cursor changes the shape to that of a target and positions itself at the center of the object as a prelude to the action of gaze-dragging. about by repeatedly shifting the gaze in the direc- Gaze-pointing (Figure 9) is the easiest function to tion of the person in question. replicate in a gaze-based interface.It essentially consists of a visual clue that indicates to the viewer In order to create an efficient gaze-based interface, which area of the display is currently observed. one has to be able to replicate the basic mouse- Although one can use the traditional cursor for this based actions used in the traditional graphical user purpose, it is desirable to design a cursor that will interface (GUI). These are:pointing (cursor over), not interfere with observation. Dynamic change of selection (mouse down), dragging (mouse down cursor shape when moving over different objects + move) and dropping (mouse up). I will also pro- can also be used to indicate whether an object is pose the inclusion of yet another non-traditional gaze-sensitive and to specify the type of action one action,which I introduced in interface design a while can initiate (this technique is used in surface-based ago (Milekic, 2000) and which proved to work ex- interface, described above; see Figure 4,for example). tremely well as an intuitive browsing mechanism. I have chosen a simple dashed circle as an indicator This is the action of throwing which is dependent of the current gaze location. Pointing action is main- on the speed of movement of a selected object. tained as long as there are no sudden substantial Compared to the traditional interface, the throw- changes in a specific gaze direction. If such a change ing action is an expansion of the action of dragging occurs, the tracking algorithm determines the di- an object. As long as the speed of dragging remains rection of gaze movement and, if necessary, initiates within a certain limit, one can move an object any- appropriate action. where on the screen and drop it at desired loca- tion. However, if one 'flicks' the object in any direc- This does not mean that the viewer is limited to tion, the object is released and literally 'flies away' slow (and unnatural) observation. In fact, switching

(most often, to be replaced by another object). I from observation to action mode (selection) oc- have implemented this mechanism in a variety of curs only if movement of sufficient amplitude oc- mouse-, touchscreen- and gesture-based installa- curs in an upward direction and ends up in a fairly tions in museums and it has been successfully used narrow area spanning approximately 30° above the by widely diverse audiences, including very young current focus area. This means that viewers can, children.Subjectively, the action is very intuitive more or less, maintain a normal observation pat- and natural, and the feeling can be best compared tern, even if it includes sweeping gaze shifts, as long to that of sliding a glass on a polished surface (a as they don't end up in the critical area. skill that many bar tenders hone to perfection). In the following sections I will describe each of the Gaze-selection (Figure 10) is an action initiated by a gaze-based actions. sudden upward gaze shift. The action is best de-

@ Archives & Museum Informatics, 2003 67

RESTCOPYAVAILABLE 71 Milekic,The More You Look...

\, Figure 1 1. Gaze-dragging. The painting is 'hooked' to viewer's gaze and follows its direction. At this stage the viewer can decide either to 'drop' the painting at another location (see Figure 12) or,Ihrow' away the current one and get a new artifact. scribed (and subjectively feels like) the act of up- object becomes, figuratively speaking, 'hooked' to ward stabbing, or 'hooking' of the object. In a the end of the viewer's gaze, as indicated by a change mouse-based interface the selection is a separate of the cursor's shape to that of a target. action that is, one can just select an object, or select-drag-drop it somewhere else,or de-select it. Gaze-dragging (Figure 12). Once the object has been In a gaze-based interface, what happens after the selected ('hooked' to the viewer's gaze), it will fol- selection of an object will depend on the context low the viewer's gaze until it is 'dropped' at another of viewing. When multiple objects are displayed, location. This action is meaningful in cases when the selection mechanism can act as a self-terminat- the activity involves the repositioning of multiple ing action, making it possible for the viewer to se- objects (for example, assembling a puzzle). In the lect a subset of objects. In this case, highlighting the scenario depicted above,the viewer can 'throw away' object would indicate the selection.However, in the current object and get a new one. the museum context (assuming that the viewers will most often engage in observation of a single Gaze-throwing (Figure 13) is a new interaction artifact) object selection may just be a prelude to mechanism that allows efficient browsing of visual the action of moving (dragging).In this case the data bases with a variety of input devices, including

30° Figure 12. Gaze-dropping. The action of dropping an object is the opposite of 'hooking' it. A quick downward gaze movement releases the object and switches the application into observation mode.

68 @ Archives & Museum Informatics, 2003

70 BEST COPY AVAILABLE Museums and the Web 2003

Figure 13. Gaze-throwing. 'Throwing' an object away is accomplished by moving the gaze rapidly to the left or to the right. Once the object reaches threshold speed it is released and res away'. A new artifact floats to the center of display.

gaze input. An object that has been previously se- cause it is analogous to natural actions in other lected ("hooked") will follow the viewer's gaze as modalities. The best way to think about action- long as the speed of movement does not exceed a based gaze input is as a kind ofeye-graffiti.The vo- certain threshold. A quick glance to the left or the cabulary of suggested gaze-gestures for eye input is right will release the object and it will 'fly away' from presented in Figure 14.It is similar to the text in- the display to be replaced by a new artifact. put mechanism used for Palm personal organizers where the letters of the alphabet are reduced to The objects appear in a sequential order, so if a corresponding simplified gestures. The fact that viewer accidentally throws an object away, it can be millions of users were able to adopt this quick and recovered by throwing the next object in the op- efficient text input mechanism is an indication that posite direction. the development of eye-graffiti has significant po- tential for gaze based interfaces. To summarize, action-based gaze input mechanisms have the advantage of allowing the viewer to act The dashed circle in the illustration does not rep- uponthe object atwill, without time or location con- resent the visual representation of the cursor, but straints. The mechanism is simple and intuitive be- rather the area used to calculate the direction and the velocity of gaze movement by the tracking al- A If3C11) gorithm. The heavy dot indicates the starting point of a gesture. However, while action-based gaze in- put mechanism may seem best suited for museum applications, the ideal interface is probably a mea- i sured combination of all three approaches.

grab drop throw left throw right drag III. Current Technologies for Non- Intrusive EyeTracking Figure 14. Eye-graffiti. Top row presents graffiti used for text input (letters Unlike in the laboratory environments, the eye- A,B,C,D,E,F respectively) in Palm OS based tracking technology used in a museum setting has personal organizers. Bottom row outlines suggested gaze-gestures that trigger different to meet additional specific requirements. Some of actions once the object has been selected. the most obvious ones are:

©Archives & Museum Informatics, 2003 69 73

Rrzm-rnEDviiMA II An! r' Milekic,The More You Look...

A

1*Ip infra-red illuminators

111 camera

Figure 15. Gaze direction can be calculated by comparing the relative position and the Figure 16. Several manufacturers produce relationship between the pupil (A) and corneal reflectionthe glint (C). Infra-red portable eye-tracking systems similar to the illumination of the eye produces the one depicted above. While the camera 'bright pupil' effect (B) and makes the position is most often bellow the eye level (eyelids interfere with tracking from above), tracking easier. the shape and position of infrared illuminators vary from manufacturer to manufacturer. it should be non-intrusive. This excludes all eye- tracking devices that use goggles, head-straps, chin- ested readers to consult the large Eye Movement rests or such. Equipment Database (EMED) available on theWorld Wide Web. Keeping in mind that many museums it should allow natural head movements that oc- and galleries have very modest budgets, I will spe- cur during viewing. cifically address the issue of affordable eye-tracking systems. it should not require individual calibration. The price range of most commercially available eye- it should be able to perform with a wide variety trackers is between $5000 and $60.000, often with of eye shapes, contact lenses or glasses. additional costs for custom software development, setup etc. Although there are some exceptions, the it should be portable. quality and the precision of the system tend to cor- relate with the price. However, with the increasing it should be affordable. speed of computer processors, greater availability of cheap digital video cameras (like the ones used With the ncreasing processor speeds of currently for Web-based video conferencing) and, most im- available personal computers, it seems that the most portantly, the development of sophisticated soft- promising eye-tracking technology is that based on ware for video signal analysis, it is becoming pos- digital video analysis of eye movements. The most sible to build eye-trackers within a price range com- commonly used approach in video-based eye track- parable to that of a new personal computer. Even ing is to calculate the angle of the visual axis (and though the cheaper systems have lower spatial and the location of the fixation point on the display sur- temporal resolution when compared to the re- face) by tracking the relative position of the pupil search equipment, in a museum/gallery setting they and a speck of light reflected from the cornea, tech- may be used for different applications; for example, nically known as the "glint" (see Figure 15). The for browsing a museum collection with addiiional accuracy of the system can be further enhanced by information provided by voice-overs. A more sig- illuminating the eye(s) with low-level infra-red lightto nificant use would be providing access to the mu- produce the"bright pupil" effect and make the video seum content to visitors with special needs. An image easier to process (B in Figure 15). Infrared example of a cost-effective solution based on a per- light is harmless and invisible to the user. sonal computer and a Web-cam for eye-gaze assistive technology was recently described (Como, A typical and portable eye-tracking system similar Farinetti and Signorile, 2002). to the ones commercially available is depicted in Figure 16. Since the purpose of this paper is not to Most commercially available eye-tracking systems endorse any particular manufacturer, I urge inter- (including the high-end ones) have two characteris-

70 @Archives & Museum Informatics, 2003 74 Museums and theWeb 2003 tics that make them less than ideal for use in muse- posed mechanism allows the development of novel ums. These are: and creative ways for content delivery both in a museum setting and via the World Wide Web. An the system has to be calibrated for each individual important benefit of this approach is that it makes user museum content (and not just the building or the restrooms) accessible to a wide variety of popula- even remote eye-trackers have very low toler- tions with special needs. It also offers the possibil- ance for head movements and require the viewer ity of data-logging related to visual observation on to hold the head unnaturally still, or to use exter- a massive scale. These records can be used to fur- nal support like head- or chin-rests. ther refine the content delivery mechanism and to promote our understanding of both the psycho- The solution lies in the development of software logical and the neurophysiological underpinnings of able to perform eye-tracking data analysis in more our relationship with the Art. natural viewing circumstances. A recent report by Quiang and Zhiwei (2002) seems to be a step in the right direction. Instead of using conventional References approaches to gaze calibration, they introduced a procedure based on neural networks that incorpo- Altonen,A.,A.Hyrskykari, K. Raiha. (1998). 101 rates natural head movements into gaze estimation Spots, or how do users read menus? in and eliminates the need for individual calibration. Proceedings of CHI 98 Human Factors in Computing Systems,ACM Press, pp 132-139. The emergence of eye-tracking technologies based on a personal computer equipped with a Web-cam Bever,T.G., (1970).The cognitive basis for linguis- and the development of software that allows gaze tic structure, in J.R. Hayes, ed., Cognitive tracking in natural circumstances open up a whole development of language,Wiley, New York. new area for museum applications. The described technologies makeWeb-based delivery of gaze-sen- Card, S.K. (1984).Visual search of computer sitive applications possible. This not only presents command menus, in H. Bouma, D.G. an opportunity for a novel method of content de- Bouwhuis (Eds.) Attention and Performance X, livery (and reaching different groups of users with Control of Language Processes, Hillsdale, NJ, special needs) but also offers an incredible possibil- LEA. ity to collect, on a massive scale, data related to visual analysis of museum artifacts. However,a word Corno, F., L.Farinetti,I. Signorile (2002).A Cost- of caution is in order here. One cannot overem- Effective Solution for Eye-Gaze Assistive phasize the importance of context in an eye-track- Technology, ICME 2002: IEEE International ing application (or, for that matter, in any applica- Conference on Multimedia and Expo, tion). In an appropriate context, even a fairly simple Lausanne, Switzerland. setup can produce magical results, and the use of the most expensive equipment can lead to viewer Corkum V, Moore C. (1998).The origins of joint frustration in a flawed application. visual attention in infants. Developmental Psychology, 34, pp 28-38.

Conclusion Dodge, R.,T.S. Cline (1901). The angle velocity of eye-movements. Psychological Review, 8, 1 have outlined a conceptual framework for the de- 145-57. velopment of a gaze-based interface for use in a museum context. The major component of this Duchowski,A.T. (2002). Eye Tracking Methodol- interface is the introduction of gaze gestures as a ogy:Theory and Practice, Springer Verlag. mechanism for performing intentional actions on observed objects. In conjunction, an overview of Glenn III, F.A., H.Rlavecchia, L.V.Ross, J.M. Stokes, suitable eye-tracking technologies was presented WJ.Weiland, D.Weiss, A.L Zakland, (1986). with an emphasis on low cost solutions. The pro- Eye-voice-controlled interface, Proceedings of the Human Factors Society, 322-326.

© Archives & Museum Informatics, 2003 7 I 73 Milekic,The More You Look...

Glenstrup,A.J.,T. Engell-Nielsen, (1995). Eye National Gallery, London "Telling Time Exhibition", Controlled Media: Present and Future State. Web source consulted 1/24/03, available at: Minor Subject Thesis, DIKU, University of http://ibs.derby.ac.uk/gallery/updates.shtml Copenhagen, available at: http://www.diku.dk/ panic/eyegaze/article.html#contents. Scaife M.J. S. Bruner (1975).The capacity for joint visual attention in the infant. Nature, 253, pp Hartridge, H., L.C.Thompson, (1948). Methods of 265-266. investigating eye movements, British Journal of Ophthalmology, 32, pp 581-591. Sibert, L. E., R.J.K. Jacob (2000). Evaluation of Eye Gaze Interaction, Proceedings of the CHI 2000, Hutchinson,T.E., K.P.White, W.N. Martin, K.C. ACM, New York, 281-288, available at: http:// Reichert, L.A. Frey, (1989). Human-Com- citeseer.nj.nec.com/article/ puter Interaction Using Eye-Gaze Input, IEEE sibert00evaluation.html Transactions on Systems, Man, and Cybernet- ics, 19, pp 1527-1534. Starker, I., R.A. Bolt, (1990).A gaze-responsive self- disclosing display, in CHI '90 Proceedings,ACM, Jacob, R. J. K. (1993). Eye-movement-based human- PP. 3-9- computer interaction techniques:Toward non-command interfaces, in H. R. Hartson & Stewart, J., & C. Logan, (1998). Together: Communicat- D. Hix, (eds.) Advances in Human-Computer ing Interpersonally (5th Ed.). : McGraw Interaction,Vol. 4, pp 151-190,Ablex Publishing Hill, 90-100. Corporation, Norwood, New Jersey. Qiang, J., Z. Zhiwei, (2002). Eye and Gaze Tracking Jacob, R.J.K., K.S. Karn, (2003). Eye Tracking in for Interactive Graphic Display, International Human-Computer Interaction and Usability Symposium on Smart Graphics, June 11-13, Research: Ready to Deliver the Promises 2002, Hawthorne, NY (Section Commentary), in The Mind's Eyes: Cognitive and Applied Aspects of Eye Movements, Vertegaal, R. ( I 999).The GAZE groupware system: J. Hyona, R. Radach, H. Deubel (Eds.), Oxford, mediating joint attention in multiparty commu- Elsevier Science (in press). nication and collaboration, in Proceedings of the ACM CHI'99 Human Factors in Computing Judd, C.H., C.N. McAllister, WM. Steel, (1905). Systems,ACM Press, New York, pp 294-301. General introduction to a series of studies of eye movements by means of kinetoscopic Ware,C., H.H. Mikaelian, ( I 987).An evaluation of an photographs, in J.M. Baldwin, H.C.Warren & eye tracker as a device for computer input, C.H. Judd (Eds.) Psychological Review, Proceedings of the CHI I987,ACM, New York, Monograph Supplements, 7, ppl- I 6,The 183-188. Review Publishing Company, . Wiley.Moore, C. (1999) Gaze following and the Just, M.A., RA. Carpenter, ( I 976).The role of eye- control of attention, in R Rochat (ed.), Early fixation research in cognitive psychology, social cognition: understanding others in the first Behavior Research Methods & Instrumenta- months of life, pp 241-256. LEA, New York tion, 8, pp 139-143. Yarbus,A.L. (1967) Eye movements during percep- Levine, J.L. (1981) An Eye-Controlled Computer, tion of complex objects, in L.A. Riggs, (ed.), Eye Research Report RC-8857, IBM Thomas J. Movements and Vision, Plenum Press, NewYork, Watson Research Center,Yorktown Heights, 171-196. N.Y. Zhai, S., C. Morimoto, S. lhde, (1999). Manual and Milekic, S. (2000) Designing Digital Environments Gaze Input Cascaded (MAGIC) Pointing, for Art Education / Exploration, Journal of Proceedings of the CHI'87,ACM New York, the American Society for Information 246-253. Science,Vol. 51-1, 49-56.

72 © Archives & Museum Informatics, 2003

76 Re-assessing Practice:visual art, visually impaired people and the Web

Caro Howell,Tate Modern and Dan Porter, Freelance Web Developer/Art Historian, United Kingdom

http://www.tate.org.uk/imap/

Abstract

Interpretation for visually impaired people in art museums is dominated by an emphasis on the tactile and the physically immediate. In practice, this seemingly logical approach often keeps blind and partially sighted people at an intellectual distance from art works and their artistic context. For over-reliance on a tactile approach has the effect of making sculpture the primary vehicle for accessing art, despite the fact that "touchable" sculpture represents only a tiny fraction of Western art as represented in museums and galleries. Moreover, in this display context "touchable", by definition, means robust, indicating traditional materials such as bronze and stone.Yet like traditional narrative and figurative subject matter, bronze and stone cease to hold sway in twentieth century art. How then can someone who is congenitally blind be given intellectual access to non-tactile artworks that are not artefacts, that do not have clear descriptive relationships to objects and experiences from the lived world and that refer to and are of an about themselves only? This was the starting point for research that began four years ago at Tate Modern, London's new national museum of modern art.The latest development to come out of this on-going research is i-Map art resources for blind and partially sighted people that are delivered on-line. Currently i-Map explores the work of Matisse and Picasso, their innovations, influences and personal motivations, as well as key concepts in modern artAimed at partially sighted and blind people with a general interest in art as well as art teachers and their visually impaired pupils, i-Map incorporates text, image enhancement and deconstruction, animation and raised images. Importantly, i-Map transformed a gallery-based practice that involved intensive I:I delivery, into an entirely new way of deconstructing art on-line and one where the user has the necessary tools to work independently. Moreover, i-Map goes beyond straight description, attempts to simulate purely visual experiences and the usual focus on "what?" in favour of exploring the "why?" of art so that visually impaired users can make their own critical judgments. Visually impaired people use the Web in conjunction with screen reader software to obtain information, visually impaired people often find travel complicated and stressful,visually impaired children are usually in mainstream education and all schools in the UK are on-line.The process of reassessing the parameters and definitions of art education for visually impaired people revealed the Web to be an ideal vehicle for increasing intellectual access and delivering effective interpretation in a format that offers autonomy of exploration. However, in order for a project such as i-Map to confidently defy received Web design wisdom and develop tailor made solutions, it's content needs to be the product of successful methodology and focussed research. It is possible to provide blind and partially sighed people with intellectual access to any artwork and theWeb offers enormous potential to do assist in this process.ln attempting to achieve this, i-Map can provide useful practical and pedagogical pointers.

'I was born blind, as a child I had a little sight, This was a comment emailed to us via i-Map's feed- enough to see light and dark and a few back form, i-Map is an on-line project designed to colours, though not enough to see pictures give blind and partially sighted people access to the or perceive any kind of object other than its work of Matisse and Picasso.What is striking about mass. Therefore, the concept of visual art is this person's comment is the familiarity of the re- quite new to me and, although I've been sponse. How many of us have had exactly that re- through some of these descriptions a couple action when looking at art, especially modern art? of times I don't think I've grasped some of The feeling that you're missing the point, but the the finer points as some of the ideas strike sense that thinking it over and talking to others will me as very visual. I hope to be able to ap- clarify things. For Caro Howell and Dan Porter , preciate these concepts more in future by the creators i-Map, this comment (and others like thinking about them and talking to other it) also suggests that our ambitions for the project people: have been realised, namely that a blind person has

Museums and the Web 2003: Selected Papers Archives & Museum Informatics, 2001,7. 73 BESTCOPYAVAILABLE Howell and Porter, Re-assessing Practice:visual art, visually impaired...

independently engaged with and thought about vi- logue, but it's clearly unsuitable for describing even sual art without having to physically touch it. figurative art.

i-Map came about as a result of work done by Caro The group worked with sculptures that could be Howell atTate Modern with visually impaired people. explored through touch, but with the aim of creat- Tate Modern is the UK's national museum of mod- ing a blueprint for interpreting art that couldn't be ern art. It opened in 2000 and Caro was part of a touched. Since the group's day-to-day experience small team who in 1997 began developing a pre- of touch was pragmatic (as it is for most visually opening public programme for Tate Modern and impaired people), initially their automatic descrip- post-opening exhibitions, displays, education and tive responses to tactile sensations tended to be interpretation. Part of her brief was to consider generalised and unimaginative warm, rough, big issues of physical and intellectual access. From ex- etc.So creative writers and performance poets were perience she knew that traditional gallery educa- brought in to help them experiment with different tion programmes for visually impaired audiences structures and methods of description.These writ- were not going to succeed at the new museum since ers enabled the group to explore language as they they focused on touch, either through the use of explored different tactile sensations, to think, feel dedicated handling collections, or, more often, and articulate creatively.The challenge that emerged through the supervised handling of artworks con- was how to describe with accurate particularity. In sidered suitable by conservation staff. other words, identify quintessential qualities in an artwork and articulate them in ways that conveyed Tate Modern shows art from 1900 to the present their uniqueness, but also made sense to others. It day, so the number of robust sculptures suitable for was this process that revealed the power of simile handling and on display at any one time is very low. and metaphor as tools for enabling a group of people Moreover, the gallery is huge the building is a with disparate visual and personal experiences to former power stationand displays are shown over reach quickly a shared point of understanding about three floors. So cherry picking only 'touchable' art- something they couldn't see. However, metaphors works would turn a visit into a forced march. Of and similes are also tricky to control.Their power primary importance though, was the issue of intel- to tap into people's imagination is itself a. liability, lectual access. How were visually impaired people because if not chosen correctly, they take the mind to engage with and understand the radical develop- off on erroneous tangents that run counter to the ments that have taken place in Western art since artist's intentions. For instance, describing the sur- 1900, if they were only ever to experience three face of a sculpture as like candyflosscotton candy dimensional works and then only in bronze and when the piece is about mankind's survival post stone? World War II, European occupation and the holo- caust is clearly not appropriate, even though in many respects the suggested candyfloss similie was logical. Project History So, rigorous thinking about language was one im- In 1999 Caro began working with a group of visu- portant result of the Making Sense project and this ally impaired adults who had different degrees of would provide useful guidance when it came to impairment and different experiences of art, to ex- writing i-Map.Another revealing discovering was the plore language as an interpretative tool. In addition ability of tactile stimuli to provide physical meta- to guided tours,Tate Modern was planning self-di- phors for an artwork's effect or an artiit's inten- rected audio tours for visually impaired visitors and tion. Sometimes, tactile sensations were found to Caro was interested in exploring different ap- be more revealingly than language in capturing the proaches to audio description.Traditional methods essence of an artwork.An example of this that al- used in the theatre are neutral and objective.This ways springs to mind is a silicone breast implant approach is suitable if audio description merely fills that is a handling object used to explore a particu- in the contextualising gaps around the actors' dia- lar painting by Salvador Dali.The implant manages

74 ©Archives & Museum Informatics, 2003 Musuems and theWeb 2003 to capture the painting's disturbing combination of as a phenomenological sense of self in relation to attraction/repulsion, familiarity/surreality and in par- the object. Of course ocular acuity is an integral ticular, the quality of the painting's central feature part of engaging with visual art and lacking sight which is an entropic hunk of flesh that seems to does have a profound impact on one's relationship simultaneously seep and yet hold its shape. to art, but blindness alone doesn't negate or pre- clude engagement. In fact the notion of the ideal The linguistic and tactile findings of the Making Sense eye is itself a flawed one. It is said that one in 20 project led directly to the formulation of Tate men are colour blind, Monet was painting with cata- Modern's touch tours and, in turn, the methodol- racts and all those people who don't wear contact ogy and philosophy of the tours informed i-Map. lenses or glasses, when was the last time you had The Collection displays atTate Modern are displayed your sight tested? Are you sure you're seeing per- not chronologically, but thematically across four fectly? In reality, a substantial proportion of visitors large suites of rooms.The themes are based on the to our museums and galleries must, by the law of traditional genre of arthistory painting, the nude, averages, not be seeing in physical terms what the landscape and still life.Any visitor to the gallery has artist saw, let alone the mediating curators and in- to engage with this curatorial intervention, even if terpreters. So there's a case to argue that if visually they engage with nothing else and Caro felt strongly impaired people can't look at art in public muse- that the same should be true for visually impaired ums and galleries the fault lies with us, museum pro- visitors. So four touch tours were created, one for fessionals, and our lack of commitment, imagina- each of the suites. Each tour is designed to explore tion and ambition, not with the visitor.The the word the theme as a whole, as well as engage with a par- 'look' is used deliberately, as it's used by visually ticular aspect of that theme. For instance, the tour impaired people, to mean to engage with and to in the Still Life/Object/Real life suite explores still understand. life painting as a genre, in addition to looking at the way artists' use of materials has changed since 1900. The touch tours had revealed that no art was out When this tour was created is was considered by of bounds, be it painting or video; installation or many to be the most challenging, as it contained sculpture; figurative or abstract. More importantly, almost not art that could be touched and included the traditional fixation with touch If we can't touch work by Picasso and Duchamp, artists who had pre- it we can't use it'was successfully challenged.Af- viously been considered too `difficult' to study with ter all, what would be the point of touching visually impaired people. However, this tour has Duchamp's `Fountain', which is a urinal when it's not proved to be the most successful with visitors pre- the original urinal (that got lost and this is one of cisely because of its challenging content. Far from fifteen replicas), it's not in the original porcelain, but being obscure and meaningless, blind and partially glazed earthenware painted to look like porcelain sighted people find the visual complexity of Cub- and more importantly, the work isn't about the uri- ism, collage and ready-mades and the artists' en- nal, but the nature of art and the role of the artist. gagement with the conventions of art fascinating. Nevertheless, the numbers of visually impaired As one blind woman put it at the end of the tour, people visitingTate Modern and having touch tours having at first stated that she didn't like modern art; is small, perhaps one hundred and fifty a year.This is `This makes sense to me because I think conceptu- due in no small part to the logistical difficulties blind ally too:At the heart of Tate Modern's and i-Map's and partially sighted people face when planning a approach to working with visually impaired people visit. Moreover, provision in art museums for visu- is the belief that engaging with art is not simply a ally impaired people has historically been poor, so question of looking at it. If it was that simple, people there's not the expectation that a visit will be re- wouldn't have a problem with modern art, many of warding. So it takes a remarkable level of inquisi- us would be out of a job and we'd all switch off the tiveness for a visually impaired person with no pre- radio or put down the phone every time someone vious relationship to art to decide to visit Tate started talking about something we couldn't see. Modern, on the off chance that contemporary art Looking at art is a process that engages the intel- will be their thing. The challenge was therefore to lect, the emotions, personal lived experience as well find a way to bring the pedagogy of the touch tours

@Archives & Museum Informatics, 2003 75 7 9 Howell and Porter, Re-assessing Practice:visual art, visually impaired... to a wider visually impaired audience who may never On one hand, expert accounts of artists and styles come to the gallery. One group that was identified made no allowances for visual impairment, while was visually impaired children. In the UK the major- on the other, the accounts of helpers, friends and ity of visually impaired children, if they have no other family were usually non-expert. Either way, outside disabilities are in mainstream education. Many of of specialist schemes such as touch tours, curiosity them decide to study GCSE and A-Level art along- was most often repaid with a confused and distorted side their sighted classmates. However, they are perspective on art.To help break this cycle,we were taught by art teachers who have often little or no committed to producing informed professional ex- specialist training in teaching the curriculum to stu- planations in deliberately inclusive, non-visual terms. dents with little or no useful sight.As a result, many But in addition to the visually impaired users them- visually impaired children end up being sidelined selves, i-Map clearly needed to educate those whose because they're set projects that bear no relation descriptions and definitions were so often relied to the work their peers are undertaking, or that upon. engage critically with the history of art. A graphic example of this was a GCSE class that was brought to the gallery by their teacher. The students were The Development of i-Map all coming to see examples of artists who use strong colour, as they were studying Fauvism. All that is To summarise then, the concept of i-Map was de- except the one visually impaired student. She had veloped in the knowledge that a considered linguistic lost her sight at the age of seven and had limited approach, complimented by ancillary tactile mate- visual memory, so she was doing a project about rials, could and had made conceptually and visually dragons. The attitude towards this pupil was very complex art accessible.Yet for i-Map, the touch tours much 'can you entertain her whilst the rest of the were the starting point rather than the model.Touch class studies the art.' It had clearly never occurred tour users were rare cases, and arguably motivated to the teacher that her pupil could be included in as much out of curiosity for the touch tour pro- discussion about Fauvism or that she, like most vi- cess as for the art itself.As an on-line project, i-Map sually impaired people including congenitally blind could reach a far wider audience. It would be easily people have a sophisticated conceptual sense of available at home and in schools, removing the lo- colour. gistical burden of a gallery visit.And it would bypass the censorship of sighted people presuming visual Naturally, this lack of involvement at an early age art to be off limits to the visually impaired. While will often lead to a complete alienation from the touch tours relied on interested parties to book an world of visual art. Perhaps the most telling com- appointment, i-Map, it could be hoped,would awaken ment we heard when testing i-Map came from a in visually impaired Web users an interest in art blind man who, after struggling to extract some where none had previously existed. It was in no meaning from a description of Matisse's Moroccans way a replacement for the touch tours. Indeed, as a said, `to be honest, I'm just not interested in art, I Web site it would inevitably lack some of the most guess I've always thought it just wasn't for me.' In- powerful elements of theTouch tour methodology; deed, he seemed confused as to why we were even the dialogue, the instant response to questions, the pursuing the project. Given that he had always felt guiding hand of a specialist to keep the inquiry fo- vaguely excluded from art, and thus had no contex- cused and so on. i-Map would have to generate an tual framework through which to interpret it, this entirely new set of learning tools, albeit tools with lack of engagement should not have come as a sur- the pedagogical breakthroughs of the touch tours prise.Yet the touch tours at Tate had proved that inherent in their design. elsewhere, there were visually impaired people with a hunger to learn more. As Caro had found, these The Matisse Picasso exhibition at Tate Modern of- individuals often presented a different challenge. fered a perfect launch pad for a pilot project. Not Keen to develop ways of understanding art for them- only did the show have huge, worldwide public in- selves, they would often arrive with ill informed or terest, but it also featured two artists who had tra- half-understood notions, overheard from sighted ditionally been both physically and conceptually out descriptions and knitted together with uncertainty. of bounds to visually impaired people. In promising

76 @Archives & Museum Informatics, 2003

8 Musuems and the Web 2003 to stimulate an engagement with Matisse and Picasso section at a time, the visually impaired user was across the entire spectrum of visual impairment we never overwhelmed by detail as they would have were, in effect, promising intellectual access to con- been if confronting the whole. They were able to cepts such as modernism and cubism, not only to accumulate detail at their own pace and arrive in the user who has limited useful sight but also to their own time at an understanding of the com- the user who has never seen:a user, potentially,who plete image. In accessing these descriptions the user has no visual perception of colour whatsoever and was offered a choice of text and audio. Obviously no understanding how three-dimensionality might text, easily enlarged or accessed with screen reader be represented on a flat surface. So even to sup- software, was a prerequisite of I-Map too. Audio pose that it was merely Matisse and Picasso that was also discussed,and would indeed have provided needed elucidating was to jump the gun consider- a welcome alternative to the expressionless, ably. Many of our projected users would need an synthesised drone of the screen reader. Unfortu- understanding of picture-making, let alone these nately, budgetary restrictions eventually prevented relatively late developments in its evolution. us from including it, but it is very much planned as part of our next wave of iterations. We began by identifying themes that would serve to unite pairs of artworks, one by each artist. Like This Finnish example however, could only take us the exhibition itself, these pairings would allow us so far. Simberg's works are figurative and strongly to explore both the commonalities and the differ- narrative, so describing them was a relatively ences between the work of Matisse and Picasso. straightforward task, i-Map, on the other hand, was But under the generous umbrella headings of'Primi- aiming to provide a critical engagement with works tivism','Space' and 'the Nude' we could also begin that were stylistically radical, non-narrative and re- to build up a broad sense of the techniques, tradi- quiring an understanding of art's conventions in tions and ideas that are crucial to the interpreta- order to discover their importance. If the work of tion of any modern artwork,and especially so when Matisse and Picasso were to remain legible to the providing the user with a frame of reference from mind's eye, we would need to build into i-Map an scratch.To these three headings we would also add ability to communicate the conceptual as well as 'Cut-Outs:Though perhaps not a classic genre, this the concrete, a strategy for text and image which provided a good opportunity for the visually im- moved beyond the literal descriptiveness of the paired user to identify with some of the more tac- Simberg site. tile, spatially expressive works, as well as being an elegant synopsis of ideas expressed in more intri- Drawing upon the touch tours, Caro was aware cate ways elsewhere. Wherever possible we tried that one of the most successful methods of com- to select paintings and sculptures owned by Tate, in municating complex pictorial concepts was the use order that visually impaired people in the UK had a of tactile diagrams, or raised images.These are es- better chance of visiting them. This would also go sentially simple line drawings in which the line has some way towards alleviating the copyright difficul- been raised, by means of specialised equipment, to ties we faced. stand in relief against the surface in order to be touch-read.Caro had been developing sets of raised The structure and functionality of i-Map had still images in which components of the painting were only been explored tentatively at this stage, but these isolated, as stand alone tactile objects, to be inter- thematic pairings did at least provide a backbone preted one at a time. Generally, once each element to the project. On-line visual art projects aimed at had been explored and understood, the user would the visually impaired were virtually unprecedented, be introduced to a raised image that brought these though we were offered a glimpse at a possible way now familiar forms together, representing the art- forward by a Web site created by the Finnish Na- work as a whole. Given the intentional contradic- tional Gallery which explored the work of symbol- tions and tactics of disorientation characteristic of ist painter Hugo Simberg (http://www.fng.fi/fng/ much modern art, this final step could place heavy htm14/en/peda/project/simberg/intro.htm). The demands on the concentration. And yet as a chal- method they had used was to isolate and describe lenging, often-ambiguous interaction it could, with in turn various sections of a painting. By studying a careful guidance, become an equivalent to a sighted

© Archives & Museum Informatics, 2003 77 81 Howell and Porter, Re-assessing Practice: visual art, visually impaired...

engagement with the artwork,and furthermore one itself,a control panel of sorts provides the user with in which certain key conceptual milestones would sound-coded buttons to view the full image or to necessarily have been passed. return to the main menu.A third symbol, a flashing M,appears at points in the sequence where a raised i-Map would make use of this approach in two ways. image is to be used ("Minolta" is a trade name for First, we would include sets of line drawings avail- the raised images). able as downloads from the site. Once printed and processed as raised images they could be used in It is a design that tries to be all things to all users. conjunction with the text content of i-Map, extend- For example, a blind person, reliant solely on text ing beyond the hermetic confines of the computer and raised images, would nonetheless have to con- screen to create a further tactile dimension. Sec- tend with the distracting presence of the animation ondly, the step-by-step use of raised images became and this, presumably, after having to download a the starting point for an animated component of Flash plug-in for which they had little use. Mean- the site. From a teaching point of view, Caro's while, the user with some sight was expected to method had relied on some all important acts of follow the text, the animation and the raised draw- intervention: the deconstruction of the image into ings simultaneously a challenge even for a (fully key areas, the emphasis or avoidance of certain de- sighted) person. Dan Porter was keen to keep the tails, the flow, over time, through different levels of design uncluttered to give the user the best pos- understanding. Animation could offer a similarly sible chance of seeing what was onscreen, but this selective, time-based movement through the art- would be impossible for as long as we tried to con- work, which would be supported by text as the tain the whole project within the same interface. touch tours were supported by dialogue. Obviously, Perhaps somewhat surprisingly, it had also not oc- animation would be of no value to a blind user. But curred to us at this stage that a user that required we were convinced that gentle transitions from one noises to alert them to the presence of buttons simplified element of an image to another could be would be highly unlikely to be operating a com- an important tool for those with limited useful sight, puter with a mouse. But the steep learning curve and significantly,for those sighted people who's own was steep, and, as in any design process, identifying understanding is crucial to the understanding of the these early faults would be prove crucial to the fu- blind people they assist. ture development of the project. Furthermore, this prototype version of i-Map helped to convince the Any Web site which cropped, dissected and ani- families of Matisse and Picasso of the integrity of mated the works of Matisse and Picasso was bound the project, when we visited them in Paris to dis- to overstep copyright restrictions by some distance, cuss copyright permission in February 2002. so we created a mock-up version of one work, Matisse's The Moroccans, that could be used to Having been granted permission to proceed with i- demonstrate our intentions to the artists' estates. Map, Dan was at a natural point at which to reas- To my mind, the result betrays the struggle to rec- sess the usability of the site. It also meant , we were oncile the unique demands of i-Map with the wealth now forced to think about i-Map in relation to the of Web accessibility advice. The page is split into Tate Web site as a whole. Beginning with a typical two frames. On the right, a text description of the page from the Tate site, Dan attempted to trans- work contains keywords and phrases, which, as form it from a webpage accessible to blind and vi- JavaScript links, act as triggers to corresponding sually impaired users to one that was ideal. He did animated sequences in the frame on the left.The not have complete freedom to redevelop the page. image section was built in Flash and fundamentally He had to maintain some design continuity with serves to pan and zoom in on relevant areas, mask the rest of the Tate site and the sponsor's logo was peripheral detail and occasionally introduce diagram- also obligatory, but in some ways these were help- matic elements to make explicit some of the more ful constraints. Having removed the search facility, subtle structures at work in the painting. As such, an animated graphic and the bold strip of colour at the image of the Moroccans is virtually ever-present, the top of the page, a working version of the page but other than as a point of departure, is only ever was tested by Paul Porter, a blind Web expert at revealed in its entirety at the end.Above the image the RNIB.We asked him to list any obvious design

78 @Archives & Museum Informatics, 2003

8 2 Musuems and theWeb 2003 faults but interestingly, this information proved dif- making sure to state in the text that the artist in- ficult to extract. Paul tended to set acceptable rather tended an element of ambiguity. In our storyboarding than optimal usability at the top end of his scale, sessions we were also careful that such attention presumably a mindset of one accustomed to using to detail was not immediately followed by a much products designed in the sighted world, and in par- wider view, as dramatic leaps in scale would be likely ticular to Web sites 'made accessible' post-design. to cause confusion. However, text reader software is a fantastic tool for disclosing inconvenient or badly prioritised con- Of course, these decisions had a significant impact tent. Unlike the trained eye, it cannot skip auto- on Dan's approach to the animation.While his first matically to the most relevant content, and after attempt had, quite literally, revolved around a single, hearing the synthesised voice recite Tate's standard electronic reproduction, it became clear that this navigation links a number of times, the decision to could only ever allow us to work on the surface of shift them from the top to the foot of the page was the painting. For us, the artwork itself only repre- an obvious one. Testing with a screen reader also sented the most detailed,final frame or the top layer allowed me to realise, belatedly, that blind users in a sequence. lf, using some creative license where relying only on text and raised images would be necessary to complete outlines and forms,we could best served by pages devoted to that purpose. i- break the image down into a series of independent Map's themed pairs needed to be presented in two layers -each wholly legible in its own right- we could formats, text only and text and animation, and it build up to a final image through a series of coher- was important that at the gateway to these sec- ent, unobstructed steps. Just as the first raised draw- tions we made the intended users explicit. ings in a set needed to be intelligible independently of last, so the animation turned the image into a Meanwhile a pattern of working had emerged.We fully articulated object: made up of overlapping ele- would begin by storyboarding a journey through ments with the potential to be moved, developed the artwork, which would provide us with a se- and seen independently of each other.This approach quential blueprint both for the animation and for a was applied to all the works, but is perhaps best set of raised images. Given the range of artistic ap- exemplified by Picasso's still life, Bowl of Fruit,Violin proaches within our four pairs, it would have been and Bottle, 1914. Though a painting, it is very much impossible to find a single methodology to produce based upon Picasso's use of collage, itself a layer- a narrative for each.Where we thought a sense of upon-layer technique. So it seemed very appropri- the construction of the painting was important, like ate to give the user the experience of building up the Picasso still life or Nude in an Armchair I 932, we the work by arranging cut-out elements on top of used a layer-by-layer approach. The Moroccans 1916, each other.The image builds piece by piece as the on the other hand, is a painting in which three very user hits the spacebar, while the use of sound acts noticeably distinct areas of detail exist; we wanted as confirmation that they are affecting change. to examine each of these areas in turn before dis- cussing the spatial conflicts between them and the Entirely recreating the works had the added advan- shapes and colours that gave them unity. So in this tage of enhancing their clarity. They were built in case it made More sense.to begin with a circuit of Flash rather than painted with oil on canvas, and so, the painting, selecting details to act as stepping- for our purposes, they benefit from bolder colour stones in a clockwise movement around the work. and cleaner lines. There were other important Our treatment of detail was in itself an important changes from the prototype version.The simpler in- point of discussion. As is it was important that i- terface was now fully operable with a keyboard, al- Map allowed a visually impaired person to reach though it remained possible to use mouse if preferred. the same level of understanding as any sighted per- And the relationship between the animation and the son, we could not omit intricate or obscure detail text had switched from being text-led to animation- if we deemed it significant to the overall interpre- led. Key points in the animation were now catalysts tation. In both the animations and the raised im- for changes in the text, rather than vice versa.Techni- ages we would find ways of clarifying difficult-to- cally, this was a much more reliable method than the read areas without damaging integrity of the work, first, which, even in the prototype had been prone to redrawing them in a bolder, simpler fashion, and faults and cross-platform difficulties.

@Archives & Museum Informatics, 2003 79 83 Howell and Porter, Re-assessing Practice:visual art, visually impaired...

The preliminary storyboarding involved detailed Obviously, in building a project specifically for visu- discussion between us and mutual clarification of ally impaired users, a Web designer would be fool- the key points we wanted as the focus of each work ish to ignore the now well-established tenets ofWeb and how they'd be revealed. So the final storyboard accessibility, and we like to think we could claim to reflected the narrative structure of the text which have complied with those. But we would also hope Caro wrote in response to the completed anima- that i-Map illustrates the limited significance of that tion. The text was passed between us for editing claim when providing Web access to visual art. In and improving, but you'll notice that its language, testing the site with blind users particularly, we saw tone and flow is very different from anything else confirmation of the fact that technical accessibility on the Tate's Web site and from most written inter- does not mean intellectual accessibility. Indeed, art pretation one sees in a gallery. This is because in museums are frequently reprimanded for forget- order for aural information to be absorbed, par- ting to include ALT tags, for example, to identify an ticularly when it's being spoken by a synthesised image. But in simply naming an image, a museum voice that lacks cadence and emphasis, sentence does little more than give the blind or visually im- structures must be short and simple, information paired user an idea of what they are missing. In fol- has to be delivered systematically and incremen- lowing accessibility guidelines alone, we do not pro- tally, and meaning has to be clear even when deliv- vide access to artworks, but to information about ered in a monotonous deadpan voice. Moreover, them.And although as sighted people we are often using common written terms like 'the latter' or 'the barely aware of it, much of that information is deeply previous point' only confuse because the ear can- rooted in the visual experience.The Tate Web site, not dart back over previous text to remind the lis- for example, provides access to a vast range of texts tener what the latter point was. This commitment and data about artworks and exhibitions, and a blind to clarity meant that i-Map's texts are very long, user should have no problems in navigating it. But which goes against our instincts as curators and the amount information coded in such a way as to Web designers. However, visually impaired people include the visually impaired is minimal. It is obvi- are used to listening attentively and prefer detailed ously not feasible for a visual art Web site to au- explanations to hasty summations that often fail to thor all its from a visually impaired perspective, put them fully in the picture.The text only version though its arguably a good exercise for art history is even longer because of course each raised draw- students. It is only through specialised provisions ing had to be introduced before it can be put to use like i-Map that visual art on the Web can become in the service of the overall exploration of a work. truly accessible, so museums and galleries need the time and the resources to make these available.

80 @Archives & Museum Informatics, 2003 84 From GUI to Gallery: A Study of Online Virtual Environments

Stephen Lawrence Guynup, Georgia Institute ofTechnology, USA

http://www.lcc.gatech.edufidt/

Abstract

This paper began as an attempt to clarify and classify the development of Web3D environments from 1995 to the present. In that process, important facts came to light. A large proportion of these sites were virtual galleries and museums. Second, these same environments covered a wide array of architectural interpretations and represented some of the most cutting-edge work in the medium. It became clear that there is a relationship between galleries and virtual environments.At a fundamental level, both are information spaces. A primary difference is that the Web3D environments are bound to the computer and currently limited by mouse and screen. Factoring this in, we merge the GUI and the Gallery to create a native foundation for the development of virtual space. This paper discusses the relationship of GUI and gallery, and the impact of mouse and screen, and then showcases the exploration of several on-line virtual museums and galleries. Keywords:Virtual Environment,Web3D,GUI,Virtual Reality,VRML,Shockwave 3D

A Foundation

Introduction The digital landscape is littered with failed virtual the museum emerges.A comment byWilliam Rubin, environments. Questions of their native design re- former Director of MOMA, sets the stage:"Muse- main unresolved. Examining an architectural genre, ums are essentially compromises ...Their weakness one similar in functionality to virtual space, would is that they are necessarily homogenized - emptied lay the foundation for a deeper understanding of of all connotations other than art, and that is an the nature of medium.The question then is "What artificial situation." To the author, this implies the type of physical space best represents the native same processes and the same"necessities" that drive form and function found in virtual environments?" interface design.The museum is the original virtual In terms of flexibility of design and overall function, interface. The outcome of these statements is the one choice clearly stands out the modern mu- belief that the future of virtual design is a merger of seum. Unlike other spaces like restaurants, bath- GUI and gallery. rooms or garages, the purpose of a museum is not a physical one. It is an educational, often experien- Historical Structures and Philosophic tial, even spiritual one.With a degree of spatial free- Overview dom found nowhere else, museums structure space and house the widest possible array of objects and This function of displaying objects and information information. is the key connection in the historical development and definition of the museum. From the early group- It is this array of objects, and the ability to access ings of precious objects in ancient tombs, temples them,that brings us to a second similar design genre and churches (Schatzkammen) and the collections that of the graphical user interface (GUI). GUIs of art that hung in the galleries of English country are typically two-dimensional in nature and are usu- homes and French Castles, to the Italian studiolo, ally designed to suit the affordances of mouse and the German Wunderkammer and Kunstkammer, screen. Moving the GUI into three dimensions and there is an order purposely imposed on the ob- making it immersive is the functional imperative of jects and space. It is a space designed to support virtual environments. Here again the construct of information, in access and understanding.

Museums and theWeb 2003:Selected Papers Archives & Museum Informatics2003, p. 81 85 BEST COPYAVAILABLE Guynup, From GUI to Gallery

In the abstract, a virtual environment can be inter- the limitations of real world architecture.The "Vir- preted as a pure information space. Within it, the tual Guggenheim" by Asymtote is such a space.The functional imperatives of the GUI merge with the structure was envisioned to morph between three appearance of physical space. Like a GUI, informa- different forms, while all the while rooms flow like tion is divided, categorized, placed within a narra- blood vessels through it. Still others, like the early tive framework,and then presented to the user.The works of Stan George and Daniel Wise, resemble user is then given paths to follow to access the in- abstract data spaces envisioned by sci-fi authors. formation.This mirrors real world galleries. Space Often visually stunning, none of these approaches itself facilitates the access of art.At their best, mu- has yielded the results predicted by their creators. seums and galleries are flexible spaces that uplift, Each suffers from the imposition of philosophies amuse, educate, classify and present information with that do not take into account the affordances of a degree of spatial freedom found in no other struc- this new media. tures. In this sense, the purpose of the gallery is the same as the GUI. For the designer, art = informa- Hillis (1999) points to "the promise and hype ofVR tion in its widest array of configurations. and ITs more generally is part of an ideology of the future, produced in an amnesia and loss of history This is somewhat different from the earlier con- that forgets the broken promises of past technolo- nection made between virtual environments and gies such as the 'universal educator' [TV] and 'too museums. "Museums are ideal candidates for hy- cheap to meter' [nuclear power]. Whereas Hillis brid cyberspaces" (1990 Kellogg, Carroll, Richards), dismisses the virtual entirely, we take a practical and their proposed "Natural History Cyberspace approach and look to design in a useful medium, Museum" is a fully immersive installation complete based on facts and not what Hillis deems "wishful with goggles and gloves.Through it, visitors can pre- thinking."The goal of this paper is to briefly discuss tend to be dinosaurs such an Archaeopteryx.While these failings of virtual space and then provide ex- this application of virtual space is clearly valuable amples that point toward a native virtual architec- and could be very useful to educate the public, it ture based on the GUI and the gallery. does little to express the affordances of virtual space. Rather than apply virtual space to the museum, we apply the museum to virtual space. The Impact Of Mouse And Screen

Secondly, and perhaps controversially, we equate Examining Failure Web3D environments with virtual environments. We do this not as Ken Hillis does in "Digital Sensa- The reasons for failure are diverse.The literal copy- tions", completely removing technology on philo- ing of the physical space into virtual space has been sophical grounds. Instead, we see the future as un- less than successful. As we address these failures, defined. Therefore, the legacy of currently widely we reinforce the previous assertions of gallery and available technologies is liable to hold a greater sway the GUI.We can begin with a common misconcep- over this future than imaginary plot-devices such tion, that virtual reality works just like physical reality. as the holodeck. Within current Web-based envi- This idea completely fails to account for the hard- ronments in mind, we accept the limitations of ware through which we interact. Screen-based, mouse and screen. mouse-driven,virtual environments (SMVEs) utilize a vastly different interactive methodology. Two is- Interpretations sues that quickly become apparent are navigation and interaction. A diverse series of interpretationsof 3D space have been produced. Most attempt to copy real Unseen Feet world spaces exactly. In them, we see faux track lighting, cushioned benches and display cases. Real Navigation issues arise on the ends of the spec- approaches often go back in time, like the "Natural trum; wayfinding in larger environments and short, History Cyberspace Museum." Opposing them are goal-oriented, precision movements.To understand those whose work represents a rebellion against precision, one can look to video game design. Games

82 ©Archives & Museum Informatics, 2003 86 Museums and the Web 2003

Artwork

Movement ID Turning MI Vision Avatar Artistic Detail

Figure S. Guynup, Diagram of Short, Goal-Oriented Movement that require precise positioning in their environ- A last, hidden issue relates to the purpose of the ment use a third-person viewpoint. Less immersive space.The design and action in a game environment than the first-person viewpoint, the third-person are driven actively by the computer and the narra- perspective allows a uniquely powerful navigational tive. In the (usually) more subdued genre of muse- advantageyou can see your feet.As simple as that ums,the addition of strafing navigation ability is help- sounds, it makes all the difference. Like a cursor in ful, yet not as effective. In the museum, Art drives a GUI, feet show the absolute position of the user the user's action. The mindset of users examining in the environment. art makes them more sensitive to the limitations of the interactivity. More precision issues lie in the standard movements allowed by mostWeb3d applications:move forward/ Wayfinding, the cognitive process of navigating and backward, turn left/right. Compared to the interpreting the environment, carries a subtle prob- flexibilities of human mobility,the two-button mouse lem.Typically, it takes time to understand the spatial is quite handicapped.The issue is evident when the mapping of any environment, real or virtual.We seem user zooms in to see a work close-up, and then to forget how easily we get lost in new surround- wants to see another section or detail of that work ings. Factor in the lack of nuanced cues like physical close-up. The diagram below shows the unwieldy wear, and the problem grows.Wayfinding becomes process by which most users try to see the detail. even harder as designers, free of construction re- Note Step 03: users need to position themselves straints, build large spaces. Free of natural physical in front of the detail without seeing it. laws, they build using their own site-specific logic. (For a secondary reference, look how often we get Again, video games have addressed this issue by al- lost in a two dimensional Web site.) Over time, the lowing the user to strafe. Strafing is the ability to user does learn how to interpret the layout of the move perpendicular to your viewpoint. This side- space. Unfortunately, unlimited time is something to-side motion is very useful for first-person shooter we do not have. games where the purpose is to move quickly and kill. SomeWeb3D technologies allow for sliding, yet Mouse vs. Body even the most experienced users fail to change their navigation preferences for such seemingly short Interacting with virtual environments carries issues actions. similar to navigation in Web environments. The

@Archives & Museum Informatics, 2003 83 8 7 Guynup, From GUI to Gallery

MINI

Figure 2: J. Sonstein. Library in "Town Square at Ariadne" http://ariadne.iz.nettjeffs/

mouse is not the hand.This sets up the following fect, the button becomes intuitive. Even when the dynamic;Visually, we cue to items that we interact mechanism below the button is beyond the user's with in the real world. If the interaction is beyond comprehension, such as physics and the codes that the scope of the mouse, we can frustrate the user. make my computer keyboard operate, the action Typically, the question they ask is "why bother?" feels natural. As we move toward a native virtual Below is a unique example. design, vast possibilities emerge, possibilities that stem from a legacy of mouse and screen.The next Each book links to a topic in the Yahoo® database; section moves into abstract territory, presents is- the computer is a link to a Bosnian info site. Meta- sues inherent when reality is left behind, and then phorically, the layering of informational structures offers harbingers of future design. (i.e. books and computers) inside a virtual space is thought provoking. In terms of functionality, it is less than optimal. Books and computers were created Harbingers of Native Design for use by human hands.The mouse was developed for two-dimensional interfaces. A Realm of Pure Information Authors like William Gibson and architects such as Leaving the Real Michael Benedikt left reality behind. Space as inter- The reasons for merging GUI and gallery are be- face, as database, a"realm of pure information", this coming apparent as mirrored reality approaches was the desire of early virtual reality theorists.Ab- falter.As technology advances and allows for more stract visionary environments were designed for the natural manipulation and navigation, we realize that human mind, not the body. Information in graphs the greatest empowerment may still lie beyond the and charts surround the user.The philosophic pa- current notion of reality. Take,for example, the fun- pers of this genre are deeply moving - these envi- damental mechanism of interactive design the ronments, these dynamic hyperspaces are beautiful button. Does the button exist in nature? Do birds works of art.Yet, overloaded with imagery and force and bees press buttons?This abstract means of con- fitted with data, their functionality is forgotten. trol constructed with finger operation in mind and Despite the ability of three-dimensional space to placed within arm's reach has become to us sec- hold vast amounts of data, it is important to re- ond-nature. Recognized by repetitive cause and ef- member that;"Less is more".

84 ©Archives & Museum Informatics, 2003 88 Museums and theWeb 2003

Figure 3: S.Guynup. Surreal Menu

Data representation in three-dimensions is difficult than art:' We explore connotations and connec- because spatial-visual information generated by the tions in the section entitled Examples of Exploration. space does not support and often contradicts the data the developer wants represented. Perspective and shading throw a wench into our ability to com- Towards a New Interaction and pare and quantify. Furthermore, the informational Architecture narrative created by moving through or rotating the space offers little practical benefit for data that is To address the root issues of user interactions, we not inherently spatial or placed with that in mind. must design objects to be user friendly. Size is often To delete the spatial information is to return to the simplest fix: larger objects are easier to see, two-dimensional space. This then becomes a di- easier to click on and proportionately easier to lemma of purposes: navigatible space requires vi- correctly navigate to. Smart objects are possible, sual-spatial information that cues the users, allow- and they occupy a range of possibilities. MostWeb3D ing them to move through it, but data representa- languages allow for "Billboard" objects. These flat tion seeks clarity and comparability. panels or even full 3D objects automatically turn to face the viewer. If the panel contains visual or inter- We can summarize the failings of prior works in active elements, this is an easy way to allow the two general categories:realistic environments that user to read or touch it head on. Beyond turning did not compensate for the affordances of mouse on the y-axis, the objects or panels can gently slide and screen, and data driven environments which into the path of the user. A more aggressive ap- could not structure the information to the required proach is having the interactive object grab the user level of clarity.The former is a function of technol- and position him or her as needed. The effect of ogy, the latter of purpose. this is somewhat jarring to the user and, if used, ought be supported by the narrative of the space To find solutions is a two-fold process. In the next (i.e. the designer can provide an alternate reason section, Towards a New Interaction and Architecture, for moving the user). we'll briefly address native navigation and interac- tion techniques. For the second part, the question A designer can also break from the interior of the of purpose, we move from realistic or data driven space and place information into a heads-up display ideals and return to William Rubin's issue that or even into a side HTML frame.This pop-up can "museums are ... emptied of all connotations other be based on user positioning or be activated by a

© Archives & Museum Informatics, 2003 85 89 BESTCOPYAVAILABLE Guynup, From GUI to Gallery button on the user's "dashboard".While a level of Patrick Keller's Alternate Fabrique shows the clas- immersiveness is lost, the ease by which the user sic architectural interpretation of virtual structures. can interact is greatly enhanced. To generate a sense of space that appears full yet lacks benches and lights of the realistic spaces, Keller When designers remove items like chairs, tables, breaks and bends his galleries, extends faux struc- lamps from a screen-based, mouse-driven virtual tural elements outwards. Lines stretch like taut environment (SMVE), a sense of emptiness appears. ropes and help define forms that are weighted yet The effect is emotional as the user has few pre- weightless. existing cues to guide the relationship with the space. Real world items also form a basis for com- Often, designers use bold colors and oversized vi- prehending the size and layout of the space. In ap- sual elements to fully fill their virtual space. This propriate amounts, these elements cue the user's effect, usually fun and visually engaging, plays off the navigational behavior (in larger - or even just real- user's previous knowledge of two-dimensional ani- istic amounts they can be cumbersome). To com- mated cartoons.There is a second benefit to scal- pensate, some virtual architects take a decon- ing elements in the environment upwards. Large structive approach.They add visual interest and navi- elements are typically easier to see and interact with. gational cues by breaking the flat planes of wall and Large elements give the user a larger area for proper floor. Slight angles and wire frames can reinforce positioning and can be a solution to problems of the user's sense of three-dimensional space. Some precision navigation authors add background animation to give "life" to a space.

- -1

.41 rAs

weiCia.0 Jail

Figure 4: R Keller. The Alternate Fabric gallery "Expo 1:prothese digital" http://www.fabric.ch/La_Fabrique00/prothese.html

86 @Archives & Museum Informatics, 2003 Museums and the Web 2003

Figure 5: an information space from VGTV's Global Learning Prototype , K Dudesek, founder. http:Ilwww.vgtv.comlp,500029,1.html

Both of these approaches represent a lateral ex- clarity of two-dimensional interfaces with the pansion of reality.To understand this, compare the immersive, experiential aspects of three. In struc- real world environment of New York City to that turing space as subsets of explorable data, we can of theArctic tundra.Visually, they are extremely dif- group and display information in new ways.We can ferent, yet the same laws of nature and physics ap- add a level of connection and to some extent the ply. Gravity is always active, and the ground is solid. connotations that were previously unreachable. In virtual environments,these rules are flexible; they are at the whim of the world builder. At a deeply Examples of Exploration fundamental level, there are abstract concepts gov- erning reality that are subject to review. In real en- The following museum built by Christiano Bianci vironments, objects are persistent and shared. In typifies the subtle border of lateral expression. It the virtual, these rules are by default, reversed. has a strong and controlled color scheme and pre- Objects are typically unshared and non-persistent. sents its exhibitions within wire frame boxes. At While this is seen as commonplace within a GUI, the same time, real world new media trade shows the long-term impact on the design of virtual space and art exhibits have a very similar sense of place. is unknown. Stairs could have been used to connect the three As we exploit the native characteristics of SMVEs, floors of this virtual gallery, but in these environ- a path becomes clear. We merge the speed and

Figure 6: C. Bianchi. Interior of "The Science Museum"

©Archives & Museum Informatics, 2003 87 9 1 Guynup, From GUI to Gallery

Figure 7: C. Bianci. A database as gallery structure ments, stairs are difficult to use. So instead, we that. In the distance, it is an object, a spinnable teleport, using what appears to be a kiosk (left im- timeline of the 1950s to the 1970s.The goal was to age). Note that while it resembles a kiosk, it utilizes create a relationship between the distortion of per- a GUI menu structure that in fact even says "menu". spective caused by the user's vantage point and the data.Above, it highlights the differing viewpoints on The Navigatible Database the 1960s. In concept it is as simple as saying,"In the eyes of 1950s, we see the 1960s as 'X' while This discussion begins, surprisingly enough, with a those looking back from the 1970s see the 1960s space that responds to the user's movement. Al- as though not typically seen as mobile, databases pos- sess a formal order that is navigated and manipu- Secondly, the timeline object can become an envi- lated.We can transcribe the database into a three ronment. The user can move into the space and dimensional form.The example below by Christiano navigate towards the center, the I 960s. In doing so, Bianci does just that. As the users move through a narrative is produced that colors the user's opin- the space, the data appears to them.The left image ions of that controversial decade. Depending on is a screen capturel; the right is an illustration of which entry point, either from the 1950s or the action. 1970s, a distinct outlook is formed. In this sense, we mirror the real world:our previous experiences Image this structure within a database table. Re- deeply influence our opinion of what follows. Lastly, lated rows and columns slide to present the inter- to the left is a heads-up display (HUD) that tracks section between the data types.The intersection is the user's position in the timeline.Visually, the user given in full detail and the corresponding row and is able to relate his environmental position to the column is given in outline.To navigate this environ- abstract point in time. ment, we enter it and we exist at the intersection. As we move, so does the row and column. Data in Divisions of Information: Kiosks within a full is presented around us.The upper right diagram Menu illustrates the layout.Variable B is a timeline; vari- able A are the members of the band known as the Information in a virtual scene can be brought to Sex Pistols®.The choice was made because of the the user in any quantity desired.This ranges from a diversity and availability of information about the single audio file or image to entire worlds that hold band. Within each database unit, we find text, im- a variety of informational objects. In the middle range ages, sounds and movies. is an installation, or to use a more functional anal- ogy, a kiosk. A virtual kiosk is a complete unit of Relating space to information can be done on many information accessible to the larger whole via a levels. The gallery on the following page does just menu.

88 © Archives & Museum Informatics, 2003 92 Museums and the Web 2003

modeling historicat perspectives

Figure 8:S. Guynup."Timeline" an immersive pathway

Clicking on the red buttons in the menu arm gives trated with the one-space design's inability to meet the user access to the other installations / kiosks. their needs. Five separate, yet related informational structures are within easy reach of the virtual visitor.With a And of a New Art single click, users can see the information they came for and decide if they wish to explore it in detail. We have addressed issues of usability and have hope- This could have been created in a single large space fully provided practical information on the nature holding all five installations. Does the users' travel of virtual design. Looking forward, we see not only between installations have value, or is it (in this in- new structures and interfaces, but new art as well: stance)timeconsuming and possibly an art that will allow us to explore the relation- disorientationg? The users may get lost. If they de- mand quick access, as most do, they will grow frus-

Figure 9: S. Guynup."Untitled Memories"virtual installation

©Archives & Museum Informatics, 2003 89 93 BESTCOPYAVAILABLF Guynup, From GUI to Gallery

4'

Figure 10: M. Clifford,"The Aleph" immersive Figure 1 1:J. Klima,"Glasbead" dynamic paintings. http://www.rre.net/wekomelmatrix/ interface / musical instrument. http:// public/ www.cityarts.com/glasbeadweb/

ships between our bodies, minds and world. The space at a height that matched users' heads.With variety of works and the galleries that support them collision turned off, the users can actually enter the is vast. Much has already been done. box. Upon entering a box, users found Christiano had altered their walking speed, Making them move The painter Maurice Clifford has translated his ab- more slowly. As the primary tool for judging the stract art into animated, almost hypnotic flowing size of abstract space is the speed through which sculptures. In John Klima's Glasbead, art and inter- one moves, he had in essence created a larger space face design merge into uncharted territory. Spun inside the box. He programmed it so °that infinite by the user, the hammers freely rotate around the boxes were placed inside each other and in each, center.When a hammer collides with another, a tone the users moves a little more slowly.Adding letters is made, and so the physical rhythms of spun ham- to the boxes, he entitled the space,"Infinite Babel" mers create a new musical form.

Earlier we discussed the gallery strixture created A Goal by Patrick Keller. Conceptually he had designed it to hold virtual works of art. The virtual six artists Towards a Deeper Understanding invited to show in the space were confronted with a unique problem. For artists accustomed to infi- nite space, the real-world-sized rooms were in ef- The goal of the museum is "not to create subject fect very small.The smallness of space became the matter mastery, but to accomplish certain appre- starting point for many of the artists.Taking a cue ciative goalsto awaken interest, to broaden per- from the cramped quarters,Andy Best filled his small spectives, to induce deeper understanding, to en- space with a large fiery animated animal. Steve rich aesthetic sensitivities, and so forth" (Lee 1968). Guynup added a single button. When pressed, it To do this, we can look beyond the real and the caused all but the entrance and exit portals to flit- dreamscape to the new. ter away.With walls removed,the users found them- selves in an abstract Chinese garden. In addition, as The gallery below supports two installations. The this was a multi-user space, the users could now center holds a sculptured body circled by NATO interact with others in wholly separate visual envi- and Serbian emblems. In the middle of the figure is ronments. a map of Kosovo.The interaction is simple.The art attacks the user. NATO and Serbian forces fire la- The most ingenious tack was taken by Christiano sers and the user can fire back. The only damage Bianchi. His work consisted of boxes that float in

90 © Archives & Museum Informatics, 2003 94 Museums and the Web 2003

A. Best. "Animal"

C. Bianci. "Infinite Babel" Below: S. Guynup."Digital Zen Garden"

,

Figures 12-14: Examples of the show at "Expo I:prothese digital" http://www.fabric.ch/La_Fabrique00/galerie.html

, 444-1

f 41'415-4,, '114J14441.4. 11*7 rirrti

'150 RAW'

r-

-41

Figure I 5: S. Guynup."KosovoUnfinished"

© Archives & Museum Informatics, 2003 91 95 Guynup, From GUI to Gallery they do is to Kosovo. In the upper gallery, images of Bianchi, Christiano. "Beyond the Desktop." An the destruction are circled around a piece of rotat- experiment in user interface and responsive ing text that declares "...this is not a game."As cul- spaces, 1999, hap:// tures become reared on video games and see war www.cristianobianchi.com/html/beyond.html as just another image on TV, it becomes crucial that we use our technology not as trip in time or as an Clifford, Maurice."The Aleph", http:// escape from reality. It the end, virtual reality must www.benjaminremembered.com/welcome- reinforce the real. matrix/public!

Hillis, K.,(1999) Digital Sensations, : Conclusion University of Minnesota Press.

In describing virtual space, we have encouraged a Keller, 2000. Patrick Keller. "Expo l :prothese digital broader perspective in terms of structural design "http://www.fabric.ch/LaFabriqueO0/ and the end use.As time progresses, virtual spaces galerie.html on the Web will become more commonplace. To start this process, they must accept the current Kellogg,W, Carroll, J., & Richards, J, (1991), affordances and limitations of mouse and screen. Making Reality a Cyberspace. In M. Benedikt In creating a new interactive methodology, we also (Ed.) Cyberspace: First Steps. Cambridge: MIT redefine the means by which we can interpret our Press, 1-25 world and ourselves. Broad new vistas of human experience are not far off, and yet, they are distant Klima, 2000. John Klima."Glasbead", hap:// enough to be unknown. This paper offers at best www.cityarts.com/Imno/ only harbingers of that future.All that can be said for certain is that the path to this end lies in the The Meetfactory Andy Best, Creative Director. merger of the GUI and the gallery. http://www.meetfactory.com

Mullet, K. & Sano, D. (1995) Designing Visual References Interfaces, Mountain View: Sun Microsystems

Asymtote."Virtual Guggenheim" Asymtote http:// Newhouse,V. (1998) Towards a New Museum, New www.guggenheim.org/exhibitions/virtuall York:The Monacelli Press. index.html Shaw 2001. Chris Shaw.. Data Visualizations CS Benedikt, M. (1991), Cyberspace: Some Proposals. 7497 Virtual Environments, Georgia Tech In M. Benedikt (Ed.) Cyberspace:First Steps. Class 2001 http://www.cc.gatech.edu/classes/ Cambridge: MIT Press, 119-224. AY2002/cs7497_spring/

Benedikt, M. ( I 991), Introduction. In M. Benedikt Sonstein, Jeff."The Town Square", http:// (Ed.) Cyberspace: First Steps. Cambridge: MIT ariadne.iz.net/jeffs/ Press, 1-25 VGTVKarel Dudesek www.web3dart.org Bianchi , Christiano.Infinite Babel. How small can you get to find a meaning, 2000, http:// www.cristianobianchi.com/html/canal.html

Bianchi, Christiano Bianchi. "Infinite Babel", "Database Gallery"," Science Museum" http://www.keepthinking.it

92 ©Archives & Museum Informatics, 2003

9 6 Interfacing the Digital

Steve Dietz,Walker Art Center, USA

http://walkerartorg

Abstract

"Interfacing the Digital" presents work at the Walker Art Center focusing on new physical interfaces, particularly for the presentation of digital art. Some examples include a freestanding revolving door portal for the exhibition Art Entertainment Network; a telematic table resulting from an international design competition;and a"temporary autonomous sarai" developed collaboratively by the new media artists Rags Media Collective (New Delhi) and the architectural practice Atelier Bow-Wow (Tokyo).These and other projects are prototypes for new, interactive social spaces and functions being developed for the Walker's new building expansion, designed by the architects Herzog & de Meuron. Keywords:digital art, art interfaces, digital curation, Rags Media Collective (New Delhi),Atelier Bow-Wow (Tokyo),telematic table, Walker Art Center

Background

In the last 5 years, especially following Documenta ence? One strategy is simply to open the project in X (1997), the Whitney Biennial of 2000, and a new window.This was the strategy of Beyond In- Net_Condition at ZKM (2000), there has been at terface. times heated debate not only about how best to present digital and specifically networked art in an The complaint from artists about such a strategy is institutional context but also whether to do so at that it creates a curatorial gateway that viewers must all.' Not all of the discussion revolves around is- pass through before getting to the heart of the sues of physical interfaces to such works, but their matter, the actual experience. If you think of the onsite presentation is a critical concern for both example of video games, for instance, there may be museums and artistsand their audiences a narrative introduction to the game but often there isn't and generally you can skip through it This paper is informed by these discussions, mostly and then you're in game play mode. If you need/ online in the archives of nettime, rhizome, thingist, want help you specifically open the FAQ or Help and CRUMB, but focuses on personal experiences screens, but they are not the main way of starting in curating 10 exhibitions over the past 5 years that the game. Even with a painting exhibition,while there have included network-based art, including Beyond is reams of research about the best length, tone, Interface:net art and Art on the Net at Museums and style, etc. for didactics, the working assumption is the Web in 1998.2 that most people look at a painting first and then read the labelthe help file, so to speak if they Finally, while working with art that is "born digital" want more information. is a special case for most museums, I would argue that many of the issues and lessons are transferable Even when net art exhibitions present the artwork to the digital contextualization of any work in a first, it is often because the only curatorial context museum's collection. is a list of links, an equally unbalanced approach.

With Art Entertainment Network, I tried to finesse The Challenge of Context this issue by making the interface part of the expe- rience itselfit is a portal to art projects, but to One of the challenges of presenting digital art, is find out more information, you must go to the con- that the context and the work are generally dis- text ( http://aen.wal kerarto rg ). played via the same means: the screen. How to dif- ferentiate between the metadata and the experi-

Museums and theWeb 2003: Selected Papers Archives & Museum Informatics, 2003g13 BEST COPY AVAILABLE Dietz, Interfacing the Digital

the example below, for instance, the guest curator chose to compare a John Frederick Kensett paint- ing of Mount Washington with a ski resort webcam of the same view, arguing that Kensett was the board-of-tourism-promotional-guy of his day. In another case, I compared Ken Goldberg's Memento Mori with the ephemeral Sisyphus of Luciano Fabro (http://www.walkerart.org/salons/shockoftheview/).

Comparisons are odious, and in the end, the inter- o cOoyword hero esting point is not that digital artist x is as good as 0 S 0 artist y, but to bring their contexts into collision 44 and see what happens. Sometimes this is best done in a digital only show. In the same way that Douglas Fogle at the Walker might do a painting-only show, such as Painting at the Edge of the World, which ex- Figure Screenshot Art Entertainment Network plores diverse ideas about painting at the moment, in the Walker's expansion there will be a And more recently, with Translocations, I integrated "mediatheque" devoted to the presentation of new functions of various projects into the interface, so media art (http://www.walkerart.org/programs/ that from the contextual pages, you could directly vaexhibpainting.html).We will continue, however,to "modifr the text (via an artist project called OPUS), do crossover shows, such as How Latitudes Become send an email about it in any language anywhere Forms, the current Walker exhibition curated by (via an artist project called Translation Map), create Philippe Vergne, which incorporates performance, your own soundtrack to browse to (via an artist new media, and film directly into the gallery exhibi- project called Translocal Mixer) or pop up the video tion (http://latitudes.walkerart.org). window of the Translocal Channel.'

The Challenge of Medium The Challenge of Ghettoization In this post-medium, post-studio world, the idea of Related to the issue of context is ghettoization. a medium may seem slightly antiquated and naIve. There is a conundrum. On the one hand, it can be It's all just art, right? valuable to provide a focus on a particular set of practices, whether they are photography or perfor- mance or digital art. It is easier in such focused con- texts to meaningfully differentiate between, say, documentary, fashion, abstract, and conceptual pho- tography, each of which has its own distinct but intermingled histories, methods, presentational contexts,etc.At the same time it doesn't make sense to completely divorce photography from the visual arts; to not include it in a thematic show, whether about modernist art in America or America in the modern age.

At the Walker, my answer, as is my wont, is both/ and, not either/or. Gallery 9 is a virtual gallery for network-based art.At the same time, with a project like Shock of the View, we specifically chose to com- pare a physical artwork with a digital artwork. In Figure 2: Screenshot Shock of the View

94 ©Archives & Museum Informatics, 2003

9 8 BESTCOPYAVAII API Museums and the Web 2003

MIS)

Figure 3:Alexei Shulgin performing as part of the Open Source Lounge at Medi@terra 2000,Athens

Personally, I believe there is a cinema and video prac- ing from a tradition of theater (think of object the- tice tradition that cannot be fully subsumed in in- ater in history museums, for instance) and perfor- stallation art. The same with photography. And, I mance than rigid adherence to the traditional gal- would argue, digital art. lery experience.

Perhaps more to the point, however, is that we tend In the Walker's new expansion, we have built in this to talk about most digital art through the prism of idea by putting the mediatheque galleries literally in visual arts, perhaps with a nod to video art, but in the balcony level of the new performing arts stu- many ways the more fruitful comparisons are with dio.While there is no specific plan to always inte- the performing arts. Digital art is time-based, often grate the spaces, the assumption is that at some performative, often ephemeral, often done in/by point artists will insist on their integration, building groups, process-oriented, and so on. The burning out the potential of the conjunction experimen- issues of collectability and ownership and authen- tally. ticity take on a whole different tone when viewed against the history of music, its notation system for replaying a core experience that is nevertheless dif- ferent every time; and the by-now acceptance of live and recorded performances as different but not merely derivative.

With 386 DX,Alexei Shulginshown here in Ath- ens in a show I co-curated with Jenny Marketou for Medi@terra 2000 - plays computer-generated cov- ers of hits such as Purple Rain, an inspiration, I would argue, to a whole generation of digital performance artists that transgress the boundaries of the art world's disciplines (http://www.mediaterra.org/ AI mediaterra2000/en.cgi?opensource and http:// 41 www.easylife.org/386dx). 'AL k -"- The point in terms of interfacing the digital is to pick our models appropriately. Many of the issuesFigure 4: Computer model of the new performing arts of displaying digital work may be better solved work-studio as part of the Wlaker Art Center expansion. At the back of the 2nd level balconies will be a series of mediatheque spaces.

@Archives & Museum Informatics, 2003 95 9 Dietz, Interfacing the Digital

Figure 5: "BangBang," 2000, Bureau of InverseTechnology. Installation view from "Telematic Connections: The Virtual Embrace" at the Oklahoma City Museum of Art

The Challenge of Expectations The Challenge of Infrastructure One of the reasons the computer and the network There is not really too much to say about infra- have become not only subjects but also means of structure except that it is absolutely necessary, vi- making artwork is that they are so ubiquitous in tal, critical.Yet, in every single installation I have done our daily lives.That very ubiquity, while it may pro- over the past 5 years, no matter where, the level of vide a certain familiarity, also creates a whole set of support has been less than for a comparable con- expectations, starting with "user friendliness:' temporary art exhibition at that institution. Not out of malice or design but largely because of the his- Try telling Matthew Barney he should be more user tory of the space and the personnel. Nevertheless, friendly. Or Jasper Johns that his references are too it should be just as easy to plug in to a network obscure. connection as it is to electricity, as just one small example. But it's not, and until it is, institutions will In this picture of BangBang, a work by the Bureau of only be compounding their problems and their Inverse Technology, which was presented in a trav- audienceswhen interfacing the digital. eling show I curated Telematic Connections, the Bu- reau disturbs our expectations of interactivity.The The problem is totally solvable, but perhaps prima- viewer can do nothing to make the work "happen:" rily in the design of new facilities. No facility should it is dependent on environmental triggers outside of the gallery space (http://telematic.walkerart.org/ and http://telematic.walkerart.org/telereal/ bit_index.html).This was extremely frustrating for many visitors, but too often the response was based on a false notion of "good interactivity," not, really, whether they liked or understood the work on its own terms.

Interactivity and user-friendliness are just a couple of the expectations with which we view digital art. On the museum side of the equation, there are a whole set of parallel issues to do with touch/don't touch, how much time you spend with a time-based work, and other learned gallery behaviors. All of 11^ these are concerns that both the artist and the pre- Figure 6:David Henshaw, a friend of the author senter must take into consideration when interfac- who just "dropped br to see the installation of ing the digital, but the answer is not always obvious Telematic Connections at the San Francisco Art to make things "easier" to do, for instance. Institute, who was drafted to splice cables.

96 © Archives & Museum Informatics, 2003 10 Museums and the Web 2003

Figure 7:"Minds of Concern," 2002, Knowbotic Research. Installation view at the New Museum, New York. be built today that does not assume that significant an insecurity in their system. It did not matter that network and computing resources will be required this was a legally protected activityor at least not in potentially any area of the institution at one time illegal activity the museum's "shrinkwrap" con- or another. tract with its upstream Internet Service Provider included a blanket clause apparently standard - that no port scanning was allowed, regardless of The Challenge of Legal Bug intent A "legal bug" is a concept that the artist group Knowbotic's point was that there is the possibility Knowbotic Research coined when their installation and necessityof a public domain in the digital for Open Source Art Hack. Minds of Concern was shut realm, but that regardless of the public law around down not because of infrastructure issues, exactly, the issues, which in itself is problematic, the stan- but because of a contractual obligation suppos- dard operating practice of shrinkwrap licenses and edly on the part of the institution hosting the their equivalents was severely restricting the actual show.4 scope of the public domain. Legal bugs, so to speak, are undermining public space in the digital realm. Minds of Concern uses port scanning, a technique that is sometimes used by hackers to determine My point is that institutions, while often over- whether there are any weaknesses in a server. whelmed by the financial burden of litigation, un- Knowbotic's use was simply the scanning, no hack- derstand and can protest cogently and strongly an ing.After extensive consultation with legal experts artist's right to fair use, to parody, etc. But in the around the United States, it was determined that digital domain, it is often terra incognita,and so much this is essentially like looking in a window or open easier to simply say "it's in the contract," and let door from across the street. As long as you don't the lights go dim. As the digital sphere becomes enter, there is no crime. For Knowbotic's use, they increasingly privatized, interfacing it becomes in- were alerting various non-profits when there was creasingly compromised.

© Archives & Museum Informatics 2903 97 10.1. Dietz, Interfacing the Digital

The Challenge of Presentation the online artworks.As you push the door around, it automatically calls up the home page of each One can list dozens of other challenges to interfac- project.A touchpad allows you to interact with the ing the digital, but I would like to end with three work examples of the presentation of work in physical space.These are not intended, naturally, as univer- This door could hold its own, so to speak, with the sal solutions, but as case studies of attempts to solve other installations in the exhibition. At the same particular issues in specific situations. time, it was appropriate to the concept of the online interfaceas a portal. It also didn't assume that the Let's Entertain and Art Entertainment goal of the interface was to create a comfortable Network browsing situation for hours of enjoyment. Like much gallery behavior it was designed for more As I said earlier, the interface that we created for casual browsing.A holder next to the didactic label the online exhibition Art Entertainment Network was contained printed bookmarks which visitors could designed as a portal; a format "native" to the net- take and use to later log on to the site at their work. Once we had decided on this exhibition de- convenience and in their favorite viewing position. sign,we commissioned Antenna Design in NewYork to create a physical interface which could be used Architecture for Temporary Autonomous in the galleries as part of the parallel exhibition of Sarai visual arts, Let's Entertain (http://www.walkerartorg/ va/letsentertain/le_content.html). The Walker's most recent commission is a collabo- ration between Raqs Media Collective from Delhi Antenna designed a freestanding, revolving door, and Atelier Bow-Wow, an architectural practice in which acted as a kind of portal between the physi- Tokyo, Architecture for Temporary Autonomous Sarai, cal space of the exhibition and the virtual space of which is part of the How Latitudes Become Forms exhibition, currently on view.

From a visit to Raqs Media Collective's Sarai project first online and then in Delhi I was very im- pressed with their genealogy of the idea of the sarai as well as with the energy, levels of interaction, and quality of output.This is how Rags described Sarai in a conversation with myself,Yukiko Shikata, and Gunalan Nadarajan that undergirded the parallel online exhibition, Translocations.

".. . for us, the creation of a sarai was to create a 'home for nomads' and a resting .11 place for practices of new media nomadism. Traditionally, sarais were also nodes in the communications system (horse-mail!) and spaces where theatrical entertainments, music, dervish dancing, and philosophical dis- putes could all be staged.They were hospi- table to a wide variety of journeysphysi- cal, cultural, and intellectual. In medieval Central and South Asia,sarais were the typi- cal spaces for a concrete translocality, with their own culture of custodial care, convivi- Figure 8: Door-Portal for Art Entertainment ality, and refuge. They also contributed to Network as part of Let's Entertain, Walker Art Center syncretic languages and ways of being. We

98 @Archives & Museum Informatics, 2003 102 Museums and the Web 2003

Figure 9: Installation view of Architecture for Temporary Autonomous Sarai by Rags Media Collective and Atelier Bow-Wow, realized February 2003, Walker Art Center.

would do well to emulate even in part as- Telematic Table pects of this tradition in the new media cul- ture of today....This might create oases of As Isaid, we believe that artist practice can and locatedness along the global trade routes of should inform institutional practice. One of the new media culture.(Transcript, Transloca- projects theWalker has commissioned for the open- tions, full transcripts at: http://latitudes. ing of our new spaces is a "telematic table." walkerart.org/translocations/) The core idea of this interface is to use the format A sarai was exactly what was needed for the How of the table to create a social learning platform that is different than the typical nose-to-screen kiosk Latitudes Become Forms exhibition a place for so- cial intercourse, both onsite and translocally; a place experience. for the investigation of both artists' work and the In 2001, after receiving a grant from the NEA, we exhibition context. held an international design competition, inviting Another artist group in the exhibition was the To- over 30 artists, designers, and architects to submit kyo-based architectural practiceAtelier Bow-Wow, designs for a telematic table with only this for cri- Yoshiharu Tsukamoto and Momoyo Kaijima, who teria: are proponents of what they have named da-me or no-good architecture. Multilayered structures with varied uses (underpass + cinema + bar + barber- shop + store, for example), these buildings epito- mize, for them, a new creative, adaptive aesthetic.

We decided to ask Raqs and Bow-Wow to collabo- rate on a "Temporary Autonomous Sarai" some- 0.'41 thing that was physically modest, intended to be temporary, and programmatically could function as a sarai for the exhibition.

I see the cross-disciplinary collaboration and the physical, social space for presenting net art and its context as an exciting experiment which will in- Figure 10: Design for Telematic Table by Marek form future practice at the Walker. Walczak, Michael McAllister, Jakub Segen, and Peter Kennard; commissioned by the Walker Art Center

@Archives & Museum Informatics,rey 3 99 Dietz, Interfacing the Digital

We are envisioning a human-scaled interface mous Apple ad that threw a"monkey wrench" into that is neither a standard desktop computer the Orwellian screen of IBM computing and be as nor a public kiosk, but which viscerally en- creative interfacing the digital as they are with ev- gages the user; encourages social interac- ery other exhibition installation they present. tion among groups of people, can be net- worked and adapt to a variety of situations and museum spaces. Like an ordinary table, Notes the telematic table is a space of gathering

and exchange. It will give its users access to I See http://www.heise.de/tp/english/pop/ theWalker's multidisciplinary collections and event_ I /4079/1.html for a review of the resources, foster curiosity and inquiry into Documenta X website, which was also the museum's information assets, and cre- "appropriated" byVuk Cosic and is viewable ate a setting for social interaction and dia- at http://www.ljudmila.org/vuk/dx/.The logue among groups of visitors. (Walker Art website for the 2000 Whitney Biennial is Center, 2001) viewable at http://www.whitney.org/exhibi- tion/2kb/internet.html, and the net condition is Of the responses, we selected 5 for further paper at http://on I .zkm.de/netCondition.root/ prototyping and from those selected a proposal by netcondition/start/language/default_e. a virtual group composed of MarekWalczak, artist/ architect; Michael McAllister, furniture designer; 2See http://www.nettime.org; http:// Jakub Segen, Bell Labs researcher; Peter Kennard, rhizome.org; http://bbs.thing.net, http:// programmer. www.jiscmail.ac.uk/lists/NEW-MEDIA- CURATING.html and The core idea of the table is very simple. Using ges- http://www.archimuse.com/mw98/ ture recognition software developed by Segen,which beyond_interface/. allows for a multiple-touch interface, users drag digi- tal assets from a "pond" to personal "puddles?' Re- 3 See http://translocations.walkerart.org; lationships with related works in other puddles are specifically http://latitudes.walkerart.org/ automatically highlighted, encouraging, hopefully, artists/index.wac?id=80 cross-tabletalk and interaction. In any case, just the http://opus.walkerart.org shoulder-to-shoulder layout of the table, we expect http://latitudes.walkerart.org/artists/ will lead to at least social situations, if not direct index.wac?id=273 conversations. Naturally, more information is avail- http://translationmap.org able about each selected object; objects can be"col- http://latitudes.walkerart.org/artists/ lected" on a postcard printout; and URLs for even index.wac?id=22 I deeper investigation from home will be provided. http://latitudes.walkerart.org/translocations/ recombo/ and http://latitudes.walkerart.org/artists/ Conclusion index.wac?id=27 I

Even though the Turing Machinethe computer 4 See http://www.netartcommons.net, is defined as a universal black box that can do any- http://www.netartcommons.ned thing - follow any instruction set it is important article.pl?sid=02/04/26/ not to confuse and conflate the flexibility of compu- 031 I 20 I &mode=thread and tation with the physical interface of computers as http://unitedwehack.ath.cx/barca/barcal/. they are currently sold by most corporations. In- terfacing the digital can and should be as varied as the situations in which it is called for; the audiences References being sought; and the artwork being presented.This will take imagination and ingenuity, but it is time for Walker Art Center, 2001, Proposal for Telematic museums to stage their own version of the infa- Table, Submitted to the National Endowment for the Arts (NEA).

100 @Archives & Museum Informatics, 2003

104 Design for Learning

103 Practicing What We Teach: How Learning Theory Can Guide Development of Online Educational Activities

David T. Schaller and Steven Allison-Bunnell, Educational Web Adventures (Eduweb), USA

Abstract

Since the World Wide Web became in 1994 the first new mass medium since television, online learning design has evolved at Internet speed, taking in less than a decade what it took exhibit design over a century to develop in sophistication.Although virtual exhibits consisting of pictures and text are still common, educational Web designers increasingly employ techniques borrowed from interactive exhibit developers, video game producers, and museum educators to create compelling activities that fully exploit the strengths of the new medium. Constructivist learning theory often informs these new approaches. However, transplanting learning theory from the classroom or museum environment to the Web poses unique challenges. In this paper, we review several theories of learning and explore ways that we have tried to incorporate them into our development and design process for interactive Web sites.

Constructivism underlies much educational practice in museums and is the basis for all of the learning theories we survey in this paper. Each of these, however, clarifies, expands upon, or revises the notion of constructivism in ways that can help Web designers better conceptualize and execute their projects. For example, Kolb's model of learning styles highlights the structure of the learning process.This model offers insight into how to make Web media go beyond the convergent/logical learning that comes easiest to computer-based learning, and to teach divergent, practical, and social learners. Similarly, Gardner's checklist of multiple entry points offers a valuable perspective on diversity in learning, prompting us to look for ways to engage various intelligences in one package. Most dramatically, Egan's notion of developmental "kinds of understanding" frees us from the strict constructivist demand to account for the concrete prior knowledge of our mostly anonymous online audiences. Instead of attempting that impossible feat, or ignoring the issue entirely, we can engage children's and adults' imaginative capacities with stories about profound abstractions, the limits of reality and experience, and our place in the world. Keywords: Learning Theory, Constructivism, Multimedia Web Development, Online Learning, Evaluation and Research Introduction

For the purposes of this paper, we wish to offer a going beyond offering menus of choices to select fairly demanding definition of "interactivity" as ap- from, and involves providing an infrastructure for plied to online learning materials. Given the present helping the users to construct their own chain of pervasiveness of random-access devices, from au- inference and meaning. Giving the users the abil- dio CD-players to even the most rudimentaryWeb ity to experience the consequences of their sites, merely being able to choose what to see or choices is at the heart of state-of-the-art read is no longer very challenging to conceptualize interactivity and game-based learning theory or produce. Reaching higher, we see the paragon of (Prensky 2001, Schank 1992). interactivity involving at least some of the follow- ing, non-mutually-exclusive elements: Giving the users something to do rather than something to see. Manipulation of objects and ideas Enabling two-way communication between real that produce a new construct is crucial to a strong people, whether in real time or not. Failing that, form of interactivity (see discussion of "Creative simulating the richness of two-way person-to- Production" activities below). Merely manipulat- person communication with the computer via ing an interface widget is not in and of itself inter- narrative devices, visual and interface design, and active in a meaningful way. the underlying information architecture is a com- mon way to automate what is otherwise time and Defining what makes a Web site "educational" is resource-intensive. just about as slippery as nailing down what counts as interactive. Again, we favor a strong definition Offering the user "productive decision-making that includes these basic characteristics: opportunities" (Strohkorb 2002). This means

Museums and theWeb 2003:Selected Papers Archives & Museum Informatics, 2003, p. 103

106 BEST COPY AVAILABLE Schaller and Allison-Bunnell, Practicing What We Teach

Learning goals or outcomes that can be explicitly paced television is the ongoing challenge facing for- articulated by the designers (if only after the fact) mal and informal educators alike. Computers add to the challenge, since it is all too easy to design A clearly focused subject domain computer programs that substitute sophisticated but passive representations for the healthy (and fun) Scaffolding to help the users develop a skill or cognitive work of learning. How can we, as practi- increase knowledge under the structured guid- tioners of educational Web design, apply current ance of the program. Thus, a database, by itself, theories of learning to our development process may be a tremendous research tool, but it may and final products? not actively help the users develop expertise in using it or understanding the subject domain (Jonassen et (1/, 1999). One Size Fits None

The learning theory most commonly known as While the theoretical and descriptive frameworks constructivism holds that learning "is not a simple of learning theory vary widely, there is consensus addition of items into some sort of mental data that people perceive and process information in bank but a transformation of schemas in which the many ways. Some of these theories apply general learner plays an active role and which involves mak- personality theory to learning while others derive ing sense out of a range of phenomena" (Hein 1998). from studies of the learning process itself. Each Designing learning experiences that facilitate such seems coherent enough on its own. But can they all active meaning making while engaging a generation be right? Should we try to accommodate them all raised on a steady diet of video games and fast- in our development philosophy and process? Guild

Concrete Experience

Accommodating Diverging 'Learn primarily from "hands-on" experience. 'View concrete situations from many different 'Carry out plars and try new ard challenging points of view. experiences. 'Observe rather than take action. "Tend to act on intuition rather than on logical 'Like to generate a wide range of ideas, fond analysis. of brainstorming sess'ons. "Rely more heavily on people for informatior 'Have broad cultural interests and like to than or your own technical analysis. gather information. ften learning, prefer to work witi others to 'imaginative ability and sensitivity to feelings. get assignments done, to set goals, to do field 'When learning, prefer working in groups to work, and to test out different approaches to gather information, listening with an open completing a project. mind, and receiving personalized geedback. 'Careers: organizations and Dusiness. 'Careers: social service and arts and communi- cations professions.

PROCESSING ..* Converging Assimilating 'Find practical uses for ideas and theories. "Can understand a wide range of information "Solve problems and make decisions based on and put it into concise, logical form. finding solutions to questiors or problems. 'Less focused on peop,e and more interested "Prefer technical tasks and problems to social in abstract ideas and concepts. and 'nterpersonal issues. 'Value a theory for its logical soundness over "When learning, prefer to experiment with practical value. new ideas, simulations, laboratory assign- "When learning, prefer lectures, readings, ments, and practical applications. exploring analytical models, and having time 'Careers: technology, economics, and envi- to think things through. ronment science. 'Careers: sciences, information science, and research.

Abstract Conceptualization Figure I. Kolb's model of learning styles.Adapted from Kolb et al. 1999.

104 ©Archives & Museum Informatics, 2003 107 Museums and theWeb 2003 and Garger (1998) suggest that we are in a pre- Kolb's model of learning styles reveals another chal- paradigmatic phase of learning style research. The lenge: how to engage these various ways of learning blind researchers have each described a different via a flat computer screen.The Web as an "informa- part of the elephant, but have not yet synthesized tion superhighway" is ideal for Assimilating Learners their findings into a picture of the whole beast. who prefer reading and reflective analysis. But what about Accommodating Learners who prefer social Of the many theories about learning styles, we have environments, or Divergent Learners who need to found David Kolb's experiential learning theory (ELT), brainstorm and obtain personal feedback? Can online first developed in the 1970s, to offer us valuable in- activities effectively engage them? We are currently sights. Kolb emphasizes the importance of experience planning a research study to investigate these ques- in the learning process and draws on research by dons further, but we have already made some attempts Dewey and Piaget,among others,to identify two major to put Kolb's theory into practice. The Artist's Toolkit dimensions of learning: perception and processing. (http://www.artsconnected.org/toolkit), developed Each dimension has two extremes:perception ranges with The Minneapolis Institute of Art and theWalker fromconcreteexperiencetoabstract Arts Center, offers four ways to explore a series of conceptualization, and processing ranges from reflec- art elements and principles (Table 1). The first three tive observation to active experimentation.These two components were designed for K-5 grade students; dimensions form a four-quadrant model (Figure I). the fourth one is a didactic resource for older stu- dents and teachers.

Artists' Toolkit Perception- Learning Style Component Processing Axis Watch: Reflective Observation Diverging and Assimilating: Short animations that View concrete situations from many different points of demonstrate the concept view. using an artwork from Observe rather than take action. the institutions' Less focused on people and more interested in abstract collections (Figure 2). ideas and concepts. When learning, prefer lectures, readings, exploring analytical models, and having time to think things through.

Find: Active Experimentation Accommodating and Converging: Examine three artworks Learn primarily from "hands-on" experience. and drag labels of each Solve problems and make decisions based on finding concept over to solutions to questions or problems. instances of them in the Prefer technical tasks and problems to social and art (Figure 3). interpersonal issues. When learning, prefer to experiment with new ideas, simulations, laboratory assignments, and practical applications.

Create: Concrete Experience Accommodating and Diverging: Apply the concepts in an Learn primarily from "hands-on" experience. original composition with Tend to act on intuition rather than on logical analysis an open-ended picture- Like to generate a wide range of ideas, fond of making tool. Add lines brainstorming sessions. and shapes to a canvas Imaginative ability and sensitivity to feelings. and arrange them to create a picture (Figure 4). Encyclopedia: Abstract Assimilating: Study the concepts in Conceptualization Can understand a wide range of information and put it more depth through into concise, logical form. expository text and Less focused on people and more interested in abstract example artworks ideas and concepts. (Figure 5). Value a theory for its logical soundness over practical value. When learning, prefer lectures, readings, exploring analytical models, and having time to think things through.

Table l.The Artists'Toolkit components and targeted learning styles.

© Archives & Museum Informatics, 2003 I 05 103 Schaller and Allison-Bunnell, Practicing What We Teach

ARM'. V,su3l ELEMENTS a,d PRINCIPLES EVIN the TWII CIOr IWATCM ' / Tt14

SaaPeUt= Adds,

614,6 MEI

neve Ur-.. crlogrvw CEEB r zonnca Figure 2. Watch module. Figure 3. Find module. www.artsconnected.org/toolkit/ www.artsconnected.org/toolkit/ watch_color_arbitrary.cfm find_color_arbitrary.cfm

Ina nOTIEra UALLIZIT., V'AIDI ELEMENTS 11.'d PRINCIPLES Encyclopedia: Color

5,41.8.1.1 0.1111.

11.orytir.

WL klt MIChnono

,1. 4.14 Figure 4. Create module. Figure 5. Encyclopedia module www.artsconnected.org/toolkit/ www.artsconnected.org/toolkit/ create_color_arbitrary.cfm encyc_colornatural.html

Connecting Learning Styles and propriate communication. This means that many Activity Types activities that could in principle take advantage of the technology to connect real people with one By examining differences in mental processing pref- another must substitute interaction with the pro- erences, Kolb's model also suggests ways that online gram.) We hypothesized that the Role-Play activity activities can engage different types of learners.We type may appeal to those with a strong Accommo- have hypothesized plausible links between Kolb's dating learning style. styles and our own typology of online activities (Schaller et al., 2002) as follows: Simulation employs a model of the real world that users can manipulate to explore a system. It involves Role-Play activities allow users to adopt a persona direct engagement with representations of data with different from their own, giving them the ability to some degree of generalization or abstraction.While do things they cannot ordinarily do (e.g. break natu- many activities may have an underlying simulation ral or societal laws, experience people and places or model that generates the activity decision tree, normally out of reach).They can also interact with "simulation" as used here is explicitly framed as such other characters, whose behavior either may be in its presentation to the user, and is used to de- scripted or controlled by other players. (True so- velop conceptual understanding of a complex sys- cial interaction on the Web, i.e. direct communica- tem. We hypothesized that this activity type may tion with other people, is one of its key strengths, appeal more strongly to people with either an As- but it also poses many challenges with a school-age similating or Converging learning style. audience, from privacy concerns to risks of inap-

106 © Archives & Museum Informatics, 2003

109 BESTCOPYAVAILABLE Museums and the Web 2003

01-rE Your Path Porkel

Pa,e,. rout )rOart One : Out to Eat

f(...._.Wrgi=t-lift:q:,,: -441111119,..1.111 Clickmouth for your hith V N

\ Oulpa Othor fah Alma Omar OW Otto( Rah Sono. 'MSC_

Figure 6. Scene from Squish the Fish. Figure 7. Mouth-types choice screen from www.sheddaquarium.org/SEA/ Build-a-Fish www.sheddaquarium.org/SEA/ interactive_module.cfm?id=8 interactive_module.cfm?id=7 Puzzle/Mystery involves analysis and deductive or shape-shift and color-shift to avoid predators, and inductive reasoning to reach a logical solution.The users can vicariously go along for the ride. While user relies on evidence from people, nature, or ref- experiencing no social interaction with other people erence material provided by the activity to solve in real time, users do meet a variety of talking fish the problem.We hypothesized that this activity type and other undersea creatures that personify the may be more appealing to people with either an various adaptations that Squish uses to stay alive, Assimilating or Converging learning style. thus attempting to engage Accommodating learn- ers. Creative Productionemphasizes both open-ended self-expression and the application of subject knowl- Build-a-Fish (Figure 7) is a simulation with a touch of edge and concepts to building some kind of prod- creative production, intended for upper primary uct such as a story, a picture, a movie, etc.We hy- students (grades 3-5). Players design a fish and then pothesized that this activity type may appeal more navigate it around a detailed coral reef, trying to often than the other types to the Divergent learn- eat other fish and avoid being eaten in turn. This ing style. pragmatic challenge engages Convergent Learners, whileAssimilating Learners can review didactic con- With these associations in mind, we sought to of- tent to inform their hypotheses of which fish de- fer a variety of learning experiences in a suite of signs will be most successful. educational Web activities, Shedd Educational Adven- tures (SEA) (www.sheddaquarium.org/sea), devel- Mysteries of Apo Island (Figure 8) is designed for oped in partnership with the John. G. Shedd middle school students (grades 6-8),and offers clues Aquarium. We should emphasize that we do not that the user must analyze and synthesize to solve see each activity type appealing solely to a single a series of mysteries.While exploring a map of Apo learning style. Rather, different learners will utilize Island in the Philippines, users encounter stories each type of activity differently.As developers, rec- and personal observations of strange animal behav- ognizing the strengths of each activity type and the ior. Each of these can be collected in the users' learners it appeals to most strongly helps us avoid notebooks, where they can then compare the clues building activities that appeal merely to our own and sort them into groups by species. In this way learning styles. the activity is an "open-ended mystery?' While the clues do match up to correct solutions, users are Squish the Fish (Figure 6) is an interactive role-play not funneled toward solutions, as they would be in story for primary-grade children (grades K-2).AI- a branching story structure. Instead, users must use though users do not explicitly assume the role of logical deduction to hypothesize solutions and then Squish, they guide him through a dangerous jour- ask a local biologist to check their conclusions. ney across a coral reef. Squish has the ability to

@Archives & Museum Informatics, 2003 107 n 4. v BESTCOPY AVAILABLE Schaller and Allison-Bunnell, Practicing What We Teach

IN11111011/

VIM 00$4VSOM serum trOtqtry *oat Oft. 11. 4.0 CAta 11 Ct_ttyl LX.3 nem.0101.0.5

Ylbe 4wiFoftn IIII11. A.A.]. 10. a .....ty ,.....

11.01 VMS (nog 11=11:1=M

Figure 8. Clue screen from Mysteries of Apo Figure 9. Seahorse video clip from Island. www.sheddaquarium.org/SEA/ Conservation Investigation: Seahorses. interactive_module.cfm?id=9 www.sheddaquarium.org/SEA/ interactive_module.cfm?id= II

We initially planned to develop a simulation for the Gardner's Entry Point Approach outlines ways to high school audience (grades 9- I 0). But due to con- provide multiple entry points to a single learning ceptual issues (detailed below) and budgetary con- experience "to accommodate the different lenses straints, we turned instead to an interactive refer- through which learners see" (Davis and Gardner, ence module. I n Conservation Investigation:Seahorses 1993). (Figure 9), students can explore a conservation is- sue through primary and secondary sources and Entry Point Learners respond to write a newspaper editorial based on their research. Narrative The story. Numbers, statistics, and The students assume the role of investigative re- Numerical mathematical models, as well as porters and are offered a range of materials about musical rhythm. seahorse conservation grouped according to how Logical propositions, syllogisms, journalists might research the story:field observa- Logical narrative plot structure and cause and effect relationships. tions, interviews, and library materials. In writing Existential/ Big questions about life, death the final product, the students are guided by a tem- Foundational and our place in the world. plate that encourages logical organization and solid Surface qualities of art and evidence to supporttheir opinion. This combines music, as well as other subjects, Aesthetic i.e. balance in an ecosystem, role-play and creative production elements, but in harmony in the built a less fanciful, more serious fashion for this more environment, etc. mature age group. Direct exploration, both Hands-on or physical and virtual, through Experiential experimentation, creativity, and immersive experiences. Integrating Learning Styles into One Social interaction through Interpersonal cooperation, debate, and role- Activity play. One of the challenges of using Kolb's framework is Table 2. Howard Gardner's Entry Points for that while it is clear how to match a particular learn- multiple intelligences (Gardner 1999). ing style with a particular activity type, Kolb offers less guidance in creating a single activity that can Several researchers have explored these entry meet the needs of learners with multiple learning points in the museum context. Project Explore ex- styles. Howard Gardner's theory of multiple intelli- amined which entry points children and adults uti- gences has earned wide acclaim and regard from lized at several children's museums, and found that both formal and informal educators. By examining Experiential was by far the most common, with many cognitive modalities, his theory inspires us to Narrative a distant second and the rest even less stretch the Web's capabilities to engage many dif- frequently evoked (Please Touch Museum and ferent kinds of learners. Table 2 shows how

I 08 ©Archives & Museum Informatics, 2003

111 BESTCOPy AM" E Museums and theWeb 2003

Activity Entry Points How users might engage entry points

Narrative Responds to Squish's quest to travel across the reef to eat and to return home again. Aesthetic Comparing examples of shape, color, and pattern adaptations. Reading the rhyming verse. Squish the Fish Hands-on/ Trying an adaptation and seeing whether it protects Squish from Big Tooth Blob. Experiential Logical Systematically testing each adaptation on various places on the reef.

Hands-on/ Designing a fish and seeing whether it can eat and avoid being eaten on the reef. Experiential Build-a-Fish Logical Systematically testing fish designs to see which does best in various places on} the reef. Aesthetic Considering shape and color differences in design options while designing fish. Narrative Responds to the story setup. Logical Examining and comparing clues, identifying shared characteristics of clues. Mysteries of Apo Comparing solutions to biologist's fact cards. Island Hands-on/ Exploring the island map, sorting clues into groups. Experiential Narrative Responding to journalist story framework. Conservation Logical Recording, reviewing and analyzing research information and synthesizing into Investigation: article. Seohorses Interpersonal Observing video clips of seahorses and interviews with biologists.

Table 3. Connections between Entry Points and Shedd SEA activities

Project Zero, 1998). Experiential is, of course, the the game was simply too challenging for third grad- easiest entry point to observe in a museum setting. ers to use more logical approaches without teacher But even in an exhibit with musical instruments, the guidance or whether children favor different learn- Aesthetic entry point was rarely observed.The re- ing styles at different developmental stages. searchers concluded that this disparity may stem from either methodological issues or deeper ques- Mysteries of Apo Island.Middle school students tions of exhibit design or even young children's cog- responded well to the Narrative entry point, some- nition. times making up their own scenarios about why a shark might behave in a way consistent with the For Shedd's SEA package, we considered how to clues.As is discussed below, younger middle school design each online activity to contain multiple en- students had trouble with the Logical aspects of try points (Table 3). the activity, and frequently were unable to develop the chain of inference that would let them solve During pilot testing, naturalistically observed stu- the mystery. dent behavior suggested that the entry points we intended for the activities were in fact used. Conservation Investigation: Seahorses. Teachers evaluating this activity felt that the Logical guidance Squish. The target audience responded enthusias- offered in structuring the research and writing ex- tically to the Narrative framework of Squish. ercise would be helpful and appropriate for this age level. Build-a-Fish. Younger students (3rd grade) typically used the Hands-on entry point, experimenting with fish designs without logically considering the causes Kinds of Understanding and effects of each choice. Middle school students, however, usually did prefer the Logical entry point As noted above, current learning theory holds that and were often quite methodical in testing each learning involves a transformation of mental combination of fish design options. Aesthetic en- schemas, from flawed and incomplete to truer and gagement was seen in requests for a larger variety more complete (Bransford et al. 2000).To facilitate of fish body parts and colors to choose from. Fur- such transformations most effectively, educators ther evaluation is required to determine whether must understand their students' prior knowledge,

© Archives & Museum Informatics, 2003 I 09 112 Schaller and Allison-Bunnell, Practicing What We Teach

Kinds of Age Concerns Examples Understanding Somatic Birth to three Body abilities Walking Mythic Three to eight Binary opposites Star Wars movies Romantic Eight to fifteen Limits of reality and Guinness Book of World Records experience; heroes, idealism Michael Jordan "Save the Earth" Philosophic* Fifteen to twenty Systems and schema Marxism Ironic* Twenty and up Self-reflective Post-modernism

Table 4. Egan's theory of developmental phases in learning style (Egan 1998). *While the first three phases occur fairly naturally in human development, the latter two require substantial guidance and support for an individual to achieve.

experiences, and most critically, their misconcep- Educational theorist Kieran Egan offers a way out tions about the subject. Only by tackling such mis- of this dilemma by re-imagining what kinds of knowl- conceptions directly can educators effectively help edge come naturally to learners at each stage of learners to overcome them and achieve a truer development (Egan 1988, 1992, 1998). He argues (more accurate) understanding of the world (Borun that our powerful imaginative capacities are much 1990, Hein 1998). Much of our knowledge of such more effective (and affective) avenues to learning misconceptions derives from Piaget's research. In- than the prosaic approaches advocated by Piaget's deed, much of contemporary learning theory is strictest adherents. Even young children have a deep based on his work, which mainly investigated (if difficult to articulate) understanding of certain children's learning about the physical world and profound abstract concepts such as good/bad, mathematics (Egan 1998). In such domains, hands- beauty/ugliness and survival/destruction. Medieval on experimentation is invaluable as a way to bring fairy tales and the Star Wars movies would have little "students' earlier models or misconceptions into hold on children if this were not the case. These sharp focus [through] an experience that directly abstractions have deep affective meaning for chil- challenges the viability of the model they have been dren (and adults) and thus are very powerful ways favoring" (Gardner 1991). Exploring a parallel phe- to present new material. nomenon in the humanities, Gardner discusses the persistence of stereotypes, scripts and simplifica- Each new kind of understanding builds on previous tions such as "the 'bad man' theory" of history, even stages.As young children, we begin to organize the among well-educated college students (Ibid.). To world by dividing everything into binary opposites. transform suchmisconceptions, astrict Only after we have created basic categories can we constructivist approach would start with familiar start to refine our mental organization of the world, and concrete objects and places before moving to typically by exploring the extremes of reality (from the distant and abstract. the tallest human to a hero who transcends limita- tions and adversity) to better understand our own A teacher can discover her students' misconcep- place within this order. It is after gaining a sense of tions and stereotypes from a class discussion at the the range and variety of experiences that we start start of a lesson. Similarly, museums conduct front- thinking about how they all relate to one another. end research studies to ascertain their audiences' The philosophic level propels the search for causal pre-existing knowledge and misconceptions and connections that have birthed theories from Marx- stereotypes (also called preconceptions and neve ism to the second gunman on the grassy knoll.Ac- notions) about a program or exhibit topic.This task quiring the ability to construct such general schema is challenging enough when exhibits attract visitors can trigger a period as a"true believer" with tunnel of many ages and experiences. On the Web, which vision, but with some outside support, we can ulti- attracts learners of all ages in varying settings from mately achieve Ironic understanding, or a deep ap- around the globe, trying to determine pre-existing preciation that every theory contains some truth knowledge and misconceptions is even more daunt- but none can claim to be The Truth. This doesn't ing.When learning theory calls for an emphasis on mean that adults who have reached this phase can't what is familiar to learners, the challenge becomes enjoy an occasional Star Wars movie, for the "sim- difficult indeed. plistic" theme of good vs. evil still resonates deep

1 10 94rchives & Museum Informatics, 2003 113 Museums and the Web 2003 within us, but that we can appreciate it for what it mythical aspect of the safety-danger theme in Squish is without then interpreting real international af- gives the story some degree of affective authentic- fairs through the same lens. ity, but our real goal centered on communicating the factual content about various organisms and What Egan's theory offers us as designers of online their adaptations. Squish succeeds because it offers learning experiences is valuable guidance about the a scientifically credible mythic framework for the kinds of abstractions people will find innately rel- more abstract and emotionally neutral concept of evant and meaningful. We were inspired by these adaptation as an evolutionary response to survival ideas during the development of the Shedd Educa- and predation.We want to emphasize that deploy- tional Adventures online activities with the Shedd ing a mythic theme that does not naturally stem Aquarium. Since this project entailed producing from the content in an activity such as this will only online learning modules for five grade groups: K-2, undermine its educational value for the learner and 3-5, 6-8, 9-10, and1 1-12, we kept Egan's kinds of its credibility with the teacher. understanding in mind during our development pro- cess, letting them inform the themes we developed Romantic Understanding and The and the stories we told. Mysteries of Apo Island The Shedd's learning goal for this activity was shark Mythic Understanding and Squish the Fish biodiversityshowcasing"the many kinds of sharks The learning goals for elementary grade activities and their fascinating adaptations and behavior." Ex- centered on fish adaptations and easily lent them- ploring this theme through the romantic fascina- selves to stories of danger and survival. Squish the tion with the exotic and bizarre ("the limits of real- Fish and Big Tooth Blob, cartoon characters from ity and extremes of experience," in Egan's terms) Shedd's existing education materials, embody the was straightforward enough, since there are plenty struggle for survival which children so easily grasp. of odd shark adaptations and behaviors from which Squish must travel across the reef, looking for friends to choose. The challenge lay in taking it beyond a who have successful shape, color and behavioral "trivia quiz" approach that might prove intriguing adaptations to protect themselves from Big Tooth but would still consist of informational dead-ends. Blob. Children instinctively understand the binary Our goal was to design an activity that leveraged opposites of safety and danger and this, rather than the romantic fascination with exotica into a larger any reference to the concrete world of our child- learning experience that developed synthetic rea- audience, is the theme that carries the message. soning skills. For that we turned to a mystery for- mat.The trivia were made into clues that, if exam- Amplifying the safety-danger theme meant making ined and integrated, provided the solutions to the BigTooth Blob a pure predator with no sympathetic mystery. Thus we hoped to foster a romantic un- traits. However, since his name and appearance are derstanding of shark biodiversity within a deduc- more comical than threatening, he is portrayed as tive reasoning process, thereby suggesting the path simply hungry, rather than as menacing or malevo- ahead to philosophic understanding. lent.Thus no one clamored to give Big Tooth's side of the story. With a subject such as history, resis- Pilot testing indicated that shark exotica were in- tance to binary stereotyping from either the target deed successful in engaging the students' attention. audience or teachers and subject experts would Some also responded quite enthusiastically to the pose more problems. deductive structure of the activity,while others (es- pecially students at the lower end of the grade 6-8 The real question is whether the story is mythic target range) enjoyed the clues but found the mys- enough. Using the term in a similar way, Rounds tery befuddling.That kind of synthesis is more char- (2002) describes the tension between mythic and acteristic of philosophic understanding, and so it scientific thinking, arguing that museum visitors of- shouldn't be surprising that some 12-year-olds found ten interpret science content in mythic terms.The it too challenging. factual content is not what interests them. It is the meaning they can make from the stories that is im- In another example of Rounds' mythic-scientific dis- portant, and they judge those stories by their affec- tinction, we also found that students sometimes tive authenticity, not by their factual accuracy.The assumed the solution would focus on an individual

© Archives & Museum Informatics', 2003 114 Schaller and Allison-Bunnell, Practicing What We Teach shark rather than a shark species as a group. Stu- cause and effect, there is a strong tendency at this dents would spin their own stories about "a bad stage to take the model at face value.The ability to shark" that attacked the boat and other sharks,fan- step back and question the construction of the tasizing many details that were quite out of charac- model itself truly arrives only with Ironic under- ter for the mystery itself. Of course, the mystery standing. format (as well as most appearances of sharks in popular culture) encourages this interpretation. Our Since questioning models is ultimately such an im- own scientific-mindedness had blinded us to the portant skill, we still hope in the future to develop likelihood of this result.We have since emphasized a simulation that facilitates this sort of meta-ex- the idea of species as groups in the activity text, but amination. However, it is clear that the simulation we await summative evaluation to see whether that should focus on a familiar domain and be targeted makes any difference. at more advanced (perhaps even college-level) stu- dents. Our ecosystem management simulation tried Philosophic and Ironic Understanding and to tackle too much and over-ambitiously tried to an III-fated Simulation work on two very different levels: the issues sur- rounding coral reef management efforts, and the Inspired by Sherry Turk le's call for"simulations that art of modeling a real world system.That is simply teach about the nature of simulation itself,that teach too much of an analytical load for high school stu- enough about how to build [your] own simulation dents to handle. that [you become] a literate 'reader' of the new medium," we decided to tackle just such an effort Offering a simulation as an appropriate means of (Turk leI 997). Building on a coral reef management examining a system's function might also leverage simulation already produced for Shedd, we imag- Mythic understanding, capturing the users' interest ined letting students "under the hood" of the simu- with a dramatic binary opposition between stereo- lation so they could tinker with its assumptions and typed forces of good and evil (perhaps polluters parameters.We were motivated by our own aware- and conservationists), then suggesting that this ness that every model has both descriptive power model does not show what's really going on and and predictive blind spots.We wanted students to inviting them to dig under the surface of the simu- be able explore how the hidden assumptions and lation in search of the truth. In this way, users would underlying logic of a model can dramatically affect find some initial comfort in mythic understanding the simulation's portrayal of the real world. while engaging in their natural philosophic quest for truth and causality.Similar approaches could However, presenting this concept to high school easily be applied to history and other subjects where teachers in focus groups led us to abandon it.The mythic stereotypes are common, but where Ironic teachers felt that orienting students in this age group understanding might lend a valuable level of sophis- to a model of ecosystem management, however sim- tication. plified, was challenging enough. Layering additional complexity with the reflexive analysis of the model itself was more than students could handle, at least with such an unfamiliar subject. Consequently, we Where DoWe Go From Here? switched to a simpler and more traditional interac- The above examples indicate the potential for us- tive reference format (Conservation Investigation: ing learning theory to guide thoughtful and innova- Seahorses), hoping to return to Turkle's challenge in tive educational design on the Web.When the Web the future. In retrospect, we should have heeded was in its infancy as a medium, trial and error de- Egan earlier, since his notions of philosophic and velopment was appropriate. No one knew what ironic understanding anticipate this quandary. Philo- might work, and rapid changes in the technology sophic understanding, as in looking for systems, created a quickly moving target. As the Web has schema, and underlying causes, is well suited to ex- matured, the need for more explicit best practices plicitly exploring models and simulations as such and metrics for evaluating the quality and success (rather than concealing the model in a mythic or of our projects has become apparent. A face-to- romantic wrapper). But because philosophic under- face learning environment allows the effective standing so enthusiastically embraces the search for teacher to respond to subtle cues about student

1 I 2 © Archives & Museum Informatics, 2003 115 Museums and the Web 2003 knowledge, interest,and ability.We do not have that As we have surveyed learning theory, from Kolb to luxury online, and instead we must attempt to for- Gardner to Egan, and tried to make sense of our malize within the programming of the activity much real-world products in their light, it is clear that no of the tacit feedback the teacher can draw upon.As one theory can be our single guiding light. It seems we have suggested above, a development process more pragmatic to treat the range of learning theory informed by learning theory helps embed the frameworks as a developer's toolbox from which teacher's expertise into an online learning experi- we can pick and choose according to the needs of ence that has no two-way communication between a particular project. Given the diversity of learners real people. and learning environments, we favor the instrumen- tal view that we should not attempt to impose a Even as these case studies demonstrate the ben- single framework on all subject content, learning efits of explicitly applying learning theory to online goals, use context, and institutional missions and activities, they also raise questions. Can rigorous cultures.What works for the context and content research and evaluation of online learning activities of one project may be completely unsuitable for help us refine learning theory as a whole? Can we another. empirically demonstrate whether these ideas re- ally do improve users' experience, or even their At the end of the day, our thumbnail sketch of learn- learning (whatever that ultimately is)? Given the ing theory does expose limitations in applying gen- present politics of public education in the United eral theories to complex, practical problems.As we States, which emphasizes high stakes testing and discussed above, a strong social constructivist ap- demonstrating student mastery of specific standards, proach to pedagogy that puts a high premium on we do not serve our clients or their funders well if social interaction and assessing and adjusting to stu- we continue to offer only impressionistic accounts dent knowledge may find many current online ac- of the impact of our projects. Such a promise of tivities lacking. At the same time, we remain opti- more objective evaluation might seem hubristic, mistic that some types of online learning experi- given how difficult it is to measure the users' expe- ences open doors to understanding that cannot be rience in the offline world. However, we anticipate offered in any classroom (Prensky 200I).This is not that the same technical limitations of online learn- a dismissal of the classroom experience, but a rec- ing that require us to formalize the content and ognition of the ways that computer-aided research learning methods will also help us to capture and tools have dramatically transformed the practice of analyze information that will shed light on the user many research fields, from visualization in the sci- experience. ences to databases in the humanities. Much of our effort is motivated by the desire to bring these tools Furthermore, can we continue to ignore the set- within reach of non-experts. ting in which online activities are used, or do we have to pay closer attention to where the users are Finally, and most ambitiously, can studying online and why they are using the activity? For example, learning actually advance our understanding of learn- do we need more support for teachers to accom- ing, or merely confirm or fail to support existing pany each activity intended for classroom use? In principles developed for other learning arenas? As the case of SEA, Shedd saw teacher support mate- the methods and instruments for evaluating online rials as crucial from the outset. We hope to see learning mature, we expect online learning to offer with further study how support materials affect the a lively test bed for the continuing quest for know- effectiveness of the SEA activities. It may be that ing how we know. teachers view electronic activities as by nature self- contained. Given that the Web allows access to all corners, the challenge remains to offer novice us- Acknowledgements ers the right entry point without assuming that they can or will use external supporting materials or The authors wish to thank Minda Borun,Theresa guidance. Esterlund, Eric Gyllenhaal, Nancy Ross, and Kris Wetterlund for their insightful comments on earlier drafts of this paper.

© Archives & Museum Informatics, 2003 I1 3 116 Schaller and Allison-Bunnell, Practicing What We Teach

References Kolb, D.A. (1984). Experiential Learning: Experience as the source of learning and development New Bransford, J.D.,A. L. Brown, and R.R. Cocking, eds. Jersey: Prentice-Hall. (2000). How People Learn: Brain, mind, experi- ence, and school. Washington, D.C.: National Kolb, D.A., R. E. Boyatzis, and C. Mainemelis. Academy Press. (1999). Experiential learning theory: Previous research and new directions. In R. J. Davis, J., and H. Gardner. (1993). Open windows, Sternberg and L. F. Zhang (Eds.), Perspectives open doors. Museum News. January/February on Cognitive, Learning, and Thinking styles. NJ: 1993. Lawrence Erlbaum, 2000.

Egan, K. (1998). The Educated Mind: How cognitive Prensky, M. (2001). Digital Game-Based Learning tools shape our understanding. Chicago: New York: McGraw-Hill. University of Chicago Press. Project Zero. (2000). MUSE QUESTs (Ques- Egan, K. (1992). Imagination in Teaching and tions for Understanding, Exploring, Seeing Learning:The middle school years. Chicago: and Thinking). Cambridge: Harvard University. University of Chicago Press. Rounds, J. (2002). Storytellingin science Egan, K. (1986). Teaching as Storytelling:An alterna- exhibits. The Exhibitionist, Vol. 21, No. 2 (Fall tive approach to teaching and curriculum in the 2002). elementary school. Chicago: University of Chicago Press. Schaller, D.T., S.Allison-Bunnell, M. Borun, M. Chambers. (2002). How do you like to learn? Gardner, H., ( I 991). The Unschooled Mind. New Comparing User Preferences and Visit Length York: Basic Books. of Educational Web Sites. In D. Bearman and J. Trant (Eds.), Museums & theWeb 2002: Gardner, H., (1999). The Disciplined Mind. New Selected Papers from an International Confer- York: PenguinBooks. ence. Pittsburgh:Archives and Museum Gyllenhaal, E. D., L Beaumont, & A.Tyree (2003). Informatics. Formative evaluation of the On-line Teacher Resources project: Final report. Unpublished Schank, R. (1992). Goal-Based Scenarios. Chicago: manuscript, John G. Shedd Aquarium, Northwestern University Institute for the Chicago, I L. Available at http:// Learning Sciences.Technical Report #36. www.sheddaquarium.org/SEA/research/. Available at: http://cogprints.soton.ac.uk/ documents/disk0/00/00/06/24/cog00000624- Guild, RB., and S. Garger. (1999). Marching to 00N1 I ANSEK.html Different Drummers, 2nd edition.Alexandria: Association for Supervision and Curriculum Strohkorb, J. (2002). Personal communication. Development. Turkle, S. (1997). Seeing Through Computers: Hein, G. E. (1998). Learning in the Museum. London: Education in a Culture of Simulation.Ameri- Routledge. can Prospect.Vol. 8, Issue 31.March I- April

1 1997. Consulted January 14, 2003.http:// Henke, H. ( I 997).Applying learning theory to www.prospect.org/print/V8/31/turkle-s.html. computer based training and web-based instruction, last updated April 16, 1997, Veenema, S. and H. Gardner. (1996). Multimedia consulted January 14, 2003, http:// and multiple intelligences. American Prospect, scis.nova.edu/-henkeh/story2.htm. Vol. 7, Issue 29. November 1- December 1 Jonassen, D.H., K.L. Peck, and B.G.Wilson. (1999). 1996. Available at:http://www.prospect.org/ Learning with Technology:A constructivist print/V7/29/veenema-s.html. perspective. New Jersey: Merrill.

1 14 ©Archives & Museum Informatics, 2003 117 Evaluating the Authenticity of Egyptian Cartonnage Fragments: Educational Outreach in Search of the Truth

Paul Marty, School of Information Studies, Florida State University; Kim Sheahan, and Ann Lacy, Spur lock Museum, University of Illinois at Urbana-Champaign, USA

Abstract

This paper presents preliminary results from a five year longitudinal study on the efficacy of integrating museum resources into elementary and middle school curricula through educational outreach activities, over the Internet and in the classroom. From 1997 to 2003, museum educators at the University of Illinois' Spurlock Museum have explored how students unable to travel to the museum could make the most effective use of the museum's online resources. Using problem-based learning methodologies, museum educators worked with several local school teachers to develop a series of projects that were closely integrated with the students' classroom activities.This paper evaluates the results of the program and presents the process of developing one of these projects:an analysis of the authenticity of ancient Egyptian cartonnage fragments. Keywords: evaluation, museum education, middle school, authenticity, forgery

Introduction

This paper discusses the lessons learned from a cusses such issues as the relative benefits of sing museum/school educational outreach activity con- physical museum artifacts, the importance of visit- ducted over the past five years at the Spurlock ing the students' classrooms in person, the difficul- Museum at the University of Illinois. From Decem- ties of communicating with students through email ber 1997 to January 2003, over 300 students in ten and online discussion boards, and the significance different classrooms at seven different schools in of developing online databases and electronic re- Central Illinois have been engaged in an explora- source guides specially geared for the project. It is tion of ancient Egyptian history enhanced by the our hope that the results of this study will shed addition of virtual and physical museum resources. new light on how museum educators can work with Presented with alleged fragments of Egyptian elementary and middle school teachers to integrate cartonnage (waste papyrus or linen soaked in plas- museum resources into their curricula in the class- ter, often used to create mummy casings), students room and over the Internet. working in teams were asked to assume the roles of museum curators and research the culture, beliefs, and practices of the ancient Egyptians to Background and Significance of determine the authenticity of their artifacts.To fa- Project cilitate the research process, students had access to online resources specifically developed by mu- In November of 1997, a sixth-grade teacher from a seum staff members for this project.The availability local middle school approached staff members at of these virtual resources, combined with the pres- the Spurlock Museum to see if they would be will- ence of the physical artifacts, successfully created ing to collaborate on designing a problem-based an enhanced learning experience for the students. learning experience (Boud & Feletti, 1991) for her students, who were going to be studying ancient This paper presents the preliminary findings of this Egypt in December. She wanted her students to study and documents the methods developed by assume the roles of museum curators, and then to the museum staff to work with the students. It dis- deal with a real-life problem:the authenticity of one

Museums and the Web 2003:Selected Papers Archives & Museum Informatics, 2003, p. 115 8 BEST COPYAVAILABLE Marty, Sheahan and Lacy, Evaluating the Authenticity... of their Egyptian artifacts is being challenged.Their tasks would be to research the artifact, investigate its authenticity, and determine its provenance, while paying particular attention to repatriation issues (such as the UNESCO 1971 treaty). She wondered if the museum could help her out.

In 1997, the Spur lock Museum had just begun a massive project to inventory, pack, and move its collections of 45,000 artifacts across campus to a new facility (Marty, 2000).As part of this move, the museum was to be closed to the public for over two years, and it was important to the museum staff that they find alternate methods of keeping the museum an active part of the local educational community.A project such as this one seemed like the perfect opportunity to explore the museum's potential role as something more than a field trip destination for area school children. In December 1997, therefore, museum staff worked with this sixth-grade teacher to design a prototype version of what would eventually become known as "Mu- seum Problems in Today's World: Egyptian Mummi- fication." The project was a success, and museum staff members soon worked to revise the program, Figure I:Sample Cartonnage Fragments making it more consistent and less focused on prob- lem-based learning, so that it could be opened to more teachers and more widely distributed among mification), and a series of research documents area schools. From December 1997 to January 2003, written by the museum's educators designed to this program has been run ten times at seven dif- provide guidance for the students as they research ferent schools and has reached over 300 elemen- the cartonnage fragment. The students also have tary and middle school students in central Illinois. access to materials in their own school and local When the program began, it was decided that the libraries and on the open Internet. The students most appropriate artifact for the exercise would generally work in teams of four or five, usually di- be a piece of ancient Egyptian cartonnage: waste viding up tasks so that each student could research papyrus or linen, soaked in plaster (similar to papier- a different aspect of the artifacts. Depending on the mac*. Although the museum had several such teachers' schedule, the students have (on average) pieces in its collection, it would have been inappro- two to three weeks to use these resources to pre- priate for the museum to send these artifacts to pare their findings on the artifacts. At the end of the schools. Each time the "cartonnage project" is this time, the students make a presentation to a run, therefore, reproductions of ancient Egyptian panel of museum staff members, where they an- cartonnage fragmentsmanufactured by museum nounce their findings and make their recommen- staff membersare delivered to the schools (see dations. Figure 1). The cartonnage project has been a great success In addition to these physical artifacts, students are for museum staff, teachers, and students alike. Mu- provided with access to the museum's online data- seum staff members find it an effective way of keep- base systems so that they can access database ing the Spurlock Museum an active part of the edu- records for similar pieces, a resource guide to an- cational community (even when the museum was cient Egyptian mummification specifically created by closed to the public). It provides new opportunities museum staff members for this project (hap:// for museum-school interactions, both in the class- www.spurlock.uiuc.edu/education/resources/mum- room and online. Teachers use the cartonnage

II 6 ©Archives & Museum Informatics, 2003 LID Museums and the Web 2003 project to introduce their units on Ancient Egypt. mine what drove the historical evolution of the One of the more popular times to run the pro- project and how changes in the relationships be- gram is between Thanksgiving and Winter break, as tween students, teachers, and museum profession- the highly interactive nature of the project keeps als affect the development of educational outreach students involved at a time when it is often difficult projects. to keep students interested in school.The students find it an exciting and involving way of exploring Second, preliminary data analysis of this project re- ancient Egypt. They feel that they have a personal vealed an extremely interesting fact:of the 300 stu- stake in the project, and some students months dents involved in this project, approximately 75% after the completion of the project have even reached the conclusion that the artifacts were au- contacted the museum's educators to ask them thentic. Of the other 25%, the majority were unde- whether they have implemented the students' rec- cided; of those students who did believe they were ommendations. fake, most decided the fragments were 19th cen- tury reproductions. Not a single student ever sug- That this project should have been successful is gested that the museum fabricated these artifacts perhaps not surprising. Educational outreach for the purposes of this project. If the museum staff projects connecting museums and schools have re- had been trying to create a perfect, flawless ceived a great deal of attention over the past few cartonnage fragment reproduction, then these num- years, much of it at the Museums and the Web con- bers might be understandable; indeed, they would ference. Faculty from Museum Studies departments testify to the skill of the museum staff members as well as museum curators have discussed the peda- involved. The museum staff, however, had created gogical impact of virtual museums from both edu- artifacts specifically designed to be identified as forg- cational and museological perspectives (Teather & eries; clearly visible are several prominently placed Wilhelm, 1999; Sumption, 200 I ). Researchers at the clues to the artifacts' lack of authenticity (see be- University of Michigan have explored the challenges low).Amazingly, the students' tendency to find the of coordinating teachers, museum professionals, and artifacts authentic was not because they did not information specialists to create online exhibitions find these clues. On the contrary, the students (Frost, 1999; Frost, 2001). Researchers at the Uni- seemed to have an inherent reluctance to pro- versity of Illinois have explored methods of inte- nounce the artifacts fake; they went to tremendous grating digital primary source materials from cul- lengths to ignore and/or explain away these clues tural heritage museums into classrooms (Bennet & when they were discovered.This paper will attempt Trofanenko, 2002; Bennet & Sandore, 2001). Museum to determine why this occurred. educators at the Art Museum have even used the Internet to help sixth-grade students in Seattle better understand the curatorial process (Adams, Methods and Limitations of Study et al., 200I).What is there that makes the project at the Spurlock Museum unique? This is a discussion of preliminary research findings drawn from observations made by museum staff We feel that the cartonnage project is important members as they worked with students over the for two reasons. First, the project has evolved (and past five years.This is not a formal study with rigor- is still evolving) over a period of five years.There is ous data collection procedures.When this program a tremendous amount of longitudinal data available began, it was not the intention of the museum staff that document what we learned during this time members to conduct a formal research project.AI- about what worked and why.We can use these data though extensive data were gathered from the stu- to examine how this project changed over time in dents each time the program was run, identical data response to the reactions, interactions, and levels collection instruments were not used in each in- of involvement of students, teachers, and museum stance. personnel. We can discuss how changes to this project over time affected the students' ability to A significant amount of data, however, is available. learn, what they learned, and how they worked The majority of the panel presentations were vid- within the program.This analysis can help us deter- eotaped, as well as many of the regular classroom

© Archives & Museum Informatics, 2003 II 7 00 Marty, Sheahan and Lacy, Evaluating the Authenticity... sessions where the students interacted with the had to adapt to new and unpredictable situations, artifacts and researched ancient Egyptian mummifi- which in turn led to new adaptations and a con- cation. The creation of the cartonnage fragment stantly evolving educational outreach program.This reproduction was carefully documented. Extensive section presents an overview of the primary evolu- notes were taken throughout the project, by mu- tionary stages of this project, discussing the changes seum staff members as well as teachers.The vari- made over time,the rationale behind those changes, ous versions of the online documents, resource and what was learned from making those changes. guides, and database records are all well docu- mented. One implementation of the project (which As mentioned above, this program has been run took place during Fall 2000) was thoroughly docu- ten times at seven different schools since its incep- mented and described by a doctoral student from tion; over 300 students in central Illinois have re- the College of Education at the University of Illi- searched the authenticity of Egyptian cartonnage nois as part of a research study into museum out- fragment reproductions.All but one of these pro- reach programs in public elementary schools grams was run with sixth grade students (the other (Costantino, 2001). was implemented with a group of gifted students from grades three through five). Not including the There are, naturally, limitations to these data.The initial prototype version run in December 1997, fact that this project has been conducted at differ- there have been three distinct versions of this ent schools, using different approaches, with differ- project; the third version is the one that museum ent students who have different reactions,with non- staff members are currently implementing in local standard data collection procedures, means that it schools.This section of the paper includes descrip- is not possible to do a comparative study of why a tions of each version of the project, and discusses group of students at one school in one year reached how each version evolved over time in response to different conclusions from a second group of stu- the needs of students, teachers, and museum staff dents at a different school in a different year. The members (seeTable I for a summary of this evolution). available data, however, have allowed us to conduct our present analysis of a) the history of the Prototype Version (1997) cartonnage project as the museum staff evolved and adapted the program over time, and b) the interac- In December 1997, museum staff members, work- tions between students, teachers, and museum pro- ing with the sixth-grade teacher whose idea began fessionals, and the development of those interac- the project, decided that the most appropriate ar- tions over time. It is our hope that this analysis will tifact for this exercise would be a piece of ancient be of use to educators and museum professionals Egyptian cartonnage. Since no actual artifact could interested in educational outreach projects from be taken to the schools, museum staff members museums to schools. decided to provide online access to the museum's database records for a dozen actual pieces of We begin our analysis with a discussion of the evo- cartonnage in the Spurlock Museum's collections. lution of this project over the years from 1997 to The teacher, who still wanted a physical artifact, 2003. This evolution was an organic, natural pro- decided to manufacture a fake piece of cartonnage cess whereby the museum's procedures in imple- herself. She took a six-inch square piece of linen, menting the cartonnage project changed as we soaked it in plaster, painted it with Egyptian hiero- worked with the teachers and students, adapting glyphics, and -in an attempt to age itburied it in each implementation to better suit the needs of her back yard (when delivered to the class, it still the educational community the museum serves. had a fresh pine needle stuck in it). With this prototype version, the vast majority of the work was accomplished by the teacher herself. Historical Evolution (1997 to 2003) She developed all the documentation necessary to guide her students' research in problem-based learn- Museum staff members working with the ing. She gathered all the resources her students cartonnage project quickly found that they needed would need to examine the artifact and determine to be flexible; they could not present exactly the its authenticity. She incorporated all of this into her same project each time the program was run.They ongoing unit on ancient Egypt. Museum staff mem-

1 18 ©Archives & Museum Informatics, 2003 121 Museums and the Web 2003 bers made themselves available for email questions, the "Spurlock Museum Management System?' This and served at the end of the project on a panel so "system" was simply a series of password-protected that the sixth grade students could present the find- eb-Web pages which gave the illusion of providing ings of their research.Aside from this, however, the access to detailed information about museum op- museum played no direct role in managing the proto- erating procedures.The password provided to the type version of the project. students gave them access to two things:a series of documents about museum careers (including job Version 1 (1998-1999) descriptions and required education levels for each job) and a "main project page" for researching the One year later, this same sixth-grade teacher, along cartonnage fragments. This project page provided with an additional teacher from a different school, links to four types of resources: a set of research approached museum staff members to see if they notes, a list of database records, a glossary of terms, could do this project again.This time, museum staff and a WebBoard.The research notes were a series members were able to dedicate a significant amount of lengthy pages about Egyptian mummification prac- of time to improving the project; the result was the tices, linked to multiple pages covering more de- first full-featured version of the cartonnage project. tailed topics,with a navigation system that challenged The major changes from the Prototype to Version students to read the text carefully when searching I were an improved version of the cartonnage frag- for answers. The list of database records was an ment, an entirely new online interface, and a larger expanded list of relevant Egyptian artifacts from the role for the museum in the presentation of the prob- museum's collections. The WebBoard provided a lem. simple discussion board interface where students could post questions and museum educators could The museum's Collections Manager and her assis- post responses. tant took on the task of creating a new, improved version of the cartonnage reproduction (cf. Figure Spurlock Museum staff members assumed a new, I ). It took over twenty hours of work for them to major role in the presentation of the project to the design and create a replica mummy pectoral piece students, making substantial modifications to how using plaster-soaked linen; the pectoral was painted the "problem" was described. In this version, stu- to resemble an Egyptian artifact.To clearly identify dents were told that the museum had received a this piece as a forgery, they purposely planted sev- set of Egyptian cartonnage fragments from the reg- eral clues on the artifact: spots of hot pink and hot istrar at the Sherman County Historical Society. green paint, several non-Egyptian hieroglyphs, and a Since this historical society only collected local heri- Mayan figure in full regalia. Once the artifact was tage materials, the registrar wondered if the complete, it then took another twenty hours of Spurlock Museum would be interested in work to destroy the artifact and age it two thou- accessioning the artifacts, which had been found in sand years.The artifact was divided into six pieces, an unmarked box in their storeroom.The students and two sets of three pieces each were mounted in were asked to help the museum staff research the glass display frames. By creating two sets of frag- artifacts' provenance and determine their authen- ments, museum staff members made it possible for ticity. This setup was, of course, completely ficti- the program to be run at two different schools at tious; there is no "Sherman County Historical Soci- the same time.They ensured that each set included ety." Spurlock Museum educators created a letter sufficient clues, including half of the Mayan figure. from the fictitious donor (see AppendixI ) who The small, left-over pieces of cartonnage that broke supposedly gave the artifacts to the historical soci- off during the aging process were placed into plas- ety and a letter from the Spurlock Museum's direc- tic bags so that students could analyze these frag- tor, thanking the students for their help in this re- ments in detail. search project. Museum staff members also created an accession card for the artifacts, listing the infor- The museum staff also made major changes to the mation supposedly recorded by the historical soci- online interface. Realizing that simple access to da- ety.The letter from the donor was specifically writ- tabase records was not sufficient information for ten to address the UNESCO treaty issue, and pro- the students, museum staff members created an vided evidence that the artifacts entered the United elaborate, fictional database access system called States before 1966. Copies of these documents were

© Archives & Museum Informatics, 2003 1 19 122 Marty, Sheahan and Lacy, Evaluating the Authenticity... delivered to the students participating in the pro- VAMAN beRWANACAI gram. m rituals bad& ..-inext Museum staff members also assumed a major role The Funertd in delivering the artifacts to the students. The dnt.powoWtdowow Iten tna ard...hp WI conotolvd. tea eWOeWISOw.d In e m7. v. Woo b tontv The laOle we Vonapaved no pri ofblg fro of woo. ofel p1000LSow O. to to cartonnage fragments arrived with a lot of "pomp Tammy WM 11. worn0,0 podaves 0100,010, c.have Ncont, 0500, Me 110 envegap LL50,!ç oven. eft.. end sovon. conOno MC. organs ...I and circumstance," carried in by the museum's Col- 10140500l14 Oft.. 0.0. doeved Manse Wont Oa 0. At to Da.. Owe woval by dam. and o pest toes in lections Manager and her assistant wearing white dcm. Neva none Um rem PtQOsWl Opoluo Um MoL0,0 corm.. bawd esproesetno ext god ..300 0110 1ne lab coats and using gloves.The museum educators 00l0 LIA*4 mod. pi. maw pa moo. el to mon, lIlt 104012n3 P02,000 rsol 1. porton. Mot, O. won. to WM rol hero ow. oe cp. Once Om ormony MOO toned, Ino um of tow. roa.e. and tro 0..4 1000 0.1 even considered having a security guard accompany cacov at kat 01100,41. Osonsod the artifacts in full uniform, but decided against it. Tos e 010.0000,0 I.e.. 0. mimeo by no 11700010. enament Op,tooSow dem 1.004 by rms.. and dam.. OlOre PC MOD 0,0303.0 wao pteeed leolds tno ... old Me of Nom who kW Man emu, to No bed. Version 2 (2000-2001)

Early in the year 2000, museum staff members de- SoOophagus cided that they needed to make additional revisions Figure 2:Sample Screen from Online Resource in the cartonnage project. Although the physical Guide artifacts were a great success, the online resources were being insufficiently used and needed to be improved. Moreover, museum educators were un- In addition, museum educators wrote a series of satisfied with the presentation of the problem to documents about the research process (including the students, as the fictitious setup was making it information on identifying reliable sources and dis- difficult to run the same project for a second year tinguishing fakes from forgeries); these documents in the same school.Attempts to resolve these is- were placed online in Adobe Acrobat format.These sues resulted inVersion 2 of the cartonnage project. additional resources were specifically requested by the teachers,who wanted to provide their students For Version 2, the online resources available to the with more accurate information about how to con- students were completely revised. The fictional duct research and how to identify fakes and forger- "Spurlock Museum Management System" was dis- ies. In writing these documents, museum educators mantled and replaced with a simple Web page that took advantage of this request to remedy existing linked to three resources. The first link was to a problems with the program. One document, for resource guide about Egyptian Mummification (http:/ example, helped the students refocus their research /www.spurlock.uiuc.edu/education/resources/mum- efforts (which often strayed from the artifacts) by mification).The second link was to a series of docu- teaching them how to observe the artifacts more ments about the research process (http:// carefully.A second document addressed the com- www.spurlock.uiuc.edu/education/resources). The mon student belief that if something looked real, third link was to the same WebBoard fromVersion I then it was; this document explained how forgers (no changes were made to the WebBoard at this were skilled at making things look real, even if they time). were not. Finally, to help the students understand the research process even better, museum educa- The original version of the resource guide had tors developed a "research packet," which helped proved so difficult to navigate that it was unusable the students formulate their research questions, by most of the students.The online resource guide record their findings, and document their sources for Version 2 was completely reorganized, with a (see Appendix 2). new graphical interface that included illustrations and embedded links for further information about With the new online resources available, museum relevant artifacts in the museum's collections.The educators attempted to sort out the difficulties guide was organized into seven categories: history, behind presenting a fictitious problem to a class of rituals, artifacts, sources, materials, chronology, and students.What resulted was a mishmash of tech- glossary (see Figure 2 for a sample screen shot).An niques, where over the next several implementa- tions of the program museum staff presented the external graphic designer was hired by the museum to develop the site's look and feel, and construct problem in slightly different ways.They still claimed icons and other images. that the object was from another museum, but pre-

120 ©Archives & Museum Informatics, 2003

BEST COPY AVAILAR 123 Museums and theWeb 2003 sented it as an educational program specifically de- stranger left immediately and that the museum had signed to allow school children to work with mu- no way of determining his identity or asking him seum professionals on real life projects. Other than any follow-up questions.The students are then asked the letter from the donor, no additional documents to help the museum staff members confirm the were given to the students.Within the donor letter contents of the label copy (see Appendix 3). By pre- itself, any references to the name of the artifacts' senting the problem in this way, the museum edu- original owner or the name of the"Sherman County cators have found it much easier to deal with di- Historical Society" were blacked out.The students rect questions from the students with much less were told that the letter was censored to protect fabrication. If the students ask the direct question the privacy of the donor; in reality, the censoring "are you telling us the truth?" the museum educa- helped museum educators avoid a growing prob- tors now reply that the setup (that a stranger com- lem where students kept trying to locate the mented on these artifacts) is not true, but that these "Sherman County Historical Society" in real life. are actual museum artifacts and that this is an ac- tual problem which curators deal with on a regular Version 3 (2002-2003) basis.

By 2002, the museum educators although still Finally,two minor changes were made to the online happy with the physical artifacts and online re- resources during the transition from Version 2 to sources continued to have difficulties with the Version 3. First, museum staff members decided to presentation of the problem to the students. Since get rid of the simple, introductory page linking to this project was now run every year, often at the the online resources; all online materials are now same school, museum educators wondered if the accessible from the Programs and Events section students would soon stop believing that the mu- of the main Spurlock Museum Web site (http:// seum still needed their help researching the same www.spurlock.uiuc.edu/education). Second, mu- artifact.To resolve this dilemma, museum staff mem- seum staff members decided to no longer use the bers decided to return to the original idea of the WebBoard for communication with the students. sixth-grade teacher who initiated the project in Although this may seem like a major change to the I 997. online interface, the WebBoard discussions were quite easily replaced by email (see below for fur- Version 3, the current version of the project, pre- ther discussion). sents the situation as a problem that happens to curators all the time. Museum staff members tell This discussion has therefore summarized the evo- the students that while the cartonnage fragments lution of the different versions of the cartonnage were on display in their museum,a stranger claimed project.One implementation was run using the pro- that the label copy describing the artifacts was er- totype version. Three implementations were run roneous. The students are then told that this using VersionI . Four implementations were run

DatesArtifacts Documentation Online Resources Communication Made by Prototype 1997 Teacher No formal Stand alone database records Email, and panel documents presentations Version I 1998- Museum Accession card, Fictional museum management Staff visits, email, 1999 letter from system with integrated webboard, and panel fictitious donor, database records and early presentations and letter from version of resource guide museum director Version 2 2000- Museum Letter from Complete resource guide with Staff visits, email, 2001 fictitious donor integrated database records as webboard, and panel (censored) well as research documents presentations Version 3 2002- Museum Letter from Complete resource guide with Staff visits, email, and 2003 fictitious donor integrated database records as panel presentations (censored); exhibit well as research documents label copy

Table I:Summary of Evolution ofVersions

© Archives & Museum Informatics, 2003 121

124 Marty, Sheahan and Lacy, Evaluating the Authenticity... using Version 2.Two implementations were run us- students were not allowed to handle the main pieces ing Version 3. At least two more implementations of cartonnage; these were kept intact in a glass dis- using this version are scheduled for the spring se- play frame. The students were allowed to handle mester of 2003. several small pieces of cartonnage, but only with tweezers.The seriousness of these procedures had a big impact on the students.They were very care- Analysis of Student Activities and ful to always wear gloves when handling the arti- Interactions facts; they treated the artifacts with respect, as they had been trained to do. During the panel presenta- This section presents an analysis of the students' tions, if some students forgot to wear gloves, other activities and interactions as they worked with the students would even remind them to do so. The artifacts, the available resources (both physical and extent of their training in artifact handling likely was online), their teachers, the museum personnel, and a major factor in the students' persistent belief that each other. It discusses the overall trends we ob- the artifacts were authentic; if the artifacts were served in terms of how the students participated not authentic, some students asked us, why would with the museum personnel on the project, what we be so strict about artifact handling procedures? their levels of involvement and understanding of the The students never asked why, however, if the arti- project were, and how these things changed over facts were authentic, museum staff members would time. In doing so, we will attempt to determine what have let them out of the museum. the students learned from participating in this project. What did the students do while studying the arti- facts? As will be discussed in more detail below, stu- There will be four different types of activities and dents took a common approach to studying the interactions discussed. First, we will look at how artifacts, examining the hieroglyphics, colors, gods, the students interacted with the artifacts. Second, and material composition of the pieces.They tried we will explore how the students made use of the to identify the gods, decipher the hieroglyphics, and information resources, both physical and virtual, at determine whether or not the colors on the their disposal.Third, we will examine the different cartonnage fragments matched known pigments approaches to research taken by the students. Fi- available to the ancient Egyptians. Since students nally,we will discuss the students' learning processes, were unable to remove the cartonnage fragments focusing on how their levels of understanding from the display cases, they had to rely on the frag- changed over time. ments provided in the plastic bags for material analy- sis. They typically examined these small fragments Interactions with Artifacts carefully to see what they were made of and deter- mine their authenticity and, if possible, the age of How did the students interact with the artifacts? the fragments. Only in a few cases did students at- The artifacts were generally brought to the school tempt anything innovative; one group, for example, and presented to the students fairly early in the extrapolated from the fragments they were given a project; the students would usually have had some theoretical reproduction of what the entire pecto- initial introduction to ancient Egypt, have been told ral piece might have looked like. about the upcoming project, and have been looking forovard to the arrival of the actual artifacts them- How much time did the students spend working selves.The artifacts were brought to the school by directly with the artifacts? In most cases, students museum staff members who clearly treated the ar- did not spend as much time working directly with tifacts with a great deal of respect. The teachers the artifacts as the museum staff members expected were required to sign an official "loan form," fur- they would. Their typical approach was to spend ther impressing upon the students the value of these one day studying the cartonnage fragments at the artifacts.The students were taught proper artifact beginning of the project, and then put the fragments handling procedures which stressed the importance aside and only occasionally look at them before the of handling the artifacts carefully, with gloves, and final panel presentation.The students spent enough treating the artifacts with respect at all times.The time with the objects to answer questions about

I 22 © Archives & Museum Informatics, 2003

125 Museums and the Web 2003 the appropriateness of the colors and attempt a some students relied almost entirely on the Inter- translation of the hieroglyphics, but the artifacts net for the data. Every student used at least one themselves were rarely the focus of the classes' Web site (other than the site provided by the mu- attention. After their initial study of the artifacts, seum) while conducting the research. Most often, the students typically turned their attention to the these were sites on the use of color or hieroglyph- research process, searching the Internet and their ics in ancient Egypt. Different classes almost always school's library for information about cartonnage located completely different Web sites, which were and the mummification process. Only recently have passed from one group of students to another, and museum staff members made a point of stressing in on which students often based the foundations of class the value of constantly returning to the arti- their arguments. In this way,Web sites with errone- facts during the research process.While having the ous information frequently spread mistakes through- artifacts in the classroom throughout the project out an entire classroom of students like some kind provided a catalyst for the students' research ac- of knowledge virus. Students also used books (al- tivities, the students did not understand the signifi- though only infrequently would students use their cance of making the artifacts a part of their research textbooks) in their research, often looking up trans- process until they were told to do so. lations of hieroglyphics or trying to identify the images on the fragments. Many students also found Use of Information Resources basic information on ancient Egypt and mummifica- tion from books; in one case, a group of students How did the students make use of the online re- working on this project checked out almost every sources provided by the museum? Depending on book on ancient Egypt from their local public li- computer availability, students were regular visitors brary. to the museum's Web site and resource guide; al- most every student referred to the museum's Web Approach to Research site in their panel presentations. It appears as if the fact that museum staff members provided them with What research questions did the students ask? On an online resource guide to Egyptian Mummifica- the first day of the project, students were encour- tion had a significant impact on the students' ap- aged to develop a list of questions they would like proach to the project. The online resource guide answered. More questions would generally be added helped them start the research process, and they to the list later on as they examined the artifacts searched the museum's Web site for clues as to the and spent more time conducting research.The most artifact's authenticity. Many students believed that commonly asked questions were:Who made this? the mere fact that the museum had provided this When was it made?What was it made for?What is Web site proved that the artifacts were from an- it made from? What time period is it from? Where cient Egypt. Why else would we have given them is it from? What is shown in the pictures? What do that site? Students stopped asking this question the hieroglyphs say? What is the significance of the when museum staff members decided to make these colors? Over the course of the project, however, online resources available from the museum's pub- the students usually became more and more fo- lic Web site along with resource pages on several cused on the overall question: Is this real? other topics. Nevertheless, as the source of both the artifacts and a primary source of data about What research methods did the students use to Egyptian mummification, the students usually ac- answer these questions?To ensure that the students cepted the authority of the museum without ques- started by looking at a source they could count on tion. as reliable, museum staff members initiated the re- search process by providing the address of the What other resources did the students use?All stu- Museum's online resource guide to Egyptian Mum- dents had access to a variety of information re- mification. Most often, students began the project sources, including books, articles, and Web sites, by spending time either in a computer lab or on accessible from their classroom, their school or one or more computers in the classroom.The more public library, or their home.The students were fre- available computers, the more likely students were quent users of the open Internet; in the late 1990s, to focus on online resources. Having fewer avail-

@Archives & Museum Informatics, 2003 I 23 Marty, Sheahan and Lacy, Evaluating the Authenticity... able computers quickly directed the students to- carded and never brought up again. The first time ward their library books. Museum staff members this happened, the student who discovered it were available for questions over the Internet (via pointed out that this looked like a Mayan figure but email or on the Web Board). In addition, at least one decided that this was not a problem since it was museum staff member would visit the students for likely that Egyptian and Mayan cultures were aware a question/answer session halfway through the of each other; she told us that she reached this project. To provide the students with a consistent conclusion because she had learned about Egyptian source from the museum, the assistant director of and Mayan civilizations from the same book. The education was established as the students' primary second time the figure was discovered, it was iden- contact at the museum. tified by a learning disabled student who thought there was something odd about that figure, but could What approach did the students use to determine not decide exactly what it was; before he could the authenticity of the cartonnage fragments?With explore it further, however, he was quickly shut few exceptions, students primarily focused on four down by his fellow group members.The third and factors:the hieroglyphics written on the fragments, final time the Mayan figure was discovered, a group the colors painted on the fragments, the materials of students thought the figure looked like an Aztec the fragments were made from, and the gods de- warrior; they explained away this apparent anomaly, picted on the fragments. These factors, almost al- however, by stating that since the Egyptians and the ways in this order, comprised the four main argu- Aztecs both lived in the tropics, it was likely that ments put forth by the students in the panel pre- the Egyptians also portrayed figures with leaves sentations. Based on their findings regarding the around their wrists and ankles, as the Mayan figure hieroglyphics, colors, material types, and the gods, was depicted. the students would render a verdict of authentic or forgery in front of a panel of museum staff members. Learning Processes

What was the most frequent decision reached by How did the students' understanding of museum the students researching the fragments?As discussed activities change over time? The students' under- above, about three out of every four students de- standing of what a museum curator does improved cided that the artifacts were authentic; of these stu- dramatically over the evolution of this project. In dents, about half reached this conclusion based VersionI of the program, the students had a very solely on their analysis of the colors found on the hard time understanding the role of the museum artifacts. Most students were absolutely convinced curator when working with artifacts. This was, in that these reproductions were real, and this belief part, because the museum educators, in an attempt was not limited to the reproduction made by the to provide a certain amount of intellectual rigor, museum staff.When the prototype version was run, originally told the students that museums were one student told us that he believed the museum expected to possess 100% accurate information,and staff had taken a piece of cartonnage from their that museum curators were responsible for ensur- collection and ripped a square piece out of it; he ing the accuracy of the museum's information. Stu- even showed us, on the online database, a piece of dents were provided a list of "questions curators cartonnage that by complete coincidence was were supposed to be able to answer," including missing a piece exactly the right size and shape.The questions about the physical characteristics of the major obstacle the students faced throughout the artifacts, the provenance of the artifacts, whether project was their tendency to look for reasons to or not the artifacts complied with the 1971 prove that these artifacts were real,and not to prove UNESCO treaty, and the basis for information about that they were fake. Even when faced with the clues the artifacts as provided by the donor:This list was planted by museum staff (such as the spot of hot supposed to help the students formulate their own pink paint), students tended to rationalize these research questions; instead it became a burden,forc- clues away (arguing that perhaps red pigments,when ing students to worry about treaties instead of the two thousand years old, might look like hot pink). artifacts.To solve this problem, the museum educa- tors adapted their approach inVersion 2, asking the Did any student ever discover the Mayan figure? students to develop their own questions through From 1997 to 2003, the Mayan figure has only been small group discussions. Encouraging the students discovered three times, and each time it was dis- to think like detectives helped them become in-

124 © Archives & Museum Informatics, 2003 127 Museums and the Web 2003 spired by the job of the museum curator.The new were actually Mayan numbers). Instead of reaching presentation of the problem developed in Version that conclusion, however, students decided that 3 went even further, providing the students with an these hieroglyphs must either be signs that had not even more straightforward problem to solve: who yet been discovered or signs that were too rare to do you think is right? The mysterious stranger? Or be listed in the books in their school library ("we're the donor? By drawing the students into the in- only sixth graders, after all:' one group told us).The quiry process, these changes helped the students possibility that these signs might not be Egyptian better understand the job of the museum curator. hieroglyphs at all never occurred to them. For an- other example, when attempting to use the colors How did students' understanding of the research found on the artifacts to determine their authen- process change over time? The students' abilities ticity, the students almost always began with a list to conduct research and understand research meth- of colors the ancient Egyptians could produce and ods improved dramatically from 1997 to 2003.This then looked to see if those colors were found on was especially true in the case of the students' online the artifacts.They almost never checked the reverse, searching skills, where they became much more looking to see if any colors found on the artifacts aware of the need to assess the quality of informa- could not have been made in ancient Egypt. In ways tion they found online. In December of 1997, one such as these, the students would skew their an- student actually believed (and stated) that every- swers to match their expectations. thing she read on the computer had to be true. By the spring of 2002, however, students were com- paring the overall reliability of sites from dot-edu Analysis of the Museum/School or dot-corn domains. This change is likely due in Relationship part to the efforts of both museum professionals and teachers to explain the importance of good This section presents an analysis of what we learned research methods to the students.Throughout the about supporting a cooperative relationship be- development of this program,for instance, museum tween museums and schools when conducting edu- staff members have continued to provide more cational outreach programs. It discusses what we explicit documents about good research habits. learned as we moved from version to version, evolv- Museum educators and teachers alike continued to ing the program to create a better product. In do- stress the importance of having and citing a source ing so, we hope to summarize the most important for every piece of information. These efforts have lessons we learned about what makes for a suc- consistently led to students with higher quality re- cessful relationship between museum educators and search skills. school teachers.

How did the students' approach to logical argu- We will examine three different areas of this rela- ments and critical thinking change over time? The tionship. First, we will look at levels of involvement students' abilities to think critically and make logi- in the classroom, from the perspectives of both cal arguments did not change significantly over the teacher and museum educator. Second, we will ex- course of this study. Students did not want to be- amine the issue of availability of online resources lieve that the museum might bring them artifacts and the importance of access to technology. Finally, that were not real, and they would go to tremen- we will discuss the relevance of this program to dous lengths to dismiss any evidence that might the curricular needs of the school and its impact possibly imply a fake. When arguing that the arti- on the success of the project. facts were authentic, students twisted their logic in strange, clever, and often unexpected ways; students Levels of Involvement in Classroom who thought the artifacts were fake, however, usu- ally did not employ such logical contortions. For How involved were museum staff members in class- instance, when attempting to translate the hiero- room activities? The success of this program was glyphics on the artifacts, students usually found sev- directly related to the amount of time museum staff eral hieroglyphs they could not identify: the signs members were able to dedicate to the classes re- planted by the museum staff as clues that the ob- searching the cartonnage fragments. From the on- jects were fake (some of the "Egyptian hieroglyphs" set of VersionI , Spurlock Museum educators and

@Archives & Museum Informatics, 2003 125 128 Marty, Sheahan and Lacy, Evaluating the Authenticity...

other staff members remained very involved in the provided information about Egyptian mummifica- classroom: they made several trips to each class, at tion practices (including information specifically the beginning, middle, and end of the project; they about cartonnage) as well as museum practices and were constantly available to answer questions for research methods.When students did not have ac- the students, either by email or using the Web Board. cess to this information, as in the prototype ver- Any museum educator planning to initiate a project sion when only an online list of database records such as this one must be aware of the need to dedi- was provided, students gathered most of their in- cate a great deal of time to helping the students formation from other online sources. As the mu- have a successful experience. In addition, when col- seum made more information available online, and laborating with teachers who were not so familiar as artifact database records were integrated into with active learning or problem-based learning tech- the online resource guide, the students began to niques, the museum educators found that they had rely on the museum-providedWeb site as their pri- to spend more time in the classroom and play more mary source of information.Students were not par- significant roles in setting up the project and assist- ticularly interested in the elaborate, fictional ing the students. "Spurlock Museum Management System" provided in Version I; they preferred the straightforward ac- How involved were the teachers in classroom ac- cess to information about mummification and re- tivities? The success of the program was directly search activities available inVersion 2.Students, how- related to the amount of time the teachers were ever, were much more likely to make use of the able to spend with their students on this project. resource guide on Egyptian mummification than they The more involved the teachers were, the more were to read the documents written by the mu- confident they were in their research skills, and the seum educators about conducting research and greater their knowledge of the content area, the determining the authenticity of an artifact. It is pos- more the students got out of the projectin terms sible that this indicates a preference for informa- of Egyptian history, museum practices, and research tion provided in a graphical format over text-only activities. Likewise, the more time the teacher spent documents. It is also possible that this reflects the researching ancient Egypt ahead of time, finding students' (or teachers') unfamiliarity with Adobe appropriate resources and checking books out of Acrobat; to account for this possibility, the museum the library in advance, the greater the impact of the educators have recently begun taking hard copies project on the students. Students who were able of the research documents with them on their class- to spend three weeks on the project generally room visits. learned more than students who only had two weeks; this was especially true with schools taking How did access to the necessary technology affect a problem-based learning approach (which took the program? Although successful completion of the longer to set up). Few schools, however, could af- project assumed that the students would have ac- ford to dedicate three entire weeks to this project. cess to the Internet in order to read the online Nevertheless, even teachers who could spend only resources provided by the museum, this was not one week on this project found it instrumental in explicitly a requirement of the program. Several changing the perception of the museum from a schools had to cope with technological failures that once-a-year field trip destination to a valuable re- resulted in students having little or no time in the source that could be directly integrated into the computer lab. Students who were unable to access classroom curriculum. With the students relying the museum's online resources had to rely on their heavily on the Internet for their information, how- school libraries for information.When the museum ever, teachers had to be prepared to vet for inappro- was working with students who had access to the priate material all sites discovered by the students. Internet in their classroom,the museum staff found that the students were more likely to have a thor- Availability of Online Resources ough understanding of what the museum wanted them to do (especially when working computers How did access to the online resources provided were available throughout the project).These stu- by the museum affect the students' successful dents, however,were also more likely to have found completion of the project? Students working with less reliable sources of information by concentrat- the cartonnage fragments had access to museum- ing their search on the open Internet.

126 ©Archives & Museum Informatics, 2003

129 Museums and theWeb 2003

What was the impact of using the Web Board for ing their work" made them take the project very communication between students and museum seriously. In addition, the panel discussion format educators? With the implementation of Version 1, let the students know that the museum took their museum staff members had very high hopes for the work seriously as well.The museum educators ex- museum-school interactions made possible by the plained to the students that no one expected them WebBoard. At the end of Version 2, however, the to provide all the answers to every question. Nev- museum staff decided no longer to use the WebBoand ertheless, the fact that the museum employees ac- technology. This was for several reasons. First, tually listened to the students and took their ad- Spurlock staff members were not running the vice to heart clearly impressed the students and WebBoard from their own server, and therefore were made them feel that their work was truly impor- paying expensive licensing fees each time the pro- tant. gram was run. Second, the WebBoard discussions often turned out to be unhelpful and sometimes Is this project beyond the capabilities of elemen- harmful to the project.Students wasted a great deal tary or middle school students? Over the years, the of time making off topic or inappropriate posts.They museum staff has adjusted and adapted the pro- would usually ask the same questions over and over, gram to reduce the number of potential pitfalls that wasting the museum educators' time. They would could trip up the students. Most recently, museum post useless requests such as,"Please tell us whether educators dropped the discussion of UNESCO this is authentic.Thank you." Some students would treaty issues simply because it was too hard for even post threats, demanding that museum staff most sixth grade students to understand.The one members tell them the answers "or else." In the time that the museum tried running this project end, it was simply easier for the museum to drop with elementary school students (gifted students the WebBoard component and rely solely on email from grades three to five), the students had trouble for asynchronous interactions between students and understanding the purpose of research; they were museum employees.To reduce the number of inap- also plagued by technological problems which lim- propriate or repetitious questions, the teacher now ited their time on the computers. Even at that young collects the students' questions, are now collected age, however, and despite challenges of time and by the teacher, who edits them, and sends a moder- technology, the project successfully motivated the ated list to the museum educators.This illustrates students and piqued their interest in both ancient the advantage of having greater teacher involvement Egypt and research methods. For middle school stu- in online communication between schools and dents, the program, at least in its current form, seems museums. to be at an appropriate level for an introductory project to ancient Egypt, the museum profession, Relevance to Curriculum and the practice of conducting research. How did this lesson relate to classroom projects as part of a course on ancient Egypt? One of the big- Conclusions gest factors behind the success of this project was that it is most often used to introduce a unit on The evolution of the cartonnage project from the ancient Egypt. Providing the students with a hands- prototype version in 1997 to the current version on, active learning experience made the concept of in 2003 was extremely time-consuming for the staff studying Egypt more exciting. Having a practical in- of the Spurlock Museum, requiring a great deal of troduction such as the cartonnage project made analysis and revision. They worked toward a pro- the students look forward to learning more about gram that would be easy for teachers to manage Egypt in the traditional classroom setting. and not too hard for students to understand.They worked to help students avoid pitfalls and come to What was the value of the panel presentations to the right condusions.Their most difficult challenge, the project? The fact that the students 'were re- however, was getting the students to accept the quired to do group presentations to a panel of project on their own terms and at face value. museum staff members at the end of each project had a serious impact on the students' behavior. It was only recently that students were willing to Knowing that the museum staff would be "evaluat- accept the project as a simulation, to approach it as

© Archives & Museum Informatics, 2003 I 27 Marty, Sheahan and Lacy, Evaluating the Authenticity... a learning experience. In doing so, the students were Bennet, N., & B. Sandore (200I).The I M LS digital freed to understand the true goal of the exercise: cultural heritage community project:A case to appreciate the purpose of research.They were study of tools for effective project manage- no longer looking for the right answer to fill in a ment and collaboration. First Monday , 6 (7). blank on a test; rather they were coming to their own conclusions.They understood that there was Boud, D. & G. Feletti, (Eds.) (1991). The challenge of no trick question, that the right answer was the problem-based learning. New York: St. Martin's answer they uncovered as researchers, that they Press. themselves were the source of the answers. More- over, they understood that the answer itself is not Costantino,T. (2001). The Museum Problems in as important as the process of inquiry:asking ques- Today's World Program Research:Ancient Egypt tions, conducting research, and supporting their find- Module. Research paper written for the ings with sources. College of Education, University of Illinois at Urbana-Champaign. The amount of time required to reach this goal demonstrates the difficulty of creating a program Frost, C. 0. (1999). Cultural heritage outreach such as this; museum staff members needed to keep and museum/school partnerships: Initiatives evolving, improving, and constantly working to meet at the School of Information, University of the needs of students and teachers. Museum edu- Michigan. In D. Bearman & J.Trant (Eds.), cators had to wrestle with difficult questions. In using Museums and theWeb 1999 (pp. 223-229). fictitious documents, did they risk their own cred- Pittsburgh, PA:Archives and Museum Infor- ibility while emphasizing the importance of cred- matics. ible and reliable sources? Did they have an obliga- tion to let the students know eventually that these Frost, C. 0. (2001). Engaging museums, content artifacts were in fact 'reproductions? One group of specialists, educators, and information students did track the museum educators down, specialists:a model and examples. In D. months after the end of their project, demanding Bearman & J.Trant (Eds.), Museums and the to know the answer.., and they were told. But those Web 2001 (pp. I 77-188). Pittsburgh, PA: students were the only ones that ever reacted in Archives and Museum Informatics. that way, the only group that was overly bothered by the fact that museum educators were perhaps Marty, R (2000). Online exhibit design: the socio- not telling them the whole story.And this, for the technological impact of building a museum museum staff, best illustrates the success of the over the world wide web.Journal of the cartonnage project. When students see that they American Society for Information Science, 51 (1), themselves are the source of the answers, that there 24-32. is no right or wrong, that there is only a process of discovery, students learn the only real truth. Sumption, K. (2001)."Beyond museum walls" a critical analysis of emerging approaches to museum web-based education. In D. Bearman References & J.Trant (Eds.), Museums and the-Wt-b-Web 2001 (pp. 155-162). Pittsburgh, PA:Archives Adams, C.,T. Cole, C. DePaolo, & S. and Museum Informatics. Edwards(2001). Bringing the curatorial process to the Web. In D. Bearman & J.Trant Teather, L., & K.Wilhelm (1999).Web musing: (Eds.), Museums and theWeb 2001 (pp. 11-22). Evaluating museums on the Web from Pittsburgh, PA:Archives and Museum Infor- learning theory to museology. In D. Bearman matics. & J.Trant (Eds.), Museums and theWeb 1999 (pp. 131-143). Pittsburgh, PA:Archives and Bennet, N. & B.Trofanenko (2002). Digital primary Museum Informatics. source materials in the classroom. In D. Bearman & J.Trant (Eds.), Museums and the Web 2002 (pp. 149-156). Pittsburgh, PA: Archives and Museum Informatics.

I 28 ©Archives & Museum Informatics, 2003

131 Museums and the Web 2003

Appendix A: Donor Letter (redacted)

GçUAk D, I, Nut,

4-4,-Cik7k) trA, Lzils-

4,A. ck.Alc,J V?k4t a.914.4 ,;(1-5 Ak ct,r, co-414-0-& -64z- Rt.z ,4)

-1s-4) 1-1zAQ- Lib

Z`i Onerrvsalar2-,-- " :4;1. hr, cs-m.t" L. Ai2-Rea I aN

nvz, 4,,t,s2 4--L e or) ,g.A9- tar,-1. nv-A 0-4, 4.4 ) \s-,24) Laitri A_ Ltk, pA.Lbad-

r(,,\,$,A.1).-..-afz. v\ ci..1.() Azak-e-D et,,,Li-s &cat_ 4o (2-04-e

A La.11-e. 1.14-6 vu_,. 4 vot ,DA

BEST COPYAVAILABLE insimim1111111".

© Archives & Museum Informatics, 2003 129

3 2 Marty, Sheahan and Lacy, Evaluating the Authenticity...

Appendix B: Research Packet Appendix C: Exhibit Label Copy (sample page)

Research Notes Bound for Eternity Spur lock Museum Beginning Date: Report due: Researcheqs): These fragments are thought to be from an Note: Every hypothesis must be supported by references from reliable sources. All ancient Egyptian mummy's painted chest source information must be recorded in detail lie., bibliographic entry and page numbers). decoration. Preliminary Artifact Examination Notes and Questions: Fragments. Egypt, unknown date. Cloth, plaster, pigment. Anonymous donor. 1968.3.4-6

Research Areas: 1)

Resources:

BEST COPY AVAILABLE

I 30 © Archives & Museum Informatics, 2003 133 Focus your young visitors: -Kids Innovation- Fundamental changes in digital edutainment

Sebastian Sauer, ion2s buero fuer interaktion, and Stefan Göbel, ZGDV e.V. Digital Storytelling, Germany

Abstract

With regard to the acceptance of human-computer interfaces, immersion represents one of the most important methods for attracting young visitors into museum exhibitions. Exciting and diversely presented content as well as intuitive, natural and human-like interfaces are indispensable to bind users to an interactive system with real and digital parts.ln order to overcome the obstacles to attracting the young, we have taken an interdisciplinary approach to the fields of multimedia, media design, TV/movie or literature, and especially myths, to develop narrative edutainment applications for kids. Similar to Hollywood, production content and dramaturgic scripts are generated by authoring tools and transmitted by multimodal interfaces enhanced by natural conversation forms.These concepts are enhanced by interaction design principles, methods and appliances; such as Kids Innovation or Momuna.This paper describes both existing technologies and new innovative methods and concepts of interactive digital storytelling and user interaction design to establish immersive edutainment applications and appliances using multimodal user interfaces.These approaches merging into Dino-Hunter as innovative game-oriented mobile edutainment appliances are discussed within the environment of mobile application scenarios for museums and their young visitors. Keywords: Kids Innovation, Momuna, Interactive Digital Storytelling, Dino-Hunter,Telebuddy, GEIST, Experience Appliances, Transforming User Interface, Multimodal Interfaces, Digital Information Booth, Edutainment Applications.

Introduction

The global aims and tasks of museums are not lim- and provides mechanisms and methodologies for ited to the archival storage and conservation of fundamental changes in digital edutainment appli- cultural and scientific exhibits and artifacts. Rather, cations.Thus, new ways of interaction and commu- the transmission of knowledge, the imprint of cul- nication between kids and artifacts, between visi- tural identity and the experience of art represent tors and the museum, or between kids and visitors special issues to museums and involved parties in are introduced. the museum scenario. In order to be an active part of cultural life, it is necessary to compete with other From the technical point of view, Kids Innovation is actual offers and trend-setting developments in the enhanced by different principles and mechanisms current information society and to influence these of interactive digital storytelling and user-centered developments. This paper describes practical ex- interaction design methods. Interactive storytelling amples, concepts and methods of innovative digital techniques enable museum institutions to provide and interactive edutainment applications enabling exciting stories and interesting presentation modes especially young visitors to dive into a game-ori- "beyond the desktop", enabling (young) visitors to ented experience and learning environment within dive into a story and get detailed information about museums. Examples for this are integrated multi- artifacts using game-based interfaces.These game- media systems of experience appliances consisting based interfaces are integrated within a mixed real- of avatar-based information kiosks, mixed reality ity environment consisting of physical interfaces/ environments, interactive toy characters and mo- props and devices such as sensors, video-tracking, bile information devices, all based on alternative speech recognition or scanners, as well as virtual trend-setting user interfaces providing multimodal components such as a 3D-environment with narra- and adventure-driven access to the contents of mu- tive characters talking to the visitors, and multime- seums.The common scenario and introduced new dia presentations. Subsequently, interactive concept of Kids Innovation is modularly structured storytelling techniques improve the usability of digi- and addresses exactly these issues mentioned above. tal edutainment applications and enable the creation Altogether, Kids Innovation focuses on young people of exiting, suspenseful and immersive interfaces.

Museums and the Web 2003: Selected Papers Archives & Museum Informatics, 2003, p.I 31 BESTCopyAVAIL4BLE 1 3 4, Sauer and Göbel, FocusYourYoungVisitors

From the commercial and marketing-oriented point new industry interactive and digital products for of view,the use of experience appliances developed mobile usage, such as smartphones, Pocket PCs or by the principles of Digital Storytelling and of Kids CarPCs.This is an interesting and important point Innovation enables museum institutions to get valu- for the User Interface Developer.The mobile situa- able feedback concerning the impact and effect of tion and the permanent changes of user surround- their own exhibition concepts and the behavior of ings cannot be clearly defined as in a more con- (young) visitors. Based on these facts and additional stant environment; for example, at the desktop in case studies, museum institutions are enabled to sup- the office.The knowledge of how the five senses of port schools, classes or any other kind of visitor group the human being work together and how their re- within the three major phases of visiting a museum: actions to different impressions influence the inter- preparation, execution and post-processing. action between the user and a device is more im- portant then ever. This point is very interesting within the museum context because of the combi- State-of-the Art nation of real artefacts in interaction with the digi- tal appliances. User Centred Interaction Design User Interface combinations and principles show New high-end technology in the field of comput- that an assimilation of information can be done par- ers, multimedia systems and telecommunication allel by our senses. But every perception channel arises every day and promises a better and easier can support only one orientation of our attention. way to manage human beings' lives.The advantages Jef Raskin [13] picked up on this problem and in- of such technologies are their nearly never-ending troduces the "locus of attention" in combination funcitionalities and possibilities. But the crux is, that with the term "singularity" [10]. If the User is in- their complexity is mainly in contrast to intuitive volved in one linear thinking process, can an un- access of their functions.The human being has needs foreseen event deflect attention in a new way? The and wants to solve problems without being stressed decision is that no second locus of attention arises, by having to understand extensive technologies.To but the old one breaks down and the new one takes let the human being become the centre of the con- priority. siderations during the development process of tech- nological innovations is the goal of User Centred This fact is very interesting for User Interaction Interaction Design. Scientists, product and commu- Specialists. It influences especially the design pro- nication designers, computer engineers, piycholo- cess of human device interfaces for mobile multi- gistsand anthropologists combine their media systems because of the constantly changing competences to make things usable. environment of the user in the mobile situation. The conclusion is that multimodal Interfaces can Recently, most multimedia systems exclusively have provide different access to information and allow worked with the combination of haptic hardware different communication modes, but you have to (solid-) and traditional graphical user interfaces.You understand the temporary context of the user, his find such user interaction components and prin- physical and emotional possibilities, the variable ciples combined in standard Desktop PCs, Personal environment and the dynamic situation.That means Digital Assistants,TabletPCs and thousands of soft- that a static multimodal user interface which inter- ware applications. Sometimes auditory components acts with a user by constant modes ignores the are integrated, but in a very reduced way. A com- changes and cannot be so effective as it could be. bined solid-/audio- or audio-only interface is asso- (For more on this, see "new concepts..."). ciated with devices which are normally developed for physical handicapped people (for example, the Digital Storytelling blind) or which are used in a special context, where visual attention cannot be paid to the device; for From the content-related point of view, Digital example, while driving a car. Storytelling represents a new research discipline contributing to information technology by applying Nowadays users get off of their office desktop and aspects of storytelling and entertainment to digital dive into a mobile situation. That fact is reflected in applications. New authoring methods for multime-

132 © Archives & Museum Informatics, 2003 135 Museums and the Web 2003

dia design and application development are currently Media Presentation being explored and implemented by an interdisci- Gesture Recognition plinary team of communication designers and com- Virtual Avatar puter scientists.The goal of digital storytelling is to achieve new types of applications that are easily Sensors understood by everyone through telling a story [ 16].

Here, additionally, those new forms of multimodal Physical Avatar interaction are integrated. For integrated authoring, three aspects of interactive multimedia play roles in a scenario design description: Selection via Flyer

Graphic-interactive media:These are 2D or 3D Figure Digital Information BoothProject graphical elements (including spatial sound "Info zum Anfassen"(tangible information). sources) which can be placed, designed, and de- picted in various displays, as well as manipulated by navigation and pointing techniques (an area al- tonomous virtual character [14][8].This system in- ready represented by Screen Designers and 3D cludes natural interaction elements such as track- Designers for virtual reality). ing visitors' poses and positions, and the positions of physical objects (e.g. real books), to establish a Continous media:These include all kinds of time context for the conversation. dependent media, such as audio/video streams, animation, and speech. Design criteria are not Based on that scenario,further innovative ideas and questions of spatial layout, but of sequencing and concepts are indicated by the IZA ("Info zum timing as well as turn-taking in a conversation.They Anfassen", engl.: tangible information) project', determine the dramaturgy of an application to a which aims to develop a mixed reality platform for high degree. a booth scenario in cooperation with the visual computing department.Visitors are recognized by Physical Media & Modalities:Selection and design sensors and are saluted at the booth by avatars. of physical-spatial worlds of adequate input and Corresponding to the application scenario and con- output devices, considering new requirements versation objectives, a talk is initiated. Here, instead such as mobility and ubiquitous computing be- of typical hypermedia, mouse- or menu-oriented yond pure screen design. Ergonomic and haptic interfaces, users can activate sensors or can physi- qualities determine usability, acceptance, and aes- cally select flyers or can show something, some- thetics. where (gesture recognition) in order to select pre- sentation modes or control the workflow of the Designers must integrate, design, and evaluate all of story. The story engine is generic in the sense of these elements during the concept phase of a pro- different application scenarios (sales talk, duction.Ultimately, it is the end-user who will evalu- infotainment, conversation, etc.), provides frame- ate the overall impression of these integrated as- works for various scenarios, and handles the de- pects and determine the application's usability and vice and media management. Grasbon and Braun value. describe a generic morphological approach to in- teractive storytelling in mixed reality environments To demonstrate the potential of this integrated [5] providing a non-linear interactive storytelling design, ZGDV Darmstadt has developed a kiosk engine [3] based on a rule-based system imple- system for Siggraph 1999 that gives visitors the mented in JESS [4]. impression of stopping at a virtual trade show booth where they can get information by having a conver- Figure 2 shows different multimodal interfaces in- sation with a human-like assistant in the form of an tegrated into the digital information booth of the avatar [2],a more or less"intelligent" being,a"simple IZA project. Exemplarily, microphones are used for digital assistant"; or by participating with "real in- speech recognition, a video camera is used for video telligence with knowledge and emotions" as an au- recognition or a scanner for business cards is used

@Archives & Museum Informatics, 2003 133

136 BESTCOPYAVAILABLE Sauer and Gael, FocusYourYoungVisitors

For this reason, currently anthropomorphous user- interface agents (avatars) within interactive (3D) worlds [I I] are developed.Avatars are able to com- municate by using human-like interaction techniques, such as lip-sync speech, facial expressions, and ges- tures.A conversational user interface system should be proactive, narrative, and emotional, and should represent a certain role metaphor.According to the role, not only is the avatar's behaviour and impor- tance important, but also its location and timing.

Application Examples Apart from digital information booths orinformation I kiosks, there are other possible application areas Figure 2:Digital Information Booth using the same technology of user interaction de- multimodal interfaces. sign, interactive digital storytelling and multimodal user interfaces. For example, within the GEIST to get in contact with the user and to get his email- project a story engine based on the Propp model address in order to provide personalized informa- [12] is conceptualised as the control unit for dra- tion. maturgy [I 5][6], interactive workflow and further personalized and application-driven parameters in From the scientific-related point of view, there are a mobile computer game. From the educational and several objects of research in Digital Storytelling learning point of view, the main goal of GEIST is to which lead to new technology for multimedia ap- transmit historical information providing mixed re- plications:With new forms of scenario-based de- ality technology. Users/pupils walk around at his- sign, communication designers shall be included in torical sites in Heidelberg and get information by an interdisciplinary design process for complex ap- virtual avatars presented on head-mounted displays. plications beyond screen design. Storytelling meth- ods shall be involved to create drafts, design In the context of EMBASSI and MAP, users are pro- artefacts, and prototypes in a pre-production phase. vided with animated avatars as assistants integrated To include storytelling aspects such as dramaturgy, into entertainment electronics, e.g. presented on a character, and emotions in an interface, new forms TV screen. Examples for this exist in both multime- of Conversational Interfaces are proposed. Further, dia home-entertainment and business applications. the vision of writing as programming leads to new In order to improve acceptance of the user inter- High-level APIs that allow application programming face and to increase immersion, these applications in a storytelling way. are enhanced by human-like conversation rules for the interaction with user interface agents. A current technological trend is the development of intelligent assistance systems. In contrast to a TELEBUDDY represents a physical avatar equipped tool that must support direct manipulation and with different sensors respectively sense organs (see, should be handy, an assistant is expected to solve listen, speak, show) enabling users to contact the tasks autonomously, in parallel with other tools Telebuddy via the internet and communicate via operated by the user. Proactivity is another criteria: different channels for the various senses. For ex- in a museum, a trade show or other kiosk systems, ample, the Telebuddy can visit an exhibition and dif- a virtual being as a partner can facilitate orienta- ferent users (user groups) can look through the tion in artificial worlds by playing an active role in eyes of the Telebuddy or speak to other visitors of prompting user interaction. This interaction re- the exhibition using theTelebuddy speech interface. sembles interpersonal communication much more than interactions using traditional interactive tools. With the art-E-fact project (art-E-fact: A Generic Platform for the Creation of Interactive Art Expe-

134 ©Archives & Museum Informatics, 2003

137 Museums and theWeb 2003

1

Figure 3:TELEBUDDY physical avatar visiting the EXPO exhibition 2000 in Hannover, Germany. Figure 4: art-E-factgeneric platform rience in Mixed Reality), an interdisciplinary team content, story, characters, their modalities and of computer scientists, media designers, artists, art used hardware; instead of being constrained to historians, restorers and media publishers is reach- mere screen design with a fixed interaction meta- ing for a new stage of convergence of arts and tech- phor. nology. The project will create a platform to de- velop and explore new forms of creation, presenta- In summary, it is possible for artists to include an- tion and interaction with various kinds of artistic thropomorphic interactions such as speech, ges- expression. Digital storytelling and Mixed Reality tures, eye movement, and body poses into their technologies enable new dimensions for artistic design of mixed realities, and to direct lifelike ava- expression, and therefore will build the foundation tars in order to act. for the new artistic applications. Art-E-fact is a generic platform for the creation of Therefore, the main objective of the art-E-fact interactive art experiences in mixed reality. Sketched project is to develop a generic platform for inter- is an installation concept of visitors having conver- active storytelling in Mixed Reality to allow artists sations with virtual philosophers on the screen (left), to create artistic expressions in an original way, with various options for physical props to interact within a cultural context between the virtual (right). ("new") and the physical ("traditional") reality.The generic platform for artistic creation in mixed real- In the following sections of this paper, the authors ity is based on a kernel that combines a virtual re- describe new methods and concepts to adopt these ality system with a scenario manager for interac- basic technologies of interactive storytelling and tive conversations with partially autonomous vir- user interaction design and to transmit them into a tual characters. Further, components for media mobile scenario for museums as one representa- management and abstract device management en- tive of the wide range of edutainment applications. able flexibility and allow authors to design Here, game-oriented concepts are integrated to multimodal interactions on various abstraction lev- enhance the usability of developed concepts, respec- els. Results are positive: tively user acceptance, especially in the context of pupils and young visitors to museums. The differ- Providing interactive storytelling dialogue struc- ence between interactive storytelling and gaming tures; instead of "navigation" metaphors in [17] is that while both concepts try to attract at- hypertext structures. tendees to walk through a story, within computer games users/players don't have any guarantee of Enabling the design of holistic spectator experi- solving the problem, which means it is possible to ences by integration of design issues concerning lose a game.You are always successful within a story.

© Archives & Museum Informatics, 2003 I 35 138 Sauer and Göbel, Focus Your Young Visitors...

POA stanclatone

Figure 5:The 4 main areas (incl. periphery) for Figure 6: Sketches of example transformations the Mobile Companion for Smartphones and PDAs

Another difference between story-telling and gam- work at a desktop. Priority has the Graphical User ing is that digital story-telling always uses a dra- Interface.When the Mobile Companion is integrated matic concept . Braun,[7], Schneider [ I] and Muller in the car, becoming a driving assistant system, the et al. [18] describe the usage of conversational user locus of the user's attention has to be on the driv- interfaces within these gaming vs. narrative ing process. It is difficult to communicate with the storytelling environments. However currently there Mobile Companion by the Visual Mode. So the is a trend to merge both disciplines and to use Graphical User Interface must be transformed to storytelling metaphors within narrative environ- an optimized impulse-based interface and the audi- ments in the context of cyberspace for computer tive and gesture-based user interfaces become more games [9]. important. For example, the result of a simple study shows that the changes in the driver's stress influ- ence the Interface transformation. If stress is high, New Methods and Concepts the auditive literfaces or gestures have priority, vi- sual Interaction is very reduced and information TheTransforming User Interface concentration must be low. Higher density of con- tent and the interaction per Graphical User Inter- The concept of the Transforming User Interface, face is possible in a low stress driving situation. Evalu- developed in 2001 by ion2s, tries to solve the prob- ation and studies of situations, environments, dif- lems of the dynamic changes of the mobile situa- ferent user interface components and user con- tion, context and environment around the user and texts brought up a need for control equipment to his own priorities and needs.A digital device, the govern the transformations . Mobile Companion, which is in use in four main areas (@home, @office, @car, stand-alone) inter- These principles and the main concept of theTrans- acts with the user across the visual, the auditive, forming User Interface can be transferred to every and the haptical mode by sounds, images, speech, Digital Appliance offering multimodal access and gestures etc. It transforms its user interface com- communication methods,and is used in variable and ponents when it is used in a new area or when the changing environments such as in exhibitions and boundary conditions are changing. In the periphery museums. The present technology enhancements, the Mobile Companion and its User Interface com- for example tracking systems, offer the possibilities ponents will be prepared for its next tasks. to understand the context and to focus the human being.This point is very important for building up When it is used in one special field, for example at experience environments for edutainment appli- the office, the interaction principle is optimized for ances. Focussing the user and getting him in con-

136 ©Archives & Museum Informatics, 2003 BEST COPY AVAILABLE 139 Museums and the Web 2003

rdat Woo

Experience Pollenta Worm:Don Cgertn,uitiontiOn momuna.addon Cooperation Orientation Modules Technologies and Apohances fee. Proshsystentsl T.TI!!!!!9.7P.ad. Tablet PC Cornourricattn Orientate.. momuna.node Database Server eideo/Animagoogeol/louge Usage Stories/Tasks momuna.dosk . - Desktop PC

Authoring momuna.dataloc Stattstics Location Erased Teehnologies MAN 00110100 Motion Tracking etc.

Figure 7: Momuna - scenario at the museum. Figure 8: Momuna - components versation with Applications, Devices and other enrichment school programs. It combines simple people enables User Interface Developers to gen- mobile devices (Momuna.companion/.pad),standard erate innovative digital and interactive edutainment workstations (Momuna.desk), tracking and location presentations, especially for kids. technologies (Momuna.dataloc) databases and serv- ers (Momuna.node) and possibilities to integrate Kids Innovation any kind of digital presentation devices and tech- nologies (Momuna.addons). Kids Innovation is a unit and a method of ion2s to develop user-centred interface concepts for the The Momuna-system enables institutions to get young target group. In cooperation with specialists valuable feedback about their own exhibition con- for technical questions, storytelling, learning meth- cepts,the behavior of (young) visitors and how they ods, education, pedagogy, etc. new concepts, appli- deal with this new digital museum guide.The tech- cations and digital appliances are designed for kids nologies and additional case studies help to sup- in schools, in museums, in their private areas, etc. port schools, classes or any other kind of visitor From the beginning the young user is completely group within the three major phases of visiting a involved as a full and most important member of museum:preparation, execution and postprocessing. the interdisciplinary project team. During the project This sounds very technical but the concept focuses the kids are organized in workshops for activities human-computer interaction principles, user inter- and evaluations to deliver useful information for the face modes, and users' groups and their needs. concepts, about the "needs" and "wants", and re- garding demographical and statistical facts of their A main digital device, the Momuna.companion, at- user group.The transfer of know-how and knowl- tends every visitor of the exhibition. Communica- edge lets kids bring up new ways of thinking and is tion, cooperation, orientation, user tracking, and one synergetic effect. Kids Innovation projects help location based services are provided by the tech- the clients and partners to evaluate their"user kids" nological environment installed in the museum.The during the development process and in the con- intelligent use of these technologies, in combina- tinuous usage of the digital application. tion with the mobile devices, enhanced by its game- based and functional concept, expands the museum Momuna to an experience learning environment. A special edutainment concept, to integrate digital The museum,teachers and their pupils are the three experience appliances in a museum, was based on main target groups within the Momuna concept.The Kids Innovation. The Momuna-concept (mobile kids are divided into three more subgroups:the in- museum navigator) is targeted for museums or dividual, the buddies and the rest. During a story- theme parks, their educational departments and

@ Archives & Museum Informatics, 2003 137 140 BEST COPYAVAILAFN Sauer and Göbel, FocusYourYoungVisitors

palaeontology exhibition get into an experience environment by playing a simulated 3D-Puzzle.The pupils look at artifacts, and identify and collect the virtual fragments of a 3D-Puzzle. In the concept of Dino-Hunter, the parts of the Puzzle are several bones, directly but virtually marked as the dinosaur skeletons. By their digital device and under support of 3D-Tracking technologies they can use their de- Figure 9: IZA mobile basis for Dino-Hunter vice screen as a window to locate these hotspots. using the Momuna concept. The Momuna companion is used as an archaeologi- based competition, based on educational aspects, cal tool within the Dino-Hunter scenario. the groups have to cooperate and to communicate via their Momuna.companion among each other. In the first phase of Dino-Hunter, all young visitors They have to collect relevant information to solve (e.g. pupils of a school class) have a briefing with their exercices.All relevant or special highlights can group selection and additional information about be stored for reinforcement. The Momuna.pad of the iimulated time and habitat. All pupils are spe- the teacher offers an overview oft his groups, pro- cialists in finding and collecting bones and fossils.At viding him communication functionalities and other the central place the group reconstructs a skeleton. useful features to support his educational work. Here, the muscles and skin are reconstructed and a complete 3D-model is generated (and optionally Dino-Hunter animated).Thus, the resulting model is vIsible from any point of view, using a PDA. or any other mobile The basic methods of interactive digital storytelling, screening device. Kids Innovation and the different concepts of user interaction design are combined within the The most important tools to implement the Dino- Momuna-based Dino-Hunter, which represents an Hunter scenario are simple personal digital assis- exemplary demonstrator for anexciting tants (PDAs).They are used to find, clean, transport edutainment application in the field of palaeontology and visualize fossil artifacts.The only additional hard- exhibitions and museums.The demonstrator shows ware needed is a PC with powerful graphic hard- the possibility to"edutain" pupils providing a story- ware as central server of the scenario driven 3D-Puzzle. Experience appliances, complex (Momuna.node). The PC works as an information mixed reality components and storytelling multimodal broker and the PDAs are the clients.All clients are technologies enable young visitors to become a"Dino- continuously tracked (Momuna.dataloc) in order to Hunter" during their museum visitation. locate each PDA (group of visitors) at any time.

Motivated by a basic story, young guests of the

kaAea Ta_i_11111 .11.11-1A

Figure I 0:Triceratopstypical representative of a fossil artifact within paleontological Figure I I:Dino-Hunter scenariooverview departmenis of museums. and components.

138 © Archives & Museum Informatics, 2003 141 Museums and theWeb 2003

I

*Iii&i,.'31

Figure 12: Dino-Hunteruse of augmented Figure I 3: Dino-Hunteruse of augmented reality to show different real and artificial reality to show different real and artificial views on virtual triceratops. views on virtual triceratops.

Additionally the server tracks and records the view- see fossils with muscles and inner organs or with points of each client.Thus each PDA is able to get coloured skin, fletched or even furred. In another its virtual camera for real-time visualization later scenario, scientists could compare different styles on.To get a more photo realistic view it is possible of reconstruction of extinct animals. Dino-Hunter to use tracked tableau-PCs. can reconstruct the way a fossil would walk, run, fly or swim. So even scientists could get advantages To identify the marked bones the kids move the from using Dino-Hunter. Further on, Dino-Hunter mobile device of Dino-Hunter across the artifact. is easily transferrable to other application scenarios The system detects the real justification of the de- such as mobile games for large booths at an exhibi- vice and tracks the viewpoint of the visitor. Because tion or any other edutainment scenario such as in- of the 3D-based tracking technology, the accurate door and outdoor event-tourism. display window, which is behind the digital compan- ion, is able to simulate exactly the scenario/screen. Close to reality the modelled environment of the Summary museum and of the exhibits will be merged with virtual 3D elements. In the concept of Dino-Hunter This paper presents different interdisciplinary con- the mixed reality component can be the marked cepts for edutainment applications combining com- bones, which the user has to find or a lot of hot puter science technologies, interactive digital spots, which can be additional information but of- storytelling techniques and Kids Innovation en- fered by an immersive media presentation. For ex- hanced by user interaction principles. Based on these ample, real dinosaur skeletons can be seen"through" concepts, Dino-Hunter is introduced as a Momuna- the Dino-Hunter's tool as a real dinosaur full of based and game-oriented mobile experience appli- life. Another example is that you can add organs, ance scenario for museums. From the content-re- muscles, or the skin of the dinosaur and see how it lated point of view, interactive storytelling tech- behaves in motion. niques are used to establish both an exciting story and narrative environment/information appliance for Many other scenarios are possible for Momuna and kids. From the technical point of view, multimodal Dino-Hunter.The simplest scenario is called "Walk interfaces and mixed reality platforms are used to Around and Understand": Each user has his own create natural, human-like and immersive user in- PDA, handheld or mobile. He walks around in the terfaces and to improve user-friendliness in gen- museum, and his digital assistant enables him to see eral. all artifacts in the way he wants to. It is possible to

@Archives & Museum Informatics, 2003 I 39 14,9 Sauer and Göbel, Focus Your Young Visitors...

The concepts provided could be easily adapted to References other application scenarios within the wide range of edutainment applications, e.g. e-Commerce ap- [I] Braun, N, 0.Schneider. Conversation model- plications such as virtual or physical information ing as an abstract user interface component. kiosks, multimodal exhibition booths, cultural heri- In: Proceedings of GI Workshop Synergien tage or collaborative learn environments. zwischen Virtueller Realitat und Computerspielen:Anforderungen, Design, Acknowledgements Technologien,Vienna, September 2001.

Methods and concepts provided in this paper have [2] Cassell J, S.Prevost, J.Sullivan, E. Churchill. been developed by collaboration between the de- Embodied conversational agents. Cambridge, partment of Digital Storytelling at the Center for MA: MIT Press, 2000. Computer Graphics and the user interaction spe- cialists of ion2sbuero fuer interaction (engl. ion2s [3] Crawford C.Assumptions underlying the office of interaction), both located in Darmstadt, Erasmatron interactive storytelling engine, In: Germany. lon2s is responsible for Kids Innovation, Mateas M, Sengers P, editors. Proceedings of Momuna and Transforming User Interface.The de- the AAA! Fall Symposium: Narrative Intelli- partment of digital storytelling is responsible for gence,Technical Report FS-99-01, Menlo Park, the technical-oriented and storytelling aspects. CA:AAAI Press, 1999. p. 112-4. Dino-Hunter is introduced as a new concept based on intensive collaboration between the two insti- [4] Friedman-Hill EJ. Jess,The Java Expert System tutions. Shell, in SAND98-8206 (revised), Livermore, CA: Sandia National Laboratories, 2001.

Related Links [5] Grasbon, D, N.Braun.A Morphological approach to interactive storytelling, In: ZGDV e.V. Digital Storytellinghttp:// Fleischmann M, Strauss W, editors. Proceed- www.zgdy.de/distel ings: cast01//living in mixed realities. Special issue of netzspannung.org/journal,The ion2s buero fuer interactionhttp:// magazine for media production and inter- www.ion2s.com media research, 2001.

Kids Innovationhttp://www.kidsinnovation.com [6] Laurel, B.: Computers as Theatre, Reading, MA, 1993. Momunahttp://Momuna.ion2s.com [7] Mateas, M, A.Stern.Towards integrating plot GEIST project, see http:llwww.tourgeistde and character for interactive drama. In: Dautenhahn K, editor, Proceedings of the EMBASSI and MAP projects, see http:// AAAI Fall Symposium: Socially Intelligent wwwembassi.de and http://www.map2 I .de Agents:The Human in the Loop,Technical Report FS-00-04, Menlo Park, CA:AAA! TELEBUDDY project, see http://www.telebuddy.de Press, 2000, p. 113-8. art-E-fact project, see http://www.art-e-fact.org [8] Mateas M, P.Sengers. Narrative intelligence, In: Mateas M, Sengers P, editors. Proceedings of the AAAI Fall Symposium: Narrative Intelli- gence,Technical Report FS- 99-01 , Menlo Park, CA:AAAI Press, 1999. P. 1-10.

140 ©Archives & Museum Informatics, 2003

143 Museums and theWeb 2003

[9] Murray J. Hamlet on the holodeck: the future [15] Szilas, N. Interactive drama on computer: of narrative in cyberspace. Cambridge, MA: beyond linear narrative, In: Mateas, M, MIT Press, 1998. RSengers, editors. Proceedings of the AAAI Fall Symposium:Narrative Intelligence, [10] Penrose, R. (1989).The Emperors New Mind. Technical Report FS-99-01, Menlo Park, CA: London (U.K.): Oxford University Pres; p. AAA! Press, 1999. p.150-6. 398. [16] Spierling, U, D. Grasbon , N.BraunIlurgel. [11] Perlin K,A. Goldberg. lmprov: a system for Setting the scene: playing digital director in scripting interactive actors in virtual worlds. interactive storytelling and creation in Computer Graphics 1996;24(3):205-16. Computers & Graphics 26, 2002. p.31-44.

[12] ProppV. Morphology of the folktale, Interna- [17] Woodcock S. Game Al:The State of the tional Journal of American Linguistics, Part III. Industry, in Game Developer Magazine, 1958;24(4): 1-106. August 2001.

[13] Raskin, J. (2000) The Humane Interface [18] MüIlerW, U. Spierling, M.Alexa,1.1urgel. New Directions for Designing Interactive Design Issues for Conversational User Systems. Massachusetts (USA):Addison- Interfaces:Animating and Controlling 3D Wesley,ACM Press; p 24ff. Faces. In: Proceedings of Avatars 2000, Lausanne, 2000. [14] Sengers, P. Narrative intelligence, In: Dautenhahn, K, editor. Human Cognition and Social Agent Technology,Advances in Con- sciousness Series, , PA: John Benjamins Publishing Company, 2000.

©Archives & Museum Informatics, 2003 141

14 4 Evaluation

145 Investigating Heuristic Evaluation:A Case Study

Kate Haley Goldman, Institute for Learning Innovation, and Laura Bendoly,Atlanta History Center, USA

http:// www.ilinetorg

Abstract

When museum professionals speak of evaluating aWeb site, they primarily mean formative evaluation, and by thatthey primarily mean testing the usability of the site. In the for-profit world, usability testing is a multi-million dollar industry, while in non-profits we often rely on far too few dollars to do too much. Hence, heuristic evaluation is one of the most popular methods of usability testing in museums. Previous research has shownthat the ideal usability evaluation is a mixed-methods approach, using both qualitative and quantitative, expert-focused and user-focusedmethods. But some within the online museum field have hypothesized that heuristic evaluation alone issufficient to recognize most usability issues. To date there have been no studies on how reliable or valid heuristic evaluation is for museum Web sites. This is critical if heuristic evaluation is to be used alone rather than in tandem with other methods.This paper will focus on work being done at the Atlanta History Center as a case study for the effectiveness of heuristic evaluation in a museum Web site setting. It is a project currently in the beginning stages of development. The Center isapplying a thorough mixed-methods approach to evaluation, including heuristicevaluation. The results of this project will assess how complete and how useful a rigorous heuristic evaluation is alone and in conjunctionwith other methods in the development and implementation of an online educational resource. Keywords: Evaluation, Heuristic Evaluation, Usability

The Atlanta History Center as a Case Study The Atlanta History Center (AHC) has begun a 3. Increase the number of teachers and students three-year education outreach initiative funded by who use the Web-based educational materials. the Goizueta Foundation to enhance their existing outreach program and Web site and help to de- A secondary objective, common to many museums, velop a first-rate distance learning program. The is to build such strong ties to the educational com- site in question focuses on the online publication munity that the number of school group visits to of educational materials and resources developed the physical site of the Atlanta History Center in- by the Center for a target population of educators creases. in schools, both classroom teachers and media spe- cialists. Since this population is narrowly defined, While creating the study design for the above-men- yet of prime importance to museums, the project tioned project, we became concerned about one makes an ideal forum for testing heuristic evalua- of the most commonly used techniques in Web site tion in a museum setting. The Institute for Learning evaluation, known as heuristic evaluation. Heuris- Innovation has been serving as the evaluator for tic evaluation is a usability engineering methodol- the Goizueta Foundation distance learning project. ogy where experts who are trained in usability but who are not the end users of the proposed tech- The project has three primary educational objec- nology project compare the proposed technology tives, that are to: against established usability principlesknown as heu- ristics. The training time for this technique is rela- I. Improve their existingWeb site and develop new tively short- as little as a half-day workshop, and content and features so that the site is more eas- the cost is often lower than other possible usability ily accessible to educators, techniques. Due to this accessibility, heuristic evalu- ation has been frequently used by museums. 2. Ensure that the content better reflects Georgia's Quality Core Curriculum, and

Museums and theWeb 2003:Selected Papers Archives & Museum Informatics, 2003, p. 145 BESTCOPYAVAILABLE 1 4 6 Haley Goldman and Bendoly, Investigating Heuristic Evaluation

While there are many factors to consider when A quick review and comparison of traditional mu- selecting a research methodology, such as cost, seum evaluation and museum Web site evaluation sample size, and personnel, it is assumed that the is covered in Table I. Audience research is done by techniques used must be fundamentally sound. some institutions on a regular cyclical basis, by oth- Heuristic evaluation has become hotly debated ers who have done no other research and need a within the human-computer interaction field due starting point or by still others who are beginning a to concerns about the reliability and validity of the new initiative or strategic plan. Audience research results that it produces. Some specialists claim that provides demographic information and other basic heuristic evaluation both overlooks usability prob- visitor information and is often done on the internet lems that may cripple the ability of a person to use through log files analysis and surveys. the program in question, and highlights issues that the user never encounters. Previous research, such Traditional museum evaluation is made up of four as that by Harm and Schweibenz (2001), has shown types, not including the above mentioned audience that the ideal usability evaluation is a mixed-meth- research.Front-end evaluation typically occurs ods approach, using both qualitative and quantita- during the initial planning phase of project develop- tive, expert-focused and user-focused methods. But ment and provides information about visitors' in- some within the online museum field have hypoth- terest, expectations, and understanding of proposed esized that heuristic evaluation alone is sufficient topics for a program. Formative evaluation takes to recognize most usability issues. To date there place while a project is in development and con- have been no studies on how reliable or valid heu- struction.It provides feedback on the effective- ristic evaluation is for museum Web sites. This is ness of a project and its components feedback critical if heuristic evaluation is to be used alone which allows developers to make informed deci- rather than in tandem with other methods. sions as they continue to build the project. Reme- dial evaluation is generally conducted after a project Using the current project at the Atlanta History is available to the public. This type of evaluation Center as a case study, we saw an opportunity to focuses on determining changes which need to be further investigate the issue of reliability and valid- made to the program to improve it. Summative ity in using heuristic evaluation for museum Web evaluation is conducted after an exhibit or program sites. This paper will outline our proposed tech- is completed, and it seeks to determine the extent niques and current thinking; as the project devel- to which exhibit or program goals were met. ops we expect these techniques to evolve. Usability testing is a standard piece of the larger development lifecycle throughout the technology Why evaluate at all? As a point of reference, it is useful to step back Museum Museum Web Site Evaluation Web Site Methodologies from the AHC project and review the goals and Evaluation methodologies of both traditional museum evalua- Audience Audience Log Files Analysis, tion and the developing field of museum Web site Research Research Surveys evaluation. Evaluation is used to urges us to clarify Front-End Usability User Testing and our goals and accomplish our objectives. If we are Think-aloud able to define what we intend to do, we are more Protocols, Heuristic Evaluation, Surveys likely to achieve our goals, increase the museum's Formative Usability User Testing and responsiveness to the community, avoid false as- Think-aloud sumptions about our visitors, and save time and Protocols, Heuristic money. Evaluation can be scary, because a project Evaluation, Surveys Remedial Usability User Testing and with unclear objectives and no evaluation can al- Think-aloud ways be described as successful. This is perhaps Protocols, Heuristic best stated by the Flying Karamazov Brothers who Evaluation, Surveys said,"If you don't know where you're going, any road Summative ?????? 1????? will get you there." Table Evaluation Types and Methods

146 © Archives & Muselr4yrmatics, 2003 Museums and the Web 2003 industry and has been carried over into the field of could be used or adapted as a technique for our museum technology development. Usability is cur- field. The majority of these are designed for de- rently the main focus for formative, remedial and signers and developers in the formative develop- even front-end evaluation. Although usability is ex- ment period of a project, rather than in the front- tremely important and is the focus of this current end or remedial stage. project, the fact that a project or program is usable does not make it de facto valuable, or even used. Possible Usability Inspection Methods: The logistical and methodological difficulties of as- sessing the value of a project when the users are I. Guideline Review geographically scattered means that summative Project is checked to determine conformity to a evaluation of museum Web sites is rarely under- list of usability guidelines. Comprehensive sets can taken. contain more than a thousand guidelines, and re- quire skilled expertise. They are considered a mix of heuristic evaluation and standards inspections. Background on Usability Engineering Techniques 2. Standards Inspections The human-computer interaction field has devel- An expert in a particular type of interface inspects oped a wide range of techniques to evaluate usabil- the product based on guidelines for that specific ity of technology projects. Techniques that are ex- product range. pert-based are known as usability inspection tech- niques. For-profit companies often choose expert- based methods over user-based methods because 3. Cognitive Walkthroughs of the high costs of doing laboratory tests with end- Exploration-focused inspection examines on one users. feature of usability the ease of learning.This might be a useful goal for a complex software prod- Heuristic evaluation is one of the most informal uct, but for a public Web site a more common goal methods of usability inspection, meaning it is based is ease of use. Ease of use would mean a first-time on rules of thumb and the skills of the evaluators. user could navigate and accomplish his or her ob- In heuristic evaluation, the evaluators may be non- jective easily, as opposed to finding it easy to be- experts who have received some training in usabil- come an expert of a more complex system. ity principles. Since this is a less formal method which avoids using a full set of controls or specified 4. Pluralistic Walkthroughs personnel lower costs are incurred than in formal testing. To quote Mack and Neilsen, Group meetings with users, developers and human interaction personnel walk through user scenarios, Usability engineering activities are often dif- documenting each step of the scenario and discuss- ficult to justify and carry out in a timely way, ing implications. but many activities can be done quickly and cheaply, and produce useful results. The 5. Consistency Inspections methodology decision ...turn less on what is "correct" than on what can be done within Inspections by designers and developers across development constraints. After all, with suf- multiple projects, ensuring that the projects have ficient resources we would likely simply aim consistent design elements and usability.For in- for rapid prototyping and end-user testing. stance, as multiple designers may work on separate (Mack and Nielsen, 1994) functions of a museum Web site, a consistency re- view would evaluate the congruity of the different Although other usability inspection techniques are sections or how well each section complies with rarely used in the museum field, we will briefly de- ADA guidelines. scribe them below in order to give a sense of what

© Archives & Museum Informatics, 2003 147 143 Haley Goldman and Bendoly, Investigating Heuristic Evaluation

6. Formal Usability Inspections and over 90% of the problems found by each team were found by that team alone. The second follow- Inspection method similar to software code inspec- up study had similar results- there was little inter- tions, designed to discover and report a large rater reliability. amount of data efficiently. Inspectors take on user roles and work through prescribed scenarios. The validity of usability inspection methods should be easier to address the pertinent question asks: 7. Feature Inspections how predictive are these methods of end-user prob- lems? Studies on that question have been completed Focuses on whether the project functions as devel- outside of the museum field. Karat (1994) reports oped meet the needs of the intended end users. In on the results of several such studies. A study by traditional evaluation, this would be a part of Desurvire (1994) compared heuristic evaluation and summative evaluation. an automated cognitive walkthrough to laboratory tests with end users. The system in question was not a Web site, but a telephone system that com- Reliability and Validity Issues in pleted six basic tasks. Table 2 below contrasts the Heuristic Evaluation results of the laboratory data with end users and the data collected using inspection methods. Reliability is the consistency or stability of a mea- sure from one test to the next. Repeated mea- The top line in Table 2 indicates the number of us- sures of a static item using a reliable measure should ability problems and interface improvement ideas end in identical or similar results.Validity is a term that were observed during user testing in the labo- used to describe whether a measure accurately ratory. The remaining part of the table shows the measures what it is supposed to measure. For in- percentage of these problems and improvement stance, it is hotly debated whether SAT scores ac- ideas found by the evaluators using either heuristic curately assess college achievement.If SATs did evaluation or cognitive walkthrough. (Desurvire accurately assess achievement,they would be a valid I 994). measure. In the study above, experts were able to predict at Studies that examine the reliability of inspection best 44 percent of the usability problems identified methods include two studies by Rolf Molich. In the by the end users. The table above does not ex- first study, he asked four commercial usability labo- press variance in the problems that occur. Some ratories to carry out usability tests on a calendar problems users encounter are relatively minor and program that was commercially available. One labo- others prevent the user from completing major ratory found as few as 4 problems, another found tasks. Desurvire dealt with this issue by asking as many as 98. The biggest concern, however, is each participant to assign Problem Severity Codes that only one problem was found by all four teams to the problems uncovered. The table displaying

Method Evaluators Problems Potential Improve- That Did Problems ments _ Occur Lab Observed with users 25 29 31 31% Heuristic Experts 44% 77% Evaluation Software developers 16% 24% 3% Nonexperts 8% 3% 6% 31% Cognitive Experts 28% I 6% Walkthrough Software developers 16% 21% 3% Nonexperts 8% 7% 6%

Table 2: Prediction Rate of End-User Problems

148 ©Archives & Museum Informatics, 2003

143 Museums and the Web 2003

Problem Severity Code PSC) Method Evaluators Minor Annoyance/ Problem Problem Caused Confusion Caused Error Task Failure Lab Observed with users 5 3 17 Heuristic Experts 80% 67% 29% Evaluation Software developers 40% 0% 12% Nonexperts 20% 0% 6% Cognitive Experts 40% 67% 18% Walkthrough Software developers 0% 0% 12% Nonexperts 20% 0% 6%

Table 3: Prediction Rate of End-User Problems by Severity of Problem these results is reproduced below. Note that ex- Research Design for AHC Project perts were able to detect 80% of the minor prob- lems or annoyances but only 29% of the problems In order to test the reliability of the heuristic evalu- that caused task failure. ation methodology, we will use multiple method- ologies, including both heuristic evaluation as well The Top line in Table 3 indicates the number of as user testing with think-aloud protocols. These usability problems in three severity categories that two types of methodology are quite different. Think- were observed during user testing in the labora- alouds are a user-focused methodology where we tory. The remaining part of the table shows the ask the user to talk-aloud while interacting with percentage of the problems in each of the three the technology, therefore hopefully revealing the categories found by evaluators using either heuris- conscious cognitive processes of the user. With tic evaluation or cognitive walkthrough. (Source: this technique, the interplay between thought and Desurvire 1994) action is revealed by the user, rather than assumed by the researcher. These results raise serious questions about the va- lidity of heuristic evaluation, about the ability of Within usability engineering, an iterative design the technique to predict end-user errors. Missing structure is critical, and the most complete designs any error that regularly leads to task failure is highly incorporate a cyclical process of inspection meth- problematic. Worse yet, using heuristic evaluation ods and user testing at different points within the as the sole usability technique would result in 70% evaluation process. This allows a set of checks so of the errors that cause task failure going undetec- that the solution to an interface problem does not ted in this example. In addition, many interface er- create increased errors in other functions. For the rors found by the experts using heuristic evalua- purposes of this experiment, each technique will tion are false positives- meaning they find errors be performed on the exact same version of the that don't actually impact the end-user, wasting de- Web site.(In a typical design structure, end-user velopment resources on what might not really be a testing would occur after changes from the heuris- problem. tic evaluation had already been incorporated into the Web site.) For AHC project itself, there will be Still, these results were gathered by a system unlike several iterations of evaluation that are not a part that used to evaluate museum Web sites. Perhaps of this experiment. the nature of the medium (museum Web sites) al- lows us to use heuristic evaluation to detect a higher In each of the methodologies used, we will develop rate of error. Our study aims to replicate this ex- scenarios or tasks for the experts or end-users to periment with the AHC Web site. complete. There are advantages and disadvantages to using the scenario approach.If carefully con- structed, the scenarios can assist participants in fo-

@Archives & Museum Informatics, 2003 I 49

130 Haley Goldman and Bendoly, Investigating Heuristic Evaluation

cusing their efforts on specific interface elements. Within the field, the expert status normally is seen On the other hand, facilitating a more open-ended as obtained after 7 years in the field.) inquiry will emulate the way most users experience a site, through intuitive exploration. Testers will Since the evaluators will not be usability experts, usually then form their own scenarios with which but museum professionals, training will first be given to make sense of a site. Given that the AHC project on heuristic evaluation, including both the process is only one piece of a much larger site, we opt to and the specific principles for this evaluation. Evalu- control the scenarios. Complexity of the scenario ators will not be familiar with the system itself and can at times change the usability issues found, but may or may not be familiar with the proposed types as the interface here will be fairly straightforwardly of users (generally classroom teachers, but also task oriented,we do not anticipate this to be a miti- possibly media coordinators and students), types gating factor. of tasks that system users will be trying, and the contexts involved. Training will be provided to try Below we will lay out the specific processes for each to put the evaluator into the users' shoes. Evalua- methodology. tors will then be asked to imagine several scenarios while using the site. All scenarios will be described Heuristic Evaluation without screen-shots or specificities that would bias the evaluator in how they might approach the site. The first step in heuristic evaluation is to decide Evaluators will have an hour or more to complete which set of heuristic principles to use.There are the evaluation, and will be asked to resist discussing many different types of usability principles. Some their results with others while moving through the of the standard ones were developed by Neilsen scenarios. We will suggest that evaluators com- and others in the early 1990s. (See Tables 4 & 5) plete each scenario twice, once to gather a rough By combining the principles from several different idea of the problems, and then a second time to sets, we will develop a set of usability heuristics for link those problems specifically to the defined heu- the AHC project. ristic principles.Evaluators will be asked to de- scribe in writing each of the specific issues that arise. For the actual process we will recruit 6 evaluators. Some studies show a benefit to evaluators working After the formal evaluation,a debriefing session will in teams, while other studies show a concern that be held to discuss the characteristics of the site, teams "filter out" valid issues. To reap the most and identify any possible alternate approaches if benefit, two evaluators will work together while critical issues arise. After the brainstorming ses- the rest will work individually.Evaluators will be sion, evaluators will be asked to rate the severity of museum professionals who are unrelated to the the problems they encounter. Severity rating as- project at the Atlanta History Center. In order to sists developers to prioritize the changes needed test the "quick-to-learn" claim of heuristic evalua- in a project. tion, we will not be usability experts. (There is no certification for the usability profession at this time.

Visibility of system status Simple and natural dialogue Match between system and the real world Speak the users' language Use control and freedom Minimize the users' memory load Consistency and standards Consistency Error prevention Feedback Recognition rather than recall Clearly marked exits Flexibility and efficiency of use Shortcuts Aesthetic and minimalist design Precise and constructive error messages Help users recognize, diagnose and recover from Prevent errors errors Help and documentation Help and documentation

Table 4: Example of Usability Principles by Table 5: Example of Usability principles by Molich and Neilsen (1990) Neilsen (1994)

I 50 © Archives & Museum Informatics, 2003

1 5 Museums and the Web 2003

Neilsen's severity rating is made up of three fac- all purpose of the project. His suggestion is to ask tors: the evaluators to revisit their list of problems after the debriefing session, despite the fact that the evalu- I = The frequency with which the problem ators would generally not have access to the sys- occurs: Is it common or rare? tem in question.

2 = The impact of the problem if it occurs: After gathering the severity ratings, we will do sev- Will it be easy or difficult for the users to eral tests of inter-rater reliability, including calculat- overcome? ing the average correlation between the severity rating provided by any two evaluators, using Kendall's 3 = The persistence of the problem: Is it a coefficient of concordance, and we will also esti- one-time problem that users can overcome mate the reliability of the combined judgements by once they know about it, or will users re- using the Spearman-Brown formula. peatedly be bothered by the problem?

Neilsen also mentions a fourth factor which he does End-User Testing not directly add to the others one of market im- pact. He points out that certain types of usability To contrast with the heuristic evaluation, we will problems can have a "devastating effect" on the a complete a round of user testing at the same point project, even if the problem is supposedly easy to in the formative development process of the Web overcome. site. We will attempt to have a minimum of I 5-20 user-testing sessions. Unlike in the heuristic evalu- We will use an alternative system by Desurvire ation phase, users will work separately under the (1994) for severity ratings, one which splits the rat- assumption that most end-users of the AHC site ings phase into two different three point scales. The will be working on their own. Sessions will take first scale, the Problem Severity Code (PSC), rates place either in the History Center classrooms or the error severity as follows: within a usability laboratory. Users will be recruited through the large teacher network that has worked I = Minor annoyance or confusion previously with the Atlanta History Center.

2 = Problem caused error Users will be given a series of tasks and asked to work through each of them while articulating their 3 = Problem caused task failure thoughts out loud in a stream-of consciousness fash- ion. As with the heuristic evaluation phase, users The second scale measures the attitude of the user will interact directly with the interface. With each towards the system, an extremely important vari- user will be an observer/facilitator who will record able in the likelihood of a user's continuing with a users' thoughts and actions as well as use appropri- system once errors have occurred. The ratings for ate prompts to probe for further information. Ses- this scale are below: sions will be audio taped and /or videotaped for further analysis. I = Content with the system

2 = Frustrated with the system Analysis

3 = Exasperated with the system During both phases of testing, data will be collected on variables task completion, error data, time to At times it is difficult to get useful severity esti- complete task,error severity,and user's attitude (the mates from evaluators during the actual session, PSC and PAS scales mentioned above) based on when they are mainly focused on the finding of prob- the observation of and discussion with the end user. lems, rather than on the severity of the problem We will provide analysis similar to Desurvire's, do- and how that particular problem impedes the over- ing a comparison of heuristic evaluation and end-

@Archives & Museum Informatics, 2003 151

152 Haley Goldman and Bendoly, Investigating Heuristic Evaluation user testing on each variable. We will also present Harm, I. & W. Schweibenz (2001) Evaluating the analysis on which heuristics are cited most often. If Usability of a Museum Web Site. In D. possible, we will present a comparison on the use Bearman & J.Trant (Eds.) Museums and the of evaluators individually and in teams. Finally, we Web 2001 Proceedings. CD ROM.Archives & will present recommendations for the use of heu- Museum Informatics, 2001. ristic evaluation to inspect museum Web sites as well as suggestions for future research in this field. Karat, C., ( I 994).A Comparison of User Interface Evaluation Methods. In J. Nielsen and R. Mack (Ed.) Usability Inspection Methods.. NewYork: References Wiley & Sons, Inc, 203-230.

Bailey, B. (2001) How reliable is usability perfor- Mack, R. & J. Nielsen, (1994). Executive Summary. mance testing? Last updated Sept 2001. In J. Nielsen and R. Mack (Ed.) Usability Consulted August 27,2001. http:// Inspection Methods.. New York:Wiley & Sons, www.humanfactors.com/downloads/ Inc, 1-23. sep0 I 2.htm Nielsen, J., (1994). Heuristic Evaluation. In J. Desurvire, H. (1994). Faster, Cheaper!! Are Nielsen and R. Mack (Ed.) Usability Inspection Usability Inspection Methods as Effective as Methods.. New York:Wiley & Sons, Inc, 25-61. Empirical Testing?. In J. Nielsen and R. Mack (Ed.) Usability Inspection Methods.. N ew York: Wharton, C., Rieman, J. Lewis, C. &R Poison, Wiley & Sons, Inc, 173-199. (1994).The Cognitive Walkthrough Method: A Practioner's Guide. In J. Nielsen and R. Di Bias, N., Pai Guermand, M., & R Paolini (2002) Mack (Ed.) Usability Inspection Methods.. New Evaluating the Features of Museum Websites. York:Wiley & Sons, Inc, 105-139. In D. Bearman & J.Trant (Eds.) Museums and the Web 2002 Proceedings. CD ROM.Archives & Museum Informatics, 2002.

152 @Archives & Museum Informatics, 2003 153 New Vision, New Realities: Methodology and Mission in Developing Interactive Videoconferencing Programming

Dr. Patricia Barbanel!, Dr. John Falco, Schenectady City School District, and Dr. Diana Newman, State University at Albany, USA

http://www.projectview.org

Abstract

As museums throughout the world enter the interactive arena of digital communications, a need has emerged to access strategies of program development that seamlessly interface with existing missions and resources.This paper describes how Project VIEW, a US Department of Education Technology Innovation Challenge Grant, collaborates with major museums - the Guggenheim (NY) Museum, the Whitney Museum, the Philadelphia Museum of Art, and others - to create templates for developing point-to-point interactive videoconferences with asynchronous Web- based resources that enhance student learning. Underlying the work of VIEW is the premise that, to achieve the promise of interactive technologies, it is necessary to change educational pedagogy.To accomplish this, Project VIEW employs multi-phase integration techniques that bring together the needs and missions of diverse yet intersecting educational delivery systems at museums and schools. While the development of a model for sustainable program development and content integration was a core component of Project VIEW, the primary goal of VIEW is to deliver instruction that produces evidence of higher student learning and academic performance. Interim evaluation by an external reviewer (The Evaluation Consortium, University at Albany, State University of NewYork) indicates evidence of enhanced student learning among students who participate in ProjectVIEW programs. Importantly,evidence confirms that outcomes for students are the result of VIEW training and development processes in which both schools and museums are transforming the way that they deliver education and through integrated, interactive videoconferencing and Web-based learning. Keywords; Interactive Videoconferencing; Pedagogy; Collaborative Development; Constructivist Activities; Mission alignment

Introduction

ProjectVIEW, based in the Schenectady City School VIEW utilizes the unique expertise of both muse- District, NY, is midway through a federal technol- ums and participating teachers to create content ogy innovative challenge grant that is changing the which facilitates seamless integration of video pro- way that Museum Educators and Schools interface gramming and supportingWeb-based resources into in the classroom.To accomplish this, Project VIEW curriculum delivery. Participating museum educa- has effectively created a consortium of over 500 tors and teachers are merging their educational demographically varied school districts and diverse, methodologiesinto a student-centered, content-rich education providers from across the constructivist reality in which literacy is built on nation who are pursuing a shared common goal:to multi-media foundations,and individual learners cre- develop and use interactive educational programs ate meaning from digital content formats. that expand traditional school communities and (Meuwissen & Geehan, 2001) What follows in this bring unique resources to students who may not paper is a brief overview of the VIEW model and otherwise have access to them. preliminary data on the effectiveness of the model for both schools and museums. From its inception, Project VIEW has recognized the critical need to prepare students with the high degree of literacy needed to succeed in the 2Ist Phase I- Establishing A Foundation Century information age (Project View, 1999). To For Program Development. meet this need, Project VIEW has built a constructivist inquiry-based environment for devel- There are multiple components that are essential oping innovative educational resources. for engaging in the VIEW Development process.

Museums and the Web 2003:Selected Papers Archives & Museum Informatics, 2003, p. 153 BEST COPYAVAILABLE 154 Barbanell et al, New Vision, New Realities...Videoconferencing

These components are not linear but rather occur offer substance that supports and expands class- in a constructivist environment, emerging both in room mission and practice. Furthermore, in or- real time and asynchronously, as needed. der for schools to continue to participate in pro- grams, the programs must meet mandated edu- Program Prerequisites cational needs. VIEW has identified four essential components Pre-Development Preparation and needed for the development of all programscol- Planning: laborating teams, multi-disciplinary instructional expertise, internal institutional commitment, and Before proceeding with development,VIEW requires content standards alignment. These components a series of collaborative planning sessions to en- are constructed on the firm foundation of evidence sure that an adequate foundation for development and experience documented in the Schenectady exists.These sessions are designed to create a basis CitySchool Districtformal program through which a program can be constructed. Fo- evaluations.(Evaluation Committee, Title III, 1997- cus for such sessions (as needed) may include: 2002) Capacity and connectivity of the provider and/ Collaborating teams: In developing programs, or participating classrooms: The core of the study has shown that collaborating building-based VIEW model is built on a philosophical and peda- teams of at least 3 or 4 teachers are required to gogical foundation for interactive and sustainable create a sustainable community of users. Three interactive videoconferencing and Web usage. In or four teachers in a single location can support designing programs that facilitate engagement with each other and disseminate the program to their interactive technology, it is essential for all part- peers. Further, they are likely to continue to en- ners to have a baseline technological capacity gage with a program with energy even if one team (hardware, software and connectivity) to fully member moves on to another location. participate in the development process.To ensure that the infrastructure is in place for all partici- Multi-disciplinary instructional expertise: In- pants, ProjectVIEW staff meets separately, through cluding multiple curriculum areas in building a team a Collaborative Visioning process, with provider is an important requisite for program success and school technical staff to identify equipment because our experience has shown that such con- and connectivity needs, and to fill baseline gaps tent diversity creates a breadth of vision and us- where they are identified. ability in programs that facilitates sustainability. In addition,the curriculum products and models cre- Training and experience of participating pro- ated by multi-disciplinary teams have broader and vider and school staff While VIEW programs deeper applicability for use in a variety of set- are created so that they can be expanded and/or tings. solidified as technology and technological skills improve, it is crucial that all participants in devel- Content provider institutional commitment opment have an essential baseline of training and and synergy: It its essential that development of experience. Such basic technological literacy en- interactive videoconferencing programs and sup- sures that participants can fully contribute to the porting content be aligned with the mission and interactive process of creating content and deliv- expertise of the content provider. Without this ery modes. To enable hands-on participatory de- important requirement, the program will have no velopment,VIEW facilitates a constructivist Col- roots or continuity within the institution, and laborative Visioning process with participating would most likely lack the content underpinning teachers and museum staff. Technological learn- which forms the core of a successful project. ing tutorials are offered, as needed, to provide appropriate skills for content development. This Content standards alignment: Alignment with process creates a self-motivated assessment and content standards is essential if a program is to understanding of capacity and readiness among participants.

I 54 © Archives & Museum Informatics, 2003

155 Museums and the Web 2003

Content focus aligned with provider institu- There are multiple components to these activities, tion mission, goals and collections: Prior to and most of them occur in a sequential timeframe. beginning the collaborative development, Project VIEW staff meets with the museum to establish a Content Immersion program content focus that is aligned with the provider institution. Programmatic options and Teachers and museum educators joiningVIEW col- preferences of the institution are reviewed, and a laborations are expected to use their unique and general focus for the program is collaboratively diverse expertise in VIEW program development. chosen. Target grade levels and possible curricu- Specifically, teachers are expected to be leaders in lum specialties appropriate for the content are the area of classroom curriculum and school-based also suggested. academic pedagogy, while museum personnel are expected to be specialists in the specific content It is essential that the content of the program be areas of museum collections and archives (Note, aligned with collections. Without this foundation, (while this paper refers primarily to Museums and the program would be an empty shell, failing to uti- Museum education, ProjectVIEW has done its work lize the unique capacities of the museum. In addi- with a spectrum of content providers, including tion, it is necessary that content be aligned with Museums, Zoos, Historical Societies and Libraries). institution mission and goals to make certain that it Yet, as the Project VIEW model has developed, it can be sustained over time. Such alignment helps has become apparent that when there is a to make it likely that the expertise and focus of the constructivist blending and/or interface of the corn- institutional programming will continue in the pro- petencies of the participants and participating com- gram content area and facilitate sustainability. munities, the development of sustainable program- ming is more effective. Selection of teacher team members aligned with content focus: Project VIEW collaborates The constructivist blending is based on a theory with schools to select participating teacher teams that meaning is more profound when it is con- based on content focus, target grade levels and structed, not transmitted. Participants use their own possible curriculum specialties.In this process, expertise to collaborate with each other to con- Project VIEW records suggestions from schools struct methods and models based on intersecting regarding content appropriateness, standards in- missions and competencies. terface and teaching applicability.If necessary, Project VIEW meets with content provider to To facilitate this process to the greatest degree for collaboratively consider comments and make ad- each project, the VIEW program development be- justments to initial content focus, as appropriate. gins at the provider institution with a full day ses- sion of content immersion. Participating teachers Pre-program orientation of teachers and/or receive an introduction to collection artifacts and provider staff Pre-development orientation and/ resources from the content provider staff as well or introduction sessions are offered separately as an overview of the proposed program content to participating teacher teams and provider staff. focus. General responses and discussion of the ap- As needed, ProjectVIEW brings introductory pre- plicability and utility of the content for classroom sentations and videoconference demonstrations use take place, and a basic framework for the pro- to participating sites to help establish the baseline gram development is discussed. Teachers also re- of programmatic understanding needed to ad- flect on grade-appropriateness of the proposed equately participate in the development process. content focus, and relevance to learning standards and the curriculum.

Phase 2 - Exploring Content And Development Sessions Developing A Program Constructivist Activities: Developing project content and ensuring that the Within two weeks of the Content Immersion ses- content is useful in enhancing education delivery sion, participants come together again at the Project are among the central activities of Project VIEW.

©Archives & Museum Informatics, 2003 I 55 156 Barbanell et al, New Vision, New Realities...Videoconferencing

VIEW Laboratory to engage in a constructivist pro- authoring a videoconference presentation that en- cess that contributes to development of a repli- hances understanding of some key aspect(s) of the cable videoconference program with supporting content. Teachers construct pre- and post-visit ac- resources and activities. Collaboratively, participants tivities and resources to support the anticipated review the Content Immersion experience and videoconference. All participants are encouraged begin to select key concepts that can expand and to use technology to interact digitally with each enhance student learning and achievement. Often other and to share and pilot parts of the program during this phase of the development, the content as they are developed. focus narrows, and tangential areas of exploration are tagged for program enrichment and/or explor- Reflection and Completion of Development atory study. Throughout this process, it is impor- tant to remember that "Different perspective, in- After the independent component of the collabo- terpretations and criticism must be shared and cre- ration, the teams are reassembled for a final two ative conflicts (that lead to new discourse and new days. They conduct a review of their collective ef- knowledge) must be engendered:' (Jeffers 2003) forts including revisiting their goals and evaluating the results of their independent work (curriculum, The process of creating the project varies from resources, lesson plans, etc.).The content pro- program to program, but a template for effective vider presents the videoconference that they have development methodology is emerging. created, and teachers critique it.Gaps in the pro- gram are identified, and the group collectively works In its developing form theVIEW model includes the to fill them as appropriate. VIEW criteria for high following: quality programs are emerging as a result of this process. Benchmarks for program excellence are Facilitated constructivist discussion of all partici- currently being created. However, early review sug- pant points of view on content applicability and gests the following may central be among them: presentation; Seamless curriculum interface; Structural outline of videoconference presenta- tion and identification of experiences and re- Effective use of interactive media; sources needed to support and deliver the con- tent; Strong use of supporting interactive technologies;

Self evaluation of program and process and self Alignment of program elements with institutions assignment of specific tasks for independent work. missions.

At the conclusion of the first three development At the conclusion of the two days, participants sessions, participants identify areas of content that schedule test dates with the provider for field test- are needed for program completion, and they ing the program in the classroom. collaboratively designate team members to gather and/or create that content. Phase 3Field Testing of Program Independent development by teachers and museums An important component of Project VIEW is to provide an educational reality for laboratory field Following the content immersion and development testing of programs that are developed. This oc- sessions, participants and museum specialists spend curs in two stages. the next 8 to I 0 weeks pursuing their team desig- nated development tasks. These tasks vary with Field Testing with Participating Program the competencies and interest of the participants. In general, museum staff focuses on the Developers collaboratively determined program content, gath- Following the development phase, programs are ering and sharing resources with participants, and piloted in the schools of the teachers who helped

I 56 © Archives & Museum Informatics, 2003 Museums and the Web 2003 develop them. Imbedded in those pilots is a com- interactive collaborative planning and delivery of mitment among all participants to provide construc- programs and mission alignment between school tive feedback on the effectiveness of the program and museum educators. in the classroom with students. After responses are gathered, the provider is charged with retool- More effective documentation of curriculum ing and/or revising programs as needed. projects through a better organized Web repre- sentation that includes pre- and post- program and toenhance Field Testing with VIEW Trainees activities resources videoconference content. The second stage of field testing takes place in the context of training sessions conducted by project Summative Evaluation VIEW staff to prepare teachers to be users and consumers of the programs that are developed. As Summative evaluation has helped to create bench- teachers learn how to design integrated classroom marks of achievement and signposts of productive modules using interactive video programs and tech- directions. Among the trends beginning to emerge nologies, they are charged with piloting the pro- are the following findings: grams developed by VIEW collaborations. Their commitment includes developing integration plans Increasingly, museum personnel appreciate for their classrooms and providing candid responses videoconferencing as not something that is in regarding the effectiveness and utility of the pro- competition with the museum, but something that grams in the classroom.The feedback is shared with supports current museum efforts. the providers and the process of improving pro- grams continues. Participating schools perceive that educational videoconferencing serves to benefit students in their classrooms by increasing their access to Phase 4 - Assessing Progress And authentic and exceptional resources,from historic Moving Forward and scientifically unique locales and classrooms in other areas to experts in various fields and cel- Key to reaching and validating Project VIEW goals ebrated artifacts. is the constant reflection on and realignment of components of the project.To engage in this pro- cess, Project View is involved in a continuing Concluding Comments multiphase, mixed-methodology evaluation which includes both formative and summative evaluation VIEW'S emerging model of collaborative develop- constructs. ment is changing the way that both museums and schools deliver content in the classroom. By creat- Formative Evaluation ing a process to merge discrete missions and goals of participating institutions, Project VIEW has Part of the evaluation is integrally woven into the achieved success in designing and modeling key com- evolution of theVIEW models on an on-going basis. ponents required to establish a productive interac- Reflections and findings of the evaluators are dis- tive multimedia collaboration among museums and cussed and integrated into evolution of the devel- schools.The constraints of schoolhouse walls are opment models and program structures.Reflections melting away as programs reach out to bring mu- on methodology and content integration occur on seum expertise into the classroom through inter- a regular basis and have resulted in the following active videoconferencing. outcomes (Newman,D.L.,Smith, J.& Geehan,M.M., 2000). Using interactive videoconference programs and supportingWeb-based resources,VIEW makes new More effective organization of development model and innovative use of museum expertise and col- procedures to allow for different teaching styles lections while structuring content delivery so that of participants including structural integration of it can be seamlessly integrated into curriculum de-

@Archives & Museum Informatics, 2003 157

153 Barbanell et al, New Vision, New Realities...Videoconferencing livery. Museums are realigning their content pre- Newman, D.L., Smith, J. & Geehan, M.M.,( 2000), sentation to interface with and enhance classroom Systems change in the human service domain: curriculum presentation and content requirements. A model for documenting and evaluating The result is a new, emerging reality in classroom change.A paper presented at the 2000 pedagogy and a new, exciting extension of inter- American Evaluation Association Annual pretive activities of museums. Meeting Honolulu, HI.

New York State Title III Literacy Challenge Grants, References Schenectady City School District, NY (1997- 2002). The Evaluation Consortium, Evaluation reports of New York State Title III Literacy Challenge Project View, Grant Proposal,"Proposal Signifi- Grants, Schenectady City School District, NY cance" p.3-4 Project No. R303A000002, ( I 997-2002). Federal Technology.

Carole Jeffers, Art Education,Jan. 2003, p. 21

Innovation Challenge Grant 1999

Meuwissen, K.W. & Geehan, M.M. (200 I ). Creating a Model for Educational Videoconferencing: Three Approaches to Developing Videoconference Products and Related Curricula. A paper at the 15th Annual Edward F. Kelly Evaluation Conference,Toronto, Canada, 2001.

158 ©Archives & Museum Informatics, 2003

1 5 9 A Rolling Evaluation Gathers No Moss

Lee Anne Burrough, Du Page Children's Museum, Lorrie Beaumont, Independent Evaluation Consultant, David Schaller and Ethalinda Cannon, Educational Web Adventures, U.S.A.

Abstract

Continuous, formative evaluation, from inception to completion, with rapid revisions, was key to the successful development of Kids Design Network (KDN) by the DuPage Children's Museum (DCM).Although a thorough evaluation plan was developed at the beginning of the project, it soon became apparent that additional strategies were necessary to insure success. As new issues were identified and planned techniques were found inadequate, new evaluation techniques were developed and implemented.The development of KDN illustrates the importance of flexible,formative evaluation from the inception of a program to its completion. KDN is an interactive Internet-based learning program for elementary aged students. Using the KDN Web site (http://www.dupagechildrensmuseum.org/kdn), students work collaboratively with an engineer (via real-time communication on the KDN Engineer Chatboard), their classmates and teacher to design, build and test a gadget that meets an engineering challenge. Interactive portions of the Web site include a drawing program where students draw a design for their gadget and a whiteboard with chat where children and engineers can mark on the student's design and communicate via text chat. DCM brought in an evaluation consultant in the very early stages of KDN development.The evaluator became an integral part of development and continuously collaborated with the team.The collaborative nature of the evaluation and the fluidity of the plan ultimately produced a workable, user friendly Web site consistent with the museum's mission. Keywords: evaluation, interactive Web site, elementary schools, consult with professional, hands-on activities, engineering

Introduction The Internet's potential for linking students to ex- tings and computer technology, flexibility in this perts in a field has long been recognized. Many continuous evaluation becomes of paramount im- museums and government agencies (including the portance. Continuous, formative evaluation with Du Page Children's Museum) have outreach pro- rapid revisions from inception to completion was grams based on a Web site where information is key to the successful development of KDN. presented by the institution and/or the students, and students and experts communicate via e-mail. The basis for KDN is DCM's Kids Design Engineer- Kids Design Network (KDN) takes the important ing (KDE) Learning Lab in which students are chal- next step and makes this two-way communication lenged to design, build and test an air (balloon) pow- live, secure, and integral to the learning process, The ered vehicle. Now in its seventh year, KDE has been Du Page Children's Museum (DCM) conceived KDN thoroughly tested and is highly successful at teach- as a way to encourage and facilitate the incorpora- ing elementary students design engineering and tion of design technology,open-ended problem solv- problem solving skills. KDE is heavily facilitated by ing, and engineering and computer skills into elemen- DCM personnel who visit more than 60 classrooms tary school classrooms. Basing KDN on the Web each year, including those in the local school dis- extended the Museum's reach well beyond the tricts where KDE is incorporated into the 3rd grade Chicago area. curriculum.The plan for KDN was to take the KDE model and substitute an on-line engineer for the Working with young children as DCM does has DCM facilitators. Using the Internet, students could shown the importance of continuous evaluation of communicate in real-time with the engineer, asking new programs in scenarios as closely approximat- him/her questions about the design of their projects. ing actual use as possible. When one combines the Based on this idea, DCM applied for and received unpredictability of children with the wide variety KDN pilot funding from the Illinois State Board of and constantly changing nature of classroom set- Education Center for Scientific Literacy.

Museums and the Web 2003: Selected Papers Archives & Museum Informatics, 2003, p. 159 1 G 0 BESTCOPYAVAILABLE Burrough et al,A Rolling Evaluation...

{ta-::7:717ss DESIGN a Go to gadget that CHALLENGES meets the and pkk out CHALLENGE a asailenge

LOGIN and aeate your OWN account on KOH

Sign up for a tkne to talk to the KDN Engineer on the DRAW row design on-line Engineer Chat Board on the KDN drawing board. it WM be saved In your account!

BUILD your GADGET! Get your stuff ready Try It out and make to build. Check under changes until you get your bed and in your it working the way recycle bin for you want. HAVE HMI things to usel

Figure 1: How KDN works.

Program Description

Students can consult with the on-line engineer at live text chat.Students build their gadget using any time during the design and building process. materials found in their recycle bins, then test and Many teachers have their students talk to the engi- modify it with help from the on-line engineer, neer more than once. The real-time communica- teacher and classmates. tion provides students with usable information as they design and build their gadgets. Evaluation philosophy of DCM On the KDN Web site (http://www.dupage childrensmuseum.org/kdn), engineers introduce a All programs and exhibits are continuously evalu- challenge and relate it to a real-life engineering chal- ated at DCM. Revisions are made based on the lenge they have faced. Table I summarizes current evaluation, and then are themselves evaluated. No challenges. Elementary aged students work matter how small the project or how tight the bud- collaboratively with an engineer (via real-time com- get, evaluation starts at the first brainstorming ses- munication on the KDN Engineer Chatboard),their sion and never really ends. In developing both KDN classmates and teacher to design a gadget that meets itself and its evaluation plan, we found that we were the challenge. Students use KDN's on-line drawing following the engineering method that KDN is de- program to draw a design for their gadget. On the signed to teach: design, build, test, redesign, build, KDN Engineer Chatboard, both students and engi- test again, redesign... . In a project as complex as neer see the design, mark on it, and discuss it via KDN turned out to be, ongoing evaluation of both macro and micro components was imperative.

160 © Archives & Museum Informatics, 2003

BESTCOPYAVAILABLE 161 Museums and the Web 2003

Challenge Task Puppet Build a puppet that moves in at least 2 ways Build a gadget to sort 3 different types of objects, such as paper clips, marbles and Chemical engineering crayons Slowly Moving Marble Build a pathway for a marble to roll down as slowly as possible Nuclear Engineering Build a gadget to retrieve something from about 3 feet away from you Door Alarm Build an alarm for your bedroom door Civil Engineering Build a gadget that allows you to pour water from a jug without touching the jug

Table I. Engineering challenges currently posted on the KDN Web site.

This philosophy continues to permeate the devel- ties. Other DCM employees involved included fa- opment of KDN, and typically includes profession- cilitators of school and museum floor programs, art als from many different backgrounds. Groups in- specialists, exhibit developers, and DCM manage- volved in evaluating KDN included: ment. They provided fresh eyes to review all as- pects of KDN, and were a ready source ofWeb site In-house members of the KDN team and other testers.Since these people were not involved in DCM employees; the day-to-day development, they provided a differ- ent perspective on everything fromWeb site graph- An Advisory Board drawn from the community ics to navigation to teacher guidance to ensure KDN and consisting of engineers; computer experts; was consistent with DCM's mission. experts in Web-based school-university-partner- ships; and school district administrators, princi- Advisory Board pals, teachers and curriculum coordinators; DCM regularly uses community-based advisory Students and teachers using KDN; boards when developing new programs and exhib- its. KDN's advisory board was especially important Web designers and programmers contracted to in providing philosophical and practical guidance in produce the Web site; the early stages of development. School officials on the advisory board helped insure that KDN would Other professional Web designers; be useful to and usable by classroom teachers. Prin- cipals and curriculum coordinators helped pilot test An independent, professional evaluator. KDN in their school's classrooms. Computer ex- perts gave advice on available technology. Experts The KDN team consisted of the DCM project man- in school-university-professional partnerships pro- ager and experienced KDE facilitators (including vided information on existing collaborative net- engineers, scientists, and former classroom teach- works, how these collaborations worked, and po- ers), the independent evaluator, and the contracted tential pitfalls KDN might face. Engineers helped Web site developer's programmer and project di- provide Challenges and advice on how to staff the rector. This group worked closely together for 2 on-line engineer positions. Since engineers would years to develop KDN. be using the Web site, their input on the compo- nents necessary for effective communication were invaluable. DCM Employees

In-house members of the KDN team included Students and Teachers former classroom teachers, engineers, scientists, and exhibit and program designers. They were experi- It is part of the culture of DCM that all programs enced in conducting effective science programming and exhibits are pilot tested first in small groups for elementary children, as well as expert in the and then in the setting where they will be used. development of open-ended problem-solving activi- Feedback from the users is absolutely necessary to

© Archives & Museum Informatics, 2003 161

, 162 BEST COPY AVAILABLE Burrough et al,A Rolling Evaluation...

successful development. Because teachers are the tive, innovative and engaging programming for chil- primary users of KDN,a strong emphasis was placed dren. Educational Web Adventures, LLP (Eduweb) on meeting their needs. Our evaluation methods was chosen. Eduweb worked closely with other needed to identify teacher concerns and ways to members of the KDN team in developing the evalu- alleviate them. We found that teachers' opinions/ ation plan as well as the Web site.In addition to reactions to KDN after using it with children were normal extensive preliminary testing of Web site markedly different from their reactions before us- components, Eduweb's programmer and project ing it. For example, teachers greatly underestimated director were in the classroom observing children students' enthusiasm for talking with the engineer for the first full-scale test of the KDN. Subsequently, and the value of the building process.We therefore they frequently served as on-line engineers, getting tested KDN in classrooms and computer labs with first hand understanding of how the Engineer entire classes of children. We held preliminary brief- chatboard works. The programmer continues to ing sessions with teachers, observed and talked with periodically monitor engineer chat sessions and them while their students were using KDN, and trouble-shoot as needed. whenever possible, talked with them afterwards. Ultimately, 40 classroom teachers participated in Independent Evaluator the development of KDN. Their input was a criti- cal factor in development. When given the choice, many museums conduct front-end and formative evaluation in-house and We knew in advance that elementary teachers have save their budgets to bring in an independent evalu- very little discretionary time and are under con- ator at the summative stage when the project is stant pressure to demonstrate that their students complete. DCM brought in an independent evalu- perform well on standardized tests. We needed to ator at the very early stages of KDN development. ensure that teachers could see the benefits of KDN This designated one person as the focus for evalu- in achieving educational goals. We also needed to ation, and the evaluator became an integral part of ensure teachers were given enough information to the KDN team. She helped define the evaluation feel comfortable using KDN on their own. Many methods used, interpreted the data, and provided teachers are not accustomed to using hands-on detailed interim and final reports needed to satisfy activities in their classrooms,and many are not adept grant requirements. Involvement from the begin- at using computers. ning of the project gave her valuable longitudinal perspective on development. She offered many Pilot testing with children is an absolute necessity suggestions that were implemented as KDN pro- because of their widely varying skill levels, inter- gressed. Had she been brought in at the conclusion ests, and experiences. Sometimes our hypotheses of the project (after the grant money was spent), were confirmed in the tests, but frequently we were DCM would not have been as able to take advan- surprised. Testing with large numbers of children is tage of her input. critical for a program intended for use in classrooms. Children function differently in large classroom set- Working with the KDN project manager, the inde- tings than they do in small groups in or out of school. pendent evaluator developed a thorough evaluation Tests in schools also gave important information plan very early in the KDN development process. onWeb site performance on school computers with The plan detailed her role in the process, the activi- many children (up to 30) using the site's interac- ties she would conduct, the data collection meth- tive features at once. Every part of KDN was ex- ods to be used, and a topical framework outlining tensively child tested. with over 900 children even- the questions her evaluation would address. The tually involved. topical framework was used to focus and guide the evaluator's observations and conversations with re- Web site Developers and Programmers spondents, but as important new issues emerged, these were often explored as well. When KDN development began, DCM had no in- house Web site development expertise. Many po- The independent evaluator and DCM staff employed tential contractors were considered, with empha- a naturalistic methodology to collect and analyze sis on identifying one which could provide interac- data (Lincoln and Guba, 1985). Naturalistic inquiry is particularly useful when seeking to understand

I 62 © Archives & Museum Informatics, 2003

163 Museums and the Web 2003 real life settings and the situations and ways in which ponents were assessed individually first and then people experience them. It begins with a focus of incorporated into a trial of the whole KDN expe- study, and thorough systematic collection and analy- rience.For example,when the Slowly Moving Marble sis of the data identifies and reports on issues as Challenge was being developed, DCM employees' they emerge. Data is collected from a variety of children in the museum on a school holiday were sources.This "triangulation" of data yields the corn- the first to try their hands at designing and building pletest possible description of the setting and pro- a pathway to slow down a rolling marble. These gram. Naturalistic inquiry often includes the re- children didn't use the computer; they simply built spondents' own language as a way of painting a rich, their pathways. A few months later, a 3rd-grade detailed,and meaningful picture of their experience. school class(taught by an KDN Advisory Board member) took on the marble challenge as part of Ultimately, evaluation became a very collaborative the total KDN experience. Web site components and continuous effort. Although the independent were also evaluated in isolation first. Numerous evaluator was not present at all tests, she was versions of the Engineer chatboard were tested by present for most of the tests where major revi- theWeb designers, then DCM staff, before children sions to the program were assessed. She was also ever encountered them. The first children to see present at the meetings where the team took stock the chatboard were the project manager's children of the program's status and charted the course for visiting the museum. Many iterations later, the first the next stage of development and evaluation.The classroom trials of the chatboard occurred. project manager kept her constantly informed via e-mail and phone. Information and opinions freely At the outset,three overriding questions were iden- flowed to and from the evaluator, project manager, tified. Evaluation would be geared toward answer- and Web designers. ing these questions:

I. Is KDN technologically feasible? The Evaluation Process 2.Would teachers and kids be interested in talking Although DCM already had an e-mail based math to the engineer? program on the Web and was experienced in con- ducting engineering programs for children, KDN was 3. What, exactly, should the content of theWeb site a venture into uncharted territory. Because there be? were so many aspects of the program to evaluate, it was helpful to isolate components and design These questions and how we answered them are dis- evaluation to answer specific questions. Most corn- cussed below. Methods are summarized in Table 2.

Evaluation Techniques Used Notes

Participant observation Primary method of data collection; yielded the most valuable information

Teacher focus groups Replaced teacher written surveys; teachers were interviewed in groups A few teachers and website programmer interviewed primarily by independent Depth interviews evaluator Observed teachers navigating website for the firs time; very valuable for Teacher usability studies identifying gaps in information and navigation problems Website developer usability Provided concrete suggestions on ways to improve site navigation and user- studies friendliness Involved evaluator, DCM staff and web developer; critical for planning next phase Team meetings of project development Project manager shared all documents with independent evaluator, including Review of program documents children's work and comments, teacher comments, conversations with other DCM staff Used only at the beginning of project; poor return rate and few comments made Written surveys them inadequate for program needs

Table 2: Evaluation methods used during KDN development.

© Archives & Museum Informatics, 2003 163 164 Burrough et al,A Rolling Evaluation...

Is KDN technologically feasible? enough to gain usable advice about their gadgets? Finding out if students thought talking to the engi- The first question to be answered was whether live neer helped them meet the challenge was a major two-way communication was even technically pos- focus of the first two field studies and a lesser fo- sible in the school setting. Three primary concerns cus in following studies. were quickly identified: Because children's access to KDN, and especially I The cognitive development of young children and the engineer, depended on the cooperation of teach- their resultant ability to communicate would be ers and parents, the grownups' perception of the key factors in determining the appropriate age to value of talking to the engineer was important to use KDN. KDN was initially aimed at children in assess. Would teachers see enough value that they I 't through 5th grades. The younger children in would be willing to negotiate the potential maze of particular typically have poor typing skills, and have scheduling computer time and learning to use the trouble communicating with someone not in the Web site? same room with them. The appropriate age for children to use KDN became one of the most What, exactly, should the content of the significant questions to be answered. Web site be? 2. Elementary schools typically do not have the lat- The initial Web site concept included the challenge est in computer technology. It is not uncommon presented in short story format, a printable stu- for computers to be more than 5 years old. Would dent journal,a student-engineer chatboard with only KDN work onWindows 95 and Internet Explorer text chat, and an on-line bulletin board where pic- 3.5? At the time of development, many schools tures of gadgets could be posted. The inadequacy didn't have Flash technology.What could be used of these features became apparent very early in to make the Web site look appealing to kids and development. Identifying what was necessary for teachers? A key obstacle was firewalls in schools effective student-engineer communication was a that block the streaming data necessary for the focus early in the project. Programming and test- two-way communication at the heart of KDN. ing the solutions ultimately took a year longer and Would it be possible to tunnel through the $70,000 more than was originally planned. firewalls, or would KDN use be restricted to school districts without them? Phase I: Field Studies 31 the first two issues could be resolved, the safety of the children and consequent security of the Evaluation techniques originally planned (based on communication became major issues. The Mu- the actual grant application)were: seum and KDN users needed assurance that chil- dren would be protected from inappropriate com- Review of materials by DCM staff; munications and unauthorized users. Pilot tests (field studies) with small groups of stu- Would kids and teachers be interested in dents in schools the first year; talking to the engineer? Field studies in full classrooms the second year; Assuming the technology issues were worked out, we still needed to know if students and teachers Written questionnaires and in-depth interviews would find talking to the engineer on-line worth for teachers with students participating in the pi- their time and effort. "Ask the expert" Web sites lot tests; other than KDN are based on e-mail communica- tion where children have plenty of time to formu- Observation of pilot studies by DCM staff and late questions which are reviewed by teachers or the independent evaluator, and discussion with parents who correct grammar and edit to ensure participants; clarity. Would children be able to communicate well

I 64 ©Archives & Museum Informatics, 2003 Museums and the Web 2003

Written parent surveys; this test. Children were asked to read two ver- sions of the Puppet Challenge aimed at different In-depth case studies of selected students; age groups. The children were asked questions to see if they understood the story and its vocabulary, Collection and evaluation of student materials, and if they found it interesting. The team wanted including journals, drawings, and video, to asses to assess the story format, the particular versions changes in the students' creative problem solving of this story, whether the challenge provided an skills, ability to transfer knowledge to new situa- appropriately open-ended engineering problem solv- tions, and ability to work as teams; ing experience, and to revisit the question of the appropriate age for doing KDN. The session was Presentation of ongoing evaluation results to the videotaped and the children's journals were col- Advisory Board and consultation with the mem- lected. The independent evaluator was not present. bers. Once again, personal conversations with and ob- servations of the children provided the most useful During the first year of the project, two small field data. studies were conducted at schools with which DCM had a strong relationship. The purpose was to as- These very preliminary field studies answered some sess students' reaction to the concept of an on-line basic questions and posed new ones: engineer, the necessary components for effective communication, the appropriate age for KDN, and Kids liked talking to the engineer. They found the the appropriateness of the first challenge. Teachers conversation helpful. chose a few students to participate in KDN. The museum brought in their own computers and set Kids in !stand 2" d grade lacked the skills necessary up a closed link between the engineer's computer to communicate solely through typing. Third grad- and students' computer. Communication was via a ers were marginal. The search for a visual and FileMakerPro database made to resemble a Web possible audio component to communication was page with two-way text chat in the first field study. on. The second study utilized a CU-SeeMe program to provide video chat with an engineer via a local area It was going to take some fancy programming to network pull this off on the Web.

Much was learned about evaluation during these The way the challenge was presented needed work studies.Written surveys, so frequently used in evalu- in order to make it clear and understandable. At ation,yielded minimal valuable information. Parents that time, challenges were presented in a short and teachers did not take time to record the de- story format involving a girl and boy and their tailed observations that are needed for compre- teacher, Ms. Curious. hensive assessment. The value was also limited be- cause the people completing the surveys (parents Results of the field studies were presented to the and teachers) were not present when children were Advisory Board.They felt that the potential impact working with KDN. Direct observation of students of KDN on science and engineering education was and conversations with them yielded the most in- huge, and that there were still a lot of questions to formation. Student journals were collected and an be answered. Extensive discussions occurred about extensive video record of the sessions was made. the best form of communication best (email, video, Video and journals proved less valuable for evalua- live text chat,voice,fax, or phone), the focus of KDN tion purposes, but very valuable for bringing a new (science, computers, or engineering), and the im- project manager up to speed a few months later. portance of addressing teachers' needs.

A third small group trial aimed predominantly at A big meeting was held that included the newly hired testing a new challenge was held at the museum. Web site designers (Eduweb), the independent No engineer was involved in this trial. A Girl Scout evaluator, the old and new project managers, and leader was asked to gather a group of students for most of the DCM staff who had worked on KDN

© Archives & Museum Informatics, 2003 I 65 166 Burrough et al,A Rolling Evaluation... to date. A free flowing exchange of ideas made Because the site was to be accessed by entire classes sure everyone was on the same page regarding of children at once, DCM staff participated in group where the project had been and what needed to tests of the drawing program and the Engineer happen in the near future. Eduweb presented infor- chatboard. We found again and again that even if it mation of the most appropriate technology avail- works on the programmer's computer and even able.An understanding of two overarching types of the project manager's computer,that does not mean problems emerged from the meeting: technology that I 0 or 20 or 30 computers could draw or use problems and people problems. the chatboard at once.The programmer would ac- cess error logs and make adjustments, and we'd try Eduweb focused on finding technology that could again another day. provide the best communication, could tunnel through school firewalls, and was compatible with the typical aging computer systems common in el- Phase 2: Classroom Tests ementary schools. Making the site user-friendlyin both graphic design and navigation - and compat- Scheduling classroom tests proved to be compli- ible with school computers also became a focus. cated; school calendars and schedules are generally DCM would review everything and try out all in- very rigid. An extraordinary amount of accommo- teractive components of the site. dation was necessary on the part of the school. The whole school was often affected because com- DCM focused on the people problems. Most of puter lab time and frequently library time were the team had already concluded that I st and 2"d grad- adjusted so that the classes using KDN had access ers were too young to use KDN effectively. How- to the computers. ever, the Museum felt that additional data was needed to support this conclusion for the Illinois What we did right in these trials State Board of Education (the funder).It was im- portant to make the teacher, parent and child user Administrators at the participating schools were interested in and comfortable with KDN.This would on the KDN Advisory board, so they were familiar be addressed through both the content of the Web with the concept behind KDN. These schools and site, and Eduweb's work on the graphic design and administrators had,for the most part, been selected navigation. Finding and training on-line engineers because DCM conducted many programs there and continued to be of concern. DCM was also re- had a good relationship with the teachers and ad- sponsible for coordinating with schools which had ministrators. volunteered to participate in the second round of field studies. Students from l" through 4th grade were involved in this phase of testing, allowing collection of data Over the next few months the first version of the on the age issue.Also important were the responses KDN Web site was developed in preparation for of teachers and students of different ages to the theI "full-fledged classroom tests. During this pe- challenges and their presentation,the KDN student riod, the DCM project manager served as the in- journals, and students' desire,ability, and willingness ternal evaluator. Eduweb posted pages on theWeb to talk to the engineer. for the project manager to review. She typically reviewed the first few iterations of a Web page or To address I " and rd graders' communication diffi- design element, and then asked for opinions from culties,a drawing program and whiteboard with chat other DCM staff. Preliminary assessment of firewall component (Engineer chatboard) had been added tunneling technology was tested on a few local to the site to provide a visual component. Children school computers before being incorporated into and engineers could both see the child's design and the site. Any DCM staff children visiting the mu- mark on it. Cell phones were used with and with- seum were pressed into service as voluntary evalu- out the whiteboard to talk to the engineer as the ators. They tried out the functionality of the Engi- children were building. neer chatboard and drawing program, critiqued the graphics,and were usually the first to try their hands Three very different schools were chosen: a subur- at a new challenge. ban school in a middleclass neighborhood (School

I 66 © Archives & Museum Informatics, 2003

1. 6 7 Museums and the Web 2003

I ), a rural, smalltown school (School 2), and a sub- a separate chat component enabling a private chan- urban school with a large Spanish-speaking popula- nel of communication with the teacher. tion in a low income neighborhood (School 3). Major revisions to the drawing program and the DCM provided a Spanish-speaking facilitator for the Engineer chatboard were made after each school bilingual classes at School 3. This allowed us to en- participated. sure students understood KDN as well as allowing DCM to receive feedback from the students. The independent evaluator was present for most of the session at all three schools. She carefully Although facilitation was by experienced DCM per- observed all aspects of the sessions, chatted with sonnel, classroom teachers were present for all students and teachers during the sessions,and asked KDN sessions and actively participated in the KDN follow-up questions at the end. For those sessions experience. DCM and the independent evaluator not attended,the project manager provided detailed chatted with teachers before and during KDN ses- notes and comments. Following the evaluator's sions to find out what teachers wanted and needed model, the project manager asked students and before using KDN. Informal conversations allowed teachers follow-up questions at the end of their us to see how revolutionary open-ended, child-cen- KDN experience. tered problem solving is to some teachers and what type of background information on the philosophy After School I tests, the team completely revised behind KDN would be needed on the Web site. the challenge format to make it clearer. After in- For example, one 2grader making a bell puppet house evaluation at DCM, the new format was asked a DCM facilitator for help early in the pro- tested at School 2, revised slightly based on teacher cess, and was later helped by her teacher. At the comments, and tested again at School 3. This for- end of the session, the DCM facilitator asked her mat is still used today. how her bell turned out. The girl said, "It's not a bell anymore. My teacher changed it."It was clear What we did wrong in these trials theWeb site needed specific guidance on how teach- ers could help children solve their problems instead The schools had been chosen because their admin- of taking over their project. istrators were on the KDN Advisory Board, but without regard for the state of their computer sys- Eduweb's project manager and the computer pro- tems. A few weeks before the first tests, we found grammer were present at the first school where out SchoolI had very old computers that simply testing occurred. Although both are experienced could not handle even the most basic aspects of specialists in children's Web sites, they agreed there the KDN site.Eventually, the district computer was no substitute for seeing children actually try- expert borrowed a portable iBook lab from the ing to use the site en masse in the school. It gave junior high and set it up at the elementary school them a new appreciation for the state of technol- for the KDN tests. Consequently,the children were ogy in the elementary school, and of the problems learning to use a new computer and the KDN Web of Web site functionality with young children. site at the same time.

Eduweb's computer programmer and project man- Because the administrators, rather than the teach- ager both played the role of engineer several times ers, had made the decision to participate in KDN during this phase of testing. This gave them first development, many teachers were less than enthu- hand knowledge of the difficulties of using the siastic. Many, but not all, were not adept at com- engineer's communication tools.The programmer puter use and did not see the value of hands-on reported that this experience was extremely valu- activities. However, one bilingual teacher at School able. For example, being limited to only the stu- 3 enthusiastically reported that KDN had sparked dent whiteboard chat for communication, the engi- a whole class discussion on how "this concept of neer didn't know what was happening in the class- keep trying until you get it right" applies to the rest room during a long period of inactivity. Had the of life, too. He said that the open-ended problem students all left for lunch? The solution was to add solving of KDN helps teachers see a new way of doing things, too.

@Archives & Museum Informatics, 2003 167 163 Burrough et al,A Rolling Evaluation...

School 3 had no computer lab at all until two months to its complexity. Because the team was so accus- before the KDN trial. Most of these children had tomed to using the site, a new pair of eyes was no home computers and consequently very little needed for assessment. Two new evaluation strat- computer expertise. This group of students, how- egies were adopted: teacher usability studies and ever, proved to be very excited about KDN and review by independent Web site developers. vividly illustrated the potential impact of KDN on traditionally underserved populations. The students Teacher Usability Studies thrived when building their gadgets because there was no language issue with the hands-on activity. To identify gaps in information and get teachers' The students easily learned to use the Web site's perspectives, two elementary classroom teachers interactive features. They were thrilled to talk to were brought in to look at the Web site in two the engineer, and the girls especially were excited usability studies. We gave the teachers very little to learn that the engineer was a woman. However, orientation to the site because we wanted to ob- many of their teachers struggled with the computer. serve them the first time they saw the Web site. These teachers, many of whom had never used com- Using a"think-aloud" protocol, the evaluator, project puters in their classrooms, illustrated the impor- manager and Web developer took careful notes as tance of thorough, clear guidance in using KDN and each teacher navigated the site while talking aloud. user-friendly navigation. This gave us specific information on where naviga- tion and information needed revising. Following their Because of individual school scheduling constraints, time exploring the site, we held debriefing sessions the first trials were with 1st and 2'd graders, the during which teachers explained and expanded upon group we expected to have the most trouble with some of their comments. These usability studies KDN in general.A more refined version of theWeb were among the most useful techniques used in the site would have given us a truer picture of the entire evaluation. children's abilities without the complications of com- puter bugs. However, the tests still demonstrated After the first teacher reviewed the site, major re- conclusively that these young children were not visions were made. Then a second teacher was developmentally ready for KDN. observed using the same "think-aloud" protocol. After a morning of learning about the site, we ob- Follow-up questionnaires were given to the teach- served as the teacher directed six children, who ers. Due to the poor return rate on written teacher were unfamiliar with KDN, in using the site, includ- questionnaires, the evaluator scheduled group de- ing the drawing program and talking to the engi- briefing sessions. This was a more efficient use of neer.As the focus of this exercise was on the Web teachers' time, and the group dynamic yielded more site itself, the children did not construct their gad- useful information. For example, a teacher would gets.One of the most striking observations was raise an issue, and several others would agree. This that, prior to observing the children, the teacher helped us see which issues resonated most with did not think they would be interested in talking to teachers. These discussions provided valuable, spe- the engineer. She stated she was very surprised to cific data that was used by the project manager and see how enthusiastic they were when talking to the programmers to make major changes to the Web engineer, and this changed her opinion of KDN site and program content. considerably.

Web site UsabilityTests Both teachers pointed up a paradox the KDN team had long been wrestling with: they thought there After the classroom tests at the third school, the was too much information on the site, but they KDN team met and concluded we basically had a wanted more information. The KDN team discussed workable Website, albeit still with many bugs. A this problem and concluded the solution must lie primary concern was that the site had become so in presenting the information in a more eye-appeal- big that navigation was a mess. The home page was ing way. Once we had a good idea what teachers overloaded with information, and there was a gen- needed on the site, we needed an uninitiated Web eral lack of user-friendliness to the site, largely due designer's opinion on how to give it to them.

I 68 © Archives & Museum Informatics, 2003

1 6 Museums and theWeb 2003

Independent Web site Developer Reviews a basic design evolved. We were, in effect, reinvent- ing the wheel with four new visions on how to go After extensive revisions based on the teacher us- about it DCM's, Eduweb's, and the two review- ability studies, two Web site developers unfamiliar ers'. Text on every page was revised, a new graph- with KDN were asked to review the site. We were ics shell was developed, site content was reorga- particularly interested in their ideas on the overall nized and an entirely new navigation scheme devel- look and feel of the siteespecially graphic design oped, colors were constantly changed, a new log-in and navigation. Although there were some com- sequence was developed, and major revisions - both mon themes in the reviewers' comments espe- functional and cosmetic - to the drawing program cially the need to simplify the navigation and put and engineer chatboard were implemented. Revis- less information on each pagethe reviewers came ing the KDN home page was a major effort. The up with significantly different solutions to these home page used in Phase 2 classroom trials is shown problems. The KDN team evaluated the review- in Figure 2, and the current home page is shown in ers' comments and used them as a starting point Figure 3. There were at least a dozen interim ver- for major revisions to the site navigation, page lay- sions. The resulting current version of the site bears out, and site organization. little resemblance to the reviewers' suggestions or the version they reviewed, but based on feedback Analysis and Redesign from teachers who have since used the site, most of the problems have been resolved. Much discussion occurred between Eduweb and DCM, and many prototypes were reviewed before This page was too long, too busy and generally notuser-friendly.

The solution to too much information was the cre- Statt the [3116: C hale rig ation of a KDN "Quick Tour" that takes visitors

r through a virtual tour explaining how KDN works; and a "What is KDN?" section providing additional details.

iS Cail? Os.) Cu31 C ,ti,/,1 't to <, Phase 3 Classroom Trials 'lave yOU aver wanted tO3 no 4,44-cS 14- a ils3 a backtard rCen3oeiao fag num, sed,os The plan for Phase 3 ClassroomTrials was for class- 0.31. a tabs Oaan fataril investlaate a3twet pacc.ca mtto Irmat OWN't MR,. VOW 4.V..rd100(1A1 fed tray c Se.S. Ma vevm,dtu. to 3-.4. roe cat 4413 ttgO11rO ,7cna43441,0,3,

Those aro all angSnering chenonge4, Ibraph KONreo mil am to: Lemmata 34043 3. nra cwseql. 1013C3r1-',.. t. E*..ve 03113 tcrerlao che-aeo, pavas (coser, o tete". oaevrt ta 40v50v 04.011. 4. 4414 Wo.t

nada us. tha COIaJ4toOMI

3?4. a 41. 04I440 ie.. an encSoat. Ha *1343 etto. eeeSeen deglanad and bc=3 gm. tna Ada..

a 4064n. and draw y4. OL34 en tr2CA, rin7f1? Ma away., Then. usalO *ha Tee th. Intefnct. 300 Can CROP Toot Cosign Co a n7a1.9.00/1 ThOell ral32 1.45 rah yoo&s*I, so you can CO114 bit.id 41 4113 COLL an. 44 Unikk frau!

What Is ben c'Teitchees MI at KWH? Golds Kowa

Gold Nedanst 2002 MUSE MVarth. &suntan ASS0eat-Zo d Mum., s.n.lanoa ana if.u/opmee. caataetwal orea aernaeao.

Figure 2: KDN home page used in Phase 2 Figure 3:The current KDN home page classroom trials. (http://www.dupagechildrensmuseum.org).

@Archives & Museum Informatics, 2003 169

1I0 BESTCOPYAVAILABLE Burrough et al,A Rolling Evaluation... room teachers to facilitate KDN with only e-mail Conclusion and phone support from DCM. Two teachers, one in a small town near Chicago and one in an inner Although the basic concept behind KDN has re- city Chicago school, found KDN on the Web on mained constant, KDN as originally envisioned by their own. They provided the first real test of the DCM was very different from today's version. From extensive information in the Teacher's Guide sec- the early stages of development, the team placed tion of the Web site, and the newly revised Web emphasis on continuous evaluation and a willing- site. The schools' proximity to DCM allowed the ness to make revisions.The collaboration in evalua- KDN Project Manager and, in one case, the inde- tion between professional evaluator, Web site de- pendent evaluator to visit the schools and observe velopers,museum personnel and engineers resulted as students built their gadgets and talked to the in a fluid development process that mimicked the engineer. The evaluator and project manager con- engineering problem solving process KDN is de- ducted an extensive interview with the teachers. signed to teach. This iterative nature of engineer- Their feedback was used to further refine theWeb ing design as applied to KDN development ulti- site. mately produced a user-friendly experience con- sistent with the Museum's mission. Our efforts were We were relieved to see that these children's ex- rewarded with a Gold Muse for Programs Empha- perience was remarkably siMilar to KDN activities sizing Two-way Communication from our peers at facilitated by DCM staff.The teachers were able to the American Association of Museums. However, glean the philosophy behind KDN from theWebsite, the best rewards come from the children who say navigate the site, and use its infOrmation to pro- "WOW! This is so cool!I wanna be an engineer duce a hands-on, minds-on learning activity for their when I grow up!" classes. Each teacher had added an individual twist to the challenge to .emphasize different concepts, but the child-centei-ed, creativity and problem solv- References ing concepts were paramount. The teachers had successfully used KDN exactly as was intended. Lincoln,Y.S. and E.G.Yuba, 1985. Naturalistic Inquiry. Sage Publications, Beverly Hills, CA. However, there were still problems with the engi- neer chatboard, most notably stemming from a modification that allowed the engineer to simulta- neously chat with several students. Ultimately, this feature was disabled because it did not function reliably.

I 70 ©Archives & Museum Informatics, 2003

1 71 Virtual Visiting

172 The SEE Experience: Edutainment in 3D Virtual Worlds.

Nicoletta Di Blas, Politecnico di Milano, Italy; Susan Hazan, The Israel Museum, Jerusalem, Israel; and Paolo Paolini, Politecnico di Milano, Italy

Abstract

Shared virtual worlds are innovative applications where several users, represented by Avatars, simultaneously access via Internet a 3D space.Users co-operate through interaction with the environment and with each other, manipulating objects and chatting as they go.Apart from in the well-documented online action games industry, now often played out in real-time over the Internet,the success stories of virtual worlds and sharedVRML environments have been sporadic. Interest wanes from an enthusiastic beginning: the 3D world looks both enticing and promising, but the attention curve drops sharply as the users find the space either too difficult to navigate or not satisfyingly engaging.The key to the success or failure of these environments relates directly to the content offered and the ability of the environment to hold a critical mass of users in real time.This is the desperately sought after magic social glue that determines the experience to be meaningful and actively keeps the users under its virtual spell. The paper will present an innovative project, a shared virtual world geared to schools in an educational and highly structured,environment. SEE, Shrine Educational Experience, is a co-operative project developed jointly by Shrine of the Book at the Israel Museum, Jerusalem, and the Politecnico di Milano, Italy, offering a pioneering educational environment based on a shared 3D virtual world, where classes from all over the world meet in order to learn and discuss issues related to the famous Dead Sea Scrolls and the tiny community (probably of Essenes) who once lived by the Dead Sea. Keywords: e-learning, 3D virtual worlds, edutainment

I. 3D Worlds: A New Challenge to Museum Communication

Exactly two years ago, at Museums and the Web partment set up three Macintosh computers. For 2001 in Seattle, Susan Hazan of the Israel Museum, six weeks they were staffed by high school students Jerusalem, and Professor Paolo Paolini and his team from our Multimedia Education Unit with a spe- sat down for a micro-brain-storming session to think cially designed Web site that offered remote visi- of a way to harness the impressive technology de- tors the opportunity to upload their own artworks, veloped for their "Leonardo da Vinci" project to be displayed online, as well as to play an interac- (Barbieri, T., R Paolini et al,. 1999) for the Israel tive trivia game to learn about Jerusalem, its his- Museum in Jerusalem.The teams soon focused on tory, geography and religions. A further opportu- the idea of a real-time, educational scenario that nity to 'visit' the exhibition was made possible would extend the museum's mission to educate and through a video window. Using the software interpret collections for its online community, and CUSee-Me, the exhibition, with local visitors as the seed was sown. spontaneous players on the live stage, was broad- cast from the gallery for 8 hours a day for the full The Education Department of the Israel Museum, six weeks of the exhibitions, at the same time re- Jerusalem, is proud of its track record of innova- ceiving remote visitors to the museum in real-time. tive, online educational activities. In 1996, during the exhibition, Children of the World Draw Jerusalem at The exhibition In the Light of the Menorah:Story of a 3000, the department developed an ambitious Symbol, was launched in 1998, a photo-realistic 3D project to provide a unique opportunity for chil- gallery tour streamed at 15 frames per second over dren from all parts of the globe to take part in a standard dial-up modems with embedded hyperlinks drawing contest on the theme of Jerusalem (Hazan, enabling students to interact with the movie (Hazan, 1996). For the duration of the exhibition, the de- 1999). This was an adaptation of a major tempo-

Museums and the Web 2003: Selected Papers Archives & Museum Informatics, 2003, p. 173 173 BEST COPY AVAILABLE Di Blas, Hazan and Paolini,The SEE Experience rary exhibition held at the Israel Museum,one which content offered and the ability of the environment traced the manifold incarnations and interpretations to hold a critical mass of users in the same space at of the seven-branched candelabrum from Biblical the same time.This is the desperately sought after sacred object to national emblem, as represented magic glue that makes the experience meaningful in objects from the Museum's extensive collections and actively keeps the users under its (virtual) spell. of archeology, Judaica, and the fine arts. In the same Clearly the museum is not considered a player in year the Israel Museum forged a partnership with this ballpark but on the other hand, should the the Hebrew University and a number of Israeli cul- museum even want to be there? What can a con- tural institutions in order to develop a specially tent rich provider such as the museum, with an devised Web site, Galim, meaning waves. Via the impressive track record for `holding' its visitors in Museum@school project ,Galim students navigated compelling educational scenarios, possibly offer this the 3D environment through online games, quizzes industry? and self-directed exploration, delivering a new mu- seum experience straight into the classroom. The Israel Museum made a decisive move into this new arena, selecting the most valuable and compel- The museum was confident that if these two com- ling of its wide ranging collections as the thematic ponents, the real-time excitement of the video win- core of the activity the world renowned Dead dow and the challenge of wandering a 3D gallery Sea Scrolls.The Dead Sea Scrolls are on permanent online searching for clues, could be combined, the display at the Israel Museum, Jerusalem, in a stun- result could be a novel way of extending the ning building designed by the American architects museum's mandate to enhance and interpret its Armand Bartos and Frederick Kiesler. Dr Adolfo collections for remote visitors.The magic created Roitman, Head of the Shrine of the Book and Cu- by the Politecnico world for the Leonardo project rator of the Dead Sea Scrolls, brought together a appeared to present exciting new possibilities. team of museum educators and curators, as well as staff of the New Media Department, to explore the Games too turned out to be a powerful source of curatorial content of the SEE project developed inspiration. MechAssault, billed as fierce tactical com- from his museum expertise as author of the exhi- bat and destruction, 31st-century style, is now Live- bition, A Day at Qumran:The Dead Sea Sect and Its enabled, meaning that the real-time component al- Scrolls (Roitman, 1997) and in his role as gatekeeper lows users to play with each other online as many of the precious collections. The Shrine of the Book of the action games already do, and even if young- is located at the heart of the political and cultural sters are not out there shooting each other, or form- center of the State of Israel, close to the Knesset, ing online strategies to blast each other out of the (Parliament), government offices, the Hebrew Uni- game, many of the online activities are just as su- versity, and the Supreme Court Building.A white, perficial. The popular The Sims Deluxe (http:// ceramic covered dome covers the galleries, which thesims.ea.com/), the latest and wildly popular ver- are two-thirds below the ground and house the sion of the original The Sims TM, is promoted as Cre- permanent collection.The striking juxtaposition of ate an entire neighborhood of Sims and run or ruin the gentle curve of the dome and the black, angular, their lives, while NFL Fever, the best-selling football basalt wall, both stark yet opposing geometrical game on X-Box,boasts some of the most bone-crunch- shapes, creates a stunning vista and contributes a ing, realistic animation of any football video game to unique architectural phenomenon to the Jerusalem date. Many less virulent environments have been horizon.This was the portal selected for the online developed usingVRML.Clearly"being there" in a real- virtual world, a space for the social and educational time interaction with other users does hold a po- interaction to be staged.The magic of the virtual tent attraction, but performing specific activities in world was that other worlds could be brought into shared 3D spaces has proved to be difficult and the constellation of this experience ,and so the sometimes frustrating. Once users have negotiated ambience of Qumran could be brought into the the technological obstacles to enter the online en- historical narrative and into a new reality. vironment, (with a fairly robust computer and speedy communication), the key to the success or The curatorial and educational team of the Shrine failure of these environments directly relates to the of the Book at the Israel Museumderusalem, is con-

I 74 ©Archives & Museum Informatics, 2003

174 Museums and theWeb 2003

V Fig. I:The Shrine of the Book with the Knesset (Parliament) cerned with preserving not only the material evi- built several decades ago in order to"render" ideas dence of the scrolls themselves but also, just as and concepts developed by Leonardo in several of important, the message contained within them.The his drawings. SEE project, perhaps one of the first museum vir- tual worlds to be developed, is an exciting new and Users are encouraged to visit the "virtual dynamic environment where objects can be ma- museum" in groups nipulated and hidden portals accessed while ava- tars move around the shared space while socializ- The users are encouraged to visit the virtual mu- ing with each other in a real-time. seum in groups:a family, a group of friends, a school, and few visitors with or without an expert. This creates a sense of "not being alone" while visiting the museum, a factor that increases fun, engage- 2. The Virtual Leonardo Project: ment, and interaction, while making the overall visit Lessons Learned more effective and rewarding. Virtual Leonardo was deployed for the first time in 1999 (Barbieri, Paolini et al ii, 1999; Barbieri & Paolini, Avatars represent users who are visiting 2000) with a new version launched in 2001; it was the "virtual museum" developed by Politecnico di Milano for the Museum Users "visiting" the museum are actualized through of Science and Technology, Leonardo da Vinci, in avatars, i.e.graphic objects that appear as either real Milan. persons, or graphic renderings.The purpose of us- ing avatars is twofold: it allows the users to per- The original objectives and the main features of the ceive their own physical positions in the virtual space project are perceived as follows: as well as to recognize other avatars' positions within the museum. Users move their Avatars in A 3D graphic environment to be used as a order to change their position within the museum "container" to display "objects" of the or to make contact with the objects. museum. Specific choices in our case were an "idealized" ren- Advanced functions allow users to dering of the cloisters of the museum (hosted in a cooperate in several fashions former monastery) as the container, and the We realized, since the inception of the project, that "Leonardo machines" the objects.The latter are 3D providing "traditional" interaction mechanisms interactive objects, representing actual wood ma- within the virtual museum was not sufficient.Tradi- chines on display in the museum; the machines were

@Archives & Museum Informatics, 2003 175

1"7 ( Di Blas, Hazan and Paolini,The SEE Experience tional 3D environments allow users to chat, to in- option in a real museum, they are indispensable in a teract with objects, and to wander around (using virtual museum for a number of reasons that are "real world" limitations, in general). We observed probably obvious to allvirtual visitors who have that in most 3D environments the above possibili- experimented the feeling, "what am 1 going to do ties did not encourage a great deal of "coopera- next?" and even more obvious when a group of tion" among users: chat was the main instrument visitors must be kept together for a meaningful visit. of cooperation with the others, making avatars al- most useless (i.e. not exploiting the spatial coop- Visiting a "virtual museum" becomes a eration).We strongly felt this concern: how could "social" activity we get the visitors to actually interact with each other, besides chatting? We therefore introduced Thinking about all these factors together and un- the notions of "cooperation capabilities" and "co- derstanding that visiting a real museum alone is a operation metaphors". A cooperation capability different experience from visiting with other people defines something that users can do:e.g. move,speak (with family, friends, experts), made these lessons to everybody, whisper to a few, change visualization insightful in our future development of shared vir- point of view (using fixed cameras, for example), tual worlds. make hyper jumps, look through the eyes of some- one else, etc.A cooperation metaphor (Barbieri & Virtual Leonardo has raised the interest of practitio- Paolini, 2001 the term "metaphor" is not really ners, researchers and the general public. Its simple appropriate, but this was the term that we histori- idea is appealing to alrat this museum you can bring cally used)) is a combination of cooperation capa- a date", proclaimed the title of an article on New bilities assigned to the different users, in order to York Times online (Mirapaul 1999). So, the idea of obtain a specific overall behavior: e.g. during an "ex- visiting a virtual museum evolved rom a "one at a planation" the "guide" can "speak" to all the visi- time" activity to a social activity. Many users have tors, while each visitor can speak only to the guide visited virtual Leonardo, but we realized that there and not to the other visitors, and hyper jumps are were some flaws regarding the three main aspects not allowed. Cooperation metaphors were under- of the application: the interaction, the content, and stood through the experience of Virtual Leonardo, the reproduction of the real world limitations. More but not fully exploited within it (more advanced specifically, we noted the following problems: use of cooperation metaphors has been introduced in later applications developed by Politecnico). About the interaction:

Visitors mainly interacted with the guides and the A "museum guide" takes the visitors objects; there was little reason for a visitor to around interact with another visitor. We did realize very quickly that a group of "visi- tors" in a virtual museum, without a specific goal in There was an inherent tradeoff between having mind or a task to perform, very likely would "hang the visitors spend their time interacting with the around", without actually knowing what to do. world and the objects or having them interact Therefore we introduced the notion of "museum with each other. guide", with a number of duties: Despite the power of cooperation metaphors, it stimulating the curiosity of visitors was still difficult (except in demos) to avoid ava- tars hanging around, while the focus of the inter- organizing the visit action was the chat.

providing additional information About the content:

answering questions The 3D environment was not appropriate to de- liver either large quantities of information or high If audio guides and "physical" guides are a popular quality visual information.

176 © Archives & Museum Informatics, 2003

Ih.,, Museums and the Web 2003

If the main emphasis of the visit were to acquire meeting in real-time in a 3D virtual environment, new information, there would be limited oppor- together with the museum guide. The 3D world tunities to get to know other visitors. consists of several different settings, including (Fig. 2) the internal and external (real) spaces of the Is- Whenever the visit was geared to emphasize dis- rael Museum's Shrine of the Book where the Scrolls cussion among visitors, clearly users should be are on display, while reiterating the potent symbolic supplied with enough material beforehand to be metaphors of the buildings themselves (Fig. 3) set able to engage with the material during the ses- in contemporary Jerusalem, with a hyperlink to the sion. Qumran desert, and the historical setting of the Essene community. About the reproduction of the real world constraints: The students are represented by avatars and move, play and interact in the virtual world. Meetings last Mimicking the physical limitations of the real about an hour, where content (made available in world turned out not to be useful in general, and advance to schools via a tutorial Web site) is recol- quite boring in the end. lected and applied in the "cultural games". SEE thus offers an edutainment experience, where students If the virtual visit to a museum is to provide a mean- engage with the cultural content while enjoying ingful and forceful experience, something more themselves at the same time.The entire SEE expe- structured and compelling is needed. Therefore, rience consists of 3 interactive sessions, where stu- when the Israel Museum asked Politecnico to start dents are led to discover respectively ( I ) the Shrine to investigate a new project targeting high and jun- of the Book Campus in the Israel Museum in Jerusa- ior high school pupils and focused around the Dead lem, (2) the Essene community who once lived in Sea Scrolls and Qumran, the Politecnico staff de- Qumran, and (3) the connections between the cided to create a completely new kind of experi- Qumran community with other religions and cul- ence built on the foundations of the Virtual Leonardo ture. project. When SEE was designed, four major requirements were considered: 3.The Shrine Educational Experience I .The relevance of the cultural content, the knowl- For the new application, baptized "SEE" (Shrine edge about Qumran, and related issues,(religious, Educational Experience), we chose high school and historical, technical, social, etc.). junior high school students as our target group. In the future, we are considering other target groups: 2. The inter-cultural exchange through meetings in such as tourists who are interested in the Holy Land, the virtual space, with students of different coun- scholars who want to meet in the virtual world to tries and/or of different cultures. discuss an issue related to Qumran and the Dead Sea Scrolls, or simply well educated surfers. The SEE 3. The interaction between physically remote par- experience is based on the interaction of four ticipants in an innovative and engaging experience, classes, from different parts of the world, virtually through the virtual environments.The games that

\

Fig. 2:The Israel Museum's Shrine of theBook Fig. 3:A screenshot of the virtual Shrine external environment

@Archives & Museum Informatics, 2003 I 77 177 Di Bias, Hazan and Paolini,The SEE Experience

the students are invited to perform in also con- Basically, each online session is divided into four solidate "team-ship", while forging new relation- main phases: ships and ties among different schools. I .A brief moment of Introduction, during which stu- 4. An acquaintance with state of the art Informa- dents meet each other in the virtual environment tion and Communication Technologies and the and are welcomed by the Guide. possibility of integrating modern multimedia, graphic,Web and Internet technologies into the 2.An Exhibition phase, in which either new content school program. is delivered or already known material is recol- lected through boards (that is, pop-up browser The design improvements were adapted while ac- windows showing multimedia content in a tradi- commodating the above self-subscribed goals as well tional, readable 2D format). asthrough what we had learned through the Leonardo experience and consequently integrated 3.Two Cultural Games where students, divided into into the SEE application. two teams, have to prove their ability in a mul- tiple-choice quiz (one student per team must per- form an ability-game in order to win the right of 4. From Leonardo to SEE answering first for his team; fig. 4) as well as a Treasure Hunt (fig. 5) or matching-pairs game, both In this session we go through the three "weak taking place within a specifically dedicated space, points" spotted in the Leonardo project; that is, how similar to a labyrinth. to promote the interaction, how to deliver the con- tent, and what constraints of the real world should 4. Finally, the Guide gathers the students for a short be reproduced, showing how we tried to overcome Wrap-up where the key issues of the session are them in planning the SEE experience. summed up, homework is assigned, and the next session's main theme is briefly anticipated. Promoting the interaction Our preliminary tests in schools have demonstrated One of the well-known drawbacks of 3D worlds is that the discipline of the storyboard has the posi- that visitors very soon get bored of moving around tive effect of offering students a sequence of tasks the environment when there is little motivation to to perform, alternating with games and brief lec- do so. If their time is spent simply chatting with the tures and the question-answering sessions with the others, this becomes an overall unsatisfying experi- guide.The whole experience therefore is about fol- ence.Therefore we decided to carefully plan a set lowing a brief - and is competitively exciting. of activities through a storyboard to be acted out during the SEE experience, in order to avoid wast- While we succeeded with Virtual Leonardo when visi- ing precious online time or avatars hanging around tors interacted with the objects, we failed in that aimlessly in corners. they did not interact with each other apart from

-14-=a --- er t'f

exito Fig 4: Screenshot of an avatar approaching Fig 5: Screenshot of an avatar exploring the the first ability-game in the Quiz Space labyrinth during a Treasure Hunt

I 78 ©Archives & Museum Informatics, 2003

1 7 3 Museums and the Web 2003 the chat.Therefore in planning the SEE experience, business reasons as time is so short (find the cor- one of our most important issues was to compel rect answer, check the objects), but also to encour- avatars to interact ( I ) with the environment, (2) age their teammates with friendly messages to urge with the objects, as well as (3) with each other. them on in the game.

As regards points ( I ) and (2), all the games were Delivering cultural content planned so as to compel students to actively use the environment features, even the most advanced 3D worlds are clearly not appropriate architectures of the virtual world. Avatars may fly, see from an- for disseminating large amount of information, as other avatar's point of view (using his or her own neither lectures nor expansive documents work well eyes or another's), or view the site from fixed cam- with new means of communication. These limita- eras. For example, in the Treasure Hunt students tions ironically encouraged creative cooperation and move around in the environment and find the sets interaction among the visitors. Our challenge be- of objects related to each other. In the brief time came therefore to match this simple observation allotted to this challenge, looking through another's with the educational goal of the application: how to eyes and from another's point of view can be very deliver robust cultural content appropriate for a useful, and even imperative, in order to be able to museum experience to students. Making background compare the objects to see whether they match or material available to schools through a traditional not before their time is up. In the quiz, students 2D site appeared to provide the solution, and the 2D have to perform ability games (such as jumping from site now functions as a gate to the 3D environment. one platform to another without falling, pushing geometrical objects into holes), to win the right to The background material provided consists of: answer to the questions. Interviews with experts of the Dead Sea Scrolls In order to encourage avatars to collaborate with and the Qumran community. each other (point 3), to gain advantage in the games, students have to exchange opinions and really put Editorial insets explaining issues, events or char- their heads together. In the Treasure Hunt, for ex- acters in detail, mentioned by the experts in the ample, they have to check whether the object interviews they've found matches the others, as all of the ob- jects that the team needs to collect are semanti- An anthology collecting all the excerpts from the cally linked by a clue (i.e. find all the objects that were Scrolls,the Bible, historical sources or other texts used during the community's communal meaf).The quiz mentioned or quoted in the interviews also encourages cooperation, for the right answer among three has to be spotted. Auxiliary didactic material providing background information on historical and geographical issues Tests in schools have shown that students love col- that may be obvious to some parts of the audi- laborating a team and interact not only for strictly ence, and rather obscure to others (e.g. Israeli

Fig. 6: Screenshot of the Quiz Space, an environment dedicated to one of the Cultural Games

©Archives & Museum Informatics, 2003 179 7 9 Di Bias, Hazan and Paolini,The SEE Experience

L- wArra...

Fig. 7:The Guide's avatar near a board Fig. 8: Screenshot of a board hotspot

students know quite well where the Dead Sea is; "virtual panel" among experts on the hottest for remote students this is not obvious at all). topics.

Both the boards accessible though the 3D environ- Students may compare different opinions of a num- ment as well as the games themselves recall the ber of experts while realizing that many issues relevant concepts and themes of the background have not yet been resolved. In "normal" school- material, summarizing a few key points and provok- books, students are led to think that all the issues ing online discussion with both the other partici- are settled once and for all, whilst real historical pants and the guide. and scientific research presents large fields still to be explored! The core of the background material consists of interviews with scholarly experts on the Dead Sea Students may discover the typical dynamic of re- Scrolls and the Qumran community. Interviews are search.This is the result of the above points. readily available both in full text and in summary. The interview format was selected for a number of Reproducing the Real World reasons: The observation that students tend to interact The format is more immediate and straightfor- mainly via chat has recently brought us to some ward, if compared to standard schoolbooks. theoretic developments concerning what we called "proxemics semiotics"; i.e. the investigation of the Interviews provided a platform for different ideo- "signals" that human beings exchange in the real logical, religious and cultural points of view. We world, often because of the physical limitations of have already interviewed (and plan to interview the real world itself."Proxemics" derives from the in the future) experts representing all different Greek verb pros-semaino; that is,"to mean together cultural and religious points of view on Qumran with", to mean a coté of the main communication and related issues: Hebrew, Christians of all de- channel, that is, the verbal channel. Proxemics nominations,Arabs, lay scholars. Students are thus semiotics is being developed by a joint effort of USI allowed to compare different approaches on the (University of Italian Switzerland) and Politecnico same topic. di Milano, with the goal of creating a new genera- tion of more effective 3D virtual spaces (Di Blas & The virtual debate among scholars in the inter- Paolini, 2003). For example, if we enter a room in a views enhances critical thinking. In fact, many is- museum and see that all the visitors are gathered sues concerning the Dead Sea Scrolls are currently around a specific work of art, we are led to think under debate (for example:is the Q7 fragment an that this must be an especially important work, pos- early testimonial of the Gospel?). Instead of arbi- sibly the most important in the room. In the virtual trarily presenting and promoting one opinion world, we can eliminate any physical limitation: but among the others, we decided to create a sort of in doing so, we also cancel all those signals that in

180 © Archives & Museum Informatics, 2003

1.8 0 Museums and theWeb 2003 the real world are so meaningful! If avatars can look understand the contradictions and the inconsis- at a board from any part of the environment, all the tencies of the "real world" as opposed to the ap- others will never notice that they are interested in parent and fictitious "cleanness" of textbooks. that particular board, unless motivated to do so by the others via chat. Otherwise, if the avatars were Via the background material and online experi- compelled to approach an object or a board or an- ences, students are led to correlate museum ob- other avatar in order to interact ,this intention jects (i.e. the scrolls) and ancient culture to con- would be made clear immediately to all the others. temporary life, beliefs and experiences. This is one of the reasons that the use of chat dur- ing the experience is so thick: many of the things The 3D environment is used with a well-defined that in the real world are self-evident, because of storyboard (defining the sequence of scenes and the proxemics, ihave to be stated explicitly in the of actions within the scenes), in order to keep virtual world through a verbal message (that is, via the students "engaged" and under control. chat). Avatars wanting to attract the attention of another must first say: I'm looking at board 3, near Competition (with the natural desire of winning) the stairs before declaring the reason of (the mean- is used in order to encourage cultural prepara- ing of the white dome is amazing!). tion of the students.

We are currently considering which of the physical Gaming ability is also necessary to win; therefore limitations of the real world should be maintained students (rather than teachers) are encouraged (or maybe somehow translated) in the 3D world, in to learn how to use advanced 3D-cooperation order to enrich the overall communication and also features. to move it from the now almost exclusive chat- channel to the proxemics channel .We look for- Last, but not least, the interaction among students ward to developing this exciting project in the near of different cultures and backgrounds (with all the future. dangers of conflict always possible) is a major goal of the overall experience.

5. Conclusions We are now working with very successful experi- mental usage (in Italy and Israel) and we will make SEE provides an educational experience centered SEE accessible world-wide in the fall of 2003. Only on a Museum, with a number of distinctive features real-life usage will tell us whether our objectives and innovative aspects: were actually met or not.

There is a blend of offline activities (background preparation, homework, etc.) and online activi- References ties.

Online activities are a blend of "traditional" one- Barbieri,T. (2000). Networked Virtual Environ- at-a-time navigation and cooperative activities. ments for the Web:The WebTalk-I and WebTalk-II Architectures. IEEE for Computer Cooperative activities emphasize the engagement Multimedia & Expo 2000 (ICME), 2000, New of meeting other people and interacting with them. York, NY Information gathering is performed either offline (reading downloaded documents) or online. Barbieri,T., F. Garzotto, et al. (2001). From Dust to StardDust: a Collaborative Virtual Computer Background material is mainly based upon inter- Science Museum. ICHIM 2001 International views, therefore purposely non systematic, possi- Cultural Heritage Informatics Meeting, 2001, bly incomplete and inconsistent (sometimes ex- Milano, Italy perts have different opinions about interpretations or facts). The goal is to encourage students to

@Archives & Museum Informatics, 2003 I 8 I

181 Di Bias, Hazan and Paolini,The SEE Experience

Barbieri,T. & P. Paolini (2001). Cooperation Hazan, S. (1996). Children of the World Draw Metaphors for Virtual Museums. Museums and Jerusalem - Museum Video Window, MCN the Web, 2001, Seattle,WA. Spectra,A Quarterly Publication of the Museum Computer Network,Volume 24/2 Barbieri,T. & P. Paolini (2000). Cooperative Visits winter. New York, NY, USA, 1996/97. to WWW Museum Sites aYear Later: Evaluating the Effect. Museums and the Web, Hazan, S. (1996). The Virtual Art Experience - Beyond 2000, Minneapolis, MN. the Museum Walls, ICOM, CECA '96, New Strategies for Communication in Museums, Barbieri,T., R Paolini et al. (1999).Visiting a Proceedings of ICOM/CECA '96,WUV, Museum Together: how to share a visit to a Universtatsverlag,Vienna,Austria. virtual world. Museums and the Web, 1999, , LA. 27-32. Hazan, S, (1999) Linking and Thinking - The Museum@School, Selected Papers from an Chang, N. (2002).The Roles of the Instructor in International Conference, Museums and the an Electronic Classroom. Educational Multime- Web 1999 - New Orleans, Louisiana, March, dia and Hypermedia, 2002,Association for the 1999", Edited by David Bearman and Jennifer Advancement of Computing in Education, Trant,Archives & Museum Informatics, , CO. Pittsburgh, USA.

Di Bias, N. & R Paolini (2003). Proxemics Mirapaul,. M. (June I999).At this virtual museum Semiotics in 3D worlds. (To be submitted to) you can bring a date.The New York Times Studies in Communication Sciences. On The Web.

Falk, J.H., & L.D. Dierking (2000). Learning from Roitman,A. (1 997).A Day at Qumran:The Dead Sea Museums.Visitor experiences and the Making of Sect and Its Scrollsierusalem:The Israel Meaning.Walnut Creek, CA:Altamira Press. Museum.

Gardner, H. (1983). Frames of Mind. The Theory of Multiple Intelligences. New York, NY: Basic Books Inc.

I 82 © Archives & Museum Informatics, 2003 Make Your Museum Talk: Natural Language Interfaces for Cultural Institutions

Stefania Boiano (freelance), Giuliano Gaia (freelance), Morgana Caldarini (Jargon), Italy

Abstract

A museum usually talks to its audience through a variety of channels, such as Web sites, help desks, human guides, brochures.A considerable effort is being made by museums to integrate these different means:for example, by creating a coherent graphic layout for digital and printed communication, or by giving the possibility to contact the human helpdesk via either e-mail or chat.TheWeb site can be designed so as to be reachable or even updateable from visitors inside the museum via touch screen and wireless devices. But these efforts seem still far from reaching a real, complete integration due to the difficulty of creating a coherent and really usable interface for different means and situations.We have all experienced how difficult it is to integrate different information, coming from different sources, with different formats, inside a common frame like the Web site, and how difficult it is to update it continuously. Moreover, the Web site is simply inaccessible to computer-illiterate persons. One way to achieve a deeper integration comes from a new generation of natural language recognition systems and their user-friendly interfaces.These applications are able to understand text inputs and spoken language coming from any source (e-mail, chat,Web forms, phone).After getting the input, the system will try to find the appropriate answer by applying complex interpretation rules and by searching different databases inside or outside the museum's infosphere. After the answer is found, it can be transmitted to the user by a variety of means:Web, e-mail, cell phone messages, vocal messages. Such interfaces can integrate many useful applications: museum mascot, interactive guide, shop assistant, first level help desk, e-learning tutor and customer care. It is also easy to imagine a proactive role; e.g. since the system can dialogue in real time with users, also getting valuable data about their needs and desires, it could personally invite people to museum events, always in a very interactive and natural way.

Is this science fiction, particularly for low-budget museums? Perhaps not. It is now possible to develop powerful and easily maintainable solutions on low-cost platforms, integrating the museum's IT infrastructure with artificial intelligence based characters.They could act as a front end for natural language recognition engines, speech recognition systems, and existing database and content management applications.The paper will present these new solutions, together with the first case histories of natural language interfaces usage. Finally, the paper will explore some of the exciting possibilities opened for museums and cultural institutions by the integration of these innovative means.

Introduction

During 2002 we (Stefania Boiano and Giuliano Gaia) During the previous years, some experimental chat launched a project to rebuild the Science Museum sessions between an expert of the Museum and of Milan's Web site (www.museo scienza.org). Our some remote classes had proved successful and in- aim was to build a more usable, complete and co- volving for pupils (see Gaia 200I).The problem was herentWeb site,and to experiment with new online the difficulty of devoting staff time to this activity. education tools.The first part to be realized was a So we included in the rebuilding project the imple- very large section about Leonardo da Vinci, with mentation of a chatbot, a piece of software designed Flash interactive educational games and a massive for dialoguing on the Internet via text chat with amount of information about Leonardo and his human users.The bot task was to answer visitors' works (see www.museoscienza.it/leonardo for an questions about Leonardo and his works. Italian preview).A Shockwave 3D version of the Ideal City imagined by Leonardo was also under devel- Chatbots are not a new idea. Eliza, the famous soft- opment by the Politecnico of Milano (Gaia-Barbieri ware icon who simulated a psychiatric interview in 2001). the Sixties, was somewhat an ante-litteram chatbot.

Museums and the Web 2003:Selected Papers Archives & Museum Informatics, 2003, p. 183

183 BESTCOPYAVAILARIF Boiano, Gala and Caldarini, Make Your Museum Talk...

4,ndretro ;LI di Came WPrefefb ,c1mJ. ;InclifizzoiC,Itp:Ifwnee,lergon.q.p...htmlJt.vutttOhl,

3 Jargon tolomoot,,,A1(5e'l ,14-4.1.0 ,,

30030i 17 ittbram 2003

I72C G 6 1 I 1 ; I ; :1211i1 1 I

Lingubot siamo leader drab nell interazione in uaggro naturale tra nto ed applIcacrom web lk I eGO dr nor sono gra vuoi parlarne con me a trovarmr! 11 1414* 10333307320303 310303310.3 MY MOM. M111. /MAI' MO it 1

rc,ntal 3 0 3 .....

La implicaztom fastest, In questa domande mr sconcerlano

cw

Ml T 1 02 811 ease Cont 30 21 Figure Chatbot created and trained 1 OPere.one complete,. I .t0 enten3et by Jargon Ast°4111rd riiel.ZIgiN I Doae'm,zrooe cfpalIGON.IT r,...IleDargen Linguae.. ,e,..4.034g 1.25 http://www.jargon.it

Chatbot started to flourish in Internet Relay Chat The project was quite ambitious and articulated in (IRC), an enormous chat environment born in 1988 different steps. Unfortunately, the whole project of and still commonly used. IRC offered powerful pro- rebuilding the Web site was stopped by the Science gramming options to its more experienced users, Museum in December 2002, and with it the chatbot so many programmers started creating software to project.So we will describe here all the project steps, simulate human chatters (Herz 1995) .Today there even if only the first three steps have been com- are many different kinds of chatbots able to chat in pletely or partially implemented. different languages. (Check for examples at www.agentland.com ). Most of them are based on Step I:the Bot is Created the same principle: the text input of the human coun- terpart is compared to a knowledge base of sen- The first step is the creation of the bot.This means tences and keywords, in order to identify a suit- defining different aspects:. able answer using matching rules set by the pro- grammer. Application field: as we said before, the first ap- plication field we planned for the chatbot was to Chatbots are used mainly for entertainment, even answer questions about Leonardo daVinci. It seemed if some alternative applications are arising in the a good start, because: commercial field (for example, as virtual shop as- sistants) and in the cultural one (an interesting ex- It was a way of experimenting with the chatbot ample as a virtual tour guide is being presented in extensively in a significant but not risky way (us- MW 2003 too; see Almeida-Yokoi 2003). ing it as a shop assistant would have been more difficult as a first step). In our project, we teamed with two specialists in chatbot technology (Morgana Caldarini, co-author An amusing and innovative feature would have of the present paper, and Andrea Manzoni, both been added to the Science Museum Web site founders of Jargon, a Milanese Web agency). They launched in April 2002 an innovative Italian chatbot Since we were creating the largeWeb site section answering to the name of Alfa (currently online at about Leonardo, it was relatively easy for us to www.jargon.it).

184 © Archives & Museum Informatics, 2003

BESTCOPYAVAILABLE 184 Museums and the Web 2003

program the chatbot to push to users specificWeb Language: being a linguistic interface, the choice pages related to their questions of the language is very important. Kiwilogic offered Lingubots different linguistic knowledge bases; we While we started with the chatbot only as a sort of chose to start with Italian, developed by Jargon, virtual expert about Leonardo, we were already because this would have allowed us to control idi- planning development of the software towards more omatic expressions better and to get the finer de- innovative applications (e-learning, virtual assistant tails of the user-bot interactions. for online booking and shopping,first-level help desk, and so on). In fact, we saw the chatbot not only as a Physical aspect: the chatbot can be associated with technological gadget to be added to the Web site, an image, a flash movie or other file types; for ex- but also as a "natural language interface" in a much ample using 3D plugins or streaming video. This wider sense. An interface means that the chatbot means giving to the bot not only a face, anthropo- can act as a mediator between user inputs and a morphic or not, but also gestures, facial expressions, variety of data sources. and so on (coordinated with text outputs). Of course the aspect has to be carefully thought out, Technology: the idea of using the chatbot as an because it can deeply influence the user perception interface between data sources and the user ori- of the bot, and therefore the interaction. We de- ented us towards a technology suitable for integra- cided to avoid the obvious choice of making it look tion with multiple data formats and sources. After like Leonardo, because it would have been banal exhaustive analysis, we decided that the Lingubot and very difficult to realize how can you in fact technology from Kiwilogic (http:// program software to talk like a genius? www.kiwilogic.com/) was the most suitable for our project, for the following reasons: We decided to make it resemble a Leonardo's ma- chine (a talking flying-screw).This offered us some Great scalability - potentially unlimited number of advantages: concurrent user sessions (dialogues) I . It was possible to offer technical information about Ease of integration with other systems / legacy the way Leonardo's machines worked from an back-end databases and applications unusual and amusing "subjective" point of view.

Ease of use of the Windows-based Authoring sys- 2. It was possible to justify some errors or misun- tem derstandings of the bot during the dialogue due to its artificial, not human, nature :"Leonardo did Powerful dedicated scripting language for imple- not teach me about that, so I cannot understand menting sophisticated, dynamic pattern recogni- what you are trying to say me..." tion rules 3.We had more freedom to create new "gestures" Powerful dialogues logging and statistical analysis a machine can nod and smile, but also fly, trans- system form itself, and so on, in a more natural way than an anthropomorphic image. Target: one of the essential things in every com- munication project is to define the target carefully. Personality: strictly connected to the physical as- One important feature of bots is that they are able pect is the character personality.To make a charac- to adapt to the user; i.e. they can change the lan- ter realistic you have to create not an "answering guage and the content of their sentences depend- machine" but something simulating the complexity ing on the user characteristics emerging from the of a human relationship with attitudes varying ac- dialogue. Some main coordinates need to be given cording to the conversation. For example, if a bot is to the bot; in our case, we decided to focus the insulted by a human being, to be realistic it has to virtual guide on youngsters, privileging easy language become angry and stay so for a significant amount and concepts. of time. Facial expressions and gestures can rein- force its personality. So it is important to define the

@Archives & Museum Informatics, 2003 185 Boiano, Gala and Caldarini, Make Your Museum Talk... personality well and to shape answers accordingly, the museum Web site and log file analysis. During even if a certain degree of incoherence is also nec- this step, the Lingubot was tested by our actually essary not to make the bot reactions too predict- talking to it and checking that the recognition of able. We tailored for our bot a calm and solid concepts worked independently from the words behaviour with some irony. used to express them.

Step 2: the Bot Learns 4. The Lingubot was activated and published in a restricted area, to be tested by a larger number Once the bot is defined, the difficulty begins: in or- of beta-testers: meanwhile, the Lingubot was in- der to talk, the bot has to learn how to interpret tegrated with theWeb site in order to open pages, and answer the user's input. As saidpreviously, a and show documents and animations about Lingubot comes with a pre-set knowledge base of Leonardo and his inventions. the specific language and a corpus of interpretation rules, but this is only the first floor of a much more Step 3: the Bot Chats complex building. The bot has to be carefully "trained" to give it the possibility of accomplishing After receiving basic training, the bot is able to start its designated task. In our case, as a virtual guide, written conversations with real users in the pre- the bot had to learn a lot about Leonardo and his defined language.To understand how this happens, life. Moreover, the most difficult task is to connect let's see how the bot reacts to a user question questions to a specific answer and to understand when the user is going outside the bot field of ex- I. As a first try, the bot compares the sentence to pertise. its knowledge base, searching for a match and the related answer. On finding it, the bot writes back We had the valuable help of two assistants, Davide the answer; otherwise, it passes on to the next Radice and Felice Colasuonno, both coming with a step. strong humanistic background but not having spe- cial programming skills nor previous experience in 2. If no perfect match is possible, the bot tries to chatbot programming. guess the meaning of the sentence by identifying some significant keywords, matching them with The bot was trained by going through 4 different grammatical rules and the general context of the phases, which overall lasted one month: conversation (for example, if the previous ques- tions of the user were about a specific Leonardo's

I. The two operators weretrained by experts at manuscript, in the question "where can I find it Jargon, and learned all the techniques and con- today?" the bot assumes that "it" is related to cepts behind making a Lingubot.This required one the manuscript). This assumption ends when it week of lessons and hands-on experimenting. clearly realizes that the user has changed subject.

2. After the training session,the operators analysed 3. If the bot definitely does not understand the a huge corpus of information about Leonardo meaning of the question, it can: coming from our Web site, defined a grid of con- cepts and their relations, and then re-wrote the a) admit that the input has not been understood content of the corpus in dialogic form. and ask the human counterpart to reformulate the question 3.The specific knowledge base was loaded into the bot's "mind", by creating all the required special b) try to deceive the user with conversational dictionaries and the generalised pattern recogni- tricks, such as changing subject, or telling a joke, tion rules (called "recognitions"), and by linking or "nodding".., as every one of us has done in the proper answers and bot "emotions" to each similar situations! recognition.Then the specific knowledge base was integrated and refined using interviews with mu- Of course, the probability of getting the right an- seum guides, FAQ's lists, e-mail from visitors of swer increases with the size of the data base. Hence,

186 @Archives & Museum Informatics, 2003

1 S 6 Museums and the Web 2003 continuous work on widening and fine-tuning the ter, and not before, the online publishing of the bot. knowledge base is necessary:a great help with this At least six months of continuous refining work is regard comes from the analysis of the users' dia- usually needed to make the Lingubot able to carry logues. on a good number of conversations on its specific subject. The interpretation of the meaning of human sen- tences is a most problematic point. For this reason For instance,Alfa, the Jargon bot, in the period April- Turing chose the man-computer dialogue as its op- December 2002 had more than 200,000 conversa- erative test for Artificial Intelligence even a last- tions.All of these conversations were recorded and generation bot would not pass it, since chatbots analysed, both manually and automatically, by Jar- can always be put on the wrong track by ambigu- gon Authors.This enabled the inclusion in the Ital- ities of the language in the sentences of the human ian Lingubot Basic Knowledge Base of more than user, or just by typos. Nevertheless, a well-trained 40,000 new terms, 4,500 recognition patterns and bot can carry on even long conversations in a cred- thousands of keywords and interpretation rules. ible way and efficiently perform many tasks. After 9 months of extensive training,Alfa's recogni- tion success rate is now stable at around 97%. Once properly trained, the bot is ready to start its life as a virtual expert, since it is able to "under- Unfortunately, as mentioned before, in December stand" most user inputs and try to find appropriate 2002 the Leonardo project was stopped, so the bot answers. The bot can also open pre-defined Web could not undergo the extensive testing scheduled pages related to a question, and it can recognize before the launch, set for February 2002. From here returning users (using cookies) - offering the possi- on, we will describe the further steps of the project bility of a high degree of personalization. When a which were planned for a period of 9 months from user is recognized, the bot can scan logs of previ- the launch. ous dialogues and tell the user: "I remember you were interested in Leonardo's flying machines. Do you know we are opening a special exhibition on Step 4: the Bot Sends e-mail this subject?" Once the bot recognizes a user, it can also offer the Logs generated by dialogues are valuable because possibility receiving e-mails about specific subjects. they: These emails can be just traditional text newslet- ters, with an extra link to the bot. By clicking that Provide much deeper insight into users' needs link, the user can start a conversation with the bot and desires than do usual Web site statistics directly talking about the newsletter content. For example, the user can ask the bot why it signalled Permit one-to-one marketing activities like the that specific conference to him, or ask questions one described before on specific things that are not specified in the con- ference Web page, or ask about other events re- Offer the possibility of refining the bot's abilities lated to that one... In fact, a well-trained bot added to understand human sentences and to fix weak to a newsletter can enhance significantly both user points or answers that prove to be badly accepted satisfaction and the collecting of feedback. by users (for example, an ironic answer felt as insulting by most interlocutors) During our work on the Leonardo section, we cre- ated a virtual postcard page where the user could Like humans, bots never finish learning. By studying send to friends unusual drawings by Leonardo, to- conversations made by the bot during its activity, gether with a message.We experienced a high level operators can fix conversational situations in which of interest and satisfaction with this page. We the bot does not give a proper answer, and can iden- planned to offer users the possibility adding to their tify subjects human users are particularly interested postcards a link to the bot.This way, the users could in and enlarge the knowledge base accordingly. In offer friends the possibility starting an unusual con- fact, most of the knowledge base work is made af- versation about the postcard image. Moreover, the

@Archives & Museum Informatics, 2003 I 87

187 Boiano, Gala and Caldarini, Make Your Museum Talk...

users could tell the bot secret messages to be re- is a digital character interacting with museum visi- vealed during the conversation with the friend.This tors, remotely controlled by a human operator.The was intended as a tool to increase Website visits, success of the installation is high, but the need of but it also could have educational side-effects: for skilled operators limits its operating times. Observ- example, the bot could focus conversations on the ing the high emotional impact of the digital charac- image, stimulating the user with cultural questions; ter on museum visitors, we thought it would have only after getting a right answer would the bot re- been very interesting to put the bot in the museum veal the message of the user's friend. too; the bot could have been an effective virtual guide.A "talking kiosk" could invite visitors to play, could ask questions, offer answers, show multime- Step 5:the Bot Talks diafiles related to their questions, collect their emails for newsletters, and be an amusing techno- Downloading a free plugin,Web site visitors are able logical exhibit itself. not only to read what the bot says but also to hear its words, thanks to a voice synthesizer.We decided In this case the limit is technology.Till today, speech to implement this feature because it made conver- recognition systems work well only when: sations more engaging, especially for pupils, and also more accessible to visually impaired people not I . the system has been trained a lot on a single equipped with vocal browsers. The main problem voice (like IBMVia voice system,that requires long with vocal synthesizers is intonation: since synthe- training by the user before becoming really us- sizers cannot understand the meaning of the sen- able) tence, they pronounce every word singularly, with no connection to the other words.This is a major 2. the system has to recognize only few words (like problem especially with languages like Italian which recognition systems of phone companies' direc- are strongly based on intonation (for example, in- tories: they have to recognize only single words terrogative meaning to a sentence in Italian is mainly clearly pronounced by the user). given by intonation). The choice to make the bot look like a machine was also intended to "justify" None of these is true in our case, since the bot its unnatural way of talking. should be able to interact with plenty of new users who pronounce long sentences in a natural way, During 2002, AT&T released a new generation of sometimes "worsened" by the emotions ( e.g.a laugh voice synthesizers called "Natural Voices" http:// or anger) created by the conversation, and with a www.naturalvoices.att.com/ which are able to read lot of environmental noise. But a new generation of English with nearly natural intonation, and able to low-cost and effective speech-recognition software give "colour" to sentences.This could improve sig- has been announced by DARPA-funded research- nificantly a bot's talking capabilities. ers at Carnegie Mellon University http:// www.speech.cs.cmu.edu/. The English and French speaker independent speech recognition modules Step 6: the Bot Listens are already available, and the Italian module is being developed by Jargon. So it is possible that an effec- Talking is only half of the vocal interaction, and the tive listening ability could soon be added to chatbots. easy one.What we really wanted was to make our bot able to listen to the users on the Web and out- side the Web. In our opinion, this step is very im- Step 7:the Bot Goes Wireless portant because bots could be very effective if used inside the museum, for example in a multimedia Going out from the Web does not mean only going kiosk. into the museum as a new-generation interactive kiosk. Kiwilogic provides Lingubot with the ability During 2002, a renowned Italian group of digital of interacting with users using cell phones messages artists, Studio Azzurro, tested in the Science Mu- (SMS), and more generally using wireless systems. seum an innovative system called "Torkio". Torkio

188 ©Archives & Museum Informatics, 2003 183 Museums and the Web 2003

This opens up interesting application fields: provide information about collections, links and books related to them I . answering users' questions about the museum, its activities and its collections both inside and act as a "virtual librarian" outside the museum. A user could send an SMS to the bot to know when the conference of the be a promoter and assistant in booking guided day is starting, or if a certain book is available in visits the museum library. be a promoter and assistant in online and offline 2. Many museums are experimenting with handheld shopping devices, as witnessed by the rich "handheld" ses- sion in MW2003 (see, for example, Cigliano- The key and the strength of the system was the Monaci 2003).A bot could easily interact with the integration of the different data sources. The bot user through a handheld device, asking the user could in real time adapt its messages to the situa- to find certain objects inside the museum, in a tion of the bookings; for example not promoting sort of interactive treasure hunt. events already full or books sold out. Of course, the bot is only a first-level help-desk; if the bot is 3. If equipped with an effective voice recognition not able to fulfil its mission, for example because it system, the bot could talk on the phone with us- does not understand what the user is asking, then ers, providing much broader access to its infor- it redirects the user to the human help-desk. mation and interactions, even to computer-illiter- ate people. Step 8: The Bot Extends Itself by Interacting with Its Peers over the Step 7: the Bot Is Integrated with the Web Museum Data Sources Integration could go further than the previous point. Lingubot technology can be easily integrated with Since a well-trained bot becomes a specialized da- external databases (via ODBC/JDBC) and to ex- tabase itself, and it is easy to make bots communi- ternalapplications and sourcesusing HTTP or cate between themselves over the Internet, it is also TCP/IP Bots can also call applications directly.This easy to imagine a situation in which a bot in the means that the bot can get data from any digital Science Museum of Milan gets a question on En- source inside or outside the Museum infosphere. glish steam trains and connects to its"colleague" at the British National Railway Museum to find the In our project, we had planned to integrate the answer.., this would be even easier for more orga- chatbot with the following data sources: nized tasks such as online bookings or shopping, and could allow us to develop one of the first effec-

I.collections database tive, practical working infrastructures of the "se- mantic Web". 2. library database

3. guided visits booking system Conclusions

4.Web site Every time a new technology hits the market, it has to answer three main questions posed by potential 5. internal bookshop users (including museums):

6. online Web international bookshops 1.1s it useful? In the paper we have described the plurality of applications and services that this tech- This way the bot would have been able to provide nology could help to create inside and outside different services to the user: the museum. In our opinion the key point is to

@Archives & Museum Informatics, 2003 I 89 189 Boiano, Gaia and Caldarini,MakeYour Museum Talk...

see this technology as a new interface, capable of References integrating and enhancing traditionalWeb and digi- tal interfaces. Almeida P., S.Yokoi (2003). Interactive Conversa- tional Character as a Virtual Tour Guide to an 2.1s it expensive (in terms of money and re- Online Museum Exhibition, paper presented sources)? Since many of the necessary software at Museums and the Web 2003. http:// packages are open source, the overall budget for www.archimuse.com/mw2003/abstracts/ hardware and software is not high. The system prg_200000698.html requires a significant amount of work for training and refining, but this part can be a very interest- Cigliano E., S. Monaci (2003). Multimuseum: a ing task, for example, for university students and multichannel communication project for the researchers.We discovered that training a bot can National Museum of Cinema of Turin, paper be a very stimulating and involving task even for presented at Museums and the Web 2003. teenager students.This adds further educational http://www.archimuse.com/mw2003/ value to the tool. abstracts/prg_200000703.html

3.1s it lasting? In a fast changing environment like Herz, G.C. (1995). Surfing on the Internet, Little the Web, with new technologies rising every day, Brown & Company. it is difficult to predict whether a technology will last or will be ephemeral. Chatbots, however, go Gaia, G. (2001).Towards a Virtual Community, in the direction of simplifying the interface and paper presented at Museums and the Web making it more natural for the user, and in our 2001, http://www.archimuse.com/mw2001/ opinion this should make their technology a good papers/gaia/gaia.html bet, or at least an experiment worth trying. Gaia G.,T. Barbieri (2001). HOC - Politecnico and Museum of Science and Technology of Milan:A Collaborative Exploration of Leonardo's Virtual City, paper presented at ichim 0 I, http://www.archimuse.com/ ichim2001/

190 ©Archives & Museum Informatics, 2003 "0 Interactive Character as aVirtual Tour Guide to an Online Museum Exhibition

Pilar de Almeida and ShigekiYokoi, Nagoya University, Japan

http://www.mdg.human.nagoya-u.ac.jp

Abstract

In real museums, visitors may seek the help of a human tour guide in order to guide them through the exhibition and present information tailored to their interests.Accordingly, online museums could also benefit from digital "life-like" characters in order to guide users to virtual tours and to customize the tour information to users' interests. Digital characters have been explored in online museum Web sites with different degrees of interaction and modes of communication (Bertoletti et al., 2001;Adams et al., 200 I; Doyle, P. and Isbister, K. 1999). Such researches, however, do not explore interactive "conversational" characters. Our main interest is in a tour-guide character that provides tour information through dialogue with the users. Our research developed an interactive conversational character that establishes a "character-user" dialogue while guiding the users through the virtual tour. The tour-guide character provides tour information and responses to users' textual inputs by speaking through audio output and gesturing accordingly. Moreover,the tour-guide character attempts to provide adaptive guidance,to perform engaging storytelling and to promote users' participation through the virtual tour. In this paper,we describe the experiment focusing on the systems implementation, the dialogue creation process and the character's ability to detect users' interests.We further describe and analyze the system's evaluation.We hope lessons learned could serve as a base for developers of interactive characters as tour guides. Keywords: virtual guide; adaptive guidance; virtual tour; interactive virtual character; storytelling

I. Introduction

In real museums, visitors may seek the help of a In recent years, due to technological advancements, human tour guide to guide them through the exhi- interest in interactive conversational characters has bition and present information tailored to their in- sharply increased mainly in response to e-market terests. Accordingly, online museums could also strategies. E-service providers explore their poten- benefit from digital interactive "life-like" characters tial as sale assistants that perform intelligent-like in order to guide users to virtual exhibitions and to behaviors such as greeting users, answering ques- customize the virtual tour information to users in- tions and suggesting personalized products. Some terests. famous examples are Linda (by Extempo), Julia (by Virtual Personalities), Nicole (by Native Mind), Lucy Digital characters have been explored in online Mcbot (by Artificial Life). Such characters not only museum Web sites with different degrees of inter- instruct, guide, advise and perform tasks on users' action and modes of communication (Bertoletti et behalf, but also enhance the communication with al., 2001; Adams et al., 2001) However, these re- users through both verbal and non-verbal interac- searches have often limited their use to embodied tions such as hand gestures, facial expressions and alternatives to traditional menu or prompt-driven gaze movements. mechanisms for performing simple tasks such as searching for files or providing help information Likewise, research on conversational characters in embedded in Web pages. (Bertoletti et al, 2001; learning environments has concluded they not only Adams et al 2001). Closer to our goals is Isbister's facilitate the user experience with the learning en- research where an agent guide tracks users' words vironment but also greatly improve the computer's in a chat environment and provides more detailed ability to engage and motivate students (Lester, J. et or less detailed tour information accordingly (Doyle, al 1997). R and Isbister, K. 1999). Our interest is, however, in an interactive conversational character that estab- Traditional complaints about interaction with con- lishes a customized person-to-person dialogue while versational characters highlight that their reactive, guiding the user through the virtual exhibition. context-free conversation and their lack of goals

Museums and theWeb 2003:Selected Papers Archives & Museum Informatics, 2003, p. 191

91 BESTCopyAVAILABLE Almeida and Yokio, Interactive Character...

and motivation for interaction inevitably lead users the character's ability to detect users' interests.We to interact for a short period of time as well as further describe and analyze the system's evalua- increase the potential for unmet expectations re- tion. garding the character's intelligence.Thus, research- ers on character development have focused atten- tion on the design of motivational structures, emo- 2. Guiding an Exhibition Tour tional and personality traits and behavior control systems for characters to perform in context-spe- In real museum exhibitions,curators display objects, cific environments, with well-defined goals and so- technical information, and narrative in space in or- cial tasks (Hayes-Roth 1998; Doyle, P and lsbister, der to convey the exhibition message (Roberts, L. K. 1999; Lester, J. and Rickel, J. 1999). Emphasizing 1997). Tour guides often reinforce such narrative the importance of the social context for shaping by conveying information that can be roughly di- user-character interactions, Doyle has suggested vided in two levels: a presentation level, conveying that in social tasks, in contrast to mechanical tasks, general contextual information about the group of uncertain goals or goals of satisfaction rather than objects and their meaning, and an object-specific correctness, and dialogue rather than command- level, conveying information about the displayed structured interactions, shape a good domain where object such as how it was made, by whom, why, an interactive conversational character may work when, how it was used, etc. well (Doyle, R1999). Presentation level information is normally intro- Within this framework, our research attempts to duced prior to the viewing of objects, at the begin- shape dialogue interactions between an interactive ning of the tour and/or at the entrance of each ex- conversational character and the user in the spe- hibition room to provide context. Human-guides cific context of a guided tour to a virtual exhibition. often present such information in a compulsory, We hope to examine features of conversation track- non-interactive way in order to establish the atmo- ing and interest monitoring in order to improve sphere for conveying the exhibition message. the dialogue process and to identify some features that could serve as a framework for developers of For object-specific information, on the other hand, interactive characters as tour guides. human-guides are more susceptible to visitors' in- terests. They are more likely to adopt a reactive By observing the qualities of a human tour guide in approach in which the content of their speech will a real museum, we developed a virtual tour guide depend on how visitors interact with the exhibi- to a virtual exhibition. A human tour-guide is ex- tion material. pected to provide general information about the tour, to highlight curiosities about its objects, to tell Moreover, besides these levels of information flow, stories related to the tour and to answer most fre- a human tour guide must also have engaging quent questions regarding tour and exhibition top- storytelling abilities to stimulate visitors' participa- ics. Moreover, a tour guide's performance must in- tion and exploration of the exhibition environment. clude abilities to provide adaptive guidance and en- Telling about curiosities and calling visitors' atten- gaging storytelling, to stimulate visitors' participa- tion to interesting details are some of the tech- tion and interest in the exhibition and to reincor- niques used to shape an engaging guidance. porate information from previous tours.

Considering such qualities,we developed an experi- 3.The Experiment ment with an interactive character as a tour guide to a virtual exhibition. In the experiment, the user Our experiment developed a virtual tour guide that explores a virtual XVI Century Portuguese ship and leads a tour to a XVI Century Portuguese ship.Users objects inside while talking with and receiving in- are invited to visit four rooms of the ship in a pre- formation from the tour guide. In this paper, we defined sequence (Figure I ). Inside each room, room- describe the experiment focusing on the system related objects are exhibited. (Table I) The rooms implementation, the dialogue creation process and are HTML pages with images of objects (Figure 2).

I 92 ©Archives & Museum Informatics, 2003

1 9 2 Museums and the Web 2003

Room dia, etc. I . The Deck Objects: a sailor, a cabin- boy and a toilet basket 3.1 System Description 2. The Pilot Room a compass, an astrolabe and the Pilot The virtual tour guide system consists of two com- 3. The Storage barrels of wine, biscuits, ponents:a computer keyword spot program with a Room water and ammunition natural language processing system that delivers pre- 4. Captain's Room the Captain, a route map scripted statements from a knowledge-content da- and the Cross of Christ tabase, and an MS-Agent character that performs Table Rooms and exhibited objects such statements as gesture-choreographed dialogue pieces. The virtual tour guide provides information about each room and its objects. As the user enters the The tour guide's remarks are delivered both, through room,the virtual tour guide presents the room tell- textual balloons and audio output. Users' inputs ing how it was used and what kind of objects the were textual entries in a textbox. (Figure 2) user can find there. Next, the user explores the objects in the room by looking at their images and The dialogue plan and the knowledge-database were reading their detailed textual information in a small designed and scripted with ImpCharacter Editor 2.1 window that pops-up when the mouse is over the developed by Extempo Systems Inc. (http:// object.After that, the tour guide makes some com- www.extempo.com) (Figure 3). ments about what the user saw. Such comments will serve to start a dialogue that gives the tour 3.2 The Tour Guide Knowledge-Database guide tips on the depth of the users' interest in the room's objects and topics. The tour guide knowledge-content database stores the dialogue steps, keywords (of three types: gen- Topics for the guide's comments and stories were eral keywords, room specific keywords and after- generally divided according to the room and the dialogue keywords), pre-conditions for the deliv- objects exhibited inside. In this way, the "Deck" ery of dialogue pieces, as well as the tour-guide's would lead to conversation and stories related to personal history and mood settings. sailors' sanitary conditions, crew and food.The "Pi- lot room" would lead to conversation and stories By using pre-condition features, the tour guide can related to sailing instruments, the helm, pilot re- personalize the dialogue by tracking each dialogue sponsibilities, etc.The "Storage room" covered in- piece and visited room in order not to repeat given formation on food, armaments, diseases, animals on information. In this way, even if the user asked to go board, etc. And, finally, the "Captain's room" would back to a specific room, the tour guide would not cover information on the captain's responsibilities, offer the same dialogue pieces. Pre-conditions were the objectives of the discovery voyages, political and also valuable for triggering extra stories whenever economical interests of the time, Portugal and In- the user was interested in more detailed information.

1) Deck

2) Pllot Room

3) Stomp Room

4) Captain's Room

Figure I: Beginning theTour Figure 2:Screen of the Pilot room

©Archives & Museum Informatics, 2003 I 93

1 93 Almeida and Yokio, Interactive Character...

al MP t...her actor dor - 1., tri oararn eta xtornpon L.L.! .2.v....Onloniet.aigr adterSeparret imp _ X Ede Edit Vie.Dols Help ar, I !titterer), Introduction NeXwords Overview Name I), Semple Orelog Stela 0 [Pronoun Bindings Step.) wish:fame to our tour to an XVI Portuguese ship! In this tour me will visit some of the shipts moms And get to know he. MS the daily.life of the mar on board. Welcome to our tour, to on XVI Portuguese shag In &do tota we wil vise some of the skp's fStep 1 I will be your guide all over the tour. I will gbh, you general information about a. the rooms and, if you would like so. i mill give you more specific information in rooms and get to know how or was the daily-0e of the crew on .-. bowel. [Step 2 Please, ft el free to ask any question by oohing in the tort box above. Oil ark you..' Step 1 to try brier simple questions because em not an expert maself. o ep 2 o Step 3 161;73 1;fht- 1;1-able-to ansever-yeer d-u-es-th;n..ode ean-try steam p-in.O:Orrt-a-et-teithMe- exhibition export. 4 tPronoun Bindings F.P.-r"'"--Shall me begin tha tour? Shag we bean the iota? ... b-yes Answer LPronoun Bindings Ok, so let's start In the Deckl 15-11 8-No Answer [Pronoun Bindings Ok , ft watt more until you tell me we are ready to go. 5 [Pronoun Bindings

trip Deck Figure 3:Authoring the elm Guide's Dialogue and :41 X/41, 1 V 0 10 417t!JAi a,I 32A;AL ,pliONIALEJ Knowledge

Also, the ability to arrange keyword schemes al- tra-stories about the room.The comments are,thus, lowed the tour guide to make some "intelligent" supposed to be very provocative. Some examples inferences.For example, through the schema: [food] of comments are: = [biscuits, bread, lunch, dinner, meat, fruits, eat], the following dialogue is possible: "Did you see the rope just beside the toilet bas- ket? Do you know what it was used for?"(Deck) Visitor: What would sailors eat for dinner? "Do you like olive oil and vinegar?" (Storage Guide:We will get detailed information on the Room) sailor's food as soon as we get to the storage room!! "Can you guess any spice that could be found in Indian markets?"(Captain's Room) 3.3 Dialogue Creation and Detecting Users' interest During the dialogue triggered by the tour guide comments, the tour guide checks for some sup- Planning the dialogue flow for the tour-guide was portive words (such as "nice","cool","interesting", the main work of our experiment.We wanted the "really?","you bet!","definitely","sure",...) accord- guide to give information following the exact flow ing to the dialogue piece. On finding such words, of a tour and exhibition visit. Moreover, we wanted the tour guide assumes the user is interested and the guide to detect users' interest in an indirect provides more information on the room. way.We feared that generic questions such as "Are you interested in this?" Or "Would you like more The piece of dialogue below illustrates how indi- information about that?" would not sound natural rect the detection of users' interests is. and would not differ from a traditional multimedia menu-like environment. Guide: Did you see the rope just beside the toilet basket? The key moment to detect users' interest was dur- ing the dialogue triggered by the guide's comments Visitor:Yes after the user had explored the room.As we said, according to user's reactions to the tour guide com- Guide: Can you guess what it was used for? ments, the tour guide would provide (or not) ex-

194 © Archives & Museum Informatics, 2003

19 4 BESTCOPYAVAILABC Museums and the Web 2003

Visitor: It seems a brush Questionnaire Average Score Evaluation Results I = not good / Guide:Yeah. This rope with a frayed end was 4 = very good used as toilet paper. It was kept under water Entertaining Experience 3.381 and pulled up when someone needed it! Learning Experience Motivation 3.3 Visitor:Yuck!!! I would never use it!! Better 3.1 5 Understanding Guide: Yeah, people were not very clean those DialogueInteractions & Adaptive Guidance days Encouragement to 3.05 speak In this example, the supportive word is"yuck"(along Adequate 2.35 with several possible others such as disgusting, ter- responses rible, dirty, God, etc). The guide assumes the user Interests detection 2.15 had a good reaction to this story and will provide further stories. Table 2: Evaluation Results

Another way to detect users' interest is from us- ers' questions. Keywords for possible questions and users felt the character satisfactorily encouraged their answers are pre-defined. Each question is re- them to speak and interact with exhibition mate- lated to a specific room.Whenever the user asks a rial (Avg=3.05).Yet, regarding the character's ability question, the guide provides the answer and tells to respond to users' questions,the average achieved extra stories when the user reaches the room re- a regular level (2.35).This data suggests that more lated to the question. work should be done to improve the character's knowledge; that is, more keywords to its database. Users also hardly recognized the ability of the char- 4. Evaluation & Analysis acter in providing further information when they were interested (2.15). This data shows that our We conducted preliminary tests to our experiment decisions for capturing users' interests (based on with eleven university students.We used both the "supportive words" and questions) were not per- tour's dialogue transcripts and user evaluation ques- ceived as the character's natural ability to provide tionnaire data to determine how effective the tour further information.This could be highly alleviated guide was as a way to convey adaptive guidance and by language tips such as"Since you asked about....", storytelling to virtual exhibitions. "Since you seem interested in...". In our experi- ment, such introductory remarks were nonexist- In the evaluation questionnaire, students were asked ent. The tour guide simply provided extra stories to grade the experience with the tour guide using a when she detected users' interest.Also, users eas- scale from "very good" = 4 to "not good" = I. ily confused this programmed choice with the tour guide's inability to respond to certain questions. As shown in Table 2, in regards to an entertaining experience, the average value suggests that visitors The last question of the questionnaire was an open found the experience of dialoguing with a virtual question regarding the presence of the character. tour guide character really enjoyable (Avg=3.38). The question was: "If you could choose the same Data shows also that the tour guide was effective virtual exhibition with or without the tour guide, in motivating users to explore and learn more about which one would you choose?". All users with no exhibition topics (Avg=3.3).Yet visitors were slightly exception chose with the tour guide. In general, us- less sure about the extent to which the character's ers reaction to the experiment showed the experi- remarks helped them better understand the exhi- ence of talking to the tour guide was highly differ- bition topics (Avg=3. I 5). ent from individual multimedia exploration, and it played an important role in motivating them to ex- In regards to the quality of dialogue interactions plore the exhibition material. and the tour guide's ability for adaptive guidance,

@Archives & Museum Informatics, 2003 I 95

195 Almeida and Yokio, Interactive Character...

5. Lessons Learned & Future Work results show some limitations of the tour guide as a successful dialogue-builder, we believe this was As a result of the evaluation process, some prelimi- mainly due to the experiment's preliminary stage nary (and relatively simple!) corrections were evi- and could be substantially alleviated with the cor- dent and would highly increase the tour guide's per- rections listed in section 5. Moreover, despite such formance.We hope they may assist future develop- limitations, the experiment successfully proved the ers of tour guide characters. potential of conversational interfaces to motivate users to interact with multimedia material.We hope More knowledge in her knowledgedata- lessons learned may serve as a foundation for de- base, especially exhibition-related vocabu- velopers of interactive characters as virtual tour lary. The experiment shows that the universe of guides. questions is highly limited to the exhibition infor- mation. Though hard work, it is easier than one might think! Acknowledgements

Better use of personal introductions. Her We acknowledge the support of the "Foundation personal introduction and personal questions to for Fusion of Science &Technology". users could be used to "break the ice" and to determine users' interests. References Tension alleviation when she does not un- derstand questions. She must provide a way Adams, C. et al (2001) Bringing Curatorial out of the tense cycle created whenever she does Process to the Web. In Museums and the Web, not understand questions. Rather than only ask 2001 USA, Seattle. to rephrase or say she is sorry, she must offer a different conversational topic. Almeida, Pilar (2000) "A Prototype System Development of an Interactive Narrative Users' prompt understanding of an "exhi- Model for Online Museums.Ah Journal of the bition-like" information flow. Users should be Japan Information-Culture Society Vol. 7 No. 1, told they are about to experience the context of pp. 73-80. an exhibition visit and that they will receive infor- mation and are expected to behave accordingly. Bertoletti,A.; Moraes, C.; Costa,A. (2001) Providing Personal Assistance in the SAGRES Clear names or numbers for exhibition ob- Virtual Museum. In Museums and the Web, jects. Users may want to ask about objects and 2001 USA, Seattle, 2001. they need clear ways to identify them. Booth, Ben (1998) Understanding the Information We are now making the corrections listed above Needs ofVisitor to Museums. In Museum and we plan to conduct further tests that may com- Management and Curatorship,Vol.17, No. 2, pp. pare students' interactions with the virtual exhibi- 139-157. tion in environments with and without the virtual tour guide. Doyle, R, and Isbister, K. (1999) Touring machines: Guide agents for sharing stories about digital places. AAAI Fall Symposium on Narrative Conclusions Intelligence.

In this research we developed an interactive char- Doyle, RWhen is Communicative Agent a Good acter as a virtual guide to an online museum exhi- Idea? In Workshop on Communicative Agents of bition. Features such as adaptive guidance, engaging the Third International Conference on Autono- storytelling, stimulation of users' participation were mous Agents, Seattle WA, May 1999. attempted while building the character's knowledge and dialogue creation process. Though evaluation

I 96 ©Archives & Museum Informatics, 2003 19 6 Museums and the Web 2003

Hayes-Roth, B. (2001) Adaptive Learning Guides In Microsoft/ MSAgent Library Proceedings of IASTED Conference on Comput- (www.msdn.microsoft.com/library/en-us/ ers and Advanced Technology in Education, Banff, msagent/). Canada, June. Roberts, L. (1997) From Knowledge to Narrative: Hayes-Roth, B.; Doyle, R (1998) Animate Charac- Educators and the Changing Museum.Washing- ters. In Autonomous Agents and Multi-Agent ton: Smithsonian Institution Press. Systems. Netherlands: Kluwer Academic Publishers.1, 195-230, 1998. Consulted Web sites of Portuguese History: Lester, J.; Converse, S.; Kahler, S.; Barlow,T.; Stone, B.; and Bhogal, R. (1997) The Persona Effect: "Na Crista da Onda" (http://www.cncdp.pt/ Affective Impact of Animated Pedagogical cncdp/crista/) Agents. In Proceedings of CHI'97 (Atlanta GA, March,ACM Press. "Projeto Memoria" (http:// www.projetomemoria.art.br/) Lester, J.; Rickel, J. (1999) Animated Pedagogical Agents: Face-to-Face Interaction in Interac- tive Learning Environments. In International Journal ofArtificial Intelligence in Education, 2000.

© Archives & Museum Informatics, 2003 197 197 Experiencing Art on the Web with Virtual Companions

Ido A. lurgel, ZGDV e.V. (Computer Graphics Center), Germany

http://www.zgdv.delzgdv/departments/z5/index_html_en

Abstract

Experiencing artworks in theWeb aggravates the problem of the absence of any historical, cultural and social context, because theWeb is a veritable nowhere.This paper stresses the importance of social and narrative access to art, and presents an interactive group of virtual characters as an alleviation of this problem.The benefits and overall concepts of this approach are examined. Particularly,the importance of guiding the virtual characters to establish close emotional relations with the user for achieving narrative immersion is stressed, and ways of accomplishing this task are sketched. Keywords:Virtual Characters, Hybrid Discussion Group, Interactive Storytelling Emotional Computing Social Computing

Introduction

Viewing artworks on the Web is an experience ab- people to whom the icon had an essential meaning. sent of any historical, cultural, or social context. This is not only an intellectual but also an emo- While this problem is well known to traditional tional process of feeling empathy and identifying with museums, the Web, as a veritable nowhere, aggra- particular individual motivations and biographic vates the situation. Consider someone looking at a experiences. Byzantine icon at a Web museum with a home monitor. A visitor henceforth the "user" - not At this point, narration enters the scene as a means very well acquainted with the subject is likely to of promoting identification, empathy and under- miss much of the meaning of the artwork, and the standing.Through stories, it is possible to boost the art experience will be shallow and uninteresting. fusion of horizons in art experience. Examples of this process in traditional media are abundant, e.g. It is certainly helpful to offer some additional written historical novels or films. explanation or even video material, but still, the experience remains intellectual and solitary, rather A new approach is "interactive storytelling". than emotional and culturally enriching.Additionally, Interactive storytelling is the discipline that deals it is not easy to motivate the visitor to study the with the run-time creation and adaptation of stories, additional material, instead of clicking away after observing emergent constraints like global duration some superficial glance. of the interaction or user choices and interests. It What can be done to provide a more involving and aims at combining the narrative immersion of enriching art experience to the user? According to traditional story telling with the advantages of user the European hermeneutical tradition, understand- behaviour adaptation, employing, for example, ing of an art work is inherently a social, dialogic and educational strategies. emotional process (Cf. Gadamer,1993;Heidegger, In this paper, I will present a narration driven, inter- 1973).There is no absolute meaning, but only re- active group of virtual characters with whom the stricted perspectives that belong to a whole live user can fraternize and discuss each other's art world. In order to understand a Byzantine icon, a experience and perspectives.This group allows re- user must understand the artists who made it and constituting the contingent meanings of art and re- the worship of the believers, their way of living, their gaining the missing emotional and existential per- feelings, and their convictions. This is not simply a spectives on it by preserving the narrative horizons. matter of increasing a person's knowledge, but of At the same time, the group involves the user fusing his own horizon with the horizons of the through interaction and adaptation.

Museums and the Web 2003:Selected Papers Archives & Museum Informatics,2003, p. 199

BESTCOPYAVAILABLE 193 lurgel, Experiencing Art in the Web with Virtual Companions

Their emphasis lies in natural language generation independent of personality traits of the virtual par- ticipants. Mateas and Stern (2000) are developing a very promising system for interactive storytelling. In contrast to our approach, they do not aim at education and presentation, which is probably the reason for the different architectonic and concep- tual details, since there is no need to present infor- mation in their system, and therefore a less cen- AWE:AM trally guided approach is possible.

Figure I:Two virtual characters speaking Rickel et al. (2002) are engaged in an ambitious about a religious icon project that comprises natural language interaction, This interactive group is being developed in the emotional and social simulation, but not informa- projectArt-E-Fact (Cf.www.art-e-fact.org).This EU- tion presentation and narration. A. Paiva, I. Machado funded project, a collaboration of several institu- and others have developed various interactive ap- tions of four European countries, aims at develop- plications with storytelling and/or tutorial compo- ing generic tools for artists to create dialogic, nar- nents (cf. Machado et al., 2001, Paiva, 2001), though rative worlds inhabited by personality-rich virtual none of these systems uses interactive discussion characters. The interaction with these worlds is for multifaceted edutainment. enhanced by specialized utilities like exploration tools that allow the user to uncover different paint- Other projects in which our own group is involved ing layers.Though the project does not aim specifi- are"Geist" (cf. www.tourgeist.de), where interac- cally at Web based use, incorporating an internet tive storytelling is used, but without any natural lan- version poses no technical problem.AVRML viewer, guage interaction, and "Virtual Human", which aims together with some small plug-ins and a freely avail- at the creation of a narrative tutoring system with able speech synthesizer, are the only technical re- talking virtual characters (cf. www.virtual- quirements.The initial demonstrator deals exactly human.org). with a museum presentation of the Byzantine icons mentionedabove(Cf.www.monastery- artdiagnosis.gr for a link to one partner). Architecture of the System

The next section gives an overview of previous The basic architecture is depicted in Figure 2.The work.Then, Iwill present the overall architecture information process is centralised and hierarchic, of the system.After that, I will explain the benefits the flow of control starting at a story engine and and some ideas behind the project. I will stress es- passing through a scene engine to the dialogue pecially the importance of automating the process manager or directly to the scene player.The player of creating social and emotional bonds with the vir- executes the scripts delivered either by the scene tual characters to foster the experience of narra- engine or by the dialogue manager and controls tive immersion. the partially autonomous virtual characters and objects.The current architecture separates strictly interactive and non-interactive episodes. In an in- Related work teractive episode, the user can talk to the virtual The importance of narration for the structuring of characters using a keyboard, and the dialogue man- experiences is also stressed in psychology, e.g. in ager is responsible for the generation and distribu- the work of Shank and Abelson (1995) and Graesser tion of adequate answers. In the case of a non-in- and Ottati ( I 995). teractive episode,the scene engine controls the vir- tual characters directly. Non-interactive episodes André et al. (2000) developed a non-interactive are fixed sequences authored in advance, much like presentation group without narrative structures. the dialogues in a traditional theatre play.

200 © Archives & Museum Informatics, 2003 199 Museums and the Web 2003

StoryEngine

Scenes SceneEngine

DialogueManager NLP-DB

ScenePlayer

ObjectManager Behaviour Figure 2: VirtualCharacter VirtualCharacter The basic architecture Model

Story Engine Scene Player Our basic approach to the automated generation The scene player executes scene scripts.The scripts of stories is to use a central narration component, control the appearance of the characters and their called "story engine", that combines and adapts pre- behaviour at varying levels of abstraction, and govern fabricated minimal story components during run- the objects in the scene; for example, the appearance time, according to rules e.g. of narration or peda- of icons or the starting of films. gogy, and to the interaction results.Those rules are stored as story models.The minimal story compo- Object Manager nents are called "scenes". For details of this pro- The object manager is controlled directly by the cess, compare Braun (2002), Spierling et al. (2002). scene engine. It manages the display of the objects The scene engine plays the scenes that were cho- of the scene; for instance, the appearance and dis- sen and adapted by the story engine controlling the appearance of the artworks under discussion. subordinate modules. Virtual Characters Dialogue Manager The virtual characters are responsible for the gen- The dialogue manager is granted control by the eration of consistent behaviour according to their story engine if an interactive episode is part of a personality traits and situation appraisal. This scene. It is centralized in order to allow using dis- behaviour includes turn-taking signals and conver- tributed reactions, where, for example, two virtual sational feedback as well as emotional reactions and characters mention two different aspects of a prob- goal management.The virtual characters are com- lem as an answer to some question of the user. Its posed of a mind called agentive person, a simula- output is a script to the dialogue manager.The script tion of body processes called bodily person, and a may consist of a single utterance or of a series of graphics output module called manifest person.The commands to the subordinate modules. Currently, parameters of these personality aspects work to- the dialogue manager relies on a modified version gether to create the final visible personality of the of the chatbot ALICE (Cf. www.alicebot.org) which virtual character.The prescriptions may vary in their makes use of a "natural languagee processing data- level of abstraction, ranging from detailed commands base" (NLP-DB).The use of ALICE is only a provi- of movements to mere annotations in the sentences sory solution until some more powerful system is to say, informing the characters about the pragmatic developed. meaning of the sentences. In the last case, every

© Archives & Museum Informatics, 2003 20 I

ur lurgel, Experiencing Art in the Web with Virtual Companions detail of the performance is in the charge of the virtual characters.Thus, their function is analogous to actors in a theatre, interpreting with leeway the instructions of a director according to their char- acters and situation awareness. (For more details, cf. lurgel 2002.)

One of the central research goals of the project is to understand how to combine story elements pre- pared in advance with less guided, highly interactive Figure 3:The virtual characters as talking heads episodes. Both aspects are necessary in interactive storytelling, since only the use of prepared dialogues and instructions can guarantee an interesting and 2. Near horizon scenario.Here, the virtual char- consistent storyline, and only the introduction of acters live in the past and share the religious fervor free interaction enables user adaptation and involve- that once accompanied the icon. A monk and a ment. mother of a sick child might be present.This con- stellation must be introduced more carefully, but As in any story, the main responsibility for success promises a more intense experience, involving more and suspense lies in the hand of an author. Story central feelings like suffering, compassion, hope, and creation without an author "emergent narrative" so on. -is not likely to provide the intended quality of emotional experience. For this reason, in the project Advantages of using a conversation group "art-e-fact", artists are involved in every step of the to present the art work on the Web: development.Thus, suitable authoring tools for in- I .Perspective. Every character can support a defi- teractive storytelling are vital and one of the main nite perspective, e.g. a historian and a scientist. challenges of the project (Cf. Scheider, 2003). This allows elucidating the theme from different, possibly incommensurable points of view. Person- ality trait differences have here the important func- Ways of Fostering Art Understading. tion of establishing a link between opinion and emotion. For example, a reserved and sceptical Fostering art understanding through the character is suitable for the role of a scientist, but use of a virtual conversation group probably not for the horizons of a religious per- This section elaborates more on some aspects of son. using a virtual conversation group to promote the understanding of art works. In order to concretize 2. Dialogic deployment. The use of a group of the discussion, I introduce two scenarios. characters facilitates the dialogic deployment of thoughts, because insightful sequences of ques- I. Distant horizon scenario. In this scenario, tions, contributions and answers can be prepared the virtual characters are contemporaries of the in advance. Even if the user is included in the de- human participant and maintain themselves at a dis- ployment, the presence of a group is technically tant perspective from the art work, though it has and conceptually advantageous, because one vir- an important meaning for their lives. For example, tual character can provide the keyword needed a scientist who analyses materials and colours, and by the other to continue the dialogic develop- an historian who knows about cultural context, ments. might be present. This scenario is a good starting point for the participant, because it is easy to un- 3. Narration. It would be very difficult to maintain derstand the virtual characters, and the interest of a narrative structure using only a single virtual the characters in the icon can spread to the user. character because of the unpredictability of user behaviour. If, for example, the author prepares a

202 © Archives & Museum Informatics, 2003

201 Museums and theWeb 2003

narrative structure where the character neces- mote identification, gradual presentation of knowl- sarily has to speak about his early childhood ex- edge, and emotional involvement in the theme. periences, but the user refuses to keep at it, the story line is likely to fail. This cannot happen if Certainly,stories in interactive storytelling currently there is another character willing to listen in the are at risk of not reaching the narrative quality place of the user. level of non-interactive media where every detail can be controlled by the author or director. Be- 4. Natural language understanding. Commu- cause of this, understanding the role of interactivity nicating with a single virtual character is difficult in interactive storytelling remains an essential and simply because it very often won't understand the still not satisfactorily accomplished task.What are user. The use of a group alleviates the problem, the benefits of introducing interactivity into because it is quite natural that some contribu- storytelling? Of course, the conflicting goals of tions do not receive a proper answer in a discus- the application provide good reasons, even if it sion group.Shortcomings of natural language pro- should turn out that the intensity of narrative cessing do not lead to a breakdown in the con- immersion is affected. versation. Some examples are: S. Social processes. Social and group processes are among the strongest elicitors of emotional I . Navigation. In an edutainment application, it is arousal. According to Kemper (1991), there are important that the user can navigate;for example, only two basic dimensions that govern the arous- in order to go back to themes already discussed. ing of emotions in a social relationship; namely, "status" and "power". Those dimensions can be 2. Reviewing and testing. Interaction is neces- exploited to generate emotionally thrilling plots sary for feedback about some educational goal; involving the virtual characters and possibly in- e.g. the acquired knowledge could be tested. cluding the user. For example, the user might be exposed to a planned power change in the course 3. Joy of expression. Expressing personal opin- of the narration, his influence as a group member ions and observing the virtual character's reac- increasing or decreasing depending on his tions is a joyful experience. behaviour and on the plot. This can be achieved by a sequence of scenes in which the characters 4. Exploration. The user can be engaged in ex- initially disregard the suggestions of the user; in plorative learning strategies, e.g. a virtual charac- the course of the interaction, his contributions ter can gradually guide the user to discover more would be "recognized" by the virtual characters details of an icon. as important and increasingly mandatory. However, the starting point of this paper was the The nowadays prevalent use of anthropomorphic social and emotional nature of art understanding agents on the Web considers only the usage of a and the importance of narrative immersion in this single character. I argued that this is a disadvanta- context.The question at hand is whether it is pos- geous restriction that impedes narration and weak- sible to use interactivity to intensify the experience ens the interactive experience. of narrative immersion.Traditionally, emotional in- volvement in a story in achieved by identification with a protagonist. The prospect of placing the user "Interactivity" ininteractive in the protagonist's position in interactive storytelling storytelling might be thrilling, but would be opposed to the current goal of rendering another person's A non-interactive example for the combination of emotional and cultural perspective understandable story and presentation is "Sophie'sWorld" (Gaarder, aside from the technical constraints. 1996), where the adventures of a girl serve as a background for explanations in the history of phi- Therefore, I follow the indirect path of creating losophy. Here, the figure of Sophie is used to pro- planned emotional proximityhenceforth "friend-

@Archives & Museum Informatics, 2003 203 202 lurgel, Experiencing Art in the Web with Virtual Companions ship"between the user and a chosen protagonist 4. Maximized gains in social exchange. Praise virtual character. The reason for this is that friend- is also very favourable for the establishment of ship is known to boost identification and empathy, friendship. For example, it is advantageous for me and thus, should increase narrative immersion. if another person praises my doings, thus raising my status and my self-esteem. An example is a virtual character that is emotion- ally touched by discovering, in the course of an ad- S. Common enemy. The existence of a common venture, the symbolic meaning of a religious icon. enemy is also favourable for the establishment of Because of the establishment of some sort of friend- camaraderie as a variety of friendship. ship with the character, his emotional reaction should also touch the user, promoting his under- Every one of those factors can be incorporated into standing and appreciation of the icon and of its re- a story-telling system. For example, the virtual char- ligious context. acter chosen for identification can be made to mimic similarity ("You do not like this icon? Nor do I!"); Improving Art Understanding Through reciprocity ("That's fine that you are enjoying our Friendship With Your Virtual Companion conversation! I am also learning very much from your contributions!"); or self-disclosure ("I am full Previously, I argued that it is possible to foster the of anguish when I think that my answers might not narrative immersion through the establishment of match your questions:')This can already be achieved some sort of friendship between the user and the by integrating an appropriate plot with fairly simple virtual character, thus intensifying the identification extensions of ALICE, to allow the story engine to with the character and his emotions. In pedagogy, guide this chatbot. More powerful methods for in- those phenomena of learning facilitation under the teractive episodes, based on the state-update- influence of a liked person fall under the broad and theory of dialogue moves, are under investigation. well studied heading of "social learning" (Bandura, 1977, is a classical source). In other words, the idea The details and distinctions are tricky and the ob- presented here is that "social learning" is also use- ject of current research. Therefore, the next sec- ful when the main channel is a narration. The re- tion will further elucidate the process of automated search issue under way, now, is to automate the creation of friendship in interactive storytelling by creation of friendship between character and user. presenting an example. In the present context, the relevant psychological factors that determine friendship ("attraction") are the following (Cf. Fehr, 1996, for an overview of those factors):

I .Similarity. There is plenty of empirical evidence that similar character traits and opinions are favourable to the establishment of close emotional relationships.

2. Reciprocity. Basically, reciprocity means that we tend to like someone who likes us. This dimen- sion is particularly sensitive to temporal factors. For example, increasing sympathy over time is more favourable to the establishment of emotional proximity than is decreasing it, even if the final sympathy level remains the same.

3.Self-Disclosure. Self-disclosure is an important indicator of friendship. A person who discloses his feelings to me probably likes me. Figure 4: Possible steps of automated friendship forming

204 © Archives & Museum Informatics, 2003 203 BESTCOPYAVAILABLE Museums and theWeb 2003

Example SELF DISCLOSURE

In this example, it is assumed that an appropriate Virtual Character I (to User. A monk has ap- story is generated and envelops the scenes under peared in the scene.):"I am afraid of this monk. discussion.An abstract initial scheme for the auto- Do you know why?" mated establishment of friendship is depicted in fig- User:"No." ure 4. It is assumed that "discovering similarities", Virtual Character l:"Because he resembles my "taking sides","self-disclosure", and "conflict reso- father!" lution" are scenes controlled by the story engine (It is important here to take care that the self- according to friendship establishment models. disclosure be not ascribed to personality traits of the virtual character, but to his special rela- The creation of this model is a process that involves tionship with the user.) computer science, psychology, artistic intuition and narrative skills.The scene "taking sides" is included because it allows the virtual character to show how RESOLVING CONFLICT his emotional well-being depends on the behaviour of the user, thus expressing the close friendship he Virtual Character I (to Virtual Character 2.Vir- presumes to have with the user.At the same time, tual Character I is still angry at 2):"Do you still the scene "taking sides" creates a common enemy. think that I am talking non-sense?!" Short interaction examples follow, in which the sys- Virtual Character 2:"Oh, you are still angry at tem tries to establish friendship between Virtual me. No, please excuse me, I was wrong." Character I and the user: Virtual Character l:"OK, let us forget about it"

DISCOVERING SIMILARITIES (The conflict was only introduced for the sake of approachingVirtual Character I and Virtual Character I :"How do you like this icon?" the user. Since a latent conflict in the group Useel love it!" might be harmful to the further development Virtual Character 1:"I love it too!" of the story, it is better to resolve it soon.) (The virtual character agrees with the user, no matter what he says.) Conclusion

I presented the project Art-E-Fact and the use of a TAKING SIDES narrative, interactive discussion group to deepen and contextualize art presented on the Web. I re- Virtual Character 2 (to Virtual Character I ):"You ferred to art theories which state that art under- talk too much nonsense!" standing is an inherently social, emotional and cul- Virtual Character I (shocked, to User):"Do you tural process, and that therefore narration and dia- think, too, that I talk nonsense?" logue are appropriate means of fostering art expe- User:"Not at all!" rience. I presented an overall initial view of the sys- Virtual Character I (showing relief and grati- tem and argued that creating friendship with the tude):"You are a real friend!" virtual companions is likely to improve the process (Virtual Characters I has now a slot to show his of identification and narrative immersion, and deep feelings, depending on the side the user sketched the automated processes that establish takes.Virtual Character 2 becomes antagonist the desired emotional proximity. ofVirtual Character I .The scene would have to be extended by the story engine if the user had The ongoing issue might be regarded as a first at- agreed with character 2, in order to resolve tempt to virtually populate spaces that were until amicably the emerging conflict between user and now wasteland like the Web, providing moments of character I .) automated suspense, immersion, and joyful learn- ing to the interested user.

@Archives & Museum Informatics, 2003 205

204 !urge!, Experiencing Art in the Web with Virtual Companions

References lurgel, I. (2002) Emotional Interaction in a Hybrid Conversation Group. PRICAI-02.Workshop on André, E., M, Klesen, P Gebhard, S.Allen, & Th.Rist Lifelike Animated Agents. Tokyo, Japan. JSPS. (2000). Exploiting Models of Personality and Emotions to Control the Behavior of Kemper,Th. D. (1991). Predicting Emotions from Animated Interface Agents. Jeff Rickel (eds.), Social Relations. Social Psychology Quarterly,Vol. Proceedings of the workshop on "Achieving 54, No. 4, 330-342. Human-Like Behavior in Interactive Animated Agents", in conjunction with the Fourth Machado, I, Paiva, A. & Brno, P. (200I)."Real Charac- International Conference on Autonomous ters in Virtual Stories", to appear in the "1st Agents, pp. 3-7, Barcelona, June 2000. International Conference on Virtual Storytelling, Springer. Bandura,A. (1997). Social Learning Theory, Prentice-Hall, Englewood Cliffs, N.J. 1977. Mateas, M. & A. Stern. (2000)."Towards integrating plot and character for interactive drama", Bearman, M. (2001). Narrative and Cases: Implica- Proceedings AAA! Fall Symposium on Socially tions for Computer-based Education. Intelligent Agents:The Human in the Loop. ASCILITATE, December 7-10. Paiva, A. & I. Machado. (200 I )."Life-Long Training Braun, N. (2002).Automated Narrationthe Path with Vincent, a Web-based Pedagogical to Interactive Storytelling. NILE 2002, Agent", in the International Journal of Continu- Edinburgh, Scotland. ing Engineering Education and Life-Long Learning, Spring Issue. Fehr, B. ( I 996). Friendship processes. Sage Publica- tions, . Rickel J S. Marsella, J. Gratch, R. Hill, D.Traum, and W. Swartout (2002). Toward a New Generation Gadamer, H.-G. (1993). Truth and Method. Con- ofVirtual Humans for Interactive Experiences. tinuum Publisher. IEEE Intelligent Systems 17(4), July/August, pp. 32-38. (Special issue on Al in Interactive Gaarder, J. ( I 996). Sophie's World:A Novel About the Entertainment.) History of Philosophy. Paulette Moller (Transla- tor). Mass Market Paperback. Schank, R.C., & R.RAbelson (1995). Knowledge and Memory:The Real Story. In R. S.Wyer Graesser,A.C., & V. Ottati (1995).Why Stories? (Ed.), Knowledge and Memory:The Real Story. Some Evidence, Questions, and Challenges. In (pp. 1-86). New Jersey: Lawrence Erlbaum R. S.Wyer (Ed.), Knowledge and Memory:The Associates. Real Story. (pp. I 21-132). New Jersey: Lawrence Erlbaum Associates. Schneider, 0. (2003). Storyworld Creation:Authoring for Interactive Storytelling. WSCG (to appear). Heidegger, M. ( I 973).The Origin of the Artwork. In: Philosophies of Art and Beauty (...).Albert Spierling, U.; Braun, N.; lurgel, I.; Grasbon, D. Hofstadter and Richard Kuhns (eds.). (2002). Setting the scene: playing digital University of Chicago Press. director in interactive storytelling and creation. Computers & Graphics 26, 31-44.

206 ©Archives & Museum Informatics, 2003

r) r. D elivering D igital H eritage

206 Using Cinematic Techniques in a Multimedia Museum Guide

M. Zancanaro, 0. Stock, I.Alfaro, ITC-irst Italy

Abstract

In this paper we introduce the idea of enhancing the audio presentation of a multimedia museum guide by using the PDA screen to travel throughout a fresco and identify the various details in it. During the presentation, a sequence of pictures is synchronized with the audio commentary, and the transitions among the pictures are planned according to cinematic techniques. The theoretical background is presented, discussing the language of cinematography and the Rhetorical Structure Theory to analyze dependency relationships inside a text. In building the video clips, a set of strategies similar to those used in documentaries was employed. Two broad classes of strategies have been identified. The first class encompasses constraints imposed by the grammar of cinematography, while the second deals with conventions normally used in guiding camera movements in the production of documentaries.The results of a preliminary evaluation are also presented and discussed. Keywords:Multimedia Museum Guides, Cinematography, Interaction on Small Devices, Location-awareness

I. Introduction

Many research projects are exploring the new pos- The language of cinematography (Metz, 1974), in- sibilities offered by Personal Digital Assistants cluding shot segmentation, camera movements and (PDAs) in a museum setting (for example, see transition effects, is employed in order to plan the Grinter et al, 2002, Cheverst 2000 and Not et al., animation and to synchronize the visual and the 1998). Usually, these multimedia guides use static verbal parts of the presentation.In building the images, while others employ pre-recorded short animations, a set of strategies similar to those used video clips about museum exhibits. In a previous in documentaries was thus employed. Two broad work (Not et al, 1998, 2000), we explored different classes of strategies have been identified. The first techniques to automatically build multimedia, loca- class encompasses constraints imposed by the gram- tion-aware presentations in a museum setting.The mar of cinematography,while the second deals with advent of more powerful devices has allowed re- conventions normally used in guiding camera move- searchers to experiment with new forms of multi- ments in the production of documentaries. For in- media, in particular time-based media such as ani- stance, a strategy in the first class would discour- mations. age a zoom-in immediately followed by a zoom- out, while a different strategy in the second class In this paper we introduce the idea of enhancing would recommend the use of sequential scene cuts, the audio presentation (dynamically assembled pre- rather than a fade-out effect, to visually enumerate recorded or synthesized speech) of a complex different characters in a scene.It is worth noting fresco by using the PDA screen to travel through- that in the latter strategy it is often necessary to out the fresco itself and identify details.At presen- make reference to the discourse structure of the tation time, a sequence of pictures is synchronized audio part of the presentation, such as enumera- with the audio commentary, and the transitions tion of properties, background knowledge, and among them are planned according to cinematic elaboration of related information. In order to for- techniques. Our hypothesis is that the use of this mally use discourse structure, we employ the Rhe- type of animation to present the description of a paint- torical Structure Theory (Mann and Thompson, ing allows the visitor to better identify the details 1987). introduced by the audio counterpart of the presen- tation.In this manner, both the efficiency and the At present, we have completed a first prototype of satisfaction dimensions of the system usability are a multimedia guide that employs cinematic tech- increased (Nielsen,I994) while also providing an en- niques in presenting information for a fresco atTorre hanced learning experience for the visitor. Aquila in Trento, Italy. A Web-based simulation of

Museums and theWeb 2003: Selected Papers Archives & Museum Informatics, 2003, p. 209 207 BEST COPYAVAILABLE Zancanaro, et al, Using CinematicTechniques in a Multimedia Museum Guide

the multimedia guide can be seen at http:// as well as to the location of the works of art within peach.itc.it/preview.html. the environment. Smoothly connecting the infor- mation found in an exhibit and presenting it to the The next section briefly discusses the issues in de- visitor in a flexible yet coherent manner with re- signing a multimedia museum guide. Section 3 in- spect to his physical location can mazimize the troduces the features of the Torre Aquila proto- overall experience and absorption of new informa- type. Sections 4 and 5 present the theoretical back- tion for the viewer (Stock and Zancanaro, 2002). ground, discussing respectively the relevant concepts In other words, if the information is provided in a for the language of cinematography and the Rhe- manner that flows and relates pieces to each other, torical Structure Theory to analyze dependency this process in and of itself can aid in stimulating relationships inside a text. Section 6 illustrates the the visitor's interest and, hence, desire to inquire, strategies used in our multimedia guide to produce analyze and learn. This idea relates to the concept effective and pleasant video clips starting from au- of situation-aware content, where information is most dio commentaries. Finally, in section 7, the results effective if presented in a cohesive way, building on of a preliminary evaluation are presented and dis- previously delivered information. This may be ac- cussed. complished by using comparisons and references to space and time, which in turn may aid the visitor in becoming oriented within the museum as well as 2. The Museum as a Smart across the various works of art. Environment The ideal audio guide should not only guess what Museums and cultural heritage institutions recre- the visitors are interested in, but also take into con- ate an environment conducive to exploring not only sideration what they have to learn: orienting visi- the exhibited objects and works of art, but also new tors, providing opportunities for reflection and al- ideas and experiences. Visitors are free to move lowing them to explore related ideas, thereby greatly around and learn concepts, inquire and even apply enhancing the visit's educational value. In essence, what is leaned to their own worldview. A museum the guide should stimulate new interests and sug- visit is thus a personal experience encompassing gest new paths for exploring the museum. A sys- both cognitive aspects, such as the elaboration of tem that supports visitors in their visit should take background and new knowledge, and emotional into account their agenda, expectations and inter- aspects that may include the satisfaction of inter- ests as well as the peculiarities of a cultural experi- ests or the fascination with the exhibit itself. De- ence in a physical environment. spite the inherently stimulating environment cre- ated by cultural heritage institutions, on their own It is essential to also consider the importance of they often fall short of successfully supporting con- creating an overall experience that truly addresses ceptual learning, inquiry-skill-building, analytic ex- the needs of a person visiting a museum. This re- periences or follow-up activities at home or the quires not only providing the visitor with a vast school (Semper and Spasojevic, 2002). amount of information, even if wonderfully pre- sented, but also allowing the person to spend a plea- The optimal multimedia tourist guide should sup- surable and entertaining time at the exhibit. The port strong personalization of all the information concept of the immersive environment addresses the provided in a museum in an effort to ensure that importance of creating a technology that supports each visitor be allowed to accommodate and inter- rather then overwhelms the real experience of vis- pret the visit according to his own pace and inter- iting a museum. A museum guide of this nature ests. Simultaneously, a museum guide should also must be able to create a balance in terms of atten- provide the appropriate amount of impetus to fos- tion required from the visitor, also allowing time to ter learning and self-development so as to create a be spent enjoying the "romance" of the cultural heri- richer and more meaningful experience. tage institution and the works found therein.

In order to achieve the above goals it is necessary These and other challenges come into play when that the information be presented in a manner that designing a system for the entertainment and is appropriate to the physical location of the visitor edutainment of museum visitors. Creating an elec-

210 ©Archives & Museum Informatics, 2003 Museums and theWeb 2003

Figure I:Torre Aquila and the grid of infrared tronic tourist guide that transforms the user expe- 3. The Prototype atTorre Aquila rience from one of simple consultation (commonly achieved with audio guides, multimedia kiosks, We have applied the idea of using cinematic tech- CDROMs or even books) to an immersion into a niques for presenting details of artworks in a pro- rich information environment indeed requires a totype of a multimedia guide for Torre Aquila' a careful examination of all the abovementioned fac- tower at the Buonconsiglio Castle in Trento, where tors, while also considering input from visitors them- a fresco called "The Cycle of the Months", a mas- selves. Difficulties arise when observing that such terpiece of the gothic period, is found.This fresco, systems are not intended to help users perform painted in the Fifteenth Century, illustrates the ac- specific work-related tasks, and most of the time tivities of aristocrats and peasants throughout the they cannot be brought back to clearly stated user year.The fresco is composed of eleven panels, each requirements. Keeping in mind that the ultimate one representing one month (the month of March goal of a guide is to engage the user and to stimu- was destroyed over time) and occupies the four late learning, it becomes clear that the nature of walls of the tower (see figure I). this kind of system imposes a balance between the designer's vision and user needs. Our multimedia guide, implemented with Macromedia Flash on a PDA, detects the position Using animations or video clips enhance the rich- of the visitor by means of infrared emitters placed ness of the interaction though these may also dis- in front of each panel. Interaction with the system tract the user by calling attention to the device is both proposed by the system itself and accepted rather than to the exhibit itself. Our hypothesis is by the user, thus sharing the responsibility of infor- that, on the contrary, a carefully planned video clip mation access. When the system detects that the describing the exhibit will actually help the visitor visitor is in front of one of the four walls, a picture quickly localize the details of the painting as well as of that wall is displayed on the PDA and, after a few aid the flow of the presentation by illustrating the seconds, if the user has not changed position, that relationship between new and already presented panel is highlighted (see figure 2).At this point, the information. visitor can click on the panel and receive a multi- media presentation of the panel chosen.

©Archives & Museum Informatics, 2003 2 I 1 909 Zancanaro, et al, Using Cinematic Techniques in a Multimedia Museum Guide

Figure 2: Snapshots of the multimedia guide localizing the user

The multimedia presentation is composed of an button. In this manner,the visitor is able to control audio commentary accompanied by a sequence of the speed as well as the information itself, while images that appear on the PDA display and help the also revisiting sections found most interesting. visitor quickly identify the fresco's details mentioned in the commentary. For instance, when a specific detail of the panel is explained by the audio, the 4 .The Language of Cinemaatography PDA may display or highlight that detail,thus quickly calling the attention of the user to the area in ques- According to Metz 0974), cinematic representa- tion. tion is not like a human language that is defined by a set of grammatical rules; it is nevertheless guided During the presentation, the PDA displays a VCR- by a set of generally accepted conventions.These style control panel and a slide bar to signal the length guidelines may be used for developing multimedia of the video clip and its actual position (see figure presentations that can be best perceived by the 3). At any given moment, the user is free to pause, viewer. In the following, we briefly summarize the fast forward, rewind and even stop the presenta- basic terminology of cinematography. In section 6 tion by tapping on the appropriate control panel we will discuss how these conventions can be ex- pressed both in terms of constraints on camera movements and in terms of strategies related to the discourse structure of the associated audio commentary.

4.1 Shot and camera movements The shot is the basic unit of a video sequence. In the field of cinematography a shot is defined as a continuous view from a single camera without in- terruption. Since we only deal with still images, we define a shot as a sequence of camera movements applied to the same image.

The basic camera movements are pan, from "pan- orama", a rotation of the camera along the x-axis, Figure 3: Snapshot of the multimedia guide tilt, a rotation along the y-axis, and dolly, a rotation playing a video clip. along the z-axis.

2 1 2 © Archives & Museum Informatics, 2003 210 Museums and theWeb 2003

4.2 Transition effects Transitions among shots are considered the punc- tuation symbols of cinematography; they affect the rhythm of the discourse and the message conveyed by the video.

The main transitions used are cut, fade, and cross At the bottom on the The choice of a fade. A cut occurs when the last frame of a shot is right is blacksmith's tournament for the immediately replaced by the first frame of the fol- workshop, a plebian month of February is lowing shot. A fade occurs when one shot gradu- antithesis to the related to the joust and ally replaces another one, either by disappearing tournament going on in revelries that took place the upper part of the (fade out) or by being replaced by the new shot in carnival time. painting which is (fade in). A particular case of a fade happens when chiefly an aristocratic instead of two shots, there is one shot and a black activity. screen that can be, again, faded in or faded out. Fi- nally, a cross fade (also called dissolve) occurs when Figure 4:An example of a rhetorical tree two shots are gradually superimposed during the (simplified). moment when one is faded out while the other is faded in. RST was originally developed as part of work car- ried out in the computer-based text generation field. S. Rhetorical Structure Theory In a previous work (Not and Zancanaro, 2001), we described a set of techniques to dynamically com- Rhetorical StructureTheory (Mann and Thompson, pose adaptive presentations of artworks from a 1987) analyses discourse structure in terms of de- repository of multimedia data annotated with rhe- pendency trees, with each node of the tree being a torical relations. These techniques have been ex- segment of text. Each branch of the tree represents ploited in an audio-based, location-aware adaptive the relationship between two nodes, where one audio guide described in Not et al., {2000). The node is called the nucleus and the other is called audio commentaries produced by this audio guide the satellite. The information in the satellite relates are automatically annotated with the rhetorical to that found in the nucleus in that it expresses an structure. In the next section we will discuss how idea related to what was said in the nucleus. This this information can be used to create more effec- rhetorical relation specifies the coherence relation tive video clips to accompany the commentary. that exists between the two portions of text con- tained in the nodes. For example, a Cause rhetori- cal relation holds when the satellite describes the 6. Video Clips on Still Images event that caused what is contained in the nucleus. Figure 4 shows an example of a rhetorical tree. Here Video clips are built by first searching for the se- the second paragraph provides background infor- quence of details mentioned in the audio commen- mation with respect to the content expressed in tary, deciding the segmentation in shots, and then the first paragraph. This additional information acts planning the camera movements in order to as a sort of reinforcement for what was previously smoothly focus on each detail in synchrony with said in the first paragraph and consequently facili- the verbal part. tates the absorption of information. In the original formulation by Mann and Thompson, the theory In building a video clip, a set of strategies similar to posited twenty different rhetorical relations be- those used in documentaries is employed. Two tween a satellite and a nucleus, while other schol- broad classes of strategies have been identified. The ars have since added to this theory. first class encompasses constraints imposed by the grammar of cinematography, while the second deals

@Archives & Museum Informatics, 2003 2 I 3 211 Zancanaro, et al,Using CinematicTechniques in a Multimedia Museum Guide

background

At the bottom on the rightis Thechoice of a tournament for blacksmith's workshop,a plebian the month of February is related antithesis to the tournament going on in to the joust and revelries that the upper part of the painting which is took place in carnival time. chiefly an aristocratic activity.

o 1111111mor t10

Figure 5:The "Tournament"example: from the text to the video clip.

with conventions normally used in guiding camera verbal part; for example a zoom out can often ef- movements in the production of documentaries. fectively replace a pan, or starting a new shot alto- gether. In the latter case, the two shots should be While the constraints are just sequence of forbid- linked by a transition effect that suggests continuity, den camera movements, the conventions are ex- such as a short fade. pressed in terms of rhetorical structures found in the audio commentary. In our view, the verbal part 6.2 Rhetorical Strategies of the documentary always drives the visual part. Constraints on camera movements alone are suffi- 6.1 Constraints on Camera Movements cient to ensure a pleasant presentation, yet they do not impact the effectiveness of the video clip.In In order to ensure a pleasant presentation, con- order to have a more engaging presentation, the straints on camera movements have to be im- visual part should not only focus on the right detail posed. For example, a pan from right to left for- at the right time, but also support the presentation bids a subsequent pan from left to right.In gen- of new audio information by illustrating its relation eral, applying any given movement (pan, tilt and to information that has been already given. In this zoom) and then immediately reapplying it on the manner, continuity between the pieces of informa- reverse direction is discouraged because this ac- tion is built, and in turn facilitates the viewing of the tion renders the video uncomfortable to watch. video clip while stimulating the absorption of new information. Given that the audio commentary drives the visual The text in figure 5 can be visually represented with part, it is often the case that such forbidden combi- two shots of the same image (that is, the tourna- nations of camera movements are required. In these ment) linked by a long cross fade. Technically, hav- cases, two tricks can be applied: either choosing a ing two shots is not necessary, since the image is different way of focusing the detail required by the the same, but the cross fade helps the user under-

214 © A rc h i ve s & Museum Informatics, 2003

o I0 Museums and theWeb 2003 stand that background information is going to be then planning the camera movements soas to provided. The first image is thus presented while smoothly focus on each detail in synchrony with the first paragraph is heard over the audio; then the verbal counterpart. In our approach, the verbal when the audio switches to, in this case, the back- part always drives the visual part. ground information, the image is enlarged to cover the entire panel and finally is refocused on the de- The video clips are built accordingly to two broad tail once the audio has stopped. classes of strategies. The first class encompasses constraints imposed by the grammar of cinematog- A rhetorical strategy suggests, on the basis of a rhe- raphy,while the second deals with conventions nor- torical tree configuration, what shot segmentation mally used in guiding camera movements in the pro- and which transition effect should be applied.The duction of documentaries. strategies employed in the Torre Aquila multimedia guide were elicited by a focus group activity with a While the constraints are just a sequence of for- documentary director. bidden camera movements, the conventions are expressed in terms of rhetorical structures found in the audio commentary. By coupling these cin- 7. Preliminary Evaluation ematic techniques into organized guidelines, the creation of multimedia video clips can vastly help A formal evaluation of the prototype will start next to improve quality as well as the effectiveness of March at Torre Aquila. Preliminary studies and pi- the presentations. A visitor to a museum can thus lot tests show encouraging results and interesting benefit from an automatic guide that causes mini- effects. mal interference with the enjoyment and learning experience provided by an exhibit.As a case study, All users became acquainted with the system very a multimedia museum guide for Torre Aquila in quickly.Most of them used the PDA as a "3D Trento has been presented and the results of a pre- mouse", pointing directly to the infrared emitters liminary evaluation have been discussed to speed up the localization. Future investigations will evaluate how users can be more directly in- volved in the process of localization. Acknowledgments

Most of the users complained before actually using This work has been supported by the PEACH and the system that a video sequence on a PDA would T1CCA projects, funded by the Autonomous distract their attention from the real artwork. Af- Province of Trento. ter a short interaction with the system, however, they appreciated the possibility of quickly localizing small details on the fresco.This demonstrates that References use of cinematic techniques in a multimedia guide can be effective, particularly in explaining complex Metz 1974. Film Language: a Semiotics of the painting. The different effects that the verbal and Cinema. Oxford University Press, New York. the visual parts of the presentation have on the user's attention are yet to be investigated. Cheverst, K., N. Davies, K. Mitchell,A. Friday and C. Efstratiou, 2000. Developing a Context- aware Electronic Tourist Guide: Some Issues 8. Conclusion and Experiences Proceedings ofCHI 2000. Amsterdam. This paper discussed how cinematic techniques can be used in a multimedia museum guide to provide Grinter, R.E., P. M.Aoki,A. Hurst, M. H. Szymanski, more pleasant and effective presentation of infor- J. D.Thornton and A.Woodruff, 2002. mation. Video clips are built by first searching for Revisiting the Visit: Understanding How the sequence of details mentioned in the audio com- Technology Can Shape the Museum Visit. In mentary, deciding the segmentation in shots, and Proc.ACM Conf on Computer Supported Cooperative Work, New Orleans, LA.

@Archives & Museum Informatics, 2003 2 I 5 213 Zancanaro, et al, Using CinematicTechniques in a Multimedia Museum Guide

Mann,WC. and S.Thompson, 1987. Rhetorical Not and Zancanaro, 2001. E. Not, M. Zancanaro. Structure Theory:A Theory of Text Organiza- "Building Adaptive Information Presentations tion, In L. Polanyi (ed.), The Structure of from Existing Information Repositories". In Discourse,Ablex Publishing Corporation. Bernsen N.O., Stock 0. (eds.), Proceedings of the International Workshop on Information Nielsen, J. 1994. Usability Engineering, Morgan Presentation and Multimodal Dialogue, Kaufmann, San Francisco. Verona, Italy.

Not, E., D. Petrelli, 0. Stock, C. Strapparava and Semper, R.,and M. Spasojevic, 2002. The Elec- M. Zancanaro, 2000.The Environment as a tronic Guidebook: Using Portable Devices Medium: Location-aware Generation for and a Wireless Web-Based Network to Cultural Visitors. In Proceedings of the Extend the Museum Experience. In Proceed- workshop on Coherence in Generated Multime- ings of Museums and the Web Conference, dia, held in conjunction with INLG'2000, Boston, MA. Mitze Ramon, Israel. Stock, 0., M. Zancanaro. Intelligent Interactive Not, E., D.Petrelli, M. Sarini, 0. Stock, C. Information Presentation for Cultural Strapparava, M. Zancanaro, 1998. Tourism. Invited talk at the International Hypernayigation in the Physical Space:Adapting Workshop on Natural, Intelligent and Effective Presentations to the User and the Situational Interaction in Multimodal Dialogue Systems. Context. In New Review of Hypermedia and Copenhagen, Denmark. June, 2002. Multimedia, vol. 4.

2 I 6 © Archives & Museum Informatics, 2003

214 The Use of an Information Brokering Tool in an Electronic Museum Environment

Andreas Zimmermann,Andreas Lorenz, and Marcus Specht, Fraunhofer Institut for Applied Information Technology, Germany

Abstract

When art and technology meet, a huge information flow has to be managed. In the LISTEN project conducted by the Fraunhofer Institut in St.Augustin, we augment every day environments with audio information. In order to distribute and administer this information in an efficient way, we decided to employ an information brokering tool for the management of information items. Furthermore, the generation of user profiles and the personalized presentation of information are possible by this means.This contribution depicts an approach of transferring our information brokering experience to Web museum applications. We show how the LISTEN domain model can easily be extended by an overlay model and adapted to a Web museum environment. Keywords:Audio-Augmented Environments, Information Brokering Ontology Modeling User Modeling Personalization, Context- Awareness Introduction

A variety of guidance systems or information sys- The identification and the description of the con- tems have been developed in the last few years for text parameters is a non-trivial task.A central issue the support of a museum visit or for preparation is to find a solution for structuring an information for such a visit. In most cases the authenticity and domain appropriate not only from the point of the possibility of contextualizing the information view of an information engineer but also from the presentation to the current position or situation of point of view of a user. Especially for designing per- a user were seen as central issues. Furthermore, sonalized information services the structure and the classical museum audio guides were much more intuitiveness of the information structuring is es- acceptable to museum visitors because of the easy sential for the successful application of user model- handling and the quality of sound presentation. For ing and personalization methods. the flexible use of information about art objects and museum exhibitions, we propose a centralized The LISTEN project conducted by the Fraunhofer model around a domain ontology that is described Institut in St.Augustin deals with the audio augmen- in a software tool for information brokering. We tation of real and virtual environments.A first LIS- think that the proposed model is a very flexible TEN prototype has been successfully installed at way to reuse existing information and support cu- the Kunstmuseum in Bonn (Unnutzer, 2001). Visi- rators and exhibition experts to in the design of a tors walk through the museum and experience per- variety of personalized museum experiences, rang- sonalized audio information about paintings by Au- ing from an exhibition Web site to a interactive au- gust Macke through wireless headphones. In such a dio experience in the museum space to a personal- scenario, the distribution and authoring of this valu- ized CD-ROM production for taking home. able information on exhibits is a non-trivial task.

Context as a mean for adaptation of information selection and presentation has been described in a Audio-Augmenting Real and Virtual variety of ways and approaches (Gross & Specht, Environments 2001; Shilit, Adams & Want, 1994; Dey & Abowd, I 999). Nevertheless the underlying problem of iden- Combining high-definition spatial audio rendering tifying similarities and differences between various technology with advanced user modeling methods constellations of context parameters has not been creates audio-augmented environments.Visitors are discussed intensively in the literature. From our immersed in a dynamic virtual auditory scene that point of view identifying important context param- consistently augments the real space they are ex- eters to describe user interaction is an essential ploring. The physical environment is augmented issue when designing context aware information through a dynamic soundscape, which users expe- services.

Museums and the Web 2003:Selected Papers Archives & Museum Informatics, 2003, p. 217 BEST-COM/AVAILABLE 215 Zimmerman et al, Information Brokering rience over motion-tracked wireless headphones world model that contain active information or for 3D spatial reproduction of the virtual auditory sound objects the users of the system interact with. scene. The augmentation layer filters the position and motion of the user by dividing the dimensions the A sophisticated auditory rendering process takes user moves through (location and orientation) into into account the current position and orientation meaningful constraints and deriving continuous pa- of the visitor's head in order to seamlessly inte- rameters from them. By defining zones and segments, grate the virtual scene with the real one. Speech, the visitor's focus obtains a valuable meaning. music and sound effects are dynamically arranged to form an individualized and situated soundscape The Domain Model holds information about sound offering exhibit-related information as well as cre- objects and other hypermedia objects connected ating context-specific atmospheres. Next to the to the physical space via the augmentation layer by automatic adaptation of sound scene rendering to using meta data.The domain model builds up a vir- the position and orientation of the user's head, the tual acoustic space in which the location of virtual audio stream is controlled in two ways:events (me- sound sources and spaces are defined. Stopping in diated interaction) that are used to start and stop front of an exhibit generates aural information about the playback of information items in form of audio the art piece. Moving the head and body activates a recordings; and continuous control (immediate in- further audio source, where music deepens the teraction) changing parameters in the audio-gen- visitor's impressions, or the voice of a commenta- eration of the presentation (e.g. a sound that gets tor talks about the artist or describes the period continuously louder as you approach a certain po- the painting originates from. sition within the space). The User Model contains knowledge and profile in- The dynamic composition of the soundscape is per- formation about the system's users.While the user sonalized through each visitor's spatial behavior,the moves in physical space, events are sent to the user history of the visit, and interests or preferences ei- model, and by these events the model is refined. ther expressed explicitly by the visitor or inferred The user model stores knowledge about the visi- from the visitor's behavior (Eckel, 200I).To present tor - like preferences, interests in arts, and the his- individualized media and create augmented environ- tory of the visit. In combination with the visitor's ments, such systems have several models in com- spatial position (delivered by the tracking system), mon (Go(3mann & Specht, 2001) that are described the content of the user model strongly influences in more detail in this section: the World model, the the presentation of information according to the augmentation layer, the domain model and the user current visitor's context. model.

The World Model (Space Model, Location Model) de- Information Brokering scribes the physical environment the user moves through while interacting with the system. In the In this real world application of LISTEN,we decided LISTEN environment,the space model contains the to use an information brokering tool for authoring geometric information of the exhibition space and valuable information on exhibits and distributing its objects. The LISTEN world model is a detailed requested information among the visitors in an ef- VR-based geometric model. It is created for the ficient way. Information brokering is a value adding AVANGO application (Tramberend, 1999) and is process of mediation between information demands described as a geometric scene graph.Therefore, a and information offers. The added value emerges LISTEN environment can be tested and prototyped from the understanding of the domain complexity in a CAVE system (Eckel, 200 I ), or be explored in and the definition of a useful vocabulary.Additional real space with virtual audio content displayed structures and interpretation rules (implicit and through a wireless motion-tracked headphone. explicit) in information exchange simplify the pro- cessing and comprehension of exchanged informa-

The Augmentation Layer on top of the World Model tion. Figure 1 illustrates the interrelation between defines areas (Zones,Segments,Triggers) within the data, information, and knowledge.

218 © Archives & Museum Informatics, 2003 Museums and the Web 2003

model regarding to the visitor's location, preferences, interests, and history of already visited objects.

Knowledge To mediate between the provider and the consumer, a brokerage tool acts as a server to deliver filtered information on demand. Such a brokerage develop- ment and management environment (the Broker's Information Lounge; Jarke, Klemke & Nick, 2001) has been de- veloped at the Fraunhofer Institut for Applied In- formation Technologies (FIT) in St. Augustin. With the aid of this application, a large variety of sce-

narios within the general framework of Figure 1 and Figure 2 can be quickly developed,and efficiently Figure and flexibly executed.

Information brokering processes make use of and Three roles participate in the information brokering create a number of information items that describe process: the provider offers information, the con- single units of information (cf.Klemke & Koenemann, sumer demands information, and the broker medi- 1999). As Klemke (2002) has defined, each informa- ates between the other two.The quality of the in- tion item is an instantiation of a concept which de- formation brokering process depends to a great scribes the structure of the brokered items. In or- extent on the knowledge available to the broker. der to organize information items, categories de- Knowledge about available sources, the domain, scribe fundamental principles or ideas. In many cases, consumers and other brokers is needed. Source these categories define hierarchical trees. In Figure knowledge is created in the domain representation I conceptualization and categorization is illustrated or maintenance processes and describes the qual- as a procedure for the concretion of raw data.The ity of sources and how they can be accessed. Do- next section provides an outline of definition of the main Knowledge is about the contents of the LISTEN project's information items and illustrates brokering domain and should reflect the provider's a hierarchical tree to categorize them. understanding of the domain as well as the con- sumers' perception of the domain. Consumer Knowl- edge is created in the consumer-oriented process Modeling Information Items and describes the consumer and his concrete in- formation need. Consumer knowledge has to map Bringing arts and technology together means the onto domain knowledge to fulfill the information administration and distribution of a huge amount need. To ensure an optimal service to consumers, of information. In this paper we propose the use of they should be served by the best broker accord- ing to their information need.This assignment task depends on the availability of Expert Knowledge about Broker's different brokers. Provider's Domain Model Jetese,it Domain Model In the LISTEN project, the brokering tool can be View VieW understood as a server mediating information items a between the exhibition's curator and the LISTEN application. In the role of the information provider, the curator defines the domain model and authors the information items, as illustrated in the left col- , . umn of Figure 2. From the point of view of the in- Domain representation/ Client-orien ed MeV formation broker, the information is consumed by maintenance tasks the LISTEN application, although it finally passes the information to the visitor as the real consumer. In the role of the information consumer (Figure 2, right Provider Broker Consumer column), the LISTEN application defines an interest Figure 2 © Archives & Museum Informatics, 2003 219

BEST COPY 217 AVAILABLE Zimmerman et al, Information Brokering

LISTEN Lounge DatelHlifeEinstellungen

111 01Q1?P-1 I I I '1 Ickl 0.)'o_I002 Art Objects SePo_MO3 FilterUserOntologyAdrnin .1 Garton ern Thuner See SePo 1004 a A PeraCollage Name Kinder im Garten The0110010 _I Ho BluTe_C011 Selbstportratt mit Net TheSe_C011 BluTe_0012 j Yes _I Strewn mit Glediolen IbuSa_C013 diyii_1001 p A Properties of Sounds Universal ThuSe_COIS diyZi_IDO3 ThuSe_S1701 Art-sclentifical aA Length of Sounds dieZi_1006 ThuSe_1003 __I Long (960 sec) Autobiographical divZi_IDO7 ThuSejOOS Medium (15-60 sec) Emotional dNZi_10124 TauSe_IDO7e j Exciting diyZi_ID14 Short (0-15 sec) vonabSOOS __I Fact-oriented diai_jc116 _j Phases of Work _I Full of Action dieZi_ID17 J Cardinal Work Glad_C009 __J Funny Early Work Glad_IDVI I Philosophical Late Work Glad_1002 _j Elements of Sounds Romentical Glad_1004 El _J Peripheiy Giadj007 __I Music S Stereotypes Glad_11)09 J Original Recordings __I Emotional Glad IDIO G. A Sound Effects Fact Oriented GiadC 017 .1 Atmosphere Overview Ki_COOS Sounds / Noise 01_0009 j Artistic Media _j Speech Ki_C010 _J Draft / Watercolor .1 Citation Ki_C011 _I Collage j Painting Ki_IDO2 .1 Comments / Discussions e A Image Genre Kl_1009 __I Landscape KI_IDOZ __I Diary __I People Ki_11)06 Image Journey __I Portrait SePo_C0013 __I Letter j SUll Life SePo_C010 __I Neuter Text Figure 3 Sep o pal- Urban-paintings Newspaper a central management component for all informa- were the art objects as such.This led us to typical tion items. We present an approach of modeling presentation and structuring of information as found information items in a museums environment by in art databases and museum information systems. means of domain ontology in an information brokering tool. In the case of the LISTEN project, By detailed user needs analysis of museum visitors the set of information items is composed of sound and by the analysis of human guides, we realized items.We describe the application of the ontology that the event character of museum visits in most methodology (concepts and categories) to generate cases is much more important than plain informa- a meaningful domain model and depict the associa- tion about the art object as such.The presentation tion of information items to exhibition objects. of data about artworks is just one style of presen- tation that can be appropriate but in practice is In recent projects developing guiding systems and rarely used by human guides. Furthermore, through electronic art guides, the structuring and internal our work with museum curators and artists in the representation of information appeared to be a LISTEN workshops we elicited different strategies central issue for delivering the right information at and methodologies to structure information items the right time to a specific user. Even more, for the and to combine those information items in a highly personalization of presentations and the flexible way for different users. contextualized delivery of information pieces, the underlying structure of the represented informa- The main entities for generating presentations are tion needed to be a core part of the work. Never- therefore not the artworks as such, but the parts theless there was a trade off between the efforts of or chunks of a presentation that can come from a authoring information items into a highly enriched diversity of sources and use a variety of stylistic information representation and the daily work of means to make the museum visit an interactive ex- curators and information providers for museum perience.Therefore, for creating interactive audio environments. augmented LISTEN spaces, we decided to choose the sound item as the main entity. Sound items can To find the right balance between user efforts for be classified in a category system with several di- authoring and creating museum information and mensions describing the sound items technically and meta data in previous projects, we often used an stylistically.An overview of the dimensions can be object-oriented approach, where the main entities seen in Figure 3.This figure illustrates the domain

220 ©Archives & Museum Informatics, 2003 213 BESTCOPWAVAILABLE Museums and theWeb 2003 model inside the graphical interface of the informa- Especially speech sound items could be further clas- tion brokering tool, organized as a tree, and a list of sified into subcategories like Citation, Collage, Di- information items of the LISTEN project. ary, Letter, Newspaper and others to describe their style of presentation.As described in the example The single sound items as such are independent of the Macke-Exhibition, the multidimensional classi- episodes or chunks of presentation that can be fication of the sound items allows for a variety of combined flexibly because they contribute to a va- sequences and presentation styles, even combining riety of art objects.The expressive power of such a sound items on several channels; i.e. typically music, structure can be easily explained with an example: effects, and speech.An enormous advantage of the description in such away is that the curator of an In an introduction to several artworks of August interactive experience is not forced to design a Macke, the different artworks are connected by complete sequence of information presentation but personal episodes, events and experiences of Au- can combine resources in a collage style or define gust Macke, by reactions and interaction with his sequencing rules on the level of possible connec- social environment (personal letters, media, press tion categories and not for single sound items. articles), or by the "Zeitgeist" and other factors of the environment of August Macke at that time. In In the LISTEN application, the visitor's position and most cases human guides extend the visual percep- orientation are observed by a tracking system and tion of such artworks with these "stories or im- interpreted within the context of a virtual environ- pressions" of that time period to immerse the user ment, which connects the real world objects with in an authentic experience of the works and the life virtual objects. Since the museum's visitors are of the artist. By the structured description (meta mobile in physical space, their spatial positions are tagging) of a huge collection of such "stories or translated into virtual positions in the electronic impressions," the LISTEN system allows a highly flex- space relative to virtual objects. The virtual envi- ible way of "immersing the user" into the August ronment enables the definition of virtual sound Macke experience. sources and the segmentation of the physical space into virtual zones. Invisible to the user there exists Therefore we designed the domain ontology (meta a specific category in the broker's domain model data) for the Macke-Exhibition to allow for the de- for each exhibition object. Depending on the visitor's scription of small information items on a variety of location, preferences and so forth, combinations of dimensions, allowing for the connection and the such categories are dynamically selected in order individualized sequencing and presentation of these to pre-filter the information items. The next sec- items. Beside the simple classification of the infor- tion illustrates how this solution can be adapted to mation items in a tree structure, the information an electronic museum. brokering tool alloWs for classification of sound items into multiple categories. Adaptation to aWeb Museum The domain ontology contains: In order to transfer our information brokering so- technical descriptions of the sound items; such as lution to the domain of an electronic museum, we length of item, type (music, speech, sound effects) present a modus operandi for mapping the physical space into an electronic space. For this reason we classification concerning the relation to the physi- follow an overlay model approach for context-aware cal space objects (art objects to which an item information systems as introduced by Gross & contributes, physical area zones or focuses to Specht (200I).This methodology enables us to ap- which they are connected) ply and reuse the algorithm for information filter- ing described in the previous section within another classification about phases of work, image genre, domain. Thus, only three concepts of the LISTEN or art technical aspects application must be adapted or extended:tracking, modeling of the information items, and domain classification about the preferred target group, like modeling. the stereotypical listeners for such a sound item, or the emotional impacts or dramaturgy.

@ Archives & Museum Informatics, 2003 22 I

r) ri Zimmerman et al, Information Brokering

As described in the last section, the domain model The mentioned extensions of the information connects the objects to categories. If the user of brokering tool do not affect its capability of filter- the LISTEN system enters the zone connected with ing information items that fit best the user's con- a certain domain object, the LISTEN application text. The overlay model enables the retention of selects the category associated with this object, in the presented concepts no matter whether the user order to filter information items according to the moves in physical or in electronic space.The next users preferences and position. In information section shows how the presentation of informa- brokering terminology, the application builds an in- tion and exhibits in an electronic museum can fur- formation model and uses the broker as triggered ther be personalized and adapted to the visitor's by events. In an electronic museum application, the needs and behavior. By means of a user model, ad- tracking system would deliver the current URI as ditional filters can be triggered or refined. position and the selected objects (e.g. text links, images, or clicks on maps) as a kind of the visitor's movement. Here, an event is fired when the user Personalization of aWeb Museum visits any Web source that is connected with a cat- egory of the broker's domain model. A Web museum environment offers the ability to adapt the order of the presented exhibits and the The information architecture of the LISTEN sys- attached information to the visitor's profile and tem is limited to audio presentations.The informa- position within the exhibition. In order to provide tion broker falls back on a set of audio pieces (e.g. a personalized adaptation of the environment ac- spoken text, music, effects) and returns the best cording to the visitor's context (i.e. interests, pref- matching item according to the inquired interest erences and "motion"), the system has to build up model of the user. In the domain of an electronic and maintain a user model. museum, the curator may probably extend this set of information items by any kind of multimedia pre- By using sensor data, the user is tracked in the in- sentations, text fragments or links to Web pages. formation space in the same way a location track- Therefore, the broker's domain model must be ex- ing system tracks users in physical space. This al- tended also to adequately reflect the changed in- lows for a variety of new applications and is also an formation architecture. New categories have to be important data resource in user modeling and adap- added and the meta data description has to be aug- tive systems. Basically speaking, the growing num- mented, easily accomplished with the assistance of ber of data resources about a user allow more valid the information brokering tool.As a result, the sys- inferences and much more contextualized interac- tem provides additional facility for specification of tions between users and adaptive systems. preferences to the users (e.g. users can turn off streamed video-presentations),and thereby the user The enrichment of information items with signifi- model is extended at the same time. cant meta information enables the personalization and customization of information offers. By request- In contrast to the fixed sound installation in the ing user preferences ,different user profiles can be real world LISTEN environment, an electronic mu- built up to facilitate information filtering according seum has to take into account the abilities and fea- to the user's needs. Besides information presenta- tures of the visitor's particular environment; i.e. the tion, the system can provide recommendations to Web browser. An initially executed piece of soft- the visitor regarding context.These recommended ware can ask for the user's specific settings and exhibition objects may attract the visitor's atten- automatically preset the information brokering tool. tion by emitting an attractor cue (so-called"prompt- Based on known environmental properties, the in- ing" of the user). On the basis of meaningful user formation items are filtered in advance and pre- profiles, several adaptive strategies can be applied sented in an appropriate format.The ontology model to guide the visitor to the Web museum on a spe- of the information brokering tool has to be adapted cific (strictly predefined or context-aware adapted) in a suitable way. tour.

222 © Archives & Museum Informatics, 2003 220 Museums and the Web 2003

In our approach, the personalization process is di- The utilization of stereotypes is common in adaptive vided into four steps: information collection, mod- systems.With the aid of stereotypes, the personal- eling, controlling and rendering. Each step fulfils a ization engine defines the observation type of a visi- certain role within the user modeling process.The tor, and thus, the system is able to adapt the scen- next subsections describe these modules in more ery accordingly. Every stereotype causes a different detail. presentation and different strategies (cf. next sub- section). These stereotypes are also part of the ontology model of the mentioned information- Information Collection brokering tool.At the moment, the visitor's classifi- A network of sensors is placed in the environment cation into one stereotype is done manually by that and connected to variable parameters of the do- visitor and cannot be changed automatically during main.These sensors are used for recognizing changes runtime. Additionally, the personalization engine is within the environment, and especially for the per- not able to perform an automated clustering of user ception of the user's interaction with this environ- profiles and derive new stereotypes from this pro- ment.An observation module receives all incoming cess. events sent by theWeb-Server.These event descrip- tions are pushed into a database.Thus, an event his- Controlling tory for every visitor is saved, and an implicit user profile is recorded. Meaningful user profiles accurately document visi- tor activity within the museum and can be exploited to adapt the environment in order to support the Modeling visitor, to provide personalized information or to By the means of statistical models, the implicit user invest the exhibition with an even more artistic profile already allows the deduction of valuable in- touch. Therefore, a controlling component is nec- formation that can be used for standard adaptation essary to decide what consequences must occur if activity (e.g. the more time the visitor spends with certain conditions in the visitor's environment and the art exhibit, the more s/he likes it).This deducted in the individual user model configuration appear information builds a behavior model of the visitor. together. Based on these information sources ,the The behavior model can be treated like explicit rep- control layer assembles a sequence of commands resentation of implicit user feedback and may be in order to adjust certain variable properties of the consulted to draw an assumption about the user's environment. Thus, different sequences of com- interest in a specific object. It is planned to gain mands lead to different kinds of information pre- more significant information relating to the behav- sentation.This adjustment of environmental param- ior of the user by implementing different machine eters is used for realizing domain independent adap- learning and data mining algorithms to extract se- tive or strategic methods, and domain dependant mantically enriched information. expressive methods. Examples for domain indepen- dent adaptation methods on a strategic level are In our user modeling approach for a museum envi- adaptive prompting and adaptive annotation for ronment,we chose to employ our above mentioned objects. Expressive methods that seem to be ap- adapted information-brokering tool for modeling propriate for the personalization of Web museums user preferences. Parts of the domain model of the are the following: museum environment are mapped to an ontology model (as shown in Figure 3).The users specify their Adaptation of the presentation preferences by simply selecting topics they are in- terested in from the displayed categories. From The basis for every kind of adaptation is the pre- these requests different visitor profiles can be built sentation of the exhibits with some associated in- up and stored within the tool. Based on these user formation. Besides the decision about which item selections and on significant meta data describing is to be shown, the ways presentation can be modi- information items, the personalization process per- fied are manifold, and with combinations of these forms a pre-selection and prefiltering of informa- possibilities, a wide range of adaptability is already tion offers and customizes according to the users' accomplished. needs (cf. Pazzani & Billsus,I 997).

@Archives & Museum Informatics, 2003 223

921 Zimmerman et al, Information Brokering

Adaptation to social context Conclusion

If visitors are spatially and temporally similar (e.g. Information brokers mediate between information two visitors looking at the same exhibit), they may demands and information offers. The information obtain similar information or may be brought to- items to be brokered in the LISTEN system are gether for a chat.Through building such clusters of sound pieces the users experience during their people, for example, a subsequent discussion about movements through everyday environments.The use seen objects is possible (cf. Zimmermann, Lorenz & of an information brokering tool facilitates the man- Specht, 2002). agement and distribution of a huge amount of in- formation within this domain. Through mapping Adaptation to the level orimmersiveness" domain properties to an ontology model, we ben- efit from a better understanding of the domain's Within a museum environment, interest in objects complexity.ln addition, the ontology model, in com- may be expressed by the time a visitor's focus lin- bination with the enrichment of information items gers on these objects.The level of interest corre- with meta data descriptions, enables a personalized sponds to the complexity, the amount, and the style presentation of audio information. of already received information about one object and is transferred to succeeding objects. If one of In this contribution we presented a concept for these objects complies with the visitor's interests, reusing our experience, gained during the applica- the presentation style directly steps into the right tion of the information brokering tool within au- level of interest, and information items that are clas- dio-augmented environments, in the context of a sified at the adequate information depth and style Web museum.We followed an overlay model ap- are displayed. proach that builds on and extends the LISTEN methodology in three ways: tracking, information Adaptation to movement and perception item modeling ,and domain modeling.The informa- styles tion brokering tool supports the adaptation of these three concepts, so that an electronic museum may Several kinds of common behavior can be identi- take advantage of the benefits. fied with people"moving" through the environment (e.g.clockwise in real museums).Attractor cues (e.g. sounds, blinking or marked links) emitted from dif- ferent sources are used to draw the user's atten- References tion to certain objects in the environment. Thus, Dey,A.K. & G.D.Abowd (2000).Towards a Better entire tours through the Web museum can be rec- ommended.The selection and dynamic adaptation Understanding of Context and Context- of tour recommendations can be adjusted to the Awareness. In the 2000 Conference on Human Factors in Computing Systems (CHI visitor's stereotypical type of movement and pre- ferred perception style. 2000):Workshop on The What,Who,Where, When, and How of Context-Awareness. Hague (Netherlands) Rendering

Rendering means handling the connection back to Eckel, G. (2001). Immersive Audio-Augmented the domain. This engine translates the assembled Environments. In Proceedings of the 8th sequence of domain-independent commands into Biennial Symposium on Arts and Technology. domain-dependent commands. The implemented Connecticut College, New London, CT. domain-dependent methods directly change vari- able parameters of the domain (i.e. content of a Gamann, J. & M. Specht (2001). Location Models HTML page) according to the user's behavior.Thus, for Augmented Environments. In the Work- the decisions taken by the controlling component shop Proceedings of Location Modelling for are to be mapped to real world actions. Ubiquitous Computing, Ubicomp, 94-99.

224 © Archives & Museum Informatics, 2003

2 2 2 Museums and the Web 2003

Gross,T. & M. Specht (200I).Awareness in Pazzani, M.J. & D. Billsus. (1997). Learning and Context-Aware Information Systems. In Revising User Profiles:The Identification of Oberquelle H., R. Oppermann & J. Krause Interesting Web Sites. Machine Learning 27. (Eds.) Mensch & Computer I. 313-331. Fachikergreifende Konferenz. Bad Honnef (Germany). I 73-182. Shilit, B.N., N.1.Adams, & R.Want,. (1994). Context-Aware Computing Applications. In Jarke, M., R. Klemke, & A. Nick (2001). Broker's Proceedings of the Workshop on Mobile Comput- Lounge - an Environment for Multi-Dimen- ing Systems and Applications. IEEE Computer sional User-Adaptive Knowledge Manage- Society, Santa Cruz, CA. 85-90. ment. In HICSS-34: 34th Hawaii International Conference on System Sciences, Maui, Hawaii. Tramberend, H. (1999).Avango:A Distributed Virtual Reality Framework. IEEEVirtual Reality Klemke, R. (2002). Modelling Context in Informa- Conference. Houston,Texas, USA. tion Brokering Processes. PhD Thesis, RWTH Aachen (Germany). Unnutzer, P (2001), LISTEN im Kunstmuseum Bonn, KUNSTFORUM International.Vol. 155. Klemke, R. & J. Koenemann. (1999). Supporting 469-470. Information Brokers with an Organisational Memory. In 5. Deutsche Tagung Zimmermann,A., Lorenz,A. & M. Specht (2002). Wissensbasierte Systeme - Bilanz und Reasoning From Contexts. In Henze,N. (Ed.) Perspektiven,Workshop Wissensmanagement Personalization for the MobileWorld:Workshop und Organisational Memory (XPS-99). Proceedings on Adaptivity and User Modeling in Wurzburg (Germany). Interactive Systems (ABIS). Hannover (Ger- many). 114-120.

© Archives & Museum Informatics, 2003 225 923 The State of the Art in Museum Handhelds in 2003

Nancy Proctor and Chris Tellis,Antenna Audio, United Kingdom and USA

Abstract

This paper examines the rapidly changing state of museum handhelds from both a technology and content perspective. The paper will also discuss the component parts for a successful museum installation: content, user interface, applications, form factor, positioning and the challenges to integrating these components. Specific examples will be demonstrated from the 2002 Tate Modern installation and the authors' own research. Keywords: museum handhelds, exhibits, tour guides, Museum Docent'', m-ToGuide

Introduction: The Evolution of the Museum Handheld

In museum technology we are now at a major cross- for The Statue of Liberty, the Spy Museum and the roads with the advent of next generation handhelds Museum of Sex. (PDAs).As described in previous papers (Tellis and Proctor, 2002; Tellis 2001), the 37 year history of Broad application has also sparked an interest in audio guides in museums has seen a slow evolution universal distribution. More than half the audio from reel to reel tape to cassette to digital RAM, guides in the world now are bundled into the ticket MP2 and now MP3 systems. In the first 35 years price and given away to all visitors.Although this is there were only two major technology shifts, the just one of many distribution formats, the combi- first being compact cassette in 1980 which greatly nation of random access and universal distribution reduced the size of the players and the second be- has emerged as the audio guide format most ing the transition from analog to digital systems in favoured by museum visitors.Visitors greatly appre- 1994. ciate the ability to control the sequence and pacing of the tours, particularly for the permanent collec- The transition to digital was by far the most revo- tion. With audio guides normally renting for five lutionary as it freed the portable audio experience and six dollars, the low, universal per-visitor fee, from the 45-minute time limit and single,forced path usually around a dollar, incorporated within the gen- to a new experience offering unlimited capacity and eral admission fees, gives the impression of a valu- free roaming. In the late 90s, with visitors able to able, free educational service. choose their own routes and listen as long as they liked, museums began to accept audio guides as an The development path of handheld computing is increasingly versatile and desirable visitor accessory. now bringing us to remarkable new multi-media Suddenly, it was possible to provide multiple lan- players. At the same time, the current generation guages and custom guides for specialized audiences. audio-only MP3 players have become highly sophis- The opportunities for broad acceptance by diverse ticated digital devices with tremendous capabilities. museum audiences led to the emergence of audio The range of features includes the ability to track guides as a standard museum accessory. and download visitor usage patterns, respond to visitor queries, carry multiple languages, provide lin- Now, at the beginning of 2003, virtually every ma- ear and random access tours, and synch multi-lin- jor and middle-sized art museum in the world has gual sound tracks to films and videos.Improvements an audio guide for its permanent collection, often in compression are dramatically expanding the ca- in several languages. Acceptance of portable infor- pacity of the players and challenging wireless for mation appliances in museum has also expanded the ability to offer unlimited content. This spring well beyond art museums.We now find ourselves Antenna Audio is introducing a player that will al- working in 2003 on productions as diverse as guides low two gigabytes of memory, enough for 125 hours

Museums and the Web 2003:Selected Papers Archives & Museum Informatics, 2003, p. 227 224 BESTCOPYAVAILABLE Proctor and Tellis, Museum Handhelds of high quality sound. At the other end of the spec- and reported a preference for a single earpiece with trum, RSF has introduced a near disposable low cost headband; sort of a telephone operator rig which wand with minimal features eliminating,for instance, combines the hands-free convenience of the ste- the recharging facility. reo headset with a 'free ear' for companions (Grinter et al. 2002). Museums are also becoming more sophisticated consumers.Whereas in the past the institution might Clearly a headset-based solution will be the default simply ask for an audio guide, now it will request for screen-based players, as you will not be able to linear or random access, MP3 players, wands, head- hold them up your ear and also see the screen. But set devices, radio systems or PDAs. it is still possible to give visitors a choice of headset or wand with their audio tour, as the same players A surprisingly energetic debate still flourishes now can be used with excellent sound for either around the subject of headsets vs. wands. Conflict- option. The preference of visitors for this choice ing studies show visitor preference for both op- serves to underline that the museum is a center tions (British Museum Study, 2000; Edinburgh Castle with many different opportunities for personal Study, 2001; Museum of Fine Arts, Houston Study learning some benefit from social interaction,while 2002; Xerox Parc, 2001). Objections to headsets others require the ability to concentrate and in fact usually focus on the potential to affect the social be temporarily isolated from companions.Ultimately, aspect of a museum visit. Beverly Serrell (1996), for the effectiveness of these educational experiences instance, acknowledges the advantages to learning is based on the appropriateness of the technology that comes from simultaneous use of ears and eyes, used for the stated educational or interpretive goals. but notes the isolating effect of headsets.The back- ground for this concern is often based on research conducted by Dr. John Falk and Dr. Lynn Dierking The Centrality of the Visitor at the Institute for Learning Innovation. Falk and Experience Dierking argue that the educational context is en- hanced by the social aspect of the museum visit With such a variety of technologies on offer, stud- and that interchange among companions leads to ies of visitor needs and responses have taken on an an important form of collaborative learning. They even more crucial aspect, not only to inform muse- identify the museum as an ideal context for this ums' purchasing decisions today, but also to spur "free choice learning" wherein visitors absorb ideas development of visitor interpretation systems for and connections at random, based on personal in- the future. In this spirit,Antenna Audio has intro- terests and triggered lines of inquiry (Falk and duced the `TouchPor touchscreen visitor surveying Dierking 2000). Drawing on this research, one might system into selected museum sites in order to conclude that headsets interfere with this dialogue. gather visitor response to the audio tour and re- lated issues. In the context of audio-visual handheld However, recent research conducted at the Xerox systems, CIMI has recognized the rising demand for Palo Alto Research Center, now known as Parc, has consistent and effective evaluation tools and is work- refined this argument in the context of new tech- ing with Professor Geri Gay and the Cornell HCI nologies in museum spaces. In the course of their Group's concept mapping procedure in the research into screen-based players, Paul Aoki and Handscape program "to collect and analyze visitor Allison Woodruff compared text to headsets to expectations, museum expectations, potential use built-in speakers as information sources for scenarios, and the like, as a means of establishing a handhelds. Their results supported other studies firm foundation from which future testing may be that showed that audio was preferred over text as developed and evaluated." (CIMI 2002) it allowed the visitor to stay focused on the mu- seum display (Woodruff et al. 200I).Visitors par- Similarly, the Multimedia Tour pilot (MMT) con- ticularly liked sound played over hand held speak- ducted at Tate Modern in 2002 took as its primary ers, but this was obviously not practical for indoor aim the evaluation of visitor response to the tech- museums. The Parc team later tested several kinds nology and a wide range of approaches to multime- of headsets with a group of eight Xerox employees dia content design.At the same time, the MMT al-

228 @Archives & Museum Informatics, 2003

9f ) .-- Museums and the Web 2003

lowed both Tate Modern and Antenna Audio staff galleries, in which visitors could experience audio, to begin to consider how this technology might fit video, still images and a variety of interactive appli- within the larger interpretation strategy and along- cations on handheld iPAQ computers loaned by HR side other interpretation media such as audio tours, The content of the multimedia tour was delivered wall text, and educational events. to the visitor through the museum's wireless net- work, using location-based technologies powered Jane Burton,Curator of Interpretation atTate Mod- by PanGo Networks. Design support for the project ern, sees the MMT as a sign of times to come for was provided by Tate Modern's Web design team, museum interpretation: Nykris.

Audio guides have been part of the inter- The pilot had a dual purpose: to test both applica- pretation and education strategy since Tate tions of wireless technology in the gallery, and to Modern opened in May 2000. Having estab- assess a wide range of approaches to content de- lished a reputation for delivering excellent sign.The wireless network extended over fourteen audio tours,Tate Modern would like to re- galleries, defining sixteen unique content zones by main at the cutting edge of educational tech- means of just seven access points. In each gallery, a nology by helping to shape a new genera- different approach to content design was applied tion of multimedia tours.The advantages of to the presentation of a selected object.After their the system we have been testing include the tour, visitors were asked to evaluate the different ability to offer content directly in front of designs and provide feedback on the overall impact the work of art without encroaching on the of their experience of the technology. aesthetics of the gallery space, the potential for creating individualized tours, and for en- The pilot was specifically designed to define the lim- couraging interactivity (the facility for users its of the current generation of wireless technol- to email content home, respond to ques- ogy, and therefore involved an ambitious combina- tions etc).Developing the Tate Modern tion of location-based and interactive applications, Multimedia Pilot, in collaboration with An- namely: tenna Audio, revealed some pitfalls but pre- dominantly the amazing potential for this Interactive survey and response: the system new technology, which, in the coming years, asked and recorded visitors' opinions of a Nikki will surely take its place alongside more tra- de Saint Phalle painting, both before and after they ditional learning tools as a key strand of saw a video of its production; museum interpretation. (Burton, 2003) Creative play: visitors could mix their own The extensive user feedback gathered during this soundtracks to accompany their viewing of visual project at Tate Modern can therefore serve as a collages by Edoardo Paolozzi; lens through which to view both the state of the art in museum handhelds and the near future of Location-specific content delivery: content museum interpretation,as seen not only by the tech- was delivered to visitors according to their loca- nologists, but more importantly by the museum's tion in the gallery. visitors. Visitor tracking: the Proximity Platform T" tracked visitors' locations in the galleries, relaying The Tate Modern Multimedia Tour them to a digital map at the distribution desk.This Pilot system also alerted staff if a device failed or the visitor otherwise appeared to be in need of tech- Sponsored by Bloomberg,Tate Modern's Multime- nical assistance. dia Tour Pilot was open to the public from July through September 2002. Developed with Tate Visitor paging: staff could page visitors ad hoc Modern byAntennaAudio, the multimedia tour was through the PDAs, as well as send out pre-pro- a 45-minute tour of the Still Life/Object/ Real Life grammed, timed alerts, e.g. regarding the start of a video program in the gallery.

© Archives & Museum Informatics, 2003 229

04, n0 Proctor and Tellis, Museum Handhelds

Visitor profiling: the wireless system tracked complements an already stunning physical visitors' use of the content with a record of which learning space. (BAFTA 2002) exhibits they visited. In this respect, the trial was a resounding success in Visitor e-mail facility: visitors were able to e- demonstrating how such cutting-edge technology mail themselves further information on objects can be implemented today in a museum's interpre- and artists on the tour in order to follow up on tation program. Itachieved its goals of mapping artists and artworks of interest through the Tate both the strengths and weaknesses of wireless Web site. handheld solutions; however, the true judges of the success or failure of this new technology will be the museum visitors. As a result, the visitor re- Visitor Feedback sponses gathered during the trial are our most valu- able roadmap towards development of handheld A wealth of visitor responses was gathered from technologies for museums in 2003 and beyond. the pilot: 852 visitors took the pilot tour and com- pleted evaluation forms recording their experiences. These responses were analyzed in a comprehen- Visitor Demographics sive database. In addition, the software system used in the trial logged all uses of the MMT and provided A primary tool in the collection of visitor response a statistical picture of how the tour was utilized, to the MMT was a questionnaire that was com- which rooms were visited, and how the visitor e- pleted by all visitors taking the tour: 852 question- mail system was used. Not least,AntennaAudio staff naires were completed by visitors from around the demonstrated the tour to a wide range of visitors world. and specialists, including curators, educators, mu- seum directors, artists, technologists, and wireless The largest group of visitors fell in the 26-40 age solution integrators. In conversation with these bracketwith 26% of visitors aged 18-25,24% aged experts in their fields, we gained valuable and de- 41-60, 9% aged 10-17 and 4% over 61. tailed feedback on the MMT technology, the expe- rience, and ways of improving both. 42% of visitors were female, and 58% male;

Although this technically innovative pilot often 56% of visitors were British; pushed the technology to its limits and beyond,visi- tors were enthusiastic about both the service and 18% were North American; the tour. Visitors generally see this technology as an exciting and inevitable part of the future land- 17% were from Continental Europe. scape in museums.The British Academy of Film and Television Arts agreed that the multimedia tour 8% were from the rest of the world ( I% did not enhanced the visitor experience at Tate Modern, respond to this question) remarking in its award toTate Modern and Antenna Audio for Technical Innovation that: The comparison of this sample with the overall de- mographics of visitors toTate Modern indicates that Genuinely groundbreaking, this was an ex- audio-visual tours will be particularly popular with citing demonstration of how new technol- North Americans: ogy can be used to enhance museum and gallery visits. Using a hand-held wireless de- The MMT attracted more than double the per- vice that knows just where you are on the centage of North American visitors at Tate Mod- tour, this offers a stimulating array of mate- ern in this period (18% of MMT users were North rial to add to, but not confuse, the experi- American, compared to an overall visitor ratio of ence of a gallery visit. Commendably, Tate only 7%); Modern is working with day-to-day feedback from visitors to develop a system that The MMT attracted fewer UK visitors than the average in this period (56% of MMT users were

230 © Archives & Museum Informatics, 2003

9Th; Museums and the Web 2003

British, compared to an overall of 70% UK visi- the system were making the content easier to ac- tors to Tate Modern); cess (i.e. by improving the user interface), and mak- ing the PDA more reliable. The MMT attracted a similar percentage of Euro- pean and 'Rest ofWorld' visitors to theTate Mod- ern standard; Technical Findings

The MMT attracted more male visitors than the The technical performance and ease-of-use of a average atTate Modern:58% compared to a usual handheld tour are in fact determined by seven dif- audience of 41% men at Tate Modern; ferent elements that must work together in order to provide a positive user experience.These are: The MMT attracted fewer visitors aged over 60 than theTate Modern average, but 3-5% more visi- The PDA, including: tors in the under-60 age bracket. Processing Speed: the current generation of PDAs have very slow processors, and are roughly Visitor Satisfaction comparable to 6-10 year-old desktop computers. They are the 'bottleneck' in the wireless system's The average amount of time visitors spent taking ability to delivery media-rich, processor-demand- the tour was 55 minutes. ing content to visitors;

Over 70% of visitors spent longer in the gallery, Operating System Stability: PocketPC was not and a similar percentage said that the MMT had originally intended for rich multimedia content improved their visit to Tate Modern. and so is not yet optimized for this use; however, there is huge pressure from the PDA manufactur- Approximately 61% of the visitors gave their email ers on Microsoft to make Internet Explorer 5 addresses in order to be able to use the e-mail fea- available on the Pocket PC.A major rewrite and ture.The overall content rating the tour received upgrade is expected within the next 6 months was nearly 7 marks out of I 0.The clear conclusion (.NET). In addition, alternative operating systems from user response to the tour was that visitors are available, including Pocket Linux, Palm OS 5 enjoy the tour more when the content is tailored and C++ content delivery engines. to their interests and ability level.As a 'sampler' of content design approaches, the MMT was geared The Wireless Network for a generalist audience with interest in the art on display, but no prior knowledge. Unsurprisingly, then, The 802.1 I b protocol used at Tate Modern pro- we found that visitors with extensive art back- vides an embarrassment of bandwidth - effectively grounds were less satisfied by the content on the 5mB per second data transfer rate (up to IlmB tour, and would have preferred more research-ori- per second in lab conditions).This is more than twice ented content and facilities. the speed of a T1 Internet connection. However, the processor in the PDA was not always up to handling the quantity and complexity of files being delivered to it. Delays, therefore, in the playing of Main Difficulties content, etc., were due less to network issues than In general,older visitors found the technology more to processor weaknesses. difficult to use than younger visitors. Overall 55% of visitors found the MMT easy to use, while 45% 'Client Side' Software found it difficult. 'Client side' software is stored locally on the PDA, and includes Internet Explorer for PocketPC 2002 Regardless of age, nearly all visitors experienced and Macromedia Flash v. 5, the file format in which technical difficulties in using the new technologies the tour's multimedia content was programmed. of the MMT.The most requested improvements for

©Archives & Museum Informatics, 2003 23 I 228 Proctor and Tellis, Museum Handhelds

'Server Side' Software Design 'Server side' software is stored on the network Design issues include three aspects of the tour: server, including the content delivery engine (Pan Go's Museum DocentTM) and its applications Tour Experience Design; that allowed us to create content in industry-stan- dard formats such as HTML and Flash and deliver it Tour Interface Design; to the user. The Museum DocentTM software and its applications proved to be very stable; indeed, Tour Content Design. the software did not crash during the entire pilot period. Each design element has not just a visual impact on the user, but also a logical impact: just as each mes- Special features of the Museum DocentTM software sage is structured according to an interpretive or include: pedagogical logic, so the navigation icons and their arrangement on the screen reflect basic assump- Full Screen Content Mode: so that it was not tions about the use and the organizing principles of necessary to sacrifice any screen real estate to the tour experience. Together the interface and the Internet Explorer browser window; content should support the desired Tour Experi- ence. It is important when evaluating feedback from Paging Service: allowing the distribution desk users to distinguish between these two elements, to contact visitors using the tour through the PDA; and also to keep in mind that the tour was not conceived as a united 'Experience'. Instead, the pur- Alerts Service: automatically prompting the visi- pose of the pilot was to test a variety of approaches tors before each start of the Jan Svankmajer video to the content design, as well as the technology sequence; and visitor feedback to it.

e-Phile Service: allowing visitors to bookmark Human-Machine Interface information of interest and e-mail it to themselves. The form factor and weight of the PDA, as well as The Location-Based Service (LBS) the screen and battery life, also impacted the way the visitors interacted with the MMT. In particular, The LBS provides location-sensitive content deliv- the following aspects presented challenges to the ery and location-sensitive interactive maps of the operations of the pilot project: gallery. PanGo's Proximity Platform TM calculates the location of the user by taking signal strength read- Battery life and charging: The iPAQ's screen ings from a number of access points in the user's drains enormous power from the PDA.Although vicinity and effectively 'triangulating' the user's po- HP provided very helpful guidance in setting up sition. In the MMT pilot, we were able to define 16 the PDAs for maximum power saving, we still had distinct content zones by using only 7 access points to leave the screen on constant, high brightness - a significant cost saving over earlier location-based in order to provide the best possible user expe- systems in terms of network installation and main- rience.As a result, the battery power and there- tenance. Limitations of the Proximity PlatformTM fore performance of the iPAQ deteriorated after include: approximately I .5 hours of use.The iPAQ would then need to be recharged for approximately one Minimum location granularity of I meter in ideal hour in order to reach full battery power again. conditions; in practice, 3 meters; This severely limited the number of uses each iPAQ could have in a day. Ambiguity in 'border spaces' and overlapping con- tent zone areas; Smaller, lighter devices with integrated wireless cards and greater battery life significantly improve the user 2-3 second latency for accurate location identifi- experience of the PDA. The batteries used in the cation.

232 ©Archives & Museum Informatics, 2003

229 Museums and the Web 2003

3900 series iPAQs and the new 5000 series pro- content that ultimately determines the success or vide both longer life and better power management. failure of the tour experience. In many respects each HP's new X-Scale-based 5000 series iPAQs with new object demands a new approach, so accumu- integrated wireless include a removable lithium lating a design guide of what works and what doesn't polymer battery, so it's possible to keep spare bat- is likely to take as long if not longer to develop than teries charged up in order to minimize down time the technology. during recharging. These iPAQs also include the better quality screen that is already in the 3900 The findings and recommendations made below series iPAQs, and the stronger X-Scale processor. regarding content design are based on Antenna staff Toshiba,Acer, and Symbol also offer PDAs with in- experiences, the questionnaires, and feedback from tegrated wireless cards which improve not just the Susie Fisher,the independent evaluator hired byTate battery life but also the ergonomics of the device. Modern. Antenna Audio is currently developing mass charg- ing facilities that will be compatible with industry- What Worked leading PDAs. Interestingly, users did not seem to find multi-task- Weight: Many users found the iPAQ too heavy ing and multi-tracking of different media (e.g. look- to carry for long periods.Although the large straps ing between screen and artwork) to be a problem distributed the weight more evenly across users' as long as the message was well designed and the necks, the width made them uncomfortable with PDA was functioning properly.The multimedia tour many people's clothing. Small children were not clearly had the effect of making the visitors look able to use the devices for very long because of longer at an object than they would have other- their weight. wise, even though the screen was also command- ing attention.As Susie Fisher reported,"Visitors can Fragility: In order to protect the PDA, it was multi track with great ease, even when the input given to the visitor in a rugged case which in- tracks (audio, screen, painting) are not synchronized creased the weight of the PDA.However,we found with one another." (Fisher, 2002, Chart 34) that this level of ruggedization was sufficient to protect the device. In three months of use, we In this regard,"audio acts like a friend", and indeed had no breakage, though several devices were more use could be made of the audio to direct the dropped. users' eye movements between the object, and the screen, and to navigate through the gallery space. Screen: In general, users are happy with the size of the standard PDA screen, as long as the con- tent is designed well for it. In particular, content In both the questionnaires and Focus Groups, visi- design needs to take into account the screen's tors' favorite stops on the tour featured the fol- 'high contrast' structure, designed to make the lowing design approaches: screen legible out doors, which can render ex- treme darks and light colors illegible. Resolution Audio-Visual Coherence:A strong logical link also helps the legibility of the screen enormously, between the audio and the visual worked well in and we saw a marked improvement in the screens messages where an audio description of abstract used in the 3900 series. paintings by Braque and Auerbach was accompa- nied by visual 'zooming' into the details being dis- cussed; however, it is important to note that at Content Findings and Recommen- least in the case of the Braque message, the 'au- dations dio focusing' of the message that explained the painting's various elements could have been ac- In addition to testing the technology and visitors' complished with audio alone.The Auerbach paint- responses to it, the primary aim of the MMT pilot ing,on the other hand, is more abstract and there- was to test a variety of approaches to content de- fore really benefited from the explanatory visual sign.The content proved to be the primary draw of details. Susie Fisher's advice here is apt:"Use the the MMT, and indeed it will be the quality of the visual to do things which can only be done visu- ally" (Fisher, 2002, Chart 32).

@Archives & Museum Informatics, 2003 233 230 Proctor and Tellis, Museum Handhelds

Interactives: Interactive messages, in which visi- sive audio tour experiences. In addition, the screen tors had a chance to register their opinions about seems to make them expect more to happen, a Shooting Picture (by Niki de Saint Phalle) and cre- more quickly, than in an audio tour. It is likely, there- ate their own soundtracks to listen to while view- fore,that multimedia messages need to be shorter ing collages by Edoardo Paolozzi,were very popu- than audio tour messages, but to offer the visitor lar.Visitors asked that the interactivity be enhanced more second level message options. The PDA further, for example, by showing them how other screen, which can display several second level visitors responded to Saint Phalle's work, and by options, makes this possible, in contrast to audio allowing them to save or send their Bunk tours where it is more difficult to offer multiple soundtrack combinations. message 'layers' because of the difficulty of re- membering their number combinations. However, Audio: Visitors responded enthusiastically to as in audio tours, second level options can be a messages that included interviews with artists, useful way of dispersing audiences by directing sitters, and related experts, as the speakers were them to related works, e.g., so that they don't relevant and interesting. A porno-movie-style spend a long time bunched in front of a few se- soundtrack by the Chapman Brothers entertained lected works in each gallery; with its shock effect, but it also alienated other visitors. It became clear that good audio naviga- Blank Screens:We intentionally made the screen tional instructions are also a core skill, required go relatively blank at selected points along the by both the MMT and the traditional audio tour, tour, in order to focus visitor attention on the art since moving visitors around the galleries safely object. Visitor feedback indicated that we were and effectively is fundamental to the success of probably too conservative in this: they found the any tour. blank screen confusing, and wondered if some- thing were wrong with the PDA.The screen de- Video: Perhaps surprisingly, video was not the mands that at least a still image of the object be- focus of praise for the message that showed art- ing discussed appear on the screen at all times, as ist Niki de Saint Phalle creating a Shooting Painting. much to identify the object of discussion and re- Instead, visitors most commented on how much assure the visitor that the PDA is working as any- they enjoyed the process of learning in this mes- thing. Regarding our fears that visitors would sage, where they had the opportunity to give an spend their time in the galleries 'with their eyes opinion of the work both before seeing the video, glued to a small television screen', one visitor and afterwards. Using the screen to explain the comment seemed to sum up the lack of danger: process of making a work was considered by sev- "there is no way the small digital image of the eral visitors to be a good use of the screen, but object could be more compelling than looking at the video was also considered a potential distrac- the real thing." Here, as ever,good content design tion; is key to the tour, producing a beneficial rather than distracting visitor experience; Intuitive, Interactive Interfaces: A message about Damien Hirst's Pharmacy used a 360 de- Text:Text had a mixed response: some - particu- gree panorama of the installation as the interface larly more 'art experienced' visitors, liked having for audio messages about the work, much in the wall labels in the palm of their hand, while others style used by the Parc researchers at the Filioli wanted more exciting content; Mansion.Although this room was de-installed early on in the project and therefore was not in the Help Menu:The lack of a help menu was felt, as focus group analysis, it was very popular among visitors needed to be able to refer to a key to the visitors for the ease of use of its interface as well navigation icons throughout their tour, to remind as for the interviews with the artist and a phar- them of the functions and options available to macist which it included. them.

What Didn't Work And Moreover Long Messages:Visitors seemed to tire more eas- Visitors wanted MORE of everything: more objects ily from the interactive tour than from more pas- on the tour, and more information about each.

234 ©Archives & Museum Informatics, 2003

231 Museums and the Web 2003

Just as in audio tours, the multimedia tour can user's immediate area to the PDA's screen. This take attention away from other objects in the gal- menu will not interrupt any content the user is cur- lery, items which are not on the tour. Therefore rently playing; it will only appear if the user is not careful tour design is essential. currently playing content. Alternatively, users can specifically request the content menu for their lo- cal area at any point in the tour. User-Interface

Interface buttons and Functions Customer Service Findings and Recommendations The MMT used the following interface buttons: Distribution Desk and Management Map Console Information What's Here At the distribution desk's computer terminal, the E-Phile Museum Docentn" displayed a map that tracked Rewind the location of users in the gallery as they took the Pause/More tour. This and the 'checking in/out' system, which allowed staff to associate a visitor's name and email The icons and functions of these buttons were of- address with the PDA, and hence with the location ten quite unclear to users, and there were several on the gallery-tracking map, were particularly use- functions that users missed and requested.This re- ful for security and tour management. Similarly, the sponse pointed to the fact that this new technol- server-side usage logs, which tracked where visi- ogy requires new functions that are not yet known, tors went, which messages they accessed, etc., let alone intuitive, to the general public. In response proved particularly helpful in evaluating the success to this feedback from the Tate pilot,Antenna Audio of the pilot. is redesigning the interface and multimedia tour functionality, and will be working with Tate Modern The Museum Docentn" also includes a client-side to refine these further. log, which sits on each PDA and tracks any prob- lems that occur and why. This performance log proved essential to monitoring PDA performance. Content Menus Distribution and End-User Training In order not to interrupt or control the visitors' experience of the tour, the MMT was designed to The MMT was emphatically represented to the pub- leave the launching of content entirely in the hands lic as a pilot; by being given the tour for free, and of the visitors;although the content could have been being asked to fill in evaluation forms, the public triggered by the location of the visitor to play auto- was reminded that the aim of the installation was matically, the visitor had to press the 'What's Here' to gather information in order to improve and de- button or choose a room from the map in order to velop the service further. trigger its content to play. The best way to distribute the PDAs and teach visi- We found, however, that there was demand for an tors how to use them was a constant work in pro- automatically-generated menu of content available cess. Even the distribution desk underwent various in each gallery,to both respond to the visitor's move- permutations, as various storage and presentation ments and prompt the visitor to explore new con- facilities became available. tent.This demand can be satisfied through the Prox- imity Platform's TM 'aggressive' location sensing mode. The navigation button icons were difficult for visi- When a message stops playing on the device, and tors to understand and remember, and posed a par- the user is not receiving any content, the Proximity ticular challenge to instructing visitors in the use of Platform TM will go into 'aggressive' mode, sending a the device. It could take upwards of 5 minutes to Local Area Menu of information relevant to the teach each visitor how to use the tour.

@Archives & Museum Informatics, 2003 235 232 Proctor and Tellis, Museum Handhelds

Visitors' credit cards or other major documents tent and the slower GPRS or 2.5G network infra- were held as security for the PDA. With only 15 structure to transfer low-bandwidth data to the ter- PDAs, keeping track of these did not pose any diffi- minal. Positioning will be provided by GPS, but the culties for distribution staff. system is designed to receive location information from a variety of other inputs as well, including cell Security id, the system used by the current generation of phones (GSM). Cell id is the least precise position- Despite the lack of equipment security at the distri- ing system available, locating the user only within bution desk, there were no equipment thefts during approximately 500 sq meters, while 'assisted GPS', the trial. Nor were there any breakages. using GPS plus positioning software, can achieve up The location-sensitive map on the distribution desk to approximately 3 meters accuracy. proved useful in tracking devices. On one occasion, a couple clearly left the tour area and 'dropped off' The m-ToGuide service is intended to replace and the tracking map on the distribution desk. However, enhance the navigation and information services because the wireless network coverage extended currently available to tourists, via a handheld de- beyond the tour area, staff were able to send a page vice, a kind of PDA, connected to high-speed tele- to the couple, asking them to return to the distribu- phone networks (GPRS or 2.5G and UMTS or 3G). tion desk. They did so and returned the devices, Equipped with location-sensitivity (GPS and cell id), explaining that they had simply gone to the café and the m-ToGuide terminal will provide interactive had forgotten to bring the PDAs back first. navigation services and personalized information, according to criteria established by the users, on places of interest, monuments, stores, restaurants, A Glimpse of the Future for hotels, museums, opening hours, etc. It is also being Handhelds and Museums: developed to include rn-commerce facilities, allow- The m-ToGuide Project ing the users to buy tickets and make bookings.Tri- als of the service will be carried out in Madrid, Si- The m-ToGuide (mobile tourist guide) project is enna and London in summer 2003. funded by the European Union as part of the 1ST (Information Society Technology) programs, Antenna Audio is responsible for developing audio Framework. In 2001, the 1ST commission made a visual and textual messages for the main points of total of +25 million available for 5 projects to be interest of each city in the project.This 'highlights conducted towards the development of next gen- tour' of each city may be supplemented by other eration telephone technologies and businesses in tours, for example an audio-visual tour of a mu- Europe.The aim of these projects is to develop tech- seum, current exhibition, or other visual attraction. nologies and build business for next generation The tourist can then use a single handheld device telecoms, by creating consumer demand for new to tour both interior and exterior spaces, receiving services and hence jobs in the sector. both media-rich interpretation of features and at- tractions as well as practical, navigational support Motorola's research and development division, from maps and visitor information.A primary aim Motorola GTSS, headquartered in Israel,assembled of Antenna Audio's involvement in this project is to the m-ToGuide group, a consortium of 17 compa- use the technology to develop new audiences and nies including Antenna Audio, to respond to this means of reaching those audiences, as well as new call.The team was awarded a +5.5 million grant in revenues and commercial opportunities, for our April 2002. The m-ToGuide service will integrate museum partners. tourist content and services from a variety of pro- viders, delivering these to the end-users' handheld In addition to providing the London tour content, terminals (PDA) via 2.5 and 3G telephone networks. AntennaAudio led the research that defined users' needs and requirements for this new city tour tech- Currently, 3G networks are not truly available for nology. In summer 2003,Antenna Audio will put its the m-ToGuide service, so initial trials will be con- learning from this and the Tate Modern pilot into ducted using a combination of locally-stored con- action as it staffs and runs the distribution opera-

236 © Archives & Museum Informatics, 2003 2 3 3 Museums and the Web 2003 tions and user support services for the London field Burton, Jane, Curator of Interpretation,Tate trial. As in the Tate Modern MMT, user surveying Modern, Interview, 2003 and evaluation will be a main activity and goal for the m-ToGuide project. CIMI (2002) HANDSCAPE - Handheld Access to the Museum Landscape. Last updated October 14, 2002. Consulted January 15, Conclusion 2002. http://www.cimi.org/wg/handscape/ handscape_long_desc_120 I .html The development of next-generation museum handhelds is being informed by the experience Falk, Dr. John and Dr. Lynn Dierking Learning From gained from millions of audio guide users over the Museums,Alta Mira Press,Walnut Creek, CA past three decades. The fundamental benchmarks 20000. for successful mobile learning experiences are now well known, allowing us to concentrate on new fea- Fisher, Susie (2002) Tate Modern Multimedia Tour tures and opportunities. Evaluation, unpublished findings, 2002.

Wireless interactive systems offer important tools Grinter, R. E. and A.Woodruff (2002). Ears and and unique opportunities for the development of Hair:What Headsets Will People Wear? Ex- in-gallery interpretation and education programs, tended Abstracts,ACM SIGCHI Conf. on and the extension of these to a cultural experience Human Factors in Computing Systems, of the wider city that links many museums and visi- Minneapolis, MN,Apr. 2002, 680-681. tor attractions. The visitor response to the Tate Modern Multimedia Tour Pilot has given an un- Serrell, Beverly (1996) Exhibit Labels, Alta Mira equivocal green light to future development of these Press,Walnut Creek, CA 1996. handheld solutions within the museum.We now look forward to the results of the m-ToGuide project as Tate (2002) Unpublished survey results. Research cultural tourists guide the development of mobile, period 25 July to 02 Sept 2002. Statistics interactive technologies beyond the museum's wall based on a sample size of 445 visitors out of as well. total visitor figures of 677,307 during the research period.

References Tellis, Chris (2001) Panel Presentation, Museum Computer Network Conference, , Antenna Audio (2000) British Museum Study 6/00 November 2001. showed a 79% preference for headsets. Tellis, Chris and Nancy Proctor (2002) Workshop: Antenna Audio (2001) Edinburgh Castle Visitor Handhelds in Museums, Museums and the Survey 2/0 Ishowed a 73% preference for Web, Boston, 2002. headsets. Woodruff,A; M. H. Szymanski, R M.Aoki and A. Antenna Audio (2002) "TouchPol" survey at the Hurst (2001). The Conversational Role of Museum of Fine Arts, Houston, 11/02 showed Electronic Guide Books. Proc. Intl Conf. on a 67% preference for headsets. Ubiquitous Computing,Atlanta, GA, Sep. 2001, 187-208. (C) Springer-Verlag.) BAFTA (2002) British Academy of Film and Television Arts Interactive Entertainment Winners 2002.Technical Innovation. Con- sulted January 15, 2002. http://www.bafta.org/ 5_ie/winners2002.htm#ti

© Archives & Museum Informatics, 2003 237 034 Designing Multi-Channel Web Frameworks for Cultural Tourism Applications: the MUSE Case Study

Franca Garzotto, Politecnico di Milano;Tullio Salmon Cinotti, Universiti di Bologna; and Massimiliano Pigozzi Casalecchio di Reno, Bologna, Italy

Abstract

A framework for the design of multi-channel (MC) applications in the cultural tourism domain is presented. Several heterogeneous interface devices are supported including location-sensitive mobile units, on-site stationary devices, and personalized CDs that extend the on-site experience beyond the visit time thanks to personal memories gathered during the visit.The design framework is multi-layer in nature:it takes care of application design both at conceptual and implementation level. At conceptual level it supports content, navigation, interaction and presentation design. At implementation level it includes an interface-independent execution engine as well as a set of tools mapping the design into a formal interface description that specifies the run-time rules-of-behavior to the execution engine.The proposed framework is going to be demonstrated in outstanding museums and archaeological sites in Italy. Keywords: multi-channel applications design, pervasive computing, cultural tourism, context-awareness, zero-interface.

Introduction

The Information Society expects the establishment information base coupled to the so-called "business of pervasive services (Abowd 1999, Weiser 1993) logic" ( Salmon Cinotti 2001). On each channel, it providing friendly and effective education to every- delivers services which are customized to the char- body, in every place, at any time, improving the mu- acteristics of the delivery device and of the user tual understanding between people of different coun- context (Ozen 2001, Perkowitz I 999).As such, MC tries, and impacting our approach to global culture. applications offer the possibility of making cultural Cultural tourism offers a precious opportunity to services available on-demand wherever fruitful and verify the potential and the impact of this emerging convenient for a tourist, in a way appropriate to technological scenario.The approach of today's tour- the physical and logical situation of use. ists to culture has significantly changed with respect to the past.The primary goal of the travellers in the The state-of-the-art technology provides a num- XVII century was "seeing" and "wondering". For ber of hardware and software solutions for imple- travelers of the third millennium,"learning" is usu- menting MC applications. But few methodological ally one of the main objectives. tools exist to help developers master the complexity of designing MC applications. Information technology offers new challenges for the creation of an education environment that is The MUSE projectfunded by the Italian govern- based on cultural heritage and addresses the need ment under the leadership of Ducati Sistemi S.p.A., for knowledge of cultural tourists (Oppermann 1999, in cooperation with Cineca, Politecnico di Milano, Bocchi 1999, Guidazzoli 2000). In particular,the tech- Sinet and the University of Bologna - addresses the nology of multichannel Web applications (MC appli- above issuein a specific domain: cultural tourism. cations for short) promises a successful approach One of the MUSE goals is to develop alramework" to these goals. An MC application delivers its ser- for MC cultural tourism applications.According to vices on several stationary or mobile devices or software engineering, a framework "...provides a "channels"; such as desktop PCs, notebooks, mo- reusable solution for a class of software applica- bile phones, PDAs, Web TVs and dedicated appli- tions that share a common set of requirements in a ances.An MC application relies upon a centralized given domain" (Johnson I 997).A framework can be application environment which manages a shared regarded as an application "skeleton", which cap-

Museums and theWeb 2003:Selected Papers Archives & Museum Informatics, 2003, p. 239 BEST COPY AVAILABLE 235 Garzotto et al., Designing Multi-channel Web Frameworks... tures the essential features of a class of applica- both including the magnificent forum, which tions and can be "easily" instantiated to produce connectss the domus to the site main entrance and (some aspects of) a specific application in the class one of the beautiful houses located along these (Fayad et al. 1997, Schwabe et al. 1999, Garzotto et roads. The application contents include maps, au- al.I 999). dio-video material, images with their descriptions, 3D static and interactive models, and virtual recon- The MUSE framework has different levels of ab- structions of large sections of la Casa del Centenario straction.At the highest level, the MUSE framework as it is today and as it was in 79 AD when Pompei supports the conceptual design of MC applications was destroyed. for cultural tourism. The MUSE conceptual frame- work defines the user experience for the four MUSE La Certosa di San Martino in Naples is a large XIV channels. It provides the general classes of informa- century charterhouse located on top of theVomero tion and navigation structures that may be shared Hill. It was deeply modified in the XVII century and among different applications in the domain of cul- it became "the Museo of the City of Naples" in tural tourism, and it defines the general navigation 1867, after the abolition of all Roman Church prop- and interaction modes by which these contents can erties ordered by the government of the United be used on each different channel. Italian Nation.The museum is partitioned into many sections, mostly located in the rooms where the At the lowest level, the MUSE framework focuses Carthusian monks used to live.The monastery in- on the technological infrastructure, by defining the cludes cloisters, gardens, and a church. It offers un- general characteristics and integration features of forgettable views of the gulf, the city, and Mount the MUSE delivery channels. Vesuvius, and is one of the most beautiful monu- ments in Southern Italy. The Muse MC application At an intermediate level, the MUSE framework con- covers a museum section called "Immagini e siders the software architecture. It defines the Memorie della Otte ("Images and Memory of the middleware components that support the commu- Town") as well as the areas connecting this section nication between the different MUSE channels and to the main entrance. The section was chosen by the shared information base. the museum authority because of its magnificent panorama and of its link to the city and its history. The MUSE framework, at all of the above mentioned The MUSE MC application contents include text, levels, has been tested and used for the (on going) images, and audio-video clips about paintings, his- development of three MC applications for cultural torical cartography, sculptures, ceramics and furni- tourism: one concerning the archaeological site of ture. Pompei, the second concerning the Certosa di San Martino (a large museum located in an XVII cen- The "Museo di Storia della Scienza" in Florence is tury monastery in Naples), and the third concern- the most important History of Science Museum in ing the Florentine "Museo di Storia Della Scienza" Italy. It includes an outstanding collection of instru- (Museum of Science History). ments paving the path of science evolution in many areas, including astronomy, sky physics, mechanics, The development of the MUSE MC application in optics, magnetism and electricity. The Muse MC Pompeii is carried out in co-operation with a team application aims to offer an engaging education ex- of archaeologists currently working in the project perience to communicate the meaning and the his- "Pompei - lnsula del Centenario (IX,8)".This project tory of the museum exhibits, and in its first version started in 1999 as a co-operation between the will cover two halls devoted to Galileo Galilei, fo- "Dipartimento di Archeologia dell'Università di cusing on Galileo's instruments, his work, and his Bologna" and the "Soprintendenza Archeologica di scientific achievements. Pompei". Its primary goal is the study and restora- tion of a large Roman "domus"(house), called The rest of this paper will discuss the characteris- "Domus del Centenario", located in theinsula" (Quar- tics of the MUSE channels and will present the main ter) IX. The MUSE MC application focuses on the feature of the MUSE framework. Domus del Centenario, on its insula, on two routes,

240 © Archives & Museum Informatics, 2003 Museums and the Web 2003

Muse Channels:General Features Due to the screen and performance limitations of the device, communication effectiveness is based The MUSE MC framework considers four different on words, images, and animation.Words are mainly channels:the conventional Web channel, the on-site conveyed by audio and a limited amount of text mobile channel, the on-site stationary channel, and (captions, directions, dates, or on-demand textual the memories channel.The ConventionalWeb Chan- copy of the audio clip). nel Whyre can work in two main "modes". In Web mode, This channel is a conventional internet connected the information base can be accessed as any stan- desktop or laptop. The user experience of an MC dard Web site; e.g., by a visitor quietly sitting down application on this channel is typical of any conven- somewhere on-site, using the conventional Web tional cultural Web site - navigation based explora- navigation paradigm. In the context aware mode, the tion and fruition of cultural contents- suitable for a device can detect the approximate user position user who is planning a trip or just wants to learn and field-of-view in the physical space. In this mode, more about a cultural subject either at home or in the application can be dynamically customized to a museum entrance or reading room. present the multimedia content and interaction capabilities which are more appropriate to the cur- The On-Site Mobile Channel rent user position.

The on-site mobile channel is a context aware hand- Context-aware customization is triggered by ori- held device intended to be used during the visit to entation- and location-dependent events which are a cultural site, e.g., a museum or an archaeological identified by properly fused data originating from settlement.The mobile device, called Whyre, is spe- many on-board sensors, including a GPS, a digital cifically designed to act as a personal multimedia com pass, gyroscopes, accelerometers, a camera and interactive guide for the visitor.Whyre, shown on a WLAN basedtracker. Context-aware fig.I , is worn with a neck strap like a camera's. It is customization supports serendipity: it makes the visit connected to a local server by air and it is equipped full of surprises, stimulates resource discovery, stirs with a high brightness 6.4" display."Whyre" enabling up questions, and provides answers at incremental technology is an Intel Architecture based platform depth levels. In addition, context-awareness supports with dynamic voltage and frequency scaling devel- the adoption of the "virtual guide metaphor": it oped within the Muse project with the kind sup- enables the application to guide the user along site port of Intel Labs. tours designed by the site curators, keeping track of where the users are in the tour, warning them in case of deviation, and suggesting how to return to the tour path.

The On-Site Stationary Channel The content on Whyre is enhanced by the on-site stationary channel, a stationary high performance 4.4 graphic station connected to a large high-resolu- tion display located at specific points of a cultural site.The graphic station is radio-controlled by the same device used in the mobile channel, and the connection to the graphic station is automatically established when the user approaches the station's large display.

The high performance of this channel and its screen size make this channel appropriate for the delivery of cultural content where space rendering, high qual- Figure Using Whyre, the MUSE on-site mobile channel

© Archives & Museum Informatics, 2003 24 I 237 Garzotto et al., Designing Multi-channel Web Frameworks...

The ON-SITE M OBIL E chanrel: NAhyrex

The ON-SITE STATIONARY channel: hteractive Graphics Terminals located in dedicated areas of the cuttural site

The MEM ORIES charnel: a perscnali zed. contextual ized arxi interactive CD created at visit time

Figure 2: Current MUSE Channels ity interactive multimedia,and multiple simultaneous home. During the on-site visit, the users can select visual presentations are key factors. ("mark") any cultural material presented by the on- site mobile device or by the on-site stationary de- The user can access the on-site stationary channel vice, and they can take digital pictures usingWhyre in any place where the high-resolution display is to recall the emotions of the visit. As these con- located, and can view on the large screen channel tents are selected or created, they are sequentially multimedia contents that are related to that place: stored in a Memory Album and interlinked.The re- high quality images, 3D reconstructions and simul- sult is a very simple hypertext which provides a taneous rendering of multiple synchronised 3D preview of all selected elements, a direct bi-direc- models (comparing, for example, the virtual recon- tional link from the preview to each element and struction of a building in its "original reality" and from each to the next and to the previous one.At the model of its present shape). Users can interact any time, either during or at the end of the visit,the with multimedia elements by using the Whyre con- users can preview the album, add comments, de- trol elements or by simply rolling and pitching the lete some items, modify their order. The final al- hand-held device: this may be appropriate, for ex- bum can be saved on the CD, which represents the ample, to move within the 3D space and explore "memory" of the on-site visit. the virtual reconstructions. This channel supports an immersive and exciting cultural experience, and So far, the work of the MUSE project has focused takes the visitor to an easy and engaging learning on the three channels depicted in figure 2, since experience (Bocchi I999,Guidazzoli 2000,Strohotte they are the most innovative and technically chal- 1998). In addition, by switching from the on-site lenging. The conventional Web channel will be in- mobile channel to the on-site stationary channel, cluded in the framework in the future. visitors can turn their individual activityinto a po- tential "group experience". The Muse Application Design The Memories Channel Framework

The memories channel is a multimedia CD-ROM The goal of the MUSE application design framework which users can fill in during the visit and bring back is to define a generalized conceptual model which

242 © Archives & Museum Informatics, 2003 BESTCOPYAVAILABLE ° 3 3 Museums and the Web 2003 captures the most relevant features of MC applica- I999).UML is a software engineering de-facto stan- tions for cultural tourism and can be reused for dard that provides an extendible kit of graphical designing, in principle, any specific MC application elements to model, in an object oriented fashion, in this domain with a minimum amount of refine- data structures and behavioral properties of any ment and specialization. software application.

The work which led to the framework definition A design activity which is orthogonal to the above- started from the analysis of the application require- mentioned tasks is customization design. During ments of the three MUSE case studies: Pompei, customization design, the designer defines which Certosa di San Martino, and "Museo di Storia della application features content, navigation, interac- Scienza di Firenze". Each individual case has some tion, presentation need to be specialized to the specificity but shares a large set of user needs.These context.The term "context", in W2000, comprises require a common set of design solutions which all aspects concerning the situation of use: device have been "captured" by the MUSE application characteristics, user profile, physical and geographi- framework. To refine and empower the framework, cal position, etc.W2000 also distinguishes between we extended it with a number of features which customization at design time and customization at run we abstracted from the analysis of a large number time. Design time customization means that the of existing Web applications for cultural tourism. designer specifies different design schemas to ad- dress the needs of different contexts. Run time The MUSE design framework is described using the customization means that a set of adaptation rules concepts and notations of the W2000 conceptual define how some detailed design solutions are dy- design model. W2000, developed within the EU namically adapted to changes of context. funded project 1ST - 200025131 "UWA" (Ubiq- uitous Web Applications), provides the modeling In MC applications for cultural tourism, both de- primitives to specify, in an implementation indepen- sign-time customization and run-time customization dent way, the various aspects of a multichannel Web are needed. Design time customization is needed application.W2000 distinguishes among the follow- to specify the content, navigation, and interaction ing design tasks (Garzotto et al, 1993, Garzotto et features of the application on each different chan- al. 1995, Baresi et al., 2000, Baresi et al. 2001): nel. Context-aware behaviour can be better ex- pressed by using adaptation rules that define which Information design: it describes the content deliv- elements must be presented on the current chan- ered by the application.The result of information nel in response to user position or orientation design is a set of information design schemas. changes.

Navigation design:it defines how contents are struc- Although MUSE framework provides general pat- tured for the purpose of navigation.The result of terns for run-time adaptation rules, these are not navigation design is a set navigation design schemas. discussed in this paper for lack of space. In the rest of this section, we will discuss issues related to de- Interaction design: it defines the user interaction sign-time customization. options and the dynamic behavior of the applica- tion at run time, in response to the user actions The problem of customizing the design to the re- quirements of a specific channel can be addressed Presentation design: it defines how navigation struc- in several ways: tures and interaction elements are presented from the delivery device. The result of presentation Approach I: Customization starts during design is a set of presentation design schemas and content design. screen templates. Different information design schemas are produced, The notation adopted in W2000 to specify the vari- each one defining the content structures that are ous schemas is an extension to the Unified Model- specific for each channel.A channel specific naviga- ing Language UML (Booch 1998, Conallen tion schema and presentation schema are defined for each information schema.

© Archives & Museum Informatics, 2003 243

939 Garzotto et al., Designing Multi-channelWeb Frameworks...

Approach 2: Customization is postponed to schemas are omitted for lack of space, and illus- navigation design. trated via some screen examples. Finally, we will discuss some aspects of the interaction design. The designer specifies a single information schema which defines all possible content structures for all MUSE Information Design Schema channels. During navigation design, these are fil- tered and restructured for each specific channel, The MUSE Information Schema includes the main resulting into a set of channel-specific navigation classes of multimedia information elements that schemas coupled with the corresponding presen- satisfy the information requirements of an MC cul- tation schema. In data base language, we can say tural tourism application, abstracting from the re- that these navigation schemas define channel spe- quirements of each specific channel. In principle, cific views on the common pool of information de- "any" MC application for cultural tourism can re- fined by the information schema. use this schema as a design skeleton which can then be filtered and integrated according to the needs Approach 3: Customization is postponed to of a specific domain. presentation design. According to W2000, two main categories of con- In this case, the designers produces a single infor- tent structures are described in the information mation schema, a single navigation schema, and schema: hyperbase layer structures and access layer multiple presentation schemas. The specification structures. of channel specific contents and links is described in the presentation structures. Hyperbase layer structures define the core con- tent sources of an application.These are described Each approach has different advantages and disad- vantages. Approaches 2 and 3 are more effective for authors and implementers. Since the informa- Cultural Place tion schema is the "summa" of all information Cultural Site Map needed for all channels, it can be regarded as an 4 authoring check list, mentioning all content that N authors must produce. For implementers, design- V V ing the"pool of contents" (i.e., the shared data base upon which the architecture of a multichannel ap- plication is built) from a single information schema Cultural is easier and less error-prone than designing it from Building Asset multiple information schemas;for example,the prob- ability of introducing information redundancies and inconsistencies is minimized. The disadvantage of 0, N approach 2 is that implementers must look at the navigation schemas in order to identify which con- V tent will be delivered to which channels.With ap- Building proach 3, the implementer must inspect the page Internal Open Space Area structures of each channel-specific presentation Space schema in order to define the content and link views 0, N 0, N that are available in each channel.

MUSE has adopted approach 2 (multiple navigation Help schemas); this seems to be the most effective com- promise. In the following sections, we will discuss 1 the general information schema of the MUSE frame- work, and we will sketch some portions of some Figure 3:The MUSE Hyperbase Information channel specific navigation schema. Presentation schema - in-the-large view

244 © Archives & Museum Informatics, 2003

240 Museums and the Web 2003

Building

Cultural Site

Building Cultural Internal Area I, N Object is_a

Cultural Asset I, N

Open-Space Site Presentation Introduction to the visit

Audio-video Practical Info Multimedia presentation Introduction Deepening Synopsis Presentation

Picture History

Figure 4a:The content of Entity Type "Cultural Audiovideo Title Close Site" examination presentation Core Object Detailed 3D Info Pictures reconstruction in terms of entity types and semantic association types. Synopsis Entity types model the main "objects" of the appli- High resolution cation domain as classes of information structures Picture virtual world called "entities". Semantic association types model the relevant relationships among these entities. Figure 46:The content of Entity Type "Cultural Object" Figure 3 shows that the relevant classes of infor- mation objects deal with Cultural Sites (the tour- ism places), their Cultural Assets, Buildings, Internal cording to their intrinsic meaning and nature. Ac- Building Spaces and Open-space areas. In addition, cess Layer structure defines groups of hyperbase the application may include Maps (more or less elements, called Collections, which provide comple- sophisticated and rich of multimedia content) and mentary ways of organizing the contents. For ex- some Help Information. ample, a collection called "Highlights" is defined to group the most appealing Cultural Objects for a Figures 4a and 4b describe the content elements short visit of a cultural site.The goal of access layer associated to the various entity types (Map Specifi- structures is to drive the user towards the core cation is omitted). Content elements within entity application content that is represented by the types are grouped in sub-structures called Compo- hyperbase structures:During navigation,access layer nent Types, characterized by a black banner. Except structures are traversed before and in order to Cultural Place and Map, all entity types share the access the hyperbase. same content structure. In the object-oriented fash- ion of UML, this can be specified by defining an Ab- According to theW2000 design model, a collection stract Entity Type - called Object of Interest in our case is described by its members and by a center.The cen- and by saying that entity types Building, Cultural ter is an information element which describes the Asset, Building Internal Space, Open-Space Area are collection itself, e.g., by listing its members and by all sub-classes of Object of Interest (see figure 4b). providing a short introduction to the collection subject. Collections can group hyperbase elements Hyperbase structures define the content "building or other collections. In the latter case they are called blocks" of an MC application and classify them ac- nested collections.

© Archives & Museum Informatics, 2003 245 '41 Garzotto et al., Designing Multi-channel Web Frameworks...

In the MUSE application framework,the access layer channel, nor how they are navigated.These aspects structure includes the following collections: are described by the MUSE Navigation Schemas.

A collection for each entity type, which groups all Each channel-specific navigation schema specifies a entities of a given type ("Buildings","Cultural As- set of node types and link types.A node is an atomic sets", Open Spaces","Internal Spaces") .The cen- unit of navigation and presentation in a specific chan- ter of these "By-type" collections includes a list nel.This means that navigation links connect nodes of member descriptors (e.g. titles and miniatur- (and not node portions), and the effect of naviga- ized picture). tion is to activate an entire node: all content items in this node are loaded and made available on the A collection for each relevant theme, which groups page together (possibly together with other nodes) the main entities relevant for a given topic. The center of a thematic collection includes a list of During navigation design, the designer should member descriptors (e.g. titles and miniaturized

picture), and a short introduction to the collec- I. select the information elements in the informa- tion theme. tion schema that are made available in each spe- cific channel; The collection "Highlights", which provides a se- lection of the most important elements for a short 2. group them into nodes; visit. Its center includes a short introduction to the visit, and the list of member descriptors which 3. define the links among nodes that allow the user can be eventually visualized on a map showing to exploit the semantic associations and the col- where the various elements can be found on the lections defined in the information schema. cultural site. The following diagrams show some portions of the The collections "Geographic Tour", which groups MUSE framework navigation schemas for the dif- "Cultural Objects" according to spatial criteria ferent MUSE channels. Fat black arrows identify the (e.g., in a large archeological site like Pompei, all entry to some sets of nodes and links; checkmarks monuments and assets "around the forum") identify "landmark" nodes, which can be reached from any node in the hyperspace. The Collection "Album", which is created by the user while he or she is using the application as These diagrams shows that the two on-site chan- discussed in the memories channel. nels focus on multimedia content which has a more direct, emotional impact on the user and is a more The nested collection "Index of Themes", which appealing complement to what the user can expe- groups all the thematic collections rience on site. When the user employs these de- vices, multimedia contents are the first ones to be The nested collection "Index of GeographicTours", presented -audio-visual content for the mobile which groups all the collections' "Geographic channel, and high resolution, interactive 3D con- tours" tent for the on-site stationary channel. Further (mainly based on static media) deepening can be The nested collection "Index of Topics", which retrieved on demand. In contrast,the navigation flow groups all the "By-Type" collections on the conventional Web channel starts from text and pictures,and proceeds to multimedia if the user MUSE Navigation Design wants further deepening.

The MUSE Information Schema only describe which Muse Interaction Design contents and groupings are relevant for all possible channels of an MC cultural application. It does not Interaction design defines how the users interact provide any specification of which contents are navi- with the MC application in each different channel, gated during the use of the application in a specific and how the application behaves in response to user actions.

246 © Archives & Museum Informatics, 2003 242 Museums and the Web 2003

Synopsis V c:0 r Multimedia Picture ° Home 4 Introduction Object Title Practical Info Audio- Presentation C73Multimedia Deepening 3D reconstruction Picture History ° Audio_vIdeo 0 map l Presentation 11/ History

4 CD Further Deepening Close examination 0 . ° Thematic Geographic Hugh lights Detailed Pictures Tours TOWS

Figure 6a: On-site Mobile ChannelCultural Object Navigation Schema Figure Sa: Conventional Web Navigation - High-level Access Structures Navigation Schema

V C:D Audio_video Object Title presentation ° Home I. Virtual Reality High-resolution virtual world 4 c:D Deepening Close examination Picture History ° Audio_video 0 map Presentation Detailed Pictures History 4 n ° Thematic Geographic ° Highlights Tours Tours Figure 6b: On-site Stationary Channel Cultural Object Navigation Schema

Figure Sb: On-site Mobile Channel - High- V Object Title level Access Structures Navigation Schema Core Object Info Introduction Synopsis

Picture V 0 Preview of Multimedia Multimedia Closer Selected Items Introduction Deepening examination

4 Object Title Close CD Selected Item 4 Selected item 313 reconstruction examination Audio-video Detailed Presentation Pictures

Figure 5c: Memories Channel - Navigation Schema Figure 6c: Conventional Web Channel Cultural Object Navigation Schema

@ Archives & Museum Informatics, 2003 247

243 BEST COPY AVAILABLE Garzotto et al., Designing Multi-channel Web Frameworks...

Interaction in the conventional Web channel Guided context-aware navigation

The interaction mode is free browsing, i.e., standard This interaction mode enhances pure context aware hypertextual navigation: user can activate any link navigation with the notion of guided navigation.The defined in the navigation model, and the effect of application guides the users along a path on the link execution is to load and display the link desti- site they are visiting, pinpointing the relevant ob- nation node. jects there. These objects correspond to those grouped by the collections "Highlights","Thematic Interaction on the on-site mobile channel Tours","Geographical Tours". At any point of time, what is presented to the user is calculated by the MUSE supports three interaction modes:free brows- application on the basis of both the user current ing, context-aware navigation, and memories-building. position in the physical space and the currently ac- Context aware navigation is the default, but the user tive guided tour. The interaction metaphor is the can change interaction mode at any point during a vehicle satellite navigator: after the users have se- session of use. lected a tour of interest, the application highlights the path on an active map and shows the users' Free browsing current positions. If the users reach a place or an object, either inside or outside the current path, This is standard hypertextual navigation as defined which is associated to some audio-visual content, for the conventional Web channel. The only differ- the device automatically loads and (dis)plays it.The ence is that the on-site mobile channel provides application can detect any user deviation from the different content and navigation structures, as de- current tour path; wandering causes a sound warn- fined by the corresponding navigation schema. In ing and the display on the map of the shortest path free browsing, context-awareness capabilities of the to reach the currently active tour. In guided con- device are off.What is presented on the device is text-aware mode, the users are slightly less passive totally under the user control and is not affected than in pure context-aware navigation. Beside con- by his/her current position in the physical space. trolling the state of multimedia elements (e.g., sus- pending or resuming or stopping the audio-visual Context-aware navigation presentation) and changing interaction mode, the users can ask for the map display, can change tour This interaction mode exploits the device capabil- by returning to the tour selection menu, or can ity of detecting the current geographical position continue the exploration on a different tour. The of the user and of delivering context-dependent latter possibility is available only when the users content. MUSE provides different forms of con- reach a place at the intersection of different tours. text-aware navigation which offer different levels These tours are shown on the map and the users of visibility of the content and different levels of can choose any of them (the selection becomes control by the user: the currently active tour).

Pure context-aware navigation Integrated context-aware navigation. In this interaction mode, the application has the It merges the capabilities of free navigation and con- complete control. When the user reaches a place text aware navigation.After the application displays or an object in the tourist site associated to some some content in response to a change of user posi- audio-visual content, the device automatically de- tion or orientation, the users are allowed to ex- livers this information on the mobile device. It plays plore related content and to browse as they can do until its end, or until the user reaches a different in free navigation mode. Since the context-aware position which is associated to a different content. capability remains on, any physical movement of the The users are largely passive.They can only control users may cause a position-dependent replacement the state of multimedia elements (e.g., suspending of the content which is currently active on the de- or resuming or stopping the audio-visual presenta- vice. tion) or switch to a different interaction mode.

248 © Archives & Museum Informatics, 2003

24,1 Museums and theWeb 2003

Memories-building mode interaction elements are displayed simultaneously on the screen. Concrete presentation defines their The memories-building mode provides the users lay-out graphical properties - space allocation, col- with the operations needed to manipulate the con- ors, typographical properties, images frames, etc.. tent for the CD memories channel. At any point during the use of the mobile device, the users can The MUSE presentation framework mainly ad- execute any of the following operations: dresses conceptual presentation which can be rea- sonably shared and reused by a large number of mark the currently displayed screen or take a pic- applications in the tourism domain. Concrete pre- ture of what they are looking at (using a digital cam- sentation is largely "application specific" and may era incorporated in Whyere). The effect of these take into account the general visual communica- operation is to update the memory album tion strategy of the client institution.

view and navigate the memories album The MUSE conceptual presentation framework comprises a presentation schema for each differ- modifr the memory album by deleting some se- ent channel. Each presentation schema defines a set lected items, re-ordering them, or including com- of conceptual page templates which specify the types ments and annotations of nodes and links that must appear on the screen of a specific channel (Strothotte 1998). For lack of Any of the above operations activates the memo- space, in this section we will focus on the presenta- ries-building mode and suspends the current inter- tion design for the on-site mobile channel only. action mode, which can be resumed after the completion of the operations. Given the limited size of the mobile device screen Whyre (6.4 inches), each page template includes a On-site stationary channel single node type and a placeholder for all link types outgoing from that node type in the navigation In any place where the on-site stationary channel schema of the on-site mobile channel.Another con- (a large screen controlled by a powerful graphic straining aspects of the on-site mobile channel which station) is available, users can switch to this chan- has an impact on presentation design is the lack of nel and interact with it. What appears on the large any pointing device, like a mouse, a trackball or a screen is not a zoomed display of what is presented hand touch, to allow users to directly select any on the mobile device, but complementary high-reso- point on the screen. To interact with the system lution, interactive multimedia content which is re- (e.g., to activate a link), the users must rely upon lated to the place where the stationary channel is physical buttons available on the screen plastic frame. located. Using the on-site mobile device as a con- This factor introduces some intriguing requirements trol and pointing device, users can operate on the for concrete presentation: it forces the presenta- state of multimedia elements, explore the 3D space, tion designer to have a limited number of interac- and traverse navigational links. The content space tion elements on the screen and to place them in a available for navigation is a view of the whole con- position which allows users to "select" them using tent designed for the on-line stationary channel, fil- physical buttons only. tered according to the position of the stationary device. The Whyre "keyboard" includes four hardwired buttons and six"multimodal" buttons.The hardwired Muse Presentation Design keys support the following functions:undo, SOS (help), orientation, take a picture. The goal of presentation design is to define how contents and interaction elements are displayed on The multimodal buttons are symmetrically located the different delivery channels. This activity com- on both sides of the device. In this way, they are prises two sub-tasks: defining, for each channel, the easily reachable by the users. As shown in the fol- conceptual presentation and the concrete presentation. lowing pictures, each interaction element is placed Conceptual presentation defines which content and on the screen close to a multimodal button which

@Archives & Museum Informatics, 2003 249 245 Garzotto et al., Designing Multi-channel Web Frameworks...

CO

17-=-7.771- L

Figure 7: From the virtual entrance of Pompei to the site map Fig.8: Entering a virtual reconstruction of La Casa del Centenario while navigating in can be used to select that interaction element. Press- integrated context-aware mode ing the button executes the closest interaction el- ement. The semantics of a multimodal button (which By pressing the closest button to the "Site map la- is the reason for this name) depends on the seman- bel" (see left imagelast button on the right side), tics of the closest interaction element. the map of the archeological site, organized in dif- ferent "insulas", is displayed (see right image). The first screen displayed in figure 7 is the entry point ("home") of the Pompei application on the In Figure 8 we see the effects of pressing a different on-site mobile channel. The following interaction button (the mid right button in the left image).We choices are available: suppose that the users are in the integrated con- text aware mode. When they enter La Casa del Get an introductory presentation on the site Centenario in Pompei, their position is detected by the application: an image showing the house atrium Show the site map automatically appears (see left side image), and a sound comment starts. The users can choose a Select a navigation mode (one key for each mode) deeper description by pressing the mid left button, and can virtually enter the atrium as it was before Get help on the current screen the 79 A.C.Vesuvius eruption, according to the re-

250 @Archives & Museum Informatics, 2003 245 BESTCOPYAVAILARr Museums and the Web 2003

The Muse Interface Implementation Framework

The Muse interface implementation framework is called MuseXP. It consists of a pair of interface defi- nition tools (an editor and a compiler) coupled to an interface-independent execution engine (called MuseXP Runner).With MuseXP, MC systems inter- face design is approached at a higher level of ab- straction with respect to standardWeb applications. MuseXP targets are channel-specific interfaces in the cultural heritage domain.The framework is de- signed to be reconfigurable in order to be reused in other domains, should the opportunity arise.

Within MuseXP each channel-specific navigation and interaction design is mapped on to an XML file called chinterface.xml. This file is a centralized interface control point easily handled by its creator and eas- ily interpreted by the interface independent execu- tion engine. XML (standing for eXtensible Markup Language) was chosen for its extensibility: XML syn- tax was programmed with a number of tags final- ized to the MuseMC system semantics. Interface presentation design is implemented filling in device- dependent HTML pages with the screen layouts and the graphic objects.

MuseXP Interface design workflow Given the conceptual design of a specific interface Fig 9: Displaying a guided tour path in guided within a MCMuse system, how is the operational context aware mode design carried out? How is the interface imple- mented on the target device? construction validated by the archaeologists (see the right side image) (Scagliarini, 2001). In terms of the MuseXP architecture, these ques- tions need to be read as follows: how are the Figure 9 provides an example of the multimodal ch_interface.xml file and the screen graphic layouts behaviour of buttons and of guided context aware created? How are they processed on the target navigation.After the orientation hardwired button device by the MuseXPRunner? is pressed, the application displays the site map showing the visitors' position and orientation, as Fig. 10 is a block diagram of the MuseXP system well as the list of the reachable places belonging to currently under development within the MUSE the current guided tour (left side image). If a de- project. sired place is selected by pressing the mid right but- ton (see left image) the application displays a Within the envisaged framework, the interface op- zoomed map (see right image), showing the area erational design is split into three steps: included between the visitors' current location and the selected section, and the recommended con- I. Navigation and interaction specification necting path. 2. HTML containers generation

3. Interface graphic design

@Archives & Museum Informatics, 2003 251 247 BESTCOPYAVAILABLE Garzotto et al., Designing Multi-channel Web Frameworks...

ject Model). In this way the contents to be delivered may be specified at run time. MuseXP '..E=ISfitseXilema Editor The third step consists of the actual presentation "moo implementation. During this step the graphic ob- jects used throughout the interface are created and the HTML containers are filled up with the missing templates INTErlt.FACEXML presentation items.

This activity can be carried out by Web interface useXP designers or persons with similar skills, using stan- dard graphics tools as well as HTML visual editors. Compiler Structzued pool of HTML Once the HTML containers are graphically filled, containers they are saved on the target device with the ch_interface.xml: together, they specify the run-time useXP rules-of-behaviour to MuseXPRunner, the execu- Rmmer tion engine thatimplements the designed inter- face.

The proposed framework has many advantages with Figure 10: Overview of MuseXP workflow respect to interface specific implementations:

run time specification of both contents and page layout make a channel-specific interface reusable The first activity is expected to be carried out us- in many applications of the same domain ing a MUSE specific visual tool called MuseXP edi- tor currently under development. Muse XP editor an interface independent execution engine can- maps the interface navigation and interaction de- cels programming from the list of design and imple- signs into the textfile ch_interface.xml. Since the mentation activities editor is not yet available, ch_interface.xml has to be generated using an uncommitted text editor. Separating structure from graphics is an additional answer to the complexity handling problem: it The second step is carried out automatically by an reduces the skills required for the most time-con- off-line tool called MuseXP Compiler. suming tasks and it makes for easier design man- agement (graphic layout,for example,can be modi- The compiler generates a tree of all HTML pages fied without having to recompile the interface required to implement the interface. These pages structure) are called "HTML containers" because at this stage they only include the qualified structure-definition objects (i.e. the references to the required viewers Conclusions and their attributes), but they do not include any graphic and metric layout information for the page State-of-the-artWeb technologies offer the oppor- presentation. The "HTML containers" pool is the tunity to deliver interactive multimedia content on- set of all presentation instances, hierarchically ar- demand. Similarly, hardware technologies offer a ranged as declared in ch_interface.xml.There are no wider and wider variety of devices,providing hypertextual links among these "Web pages". Navi- ergonomy and interaction modes much better cus- gation within the pool will be performed by the tomized to the users' context and location than a execution engine according to ch_interface.xml speci- standard PC. These devices range from wireless fications. Each page is externally controlled accord- connected mobile terminals exhibiting small and ing to the DHTML extension DOM (Document Ob- bright screens to large plasma display providing

252 © Archives & Museum Informatics, 2003 BESTCOPYAVAILABLE 243 Museums and the Web 2003 nearly immersive fruition in dedicated areas. The poration for fruitful support in the design ofWhyre combination of these technologies within the same hardware; Prof. Daniela Scagliarini and Antonella system offers the potential to provide ubiquitous Guidazzoli with their teams for the development services originating from the same information base of the 3-D models of the Casa del Centenario. and properly optimized to the fruition conditions. The user interfaces in such multichannel systems are different from standard Web clients.Web tech- References nology may be used, but the application design should be approached at a higher level of abstrac- Abowd, G. D. (1999). Software Engineering Issues tion. Within the project MUSE this multichannel for Ubiquitous Computing. International paradigm is currently under investigation.A frame- Conference on Software Engineering (ICSE), Los work supporting the design and implementation Angeles. of heterogeneous interfaces in multichannel envi- ronments was developed, and its use in cultural Baresi L., F. Garzotto, P Paolini, (October, 2000). tourism applications has been described in this pa- From Web Sites to Web Applications: New per.The framework was used to implement mobile Issues for Conceptual Modeling. WWW and stationary on-site and off-site channels for three Conceptual Modeling Conference, Proceedings, MC systems addressing three cultural tourism "case Salt Lake City. studies": the insula del Centenario in the archaeo- logical area of Pompei, the History of Science Mu- Baresi L., F. Garzotto, P Paolini, (January, 200 I ). seum in Florence, and a section of la Certosa di San Extending UML for Modeling Web Applica- Martin,o the outstanding historical Museum of the tions. In the 34th Hawaii International Confer- city of Napoli. The MUSE system will be demon- ence on System Sciences, P,roceedings Maui strated at these locations later this year, as soon as (USA). Whyre,the interactive multimedia terminal specially designed for on-site fruition in cultural heritage Bocchi Fetal. (August, I 999).The 4D Virtual establishments, is ready. Museum of the City of Bologna, Italy, Siggraph 1999, .

Acknowledgements Booch G., I. Jacobson and J. Rumbaugh ( I 998). The Unified Modeling Language User Guide. The MUSE is funded by the Italian government (MIUR, Addison-Wesley Object Technology Series. the Italian Ministry for University and Research), within the framework of the National Research Conallen J. (Oct. 1999). Modeling Web Application Program on Cultural Heritage Parnaso.The project Architectures with UML. Communications of is conducted by Ducati Sistemi S.p.A. in coopera- the ACM, 42: 10, 63-70. tion with Cineca, Politecnico di Milano, Sinet and the University of Bologna.Content providers as well Fayad M.E. and D.C. Schmidt, (Oct. 1997). Object as hosts for extended system concept verification Oriented Application Frameworks in Commu- are Istituto e Museo di Storia della Scienza (Florence), nications of the ACM, vol. 40, n. 10. Soprintendenza Speciale del Polo Museale di Napoli and Soprintendenza Archeologica di Pompei. The au- Garzotto F, P Paolini, and D. Schwabe, (January, thors wish to thank Prof. Pietro Giovanni Guzzo I 993). HDM - A Model-Based Approach to for establishing the connection between MUSE and Hypertext Application Design. ACM Transac- the project "Pompei - Insula del Centenario"; Prof. tions on Information Systems,Vol. II , No. I. Nicola Spinosa and his wonderful team for their continuous and irreplaceable support; Prof. Paolo Garzotto F, P Paolini, L.Mainetti, (Aug. I 995). Galluzzi for his conceptual contribution to the frui- Hypermedia Design,Analysis, and Evaluation tion model; Prof Francesca Bocchi for managing the Issues. In Communications of the ACM,Vol. 38, training program associated to the research project; N. 8. Ravi Nagaraj and Wen-Hann Wang with Intel Cor-

@Archives & Museum Informatics, 2003 253 249 Garzotto et al., Designing Multi-channel Web Frameworks...

Garzotto F., P. Paolini, D. Bolchini, and S.Valenti, Salmon Cinotti,T. et al., (Milano, 2001). MUSE an (15 Nov. I 999)."Modeling by patterns" of Integrated System for Mobile Fruition and Web Applications, in Proc. Of the International Site Management. In 1CHIMO I (International workshop on the World-Wide Web and Concep- Cultural Heritage Informatics Meetings; Milano, tual Modelling,VVVVVVCM'99, Paris, 293-306. Politecnico, Sep 3-7 2001), Proceedings,Vol.1, 609-621. Guidazzoli A. et al., (July, 2000).Tailored Virtual Tours in Cultural Heritage Worlds Proceedings Schmid, H.A., (Oct. 1997)."Systematic Framework Siggraph 2000, New Orleans. Design", in Communications of the ACM, vol. 40, n.I 0. Johnson R.E., (Oct. I 997)."Frameworks= Compo- nents + Patterns", in Communications of the Scagliarini, D. et al., (November, 2001). Exciting ACM, vol. 40, n. 10. understanding in Pompeii through on-site parallel interaction with dual time virtual Oppermann R., and M. Specht, (September, I 999). models, VASTO 1, Glyfada (Greece). A Nomadic Information System for Adaptive Exhibition Guidance, Proc. of the International Schwabe, D., G. Rossi, L. Emeraldo, E Lyardet, Conference on Hypermedia and Interactivity in (1999).Web Design Frameworks:An ap- Museums (1CHIM), D. Bearman and J.Trant proach to inprove reuse in Web Applications. (eds.),Washington. Proceedings WWW99 Web Engineering Work- shop, SpringerVerlag. Ozen, B.T., Kilic, 0.,Altinel, M., Dogac,A., (May, 2001). Highly Personalized Information Strothotte,T, (1998). Computational Visualization Delivery to Mobile Clients, Proc. of 2nd ACM - Graphics, abstraction and interactivity, International Workshop on Data Engineering for Springer-Verlag. Wireless and Mobile Access (MobiDE '01), Santa Barbara, USA. Weiser, M., (July, 1 993)."Some computer science issues in ubiquitous computing", CACM,Vol. Perkowitz, M. and 0. Etzioni, (May, I 999).Towards 36, No. 7. Adaptive Web Sites: Conceptual Framework and Case Study, Proc. of the The Eighth InternationalWorldWideWeb Conference, (WWW8),Toronto, Canada.

254 ©Archives & Museum Informatics, 2003 About the Authors

251 Authors' Biographies

Ivana Alfaro holds a Master's Degree in Interna- an associate with Selinda Research Associates as well tional Economic Policy and Market Development as an independent evaluation consultant. She has from the American University in Washington D.C. advised several museums on teaching techniques for She joined the Cognitive and CommunicationsTech- educators. Her research interests include working nology Division at 1TC-irst in November 2000, with young children and families in informal settings, where she conducts research in mobile multime- training of educators in museum settings, and pro- dia guides for museums. Her interests include the fessional development for teachers. Lorrie is cur- study of interface usability analysis and evaluation rently a doctoral student in Educational Psychology as well as market research for future technology with an emphasis in Program Evaluation and Child applications for multimedia guides. Development.

Pilar Almeida is a Brazilian national currently Laura Matthias Bendoly has served as Curricu- completing a PhD at the Graduate School of Hu- lum and Distance Learning Manager in the educa- man Informatics, University of Nagoya, Japan. He tion department of the Atlanta History Center since acquired his Masters in the same department from March, 2002. Her responsibilities there include the 1998 to 2000.The subject of his research was the research and writing of education materials for the possible use of interactive narrative for online mu- K- I 2 audience, the development and delivery of on- seums. line resources (social studies lesson plans, interac- tive games and classroom activities), and the cre- Steve Allison-Bunnell has worked as a writer ation of distance learning programs (live, telecon- and producer in New Media since 1995, when he ference performances for the K-I2 grades). Previ- was the founding Nature and Science Editor of the ous education positions include Coordinator of Discovery Channel Online. He has written and Academic Services at the High Museum of Art (At- developed non-fiction educational materials for lanta), and Curriculum-Structured Tour Manager, at Discovery.com, Britannica.com, the USDA Forest the University Art Museum. Her degrees Service, the JASON Project, and the Shedd include an MA in art history from Indiana Univer- Aquarium. Before turning to online multimedia, he sity, an MFA in creative writing fromWestern Michi- wrote and produced science and environmental gan University, and a BA in English and French from reporting for television, public radio, and print. He the University of Notre Dame. holds a PhD in Science andTechnology Studies from Cornell University, and was a Smithsonian Institu- Stefania Boiano has been working since 1995 for tion Predoctoral Fellow. Web agencies and major Italian Science Museums in Naples and Milan as Web project manager and Patricia Barbanell holds a Doctorate from Co- art director. Now she is a freelance consultant. lumbia University and has extensive experience in both K-12 education and Museum education. She Lee Anne Burrough is responsible for coordi- has worked for over 20 years developing integrated nating development and implementation of the programs that serve both museums and schools. award winning Kids Design Network internet-based Her specialties are integrated arts, multicultural program at the DuPage Children's Museum. She programming and technology integration. She has has a B.S. and M.S. in Geology and teaches Earth presented dozens of presentations at professional science and geology at the college level. Indepen- conferences and has published several papers in dently, she combines her interests in science, chil- professional journals. She is past president of NYS dren and education to develop and present Girl Art Teachers and NY Council of Educational As- Scout, elementary and pre-school hands-on science sociations and helped to write the NYS Learning programs including paleontology, geologic history, Standards for the Arts. energy and hazardous waste. Prior to becoming involved in education, she investigated and Lorrie Beaumont specializes in the evaluation remediated hazardous waste sites. of informal and formal education programs. Lorrie spent four years as an educator and evaluator at Ethy Cannon has twenty years of experience pro- the DuPage Children's Museum prior to becoming gramming educational software and Web sites. As a

Museums and the Web 2003: Selected Papers Archives & Museum Informatics, 2003, p. 257 2 5 2 BEST COPY AVAILABLE Authors' Biographies

programmer for Eduweb, she has created server- Year for his outstanding achievements in integrat- side and client side programs for many projects, ing technology across the Schenectady City School including several award winning projects: Lights, District. Dr. Falco holds a Doctorate in Educational Puppets, Action for The Children's Museum of In- Administration from Seton Hall University, where dianapolis and Art Tales for the National Museum his research centered on improving reading skills of Wildlife Art. Previously, she was a senior soft- for struggling emergent readers. ware engineer at MECC and The Learning Com- pany, where she worked on such educational Giuliano Gaia worked for five years as Web projects as Trail, Yukon Trail, Big Science project manager for the Science Museum of Milan. Ideas, Compton's Encyclopedia On-Line and Oregon Now he is a freelance consultant and runs the dis- Trail On-Line. She has an M.A. and a B.S. in com- cussion mailing list Musei-it www.musei-it.net. puter science and an M.M. in cello performance and music literature. Franca Garzotto is Associate Professor of Com- puter Engineering at the Department of Electron- Morgana Caldarini is the president of Jargon, a ics and Information, Politecnico di Milano, where Milanese Web agency specialized in advanced-tech- she teaches classes of Fundamentals of Computing, nology projects. www.jargonit Hypermedia Design, and Multimedia Systems. She has a Degree in Mathematics from the University Nicoletta Di Bias graduated in Classics and ob- of Padova (Italy) and a Ph.D. in Computer Engineer- tained a PhD in Linguistic Sciences from the Catholic ing from Politecnico di Milano. Her research has University of Milan. She currently teaches Sociol- focused on document modeling, hypermedia design, ogy of Communication at the Politecnico di Milano. hypermedia usability, mainly applied to e-learning, Her research interests focus on linguistic themes, cultural heritage, and e-commerce. She has been on the relation between rhetoric and new tech- involved in various European Commission R&D nologies, on usability and educational applications, projects in the above fields. She was tutorial chair in particular as regards cultural heritage. She played and/or member of the technical program commit- a major role in the organization of ICHIM200 I . She tee of several editions of many international con- coordinates the cultural content aspects of the SEE ferences: project for Politecnico di Milano,in cooperation with the curator of the Shrine of the Book. Stefan Göbel heads the department Digital Storytelling at the Computer Graphics Center in Steve Dietz is Curator of New Media at the Darmstadt, Germany. He studied computer sciences Walker Art Center in Minneapolis, Minnesota, USA, at the technical university of Darmstadt and fin- where he founded the New Media Initiatives de- ished his thesis at 1997 in the field of geographic partment in 1996. He is responsible for museum information systems. After his thesis, he has been informatics and programming the online Gallery 9, working at the Fraunhofer Institute for Computer including more than 20 net art commissions and Graphics and is the author of numerous publica- one of the earliest archive-collections of net art, tions within the research field of GIS, user interac- the Walker's Digital Arts Study Collection. tion and information visualization.

John Falco has served as the Superintendent of Steve Guynup has been a leader in web3D devel- the 9,000 student urban school system of opment for the past eight years. He has presented Schenectady NY for 3 years and was Deputy Su- virtual works at SIGGRAPH (Web3D Round-up and perintendent for 6 years prior to that. In addition the Art Gallery in 1998, 1999 and 2000), VRML / to ProjectVIEW, Dr. Falco has led the development of Web3D Conferences (1997,1998,1999) won design a number of transformational projects in the awards from The Contact Consortium and Blaxxun Schenectady City Schools District,like the Capital Re- Interactive and presented projects at the Atlanta gion Science Education Partnership (CRSEP),a multi- Arts Festival (1997) and Digital Americana (1998, district Local Systemic Change Initiative Project funded Orlando Museum of Art) He was also a senior art- by the National Science Foundation. Dr. Falco was ist with GRA Interactive and as a web3D interface recently named the NYSCATE Superintendent of the designer for 1996 Ars Electronica winner, Andy

258 @Archives & Museum Informatics, 2003 Museums and the Web 2003

Best's Meet Factory. He currently a graduate stu- Museum of the American Indian CRC investigating dent at the Georgia Institute of Technology and is the application of multimedia metadata and rights looking to continue his exploration of the virtual management standards to the development of online as professor of digital media collections of indigenous resources. This work is continuing through a number of collaborative Kate Haley Goldman has worked on evaluation projects with indigenous communities in Australia projects with the National Aquarium in Baltimore, and the US. Disney's Animal Kingdom,Atlanta History Center, Astronomy Society of the Pacific and the Cleveland Ido lurgel holds a masters degree in philosophy, Museum of Art. She has a bachelor's degree in An- social psychology and general linguistics, and a Ger- thropology from Bryn Mawr College and has ex- man diploma (the equivalent of an M. Sc.) in com- tensive training in educational measurement, statis- puter science. Formerly he was a scientist at the tics and evaluation in learning and technology. Pre- Ruhr-University of Bochum in Germany in the De- viously Kate worked in several departments of the partment of Philosophy, working on emotions and U.S. Holocaust Memorial Museum, primarily con- metaphor from a phenomenological point of view, centrating on audience research. Her research pri- with a scholarship of the German Research Coun- orities include the long term impact of museum visits cil. Now he is a computer scientist at the ZGDV, and investigation of free-choice learning in new with emphasis on integration of computer sciences media environments. and humanistic sciences.

Susan Hazan is the Curator of New Media Edu- Ian Johnson is a Senior Research Fellow at the cation Unit, Head of the Internet Office at The Is- University of Sydney, and Director of the Archaeo- rael Museum. Her Master is in Media and Commu- logical Computing Laboratory in the Spatial Science nications, Goldsmiths, University London, UK. Her Innovation Unit. His work focuses on the applica- doctoral research focuses on an exploration of elec- tion of GIS to archaeological and historical data, tronic architectures in the contemporary museum Internet databases, web mapping, the development and New Media in education, a field in which she of time-enabled mapping and GIS education for the has published many papers.She was keynote speaker Humanities. He joined the University of Sydney in at the Museum and the Web conference, 2001 and 1990 to establish the Archaeological Computing has served on the program committee for Muse- Laboratory and since 1998 has overseen develop- ums and the Web and 1CHIM for several years. She ment of core technologies for the Electronic Cul- coordinates the major communication-interaction tural Atlas Initiative, notably the TimeMap method- aspects of the SEE project for the Israel Museum. ology and software.

Caro Howell established Tate Modern's outreach Bevan Koopman completed a honours degree in education programme in the three years prior to Information Technology at theUniversity of the gallery opening and originated the first peer- Queensland in 2002. His thesis involved the devel- led youth programme at a London museum. She is opment of software tools for Indigenous knowl- currently the Curator for Special Projects at Tate edge management. Currently he is a Research Sci- Modern developing programmes,facilities and train- entist for the Distributed SystemsTechnology Cen- ing for people with disabilities, particularly sensory tre and expects to undertake an internship with impairments. She is also a freelance access con- the Smithsonian National Museum of the Ameri- sultant and gallery educator. can Indian,Washington DC in 2003.

Jane Hunter is a Distinguished Research Fellow Sophie Lissonnet trained in Information Manage- at the Distributed Systems Technology Centre, at ment at RMIT (). In 2002 she was the University of Queensland. Her research inter- awarded an Australian Post-Graduate Scholarship ests are multimedia metadata modelling and to work on the Quinkan Culture-Matchbox Project interoperability between metadata standards across as a research assistant while studying for her Mas- domains and media types. In 2002 she undertook a ters (Research) in Indigenous Studies at JCU. Queensland-Smithsonian fellowship at the National

©Archives & Museum Informatics, 2003 259 0 - 4 Authors' Biographies

Andreas Lorenz completed his master's degree puters in the early 80's; explored opportunities at in Computer Science at the University of schools in which every child had a personal com- Kaiserslautern (Germany) in 2001, and joined the puter in the late 80's, and was Director of the Sun- research group "Information in Context" at the rise Research Laboratory at RMIT University for Fraunhofer Institut for Applied Information Tech- most of the 90's. Current particular interests are in nology in Sankt Augustin (Germany) in spring 2002. metadata and the accessibity of Web content. He commenced his PhD in the research field of multi-agent systems. His further research interests Dianna Newman is Associate Professor at the include user modeling, evolutionary algorithms, and University at Albany/SUNY and Director of The software engineering. Evaluation Consortium at Albany. She has served on the Board of Directors for the American Evalu- Paul F. Marty is Assistant Professor in the School ation Association; assisted in writing the Guiding of Information Studies at Florida State University. Principles for Evaluators which serve as the profes- He has a background in classics and computer sci- sional guidelines for practice, and is currently on ence engineering, and his Ph.D. is from the Gradu- the national Joint Committee for Standards in Evalu- ate School of Library and Information Science at ation. She has served as evaluator for several fed- the University of Illinois at Urbana-Champaign. From eral and state funded technology-based curriculum 1996 to 2002, he was Director of Information Tech- integration grants and is currently developing an nology at the University of Illinois' Spur lock Mu- innovative model of evaluation that will document seum. His research and teaching interests include systems change resulting from technology-based museum informatics, computer-supported coopera- curriculum integration in K- I 2 and higher educa- tive work, and usability engineering. He has pub- tion settings. lished several articles on various aspects of museum informatics, and teaches regular workshops on us- Paolo Paolini is Full Professor of Computer ability engineering for museum professionals. Graphics and Multimedia at Politecnico di Milano Italy. He is also director of HOC-Hypermedia Open Slavko Milekic holds a medical degree (Belgrade Center at Politecnico. He has a Master and PhD in School of Medicine) as well as a Ph.D. in Experi- Computer Science from the University of Califor- mental Psychology (University of Connecticut). His nia at Los Angeles (UCLA). He has been active in research interests include digital design, the psy- the following research fields: data base modelling chology of human/computer interaction and build- and systems, programming languages, distributed ing of WWW-based tools for knowledge transfer. data bases, data bases views, hypertext and multi- He is the co-author and principal interface designer media models, multimedia authoring systems, mul- for the "Theory of Language", a CD ROM-based timedia application development tools. He is asso- text published by the MIT Press. Slavko Milekic has ciate editor of TOIS-ACM. He has authored more received several grants from the Lemelson National than 70 scientific papers, and organized major sci- Program in Innovation, Invention and Creativity for entific events (including ICHIM 2001, with nearly teaching academic courses in the area of psychol- 400 participants from 32 countries of 5 continents). ogy of human/computer interaction. He currently He is the chief designer of the SEE project, in charge holds the position of anassociate professor of of technical and interaction requirements. Cognitive Science & Digital Design at the Univer- sity of the Arts. Massimiliano Pigozzi received his honours de- gree in electronic engineering from the University Liddy Nevile has been interested in museums and of Bologna in 2001. From the Music Academy technology since establishing a classroom in the (Conservatorio F. Venezze Rovigo), he received a Museum of Victoria late last century (in the 80's). degree in the classical piano in 1994, and a degree New forms of interactive computationally-sup- in jazz composing in 1998. He is an IEEE member ported environments for learning and cultural ac- and is currently working as software designer on tivity are of particular interest. Liddy taught law for the MUSE project, at Ducati Sisterni S.p.A. He is the I 5 years, experimenting with computers in this con- creator of the MUSE XP interface implementation text;'experimented' with young children and corn- framework.

260 ©Archives & Museum Informatics, 2003 255 Museums and the Web 2003

Dan Porter is a Web developer and art historian. institution and system level strategic planning for He was assistant curator at Arken Museum for technology and distance education, and develop- Moderne Kunst, Denmark in 1996-97, before re- ment of related policy including copyright, licensing, turning to England to take up a scholarship at the and multimedia materials ownership. Among his Courtauld Institute of Art. He joined the interpre- research interests are digital libraries and digital tation team at Tate Modern in London for the pe- government. He is currently a principal investigator riod prior to the opening in May 2000, and has since for NEH Moving Waters:The River and contributed to a number of Tate projects on a the West, and a 3-year NSF grant to develop visual freelance basis. In 2002 he produced the i-Map query tools and interface to create a digital library project forTate which recently won a BAFTA award. for 3 dimensional research data. Since 1998, Dan has also been employed as a cre- ative consultant for management consultants Cap Tullio Salmon Cinotti is Associate Professor at Gemini Ernst and Young. the school of engineering of the University of Bo- logna where he teaches fundamentals of and Mi- Nancy Proctor is the New Product Development croprocessor based design and Computer Archi- Manager for Antenna Audio. Nancy joined Antenna tecture. His research interests are in the area of Audio in 2000 with a background in designing digi- pervasive computing, mobile computing and cultural tal publishing solutions for the arts as a founder heritage based education. He is a member ofARCES, and director of New Art online gallery and the research center on electronic systems origi- TheGalleryChannel.com She has also worked as a nated by the Dipartimento di Elettronica, curator and critic, and holds an MA and PhD in art Informatica e Sistemistica of the University of Bo- history from Leeds University. Currently Nancy's logna. In 1982 he was a cofounder of Boconsult, an work is focused on wireless interactive guide sys- SME focused on system design, recently merged in tems, technologies to provide disabled access, and Ducati Sistemi S.p.A. He is currently responsible for audio-visual solutions for the Web. the Muse Project.

Anshuman Razdan is the Director of PRISM: Sebastian Sauer is founder and head of the user Partnership for Research In Stereo Modeling at interface company "ion2s". He studied Media Sys- Arizona State University. His research interests in- tem Design at the University of Applied Sciences at clude Computer-aided geometric design (CAGD) Darmstadt. During his activities he worked,authored and Computer Graphics; NURB curves and surfaces and specialized in the field of digital experience Approximation, and use of high bandwidth network- design, information design and dynamic user inter- ing for scientific visualization and feature segmen- faces for mobile information appliances. He is re- tation. He is a PI on several NSF grants including a sponsible for the underlying principles of theTrans- recent KDI grant on 3D Knowledge: Acquisition, forming User Interface, Kids Innovation and Representation and Analysis (3DK). He has a BS momuna. and MS in Mechanical Engineering and Ph D in Com- puter Science.PRISM was established in spring 1996 David Schaller is the founding partner of Eduweb. atASU to promote interdisciplinary research in the He is on a perpetual quest for the sweet spot where areas of 3D Data Acquisition,Visualization & Mod- learning theory,Web technology, and fun meet. He eling,and Form Realization.PRISM researchers come has developed online learning activities for Colo- from diverse backgrounds such as Biology, Fine Arts, nial Williamsburg, the Discovery Channel, the Min- Archaeology, Anthropology, Computer Science, neapolis Institute of Arts, the DuPage Children's Mechanical and Industrial Engineering, to name a Museum and Chicago's Brookfield Zoo, among oth- few.The common interest among various disciplines ers. His projects have won numerous awards, in- of visualizing 3D and higher dimensional data is the cluding two Best of the Web awards at the Muse- key motivation for PRISM. ums & theWeb conference and three MUSE awards at AAM 2002.Previously, as a geographer and Jeremy Rowe is the Head of Media Development freelance writer, he wrote museum exhibits about with Information Technology at Arizona State Uni- history, nature, and Jefferson Davis. versity. His responsibilities include involvement in

@Archives & Museum Informatics, 2003 261

256 Authors' Biographies

Kim Sheahan wears two hats at the Spur lock ChrisTellis founded Antenna Audio in 1986 and is Museum, University of Illinois. As Special Events responsible for developing the initial hardware and Coordinator, she serves as organizer and facilitator production techniques, which established Antenna for a wide variety of Museum-based events, includ- Audio as the leader in the field of museum and his- ing lectures, panel discussions, receptions, confer- toric site audio tours. ences, and symposia, as well as performances by storytellers, dancers, musicians, and singers from ShigekiYokoi is a Professor of Graduate School around the world. As Assistant Director of Educa- of Human Informatics at Nagoya University Japan. tion, she creates, reserves, and presents outreach He received his Doctoral degree in Electrical Engi- and gallery programs for regional community mem- neering from Nagoya University in 1977. He has bers of all ages and backgrounds. Kim is also a pro- been an associate professor at Mie University and fessional storyteller and uses stories to expand and an associate professor at the School of Engineering enhance her culture-based and natural history-based at Nagoya University. His research interests include programs. Kim has a B.A. in History and Classical computer graphics, virtual reality, interactive media Civilizations and an M.A. in History from the Uni- and social affection of digital technologies. versity of Illinois. She has also received an M.A. in Interdisciplinary Studies (Museology, Education, and Massimo Zancanaro received a "laurea" degree Special Education) from the University of Idaho. in Computer Science from the University of Milano in 1992. He joined the Cognitive and Communica- Jane Sledge has been involved in thinking about tion Technology Division at ITC-irst in 1993. His and managing museum information since 1977. She primary research interest is in the area of Intelli- has worked with the Canadian Heritage Informa- gent Interfaces, in particular language-based inter- tion Network, the Smithsonian Institution, the faces, Recently, he worked on the design issues re- UNESCO-ICOM Museum Information Center in lated to mobile audio-based hypermedia. He was Paris, the Getty Information Institute, and is now actively involved in many European funded-projects with the Smithsonian's National Museum of the in the 3 rd,4thand 5th Framework. American Indian.As NMA1's Information Resources Manager, she helps to organize and connect NMA1's Andreas Zimmermann completed his master's intellectual and informational resources and data- degree in Computer Science at the University of bases to users and audiences world-wide. Kaiserslautern (Germany) in 2000.After one year of business work he joined the research group "In- Oliviero Stock works at ITC-irst since 1988 and formation in Context" at the Fraunhofer Institut was the director from 1997 to 2002. His activity is forApplied InformationTechnology in SanktAugustin mainly in artificial intelligence, natural language pro- (Germany) to acquire his doctoral degree. His re- cessing, intelligent interfaces, human-computer in- search interests cover areas like artificial intelligence, teraction, cognitive science, knowledge-based sys- user modeling, personalization and nomadic sys- tems. He has played a key role in the launch of many tems. ITC-irst projects funded by European research pro- grams.

262 ©Archives & Museum Informatics, 2003 Archives & Museum Informatics publishes current reports from experts wordwide on issues critical to cultural heritage in the information age

Museums and theWeb 2002: Museums and the Web 99: Selected Papers Selected Papers Edited by David Bearman and Jennifer Trant Edited by David Bearman and Jennifer Trant ISBN:1-885626-25-1. 254 pages with CD-ROM (requires ISBN 1-885626-17-7. 245 pages, and CD-ROM (requires Web browser). $50.00 Web browser) $50.00 Museums and the Web 2001: Museums and theWeb 98: Selected Papers Proceedings (CD-ROM) Edited by David Bearman and Jennifer Trant Edited by David Bearman and Jennifer Trant ISBN I -885626-23-1. 230 pages, with CD-ROM (requires CD-ROM (requires Web browser). $25.00 Web browser). $50.00 Includes beyond in terf a c e: net artand Museums and theWeb 2000: art on the net curated by Steve Dietz. Selected Papers Edited by David Bearman and Jennifer Trant Museums and theWeb, 97: ISBN: 1-885626-20-7. 208 pages and CD-ROM (requires Selected Papers Web browser). $50.00 Edited by David Bearman and Jennifer Trant ISBN 1-885626-13-4. 373 pages. $30.00 International Cultural Heritage Informatics Meeting (ichim)

International Cultural Heritage Informatics Multimedia Computing and Museums Meeting, ichim01 Edited by David Bearman edited by David Bearman, and Franca Garzotto ISBN 1-885626-11-8 (1995) 388 pp., $20.00 ISBN 1-885626-24-X Volume 1, 655 pages Volume 2, 519 pages $60.00 Hands on: Hypermedia and Interactivity in Museums Cultural Heritage Informatics 1999: Edited by David Bearman Selected papers from ichim99 ISBN 1-885626-12-6 (1995) 293 pp., $20.00 Edited by David Bearman and Jennifer Trant ISBN 1-885626-18-5 (1999) 255 pp , $50 00 Museums and Interactive Multimedia Edited by Diane Lees Museum Interactive Multimedia: ISBN 1-8856263-89-X (1993) 436 pp., $20.00 Cultural Heritage Systems Design and Interfaces Hypermedia and Interactivity in Museums Edited by David Bearman and Jennifer Trant Out of Print ISBN 1-885626-14-2 (1997), 233 pp., $30.00 Edited by David Bearman ISBN 1-885626-03-7 (1991) 340 pp.

Archives & Museum Informatics 158 Lee Avenue, Toronto ON, M4E 2P3 Canada Phone: +1 416 691 2516 Fax: +1 416 352 6025 Place your order on-line at Email: [email protected] http://www.archimuse.com/pub.order.html

25 8 BESTCOPY AVAILABLE About the CD-ROM

This book is accompanied by a CD-ROM containing electronic versions of all these papers and many others, presented in Hyper Text Mark-Up Language (HTML), the technical language of the Web. It also includes abstracts of all the papers, demonstrations and workshops presented at the conference, and the biographies of all speakers and presenters.These electronic versions include color illustrations and links to the sites discussed and referenced.

You don't have to be connected to the Internet to read the papers on the CD- ROM or to navigate the full background information about the conference.You will need your own connection to the Internet to go to the linked museum sites and to follow the external links in the papers.

To use the CD-ROM, you will need a Web browser (Netscape 4.0 or Internet Explorer 4.0 or higher are recommended). Put the CD in your computer, launch your browser, and, using the File / Open menu choices, navigate to the index.html file in the main directory of the CD-ROM. Open this file in your browser all other files are linked from there.

Speakers provides a list of all the speakers at the conference and links to their abstracts, biographies and papers (where available).

Sessions provides an overview of the Museums and the Web 2003 conference program and links to abstracts and paper biographies. Paper Titles link to Abstracts.

Abstracts describe all MW2002 program element, including demonstrations and workshops. PaperTitles link to full papers when available.

Best of the Web will take you to the results of the Best of the Web 2003 conference, but you have to be connected to the Internet to do this.

If you have any questions or problems using the CD-ROM please email [email protected], and we'll do our best to help you.

259 U.S. Department of Education Office of Educational Research and Improvement (0ERI) E ikt,C National Library of Education (NLE) Einellonl Write, Igurnalian Ceme Educational Resources Information Center (ERIC)

NOTICE

Reproduction Basis

This document is covered by a signed "Reproduction Release (Blanket)" form (on file within the ERIC system), encompassing allor classes of documents from its source organization and, therefore, does not requirea "Specific Document" Release form.

This document is Federally-funded,or carries its own permission to reproduce, or is otherwise in the public domain and, therefore,may be reproduced by ERIC withouta signed Reproduction Release form (either "Specific Document" or "Blanket").

EFF-089 (1/2003)