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Emerging Practices in the Cultural Heritage Domain Social Tagging of Audiovisual Heritage

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To explore the impact and success criteria of social tagging in the cultural heritage domain a large-scale video labeling pilot was executed. The game (Waisda? - ‘What’s that?”) introduced three innovations: [1] Using gaming as a method for annotating television heritage. [2] Actively seeking collaboration with communities connected to the content. [3] Using curated vocabularies as a means to integrate tags with professional annotations. Within a period of 7 months, over 340,000 tags were added by the Waisda? players. An extensive evaluation was conducted, that provided input on the usability of the tags and the game design. Based on this input, a roadmap for future developments towards a fully operational service was drafted.
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To explore the impact and success criteria of social tagging in the cultural heritage domain a large-scale video labeling pilot was executed. The game (Waisda? - ʻWhatʼs that?”) introduced three innovations: Using gaming as a method for annotating television heritage. Actively seeking collaboration with communities connected to the content. Using curated vocabularies as a means to integrate tags with professional annotations. Within a period of 7 months, over 340,000 tags were added by the Waisda? players. An extensive evaluation was conducted, that provided input on the usability of the tags and the game design. Based on this input, a roadmap for future developments towards a fully operational service was drafted. Abstract Emerging Practices in the Cultural Heritage Domain Social Tagging of Audiovisual Heritage Johan Oomen VU University Amsterdam* email: [email protected] twitter: johanoomen Lotte Belice Baltussen Netherlands Institute for Sound and Vision Riste Gligorov VU University Amsterdam Kamil Afsar Q42 Just Vervaart KRO Lora Aroyo VU University Amsterdam Annelies van Ees VU University Amsterdam Maarten Brinkerink Netherlands Institute for Sound and Vision Sander Limonard TNO ICT As the Web gets more “social” and as museums, libraries and archives are beginning to offer online access to digital representations of their collections, users and institutions are beginning to inhabit the same, shared information space. This is an exciting prospect, as we are now witnessing new paradigms for engaging users with our shared heritage. In 2005, social tagging – ad-hoc annotation by end-users – was introduced. After completion of the successful pilot fase of steve.museum, one of the first experiments in heritage field, social tagging was embraced by institutions in the sector to explore how they could benefit from what ʻthe crowdʼ has to offer. Social tagging offers several potential benefits for heritage institutions: Bridging the semantic gap between the terminology used by professionals and search strategy of end users. Enriching collections / cultural heritage with factual and contextual information. Increasing ʻconnectednessʼ with the archive. Defining the future annotation workflows. Motivation Waisda?: Video Labeling Game * Qualitative evaluation consisted of three separate activities. First of all, an online questionnaire (completed by 42 people) was sent out to Waisda? players. Secondly, a focus group was organized. In a moderated discussion, five people elaborated on their experiences playing the game. Thirdly, usability tests have been conducted, with five subjects that had never played the Waisda?. Primary aim of this test was to evaluate the interface design. Quantitative evaluation was carried on all tags added between May and November 2009. 42,068 unique tags have been added. The total amount of tags added by players is 340,551, of which 40.3% (137,421 tags) consists of matching tags. Players choose one of four ʻchannelsʼ that contain different programmes. In the game environment players enter tags that decribe what they see and hear. Players score points when their tag exactly matches the tag entered by another player within 10 seconds Multiple other scoring mechanisms. Evaluation Future work The usefulness of the tags has been determined by a professional cataloguer. A significant difference was found between the usefulness of tags added to reality shows opposed to tags added to television documentaries. Usefulness of Tags This work is part of the FP7 project PrestoPRIME. The development of Waisda? is supported by the digitization programme Images for the Future and the Netherlands Institute for Sound and Vision Figure 3. Usefulness: Reality Television shows Figure 4. Usefulness: Television Documentary Comparing tags by end-users with tags in professional ontologies (first results look promising). Using Linked Open Data to improve usefulness of the social tags. Improvements in game design (introducing game ʻrecapʼ, multiple levels). Design of retrieval interfaces. Research in social gaming theory to generate traffic. Figure 1. Homepage Figure 2. Game Environment www.waisda.nl maandag 26 april 2010
Transcript
Page 1: Emerging Practices in the Cultural Heritage Domain Social Tagging of Audiovisual Heritage

To explore the impact and success criteria of social tagging in the cultural heritage domain a large-scale video labeling pilot was executed. The game (Waisda? - ʻWhatʼs that?”) introduced three innovations:

Using gaming as a method for annotating television heritage.Actively seeking collaboration with communities connected to the content.Using curated vocabularies as a means to integrate tags with professional annotations.

Within a period of 7 months, over 340,000 tags were added by the Waisda? players. An extensive evaluation was conducted, that provided input on the usability of the tags and the game design. Based on this input, a roadmap for future developments towards a fully operational service was drafted.

Abstract

Emerging Practices in the Cultural Heritage Domain

Social Tagging of Audiovisual HeritageJohan OomenVU University Amsterdam*

email: [email protected]: johanoomen

Lotte Belice BaltussenNetherlands Institute for Sound and Vision

Riste GligorovVU University Amsterdam

Kamil AfsarQ42

Just VervaartKRO

Lora AroyoVU University Amsterdam

Annelies van EesVU University Amsterdam

Maarten BrinkerinkNetherlands Institute for Sound and Vision

Sander LimonardTNO ICT

As the Web gets more “social” and as museums, libraries and archives are beginning to offer online access to digital representations of their collections, users and institutions are beginning to inhabit the same, shared information space. This is an exciting prospect, as we are now witnessing new paradigms for engaging users with our shared heritage. In 2005, social tagging – ad-hoc annotation by end-users – was introduced. After completion of the successful pilot fase of steve.museum, one of the first experiments in heritage field, social tagging was embraced by institutions in the sector to explore how they could benefit from what ʻthe crowdʼ has to offer. Social tagging offers several potential benefits for heritage institutions:

Bridging the semantic gap between the terminology used by professionals and search strategy of end users.Enriching collections / cultural heritage with factual and contextual information.Increasing ʻconnectednessʼ with the archive.Defining the future annotation workflows.

Motivation

Waisda?: Video Labeling Game

*

Qualitative evaluation consisted of three separate activities. First of all, an online questionnaire (completed by 42 people) was sent out to Waisda? players. Secondly, a focus group was organized. In a moderated discussion, five people elaborated on their experiences playing the game. Thirdly, usability tests have been conducted, with five subjects that had never played the Waisda?. Primary aim of this test was to evaluate the interface design. Quantitative evaluation was carried on all tags added between May and November 2009.

42,068 unique tags have been added.The total amount of tags added by players is 340,551, of which 40.3% (137,421 tags) consists of matching tags.

Players choose one of four ʻchannelsʼ that contain different programmes.In the game environment players enter tags that decribe what they see and hear.Players score points when their tag exactly matches the tag entered by another player within 10 seconds Multiple other scoring mechanisms.

Evaluation

Future work

The usefulness of the tags has been determined by a professional cataloguer. A significant difference was found between the usefulness of tags added to reality shows opposed to tags added to television documentaries.

Usefulness of Tags

This work is part of the FP7 project PrestoPRIME. The development of Waisda? is supported by the digitization programme Images for the Future and the Netherlands Institute for Sound and Vision

Figure 3. Usefulness: Reality Television shows

Figure 4. Usefulness:Television Documentary

Comparing tags by end-users with tags in professional ontologies (first results look promising).Using Linked Open Data to improve usefulness of the social tags.Improvements in game design (introducing game ʻrecapʼ, multiple levels).Design of retrieval interfaces.Research in social gaming theory to generate traffic.

Figure 1. Homepage

Figure 2. Game Environment

www.waisda.nl

maandag 26 april 2010

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