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Archivio Istituzionale Open Access dell'Università di Torino Labyrinth 3D. Cultural archetypes for PDF

42 Pages·2017·2.82 MB·English
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AperTO - Archivio Istituzionale Open Access dell'Università di Torino Labyrinth 3D. Cultural archetypes for exploring media archives This is the author's manuscript Original Citation: Availability: This version is available http://hdl.handle.net/2318/1618329 since 2016-11-29T14:23:40Z Published version: DOI:10.1080/14626268.2016.1212899 Terms of use: Open Access Anyone can freely access the full text of works made available as "Open Access". Works made available under a Creative Commons license can be used according to the terms and conditions of said license. Use of all other works requires consent of the right holder (author or publisher) if not exempted from copyright protection by the applicable law. (Article begins on next page) 12 January 2023 This is the author's final version of the contribution published as: Damiano, Rossana; Lombardo, Vincenzo. Labyrinth 3D. Cultural archetypes for exploring media archives. DIGITAL CREATIVITY. 27 (3) pp: 234-255. DOI: 10.1080/14626268.2016.1212899 The publisher's version is available at: https://www.tandfonline.com/doi/full/10.1080/14626268.2016.1212899 When citing, please refer to the published version. Link to this full text: http://hdl.handle.net/2318/1618329 This full text was downloaded from iris - AperTO: https://iris.unito.it/ iris - AperTO University of Turin’s Institutional Research Information System and Open Access Institutional Repository Digital Creativity F Labyrinth 3D. Cultural archetypes for exploring media o archives r P Journal: Digital Creativity e Manuscript ID: Draft e Manuscript Type: Technical article r Keywords: media arc hives, 3D environments, exploratory search, cultural heritage, archetypes R e v i e w O n l y URL: http://mc.manuscriptcentral.com/ndcr Page 1 of 39 Digital Creativity 1 2 3 4 5 6 7 8 Labyrinth 3D. Cultural archetypes for exploring media archives 9 10 11 Since the advent of the World Wide Web, online media archives have changed 12 13 their audience from a restricted number of professionals and amateurs to the 14 15 general public. This shift is not without consequences: if, on the one side, it 16 repFresents an important opportunity for archives to engage in a dialogue with a 17 18 larger audience, on the other side it advocates novel forms of access that go o 19 20 beyond ther highly specialized models underlying traditional access tools. 21 In this paper, we propose to use 3D graphics for designing novel tools of 22 23 exploratory seaPrch in cultural heritage archives. Our approach has been deployed 24 25 as an online virtual eenvironment where the user can navigate the meaning 26 relations over the items in the archive. Targeted at cultural heritage, the e 27 28 application, called here Larbyrinth 3D, relies on the use of cultural archetypes to 29 inform the conceptualization of the archive and the creation of the virtual 30 31 environment, with the goal of eRngaging the user in the exploration of the archive 32 33 through the creation of personal patehs. 34 35 v 36 Keywords: media archives, 3D environmenits, exploratory search, cultural 37 heritage, archetypes 38 e 39 40 w 1. Introduction 41 42 43 In the last decades, the advent of the Wold Wide Web has led public institutions and O 44 45 46 private actors (the latter also known as creative and cultural inndustries - CCI), to publish 47 l 48 their media archives online, dramatically increasing the range of cultural contents that y 49 50 are available to the general public. Online digital archives innovate the access of 51 52 53 cultural resources (Bolick, 2006, Haskins 2007, Beer & Burrows 2013), advocating new 54 55 forms of curation and access to cope with what has been called the "data deluge", 56 57 generated by the digitalization process and the advent of born digital data (Hey and 58 59 60 Trefethen 2003, Beagrie 2008). The rich variety of online imagery, text, and other URL: http://mc.manuscriptcentral.com/ndcr Digital Creativity Page 2 of 39 1 2 3 resources raise new challenges to the traditional paradigm of archive access, stimulating 4 5 novel and interactive methods that culminate with the emergence of "archive inspired" 6 7 8 creativity. For example, the artist Shimon Attie (Popescu 2012) creates multimedia art 9 10 installations where archive materials such as film footage and pictures become part of 11 12 an immersive audience experience; similarly, the work "Were the house still standing", 13 14 15 designed by a multi-disciplinary team of artists, photographers and sound designers, is a 16 F 17 multimedia installation about the Holocaust, which incorporates archival recordings and 18 o 19 20 images into a poertic storytelling (Katz and Quin 2012). 21 22 As noticed by Chen et al. (2005), the openness of digital archives implies the 23 P 24 coexistence of different user perspectives over the archive contents, ranging from the 25 e 26 27 historical and archaeologicale stance to the iconographical and cultural one. In order to 28 r 29 support multiple perspectives in the access to the archives, Chen et al. propose the 30 31 R insertion of an explicit "abstraction layer" into the architecture of the digital archive, to 32 33 e 34 acknowledge the relevance of the conceptual models employed by the users in the 35 v 36 i interpretation of the archive contents. 37 38 e In this paper, we join Chen et al.'s notion of abstraction layer with the paradigm 39 40 w 41 of archive-based creativity by proposing "cultural archet ypes" as conceptual tools that 42 43 support the construction of personal paths through digital archives. Inspired by the O 44 45 46 research in iconology (Van de Waal1974, Warburg and Birnk n2008), literature (Highet 47 l 48 1949) and narratology (Thompson 1955), we employ the term 'archetype' to refer to a y 49 50 conceptual core set at the intersection of narrative motifs, iconological themes and 51 52 53 classical mythology. Common examples are the archetypes of "journey", " labyrinth", 54 55 and "hero": deeply rooted in collective consciousness, as stated by C. G. Jung (1981) 56 57 and enforced by the practice of imitation in Western Culture, these archetypes possess 58 59 60 URL: http://mc.manuscriptcentral.com/ndcr Page 3 of 39 Digital Creativity 1 2 3 the unique capability to create a multiplicity of links over heterogeneous resources 4 5 within shared, unifying conceptual models. 6 7 8 In our proposal, the cultural archetype motif deploys an online exploratory 9 10 environment through the selection of one virtual archetype that inspires the design of a 11 12 graphic dynamic interactive interface, and the organization of a number of archetypes - 13 14 15 collected after the study of the archive -, for the design of the user interaction. In 16 F 17 particular, the graphic interface is a realization of the well known archetype of the 18 o 19 20 labyrinth, introdurced by the myth of the Minotaur but retrievable even in contemporary 21 22 culture (e.g., J.K. Rowland's Harry Potter's novel about a "goblet of fire", where a 23 P 24 tournament is partly held in a hedge maze) and spanning distant geographical locations 25 e 26 27 (from, e.g., Cnossos Palace ien the island of Crete to the city of Reims in France, where a 28 r 29 well-known labyrinth is represented in the cathedral). As surveyed by Kern (2000), 30 31 R different realizations of the archetype of the labyrinth span worldwide across ages, 32 33 e 34 ranging from the representations provided by ancient civilizations all across Europe to 35 v 36 i the mazes created in the last century, with mirrors and hedges, for entertainment (for 37 38 e example, the well known hedge maze in Hampton Court). The virtual environment, that 39 40 w 41 we will term Labyrinth 3D in this paper, has been design ed with the goal of supporting 42 43 the archetype-based exploration of media archives: the user is immersed in a 3D maze, O 44 45 46 where the locations, corresponding to archive items, are connencted through pathways 47 l 48 created dynamically, following the meaning relations that are inferred automatically in a y 49 50 computational ontology of archetypes. Turning point after turning point, the user 51 52 53 decides where to direct her/his exploration, based on her/his curiosity about the 54 55 categories of the archetypes (“character”, “story”, “action”, “object”, “place”, and 56 57 “epoch”) represented in the ontology. As she/he advances in the maze, following 58 59 60 URL: http://mc.manuscriptcentral.com/ndcr Digital Creativity Page 4 of 39 1 2 3 personal choices driven by the preferences for the archetypal category, a path emerges, 4 5 connecting distant items,. 6 7 8 This paper is structured as follows: after describing the motivations and 9 10 requirements accounted for in the system design (Section 2), we illustrate the sources of 11 12 inspiration that informed its design (Section 3) and how they eventually shaped the 13 14 15 implemented system (Section 4). The description of the system abstracts from technical 16 F 17 details to focus on the user experience, that we describe through a navigation example. 18 o 19 20 An account of ther feedback received from the audience (Section 5) and the conclusion 21 22 end the paper. 23 P 24 25 e 26 e 27 28 r 2. Background motivations and functional requirements 29 30 The digital convergence that has recently affected the access to cultural heritage 31 R 32 33 and the distribution of media objects briengs content producers and consumers to share 34 35 and generate contents, working alongside thve traditional paths of cultural markets and 36 i 37 38 education (Jenkins 2006). In the access to cultureal heritage, digital convergence has 39 40 favoured the development of digital platforms, suchw as online museums and cultural 41 42 websites, aimed at encouraging the approach of the general public (consider, for 43 O 44 example, the well known Europeana web portal1). Notwithstanding the disruptive 45 46 n 47 potential of the convergent culture, however, the access to digital lmedia archives is still 48 y 49 largely based on keywords and/or tags, through which the users can filter contents to 50 51 52 find what they need. Personalization and integration with social networks have been 53 54 exploited to innovate the relationship of the archives with the audience, but the basic 55 56 access paradigm has not changed yet. Rather, the research has focused on the design of 57 58 59 60 1 www.europeana.org URL: http://mc.manuscriptcentral.com/ndcr Page 5 of 39 Digital Creativity 1 2 3 effective search tools, integrated by personalization and recommendations, without 4 5 affecting the general framework depicted above, which is based on formally specified 6 7 8 queries. As a result, a change of paradigm in archive exploration has not been 9 10 accomplished yet: the access to online archives still relies, in most cases, on the 11 12 metaphor of the traditional archive, where a collection of physical items are described in 13 14 15 a catalogue by subject, title, etc., and the access to them is obtained by searching 16 F 17 various indexes implemented on the catalogue. A search in a digital archive normally 18 o 19 20 returns a list of rerlevant objects (books, pictures, videos, etc.), without an explicit 21 22 representation of the meaning relations over them, with the exception of from spatial 23 P 24 and temporal representations such as maps and timelines. The advent of the Semantic 25 e 26 27 Web can compensates for thies lack, but the complexity of relations encoded in the 28 r 29 formal languages of the Semantic Web may exacerbate the presentation issues. 30 31 R Pioneering attempts have been made at using different type of conceptual categories to 32 33 e 34 describe archive contents: for example, the Agora project (Van Den Akker et al. 2011) 35 v 36 i describes artworks in terms of the historical events they refer to; the Decipher project 37 38 e relies on a story ontology to support the creation of "museum narratives" (i.e., story- 39 40 w 41 based collections of artworks) by curators (Mulholland e t al. 2012). The access to 42 43 digital collections, however, still relies on traditional metaphors that replicate a physical O 44 45 46 equivalent, such as the archive or the museum. n 47 l 48 y 49 Our proposal relies on three main premises. 50 51 The first premise concerns the inadequacy of search based tools to the needs of 52 53 54 the general public, recently pointed by Hall (2014): in most cases, people approach an 55 56 archive without a specific set of items in mind - or, even worse, without a specific set of 57 58 constraints to form their queries. According to Hall, access tools should specifically 59 60 support the exploration of the archives by the users: the notion of exploratory search URL: http://mc.manuscriptcentral.com/ndcr Digital Creativity Page 6 of 39 1 2 3 (Marchionini 1996), characterized by serendipity, is especially suitable to the needs of 4 5 non professional users, who approach an archive without any specific search goals in 6 7 8 mind, but with the simple desire to explore its contents. In our proposal, the key to the 9 10 access is the notion of archetype: this notion provides an explicit abstraction layer for 11 12 archive access, open to the creation of personal paths through the contents, and 13 14 15 identifies the specific archetype of the labyrinth to devise a spatial metaphor for 16 F 17 supporting the exploration task in a virtual space. 18 o 19 20 r 21 22 The second premise concerns the tradition of organising cultural artefacts along 23 P 24 thematic categories based on their historical, geographical and iconographical features, 25 e 26 27 whose importance is emphaseized by the multidisciplinary perspective of digital 28 r 29 convergence (Trant 2008). This practice not only underpins the use of timelines, maps, 30 31 R and advanced visualizations in online digital archives, but brings with it the established 32 33 e 34 use of spatial layouts to convey categories. Consider, for instance, the use of spatial 35 v 36 i layouts in cultural spaces, such as exhibitions and museums, to create thematic sections 37 38 e and paths (Hillier & Tzortzi 2006). Our approach adapts this paradigm to the 39 40 w 41 exploration of archives: we propose an especially design ed, virtual environment that the 42 43 users explore to access the contents of the archive through the archetypal visual O 44 45 46 metaphors of the labyrinth, with the causal and associative relantions over the contents 47 l 48 represented by a maze of physical connections. y 49 50 51 52 53 The third premise concerns the use of visual technologies, employed in today's 54 55 applications that range from video games to edutainment and installation art, and 56 57 capable of providing immersive, engaging user experiences (LaViola & Keefe 2011). 58 59 60 The use of 3D for data visualization relies on the process described by Manovich URL: http://mc.manuscriptcentral.com/ndcr Page 7 of 39 Digital Creativity 1 2 3 (2011), by which the properties of the digital medium, through the use of specific 4 5 software for editing, sharing, and analyzing digital data, shape the actual content to be 6 7 8 conveyed: 'all ‘properties of digital media are now defined by the particular software as 9 10 opposed to solely being contained in the actual content' (p 30). However, these 11 12 properties by themselves do not ensure the reception of the intended conceptualization: 13 14 15 as argued by Ziemkiewicz -Kosara (2008), based on their empirical studies, the choice 16 F 17 of the visual metaphor is crucial to communicating a conceptual model to the users, that 18 o 19 20 goes beyond the prroperties of the medium. Moreover, Rieber & Noah (2008) show that 21 22 a carefully designed balance of visual and game elements in educational applications 23 P 24 provides a more effective transmission of the notions to the users. Here, 3D 25 e 26 27 visualization is put to use fore engaging the audience in the exploration of data through 28 r 29 the archetypal element. 30 31 R 32 33 e 34 35 v 3. Inspirational works 36 i 37 38 The conceptual model encoded in Labyrienth 3D is inspired by the notion of 39 40 cultural archetype, set at the intersection of categoriwes of prominently narrative nature, 41 42 namely character, story, action, object, place, and epoch. Stories provide an effective 43 O 44 conceptual model for mediating between the user and the description of the cultural 45 46 n 47 artefacts, thanks to the relevance of narrative cognition for the tranlsmission of cultural 48 y 49 values (Bruner 1991). The content of visual artworks, in particular, can often be 50 51 52 described in terms of some narrative situation, i.e., a basic template where a character is 53 54 depicted in the intentional act of doing something, using some instrument, as part of the 55 56 achievement of some goals that characterize her/him. An example of the role of 57 58 59 narrative templates in iconography is provided by Iconclass (Van de Waal, 1974), a 60 thesaurus of subjects employed to classify art objects according to their iconographic URL: http://mc.manuscriptcentral.com/ndcr

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and enforced by the practice of imitation in Western Culture, these archetypes .. projects, thanks to its graph-like nature (Rosenstiehl 1971, 1988) backtracking (without Ariadne's thread!), or in case the user finds her/himself in a.
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