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  • Digital Humanities and Cultural Heritage
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  • Authors: Katerina Papavassileiou; Dimitrios I. Kosmopoulos; Gareth Owens;

    We present a generative neural language model for the most ancient proven stage of the Greek language, the Mycenaean Greek attributed by the Linear B script. To capture the statistical structure of the Mycenaean documents, we present a Bidirectional Recurrent Neural Network and compare it to the traditionally used n -grams. The model is used to supplement the damaged parts of the Mycenaean texts, namely the incomplete, to a greater or lesser extent, words, which are typically discovered on partially damaged clay tablets. We verify our method experimentally using ground-truth, then we demonstrate our results on real cases and compare with experts’ opinions. We also present a methodology to augment our dataset, which turns out to improve our results.

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  • Authors: Vasiliki Nikolakopoulou; Spyros Vosinakis; Giorgos Nikopoulos; Modestos Stavrakis; +3 Authors

    Hybrid physical-digital installations in museums are interactive systems or exhibits that seamlessly combine physical (tangible) artifacts with virtual environments. In the museum, hybrid installations offer direct, hands-on experiences to visitors and thus may enhance their interest and engagement. Moreover, the entanglement of tangible and virtual interfaces may reinforce learning about the respective heritage. This article reports on the design, implementation, and evaluation of an interactive installation that promotes the heritage of Tinian marble crafts that is included in the representative list of intangible heritage by UNESCO and resides in the Museum of Marble Crafts in Tinos, Greece. The installation puts the museum visitor in the role of a crane operator in a virtual reconstruction of a historic quarry and requires them to operate the crane and move marble volumes with safety in cooperation with non-playable characters (NPCs). Our design approach aimed to engage visitors in a playful learning experience, incorporating aspects of the two museum's exhibits (crane, quarry). The empirical evaluation took place at the lab and the museum with promising results on UX and learning. In addition, we identify and discuss several prospects and drawbacks of designing playful tangible interfaces for other practitioners to consider in similar applications.

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  • Authors: Katerina El Raheb; Lori Kougioumtzian; Marina Stergiou; Dimitra Petousi; +9 Authors

    The ARIA project aims to create an engaging visitor experience for archives of music Cultural Heritage that targets the wider public. The challenge is to conceptualize an experience design where the intangible seamlessly meets the tangible, bridging the gap between obscure archival material and the direct and emotional experience of listening to music. The project will apply innovative technologies, such aseXtended Reality (XR)and collaborative digital storytelling, to augment the reception of the musical experience through establishing an affective connection of the visitor with the music composer. In this work we present the results of a user study with 198 participants, designed to assess user expectations and identify concrete needs to inform a multimodal experience design about the composer N. Skalkottas, The results of this study guided the design of an experience which combines a single user immersive VR application to promote reflection on the music piece, with a group participatory digital storytelling mobile app to establish an affective connection with the composer. We conclude the paper with our insights on the effectiveness of the approach as well as how the experience design could contribute to further studying and understanding in a holistic way the factors that play a role in feeling moved by or connected with a composer and his work.

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    Authors: Xenophon Zabulis; Carlo Meghini; Arnaud Dubois; Paraskevi Doulgeraki; +11 Authors

    An approach to the representation and documentation of craft processes is proposed. The proposed approach is a method for the systematic identification and digital representation of pertinent data, information, and knowledge. The outcome representation is compatible with contemporary digitisation practices and digital preservation standards. The implementation of the approach is provided within the context of an online platform that is accompanied by auxiliary tools for digital curation. This platform is a multiple user system, where craft representations can be collaboratively authored, shared, displayed, and digitally preserved in standardised formats. Basic uses of this scheme and presentational applications are provided, along with identification of future work and limitations. International audience

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  • Authors: Konstantinos Michalakis; George Caridakis;

    Cultural Heritage Institutions fueled by the advances in Information Technology are exploiting new ways to present their content to visitors. The emergence of the Internet of Things paradigm has shifted their efforts into a more personalized and adaptable experience that takes into consideration the visitor profile and behavior, in respect to presented artifacts and environmental parameters. Context-awareness allows the understanding of the situation and the optimization of the delivered cultural User Experience. In this article, we survey context awareness in cultural heritage applications. After presenting the background of Context Awareness and its features to cultural environments, a subset of research projects that incorporate context aware traits in a cultural scenario is reviewed. Each prototype is analysed in respect to several criteria that include context sensing, middleware, and incorporation methods. Finally, based on the review, lessons learnt, and directions for the development of similar prototypes are highlighted.

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    Authors: Partarakis, Nikolaos N. P.; Doulgeraki, Paraskevi P. D.; Karuzaki, Effie E. K.; Adami, Ilia I. A.; +8 Authors

    In this article, the Mingei Online Platform is presented as an authoring platform for the representation of social and historic context encompassing a focal topic of interest. The proposed representation is employed in the contextualised presentation of a given topic, through documented narratives that support its presentation to diverse audiences. Using the obtained representation, the documentation and digital preservation of social and historical dimensions of Cultural Heritage are demonstrated. The implementation follows the Human-Centred Design approach and has been conducted under an iterative design and evaluation approach involving both usability and domain experts.

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  • Authors: Angeliki Antoniou; Maria Vayanou; Akrivi Katifori; Angeliki Chrysanthi; +2 Authors

    Extensive research on mobile guides for museums has explored the potential of technology to offer some of the services that have been traditionally provided by human guides, including guiding visitors in the museum space, providing information about the exhibits, and using more advanced interpretative approaches such as digital storytelling and gamified techniques. However, the majority of these approaches either ignores or tries to substitute entirely the role of the human guide. In this work, we present a user study with 10 experienced tour guides, currently working in the museum of modern art of the Basil & Elise Goulandris Foundation. Based on a three-phase procedure, the study is designed to empower professionals into envisaging their work in symbiosis with current technological developments. First, we attempt to identify existing challenges guides face and to capture their tacit knowledge in addressing emerging problems in guided tours. In the second and third stage, through a reflective and productive discussion, we employ a set of contemporary innovative digital applications as a starting point to elicit their views on their role in an envisaged symbiotic future of human-led hybrid digital experiences.

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  • Authors: Stavroula Tzima; Georgios Styliaras; Athanasios Bassounas;

    New technologies such as Augmented Reality (AR) have already been exploited in the promotion of unique and well-known cultural assets. Nevertheless, different types of heritage assets can be found scattered in many different places, in both urban and rural landscapes, where AR applications may not function properly due to problems concerning the effectiveness of GPS or image recognition methods. It is an important issue that limits the exploitation of AR technology with a view to hidden cultural heritage promotion. The current study presents a hybrid image recognition technique used in an AR application and its evaluation in the outdoor settings. The hybrid technique is based on an image-based marker and its evaluation mainly aimed to study if and to what extent it is accepted by the users, if it raises aesthetic issues, and if it affects the use and acceptance of the AR in culture field. The evaluation was based on a qualitative research and the results showed that to most participants the used hybrid technique does not create an aesthetical issue. Additionally, all participants found the AR app useful and easy to use and they consider that the AR technology can significantly contribute to the promotion of cultural heritage.

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  • Authors: Katerina El Raheb; Marina Stergiou; Akrivi Katifori; Yannis Ioannidis;

    Labanotation is one of the most used systems for notating, analysing, and preserving movement and dance, an important part of Intangible Cultural Heritage. Labanotation consists of a powerful expressive symbolic language for documenting movement with a long history in dance research, history, and anthropology since its introduction by Rudolf von Laban in the beginning of the 20th century. A number of valuable scores in this language are curated in both physical and digital archives throughout the world, describing both traditional dances and works of historical choreographers. Nevertheless, while Labanotation is considered the official language of dance scholars, it is not at all popular among dance educators, students, practitioners, and choreographers. In fact, few people of the dance community are familiar with it. One of the reasons is that it is considered a quite difficult symbolic system with a long learning curve, and practitioners are not easily motivated to learn it. Together with dance experts, we co-designed a movement-based experience in Kinect, based on the principles of playful design, to introduce dance and non-dance experts to Labanotation introductory concepts and symbols. We evaluate the experience with both people that have experience in dance or other movement practices, as well as participants with no expertise in movement or dance. The results show promising findings toward changing the attitude of the participants toward Labanotation, and all participants seemed to memorize or start learning the logic of this symbolic language for movement. We discuss the results of the evaluation on the whole experience and the potential of this symbolic language in the digital environment, as well as the potential and challenges that arise from this experiment based on the background of the participants, the limitation of the applied technology and interaction, as well as feedback on the introduced symbolic language.

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    Authors: Bordalo, Rui; Bottaini, Carlo; Candeias, António;

    The dataflow in any scientific research laboratory is continuous and considerable even in analytical niches such as heritage science laboratories. This article discusses advantages of using a Laboratory Information Management System (LIMS) for organising and systematising research in an interdisciplinary analytical laboratory. LIMS solutions are proven to be effective in managing laboratories, organising their daily management tasks, improving work conditions and increasing productivity, managing equipment and resources, and managing and safeguarding scientific data. LIMS software is commercially available since the 1990s with over a hundred software packages intended either for general or specific purposes. However, the ones currently available do not fulfil all the requirements for heritage science or are over-the-top, complex, one-fits-all standard solutions. The system here proposed was developed for a heritage science laboratory, considering its unique requirements, having as a case study the HERCULES Lab, from the University of Évora (Portugal). This article documents our approach based on the analysis of the unique requirements for the lab resulting in a proposal of a custom user-centred web-based system. For this, we discuss in detail the workflow, and the required system architecture. We conclude that although it is a small niche market for major manufacturers to dwell on, a custom LIMS is of the utmost importance for the current management of heritage science laboratories across the globe.

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  • Authors: Katerina Papavassileiou; Dimitrios I. Kosmopoulos; Gareth Owens;

    We present a generative neural language model for the most ancient proven stage of the Greek language, the Mycenaean Greek attributed by the Linear B script. To capture the statistical structure of the Mycenaean documents, we present a Bidirectional Recurrent Neural Network and compare it to the traditionally used n -grams. The model is used to supplement the damaged parts of the Mycenaean texts, namely the incomplete, to a greater or lesser extent, words, which are typically discovered on partially damaged clay tablets. We verify our method experimentally using ground-truth, then we demonstrate our results on real cases and compare with experts’ opinions. We also present a methodology to augment our dataset, which turns out to improve our results.

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  • Authors: Vasiliki Nikolakopoulou; Spyros Vosinakis; Giorgos Nikopoulos; Modestos Stavrakis; +3 Authors

    Hybrid physical-digital installations in museums are interactive systems or exhibits that seamlessly combine physical (tangible) artifacts with virtual environments. In the museum, hybrid installations offer direct, hands-on experiences to visitors and thus may enhance their interest and engagement. Moreover, the entanglement of tangible and virtual interfaces may reinforce learning about the respective heritage. This article reports on the design, implementation, and evaluation of an interactive installation that promotes the heritage of Tinian marble crafts that is included in the representative list of intangible heritage by UNESCO and resides in the Museum of Marble Crafts in Tinos, Greece. The installation puts the museum visitor in the role of a crane operator in a virtual reconstruction of a historic quarry and requires them to operate the crane and move marble volumes with safety in cooperation with non-playable characters (NPCs). Our design approach aimed to engage visitors in a playful learning experience, incorporating aspects of the two museum's exhibits (crane, quarry). The empirical evaluation took place at the lab and the museum with promising results on UX and learning. In addition, we identify and discuss several prospects and drawbacks of designing playful tangible interfaces for other practitioners to consider in similar applications.

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  • Authors: Katerina El Raheb; Lori Kougioumtzian; Marina Stergiou; Dimitra Petousi; +9 Authors

    The ARIA project aims to create an engaging visitor experience for archives of music Cultural Heritage that targets the wider public. The challenge is to conceptualize an experience design where the intangible seamlessly meets the tangible, bridging the gap between obscure archival material and the direct and emotional experience of listening to music. The project will apply innovative technologies, such aseXtended Reality (XR)and collaborative digital storytelling, to augment the reception of the musical experience through establishing an affective connection of the visitor with the music composer. In this work we present the results of a user study with 198 participants, designed to assess user expectations and identify concrete needs to inform a multimodal experience design about the composer N. Skalkottas, The results of this study guided the design of an experience which combines a single user immersive VR application to promote reflection on the music piece, with a group participatory digital storytelling mobile app to establish an affective connection with the composer. We conclude the paper with our insights on the effectiveness of the approach as well as how the experience design could contribute to further studying and understanding in a holistic way the factors that play a role in feeling moved by or connected with a composer and his work.

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    Authors: Xenophon Zabulis; Carlo Meghini; Arnaud Dubois; Paraskevi Doulgeraki; +11 Authors

    An approach to the representation and documentation of craft processes is proposed. The proposed approach is a method for the systematic identification and digital representation of pertinent data, information, and knowledge. The outcome representation is compatible with contemporary digitisation practices and digital preservation standards. The implementation of the approach is provided within the context of an online platform that is accompanied by auxiliary tools for digital curation. This platform is a multiple user system, where craft representations can be collaboratively authored, shared, displayed, and digitally preserved in standardised formats. Basic uses of this scheme and presentational applications are provided, along with identification of future work and limitations. International audience

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  • Authors: Konstantinos Michalakis; George Caridakis;

    Cultural Heritage Institutions fueled by the advances in Information Technology are exploiting new ways to present their content to visitors. The emergence of the Internet of Things paradigm has shifted their efforts into a more personalized and adaptable experience that takes into consideration the visitor profile and behavior, in respect to presented artifacts and environmental parameters. Context-awareness allows the understanding of the situation and the optimization of the delivered cultural User Experience. In this article, we survey context awareness in cultural heritage applications. After presenting the background of Context Awareness and its features to cultural environments, a subset of research projects that incorporate context aware traits in a cultural scenario is reviewed. Each prototype is analysed in respect to several criteria that include context sensing, middleware, and incorporation methods. Finally, based on the review, lessons learnt, and directions for the development of similar prototypes are highlighted.

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    Authors: Partarakis, Nikolaos N. P.; Doulgeraki, Paraskevi P. D.; Karuzaki, Effie E. K.; Adami, Ilia I. A.; +8 Authors

    In this article, the Mingei Online Platform is presented as an authoring platform for the representation of social and historic context encompassing a focal topic of interest. The proposed representation is employed in the contextualised presentation of a given topic, through documented narratives that support its presentation to diverse audiences. Using the obtained representation, the documentation and digital preservation of social and historical dimensions of Cultural Heritage are demonstrated. The implementation follows the Human-Centred Design approach and has been conducted under an iterative design and evaluation approach involving both usability and domain experts.

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  • Authors: Angeliki Antoniou; Maria Vayanou; Akrivi Katifori; Angeliki Chrysanthi; +2 Authors

    Extensive research on mobile guides for museums has explored the potential of technology to offer some of the services that have been traditionally provided by human guides, including guiding visitors in the museum space, providing information about the exhibits, and using more advanced interpretative approaches such as digital storytelling and gamified techniques. However, the majority of these approaches either ignores or tries to substitute entirely the role of the human guide. In this work, we present a user study with 10 experienced tour guides, currently working in the museum of modern art of the Basil & Elise Goulandris Foundation. Based on a three-phase procedure, the study is designed to empower professionals into envisaging their work in symbiosis with current technological developments. First, we attempt to identify existing challenges guides face and to capture their tacit knowledge in addressing emerging problems in guided tours. In the second and third stage, through a reflective and productive discussion, we employ a set of contemporary innovative digital applications as a starting point to elicit their views on their role in an envisaged symbiotic future of human-led hybrid digital experiences.

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  • Authors: Stavroula Tzima; Georgios Styliaras; Athanasios Bassounas;

    New technologies such as Augmented Reality (AR) have already been exploited in the promotion of unique and well-known cultural assets. Nevertheless, different types of heritage assets can be found scattered in many different places, in both urban and rural landscapes, where AR applications may not function properly due to problems concerning the effectiveness of GPS or image recognition methods. It is an important issue that limits the exploitation of AR technology with a view to hidden cultural heritage promotion. The current study presents a hybrid image recognition technique used in an AR application and its evaluation in the outdoor settings. The hybrid technique is based on an image-based marker and its evaluation mainly aimed to study if and to what extent it is accepted by the users, if it raises aesthetic issues, and if it affects the use and acceptance of the AR in culture field. The evaluation was based on a qualitative research and the results showed that to most participants the used hybrid technique does not create an aesthetical issue. Additionally, all participants found the AR app useful and easy to use and they consider that the AR technology can significantly contribute to the promotion of cultural heritage.

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  • Authors: Katerina El Raheb; Marina Stergiou; Akrivi Katifori; Yannis Ioannidis;

    Labanotation is one of the most used systems for notating, analysing, and preserving movement and dance, an important part of Intangible Cultural Heritage. Labanotation consists of a powerful expressive symbolic language for documenting movement with a long history in dance research, history, and anthropology since its introduction by Rudolf von Laban in the beginning of the 20th century. A number of valuable scores in this language are curated in both physical and digital archives throughout the world, describing both traditional dances and works of historical choreographers. Nevertheless, while Labanotation is considered the official language of dance scholars, it is not at all popular among dance educators, students, practitioners, and choreographers. In fact, few people of the dance community are familiar with it. One of the reasons is that it is considered a quite difficult symbolic system with a long learning curve, and practitioners are not easily motivated to learn it. Together with dance experts, we co-designed a movement-based experience in Kinect, based on the principles of playful design, to introduce dance and non-dance experts to Labanotation introductory concepts and symbols. We evaluate the experience with both people that have experience in dance or other movement practices, as well as participants with no expertise in movement or dance. The results show promising findings toward changing the attitude of the participants toward Labanotation, and all participants seemed to memorize or start learning the logic of this symbolic language for movement. We discuss the results of the evaluation on the whole experience and the potential of this symbolic language in the digital environment, as well as the potential and challenges that arise from this experiment based on the background of the participants, the limitation of the applied technology and interaction, as well as feedback on the introduced symbolic language.

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    Authors: Bordalo, Rui; Bottaini, Carlo; Candeias, António;

    The dataflow in any scientific research laboratory is continuous and considerable even in analytical niches such as heritage science laboratories. This article discusses advantages of using a Laboratory Information Management System (LIMS) for organising and systematising research in an interdisciplinary analytical laboratory. LIMS solutions are proven to be effective in managing laboratories, organising their daily management tasks, improving work conditions and increasing productivity, managing equipment and resources, and managing and safeguarding scientific data. LIMS software is commercially available since the 1990s with over a hundred software packages intended either for general or specific purposes. However, the ones currently available do not fulfil all the requirements for heritage science or are over-the-top, complex, one-fits-all standard solutions. The system here proposed was developed for a heritage science laboratory, considering its unique requirements, having as a case study the HERCULES Lab, from the University of Évora (Portugal). This article documents our approach based on the analysis of the unique requirements for the lab resulting in a proposal of a custom user-centred web-based system. For this, we discuss in detail the workflow, and the required system architecture. We conclude that although it is a small niche market for major manufacturers to dwell on, a custom LIMS is of the utmost importance for the current management of heritage science laboratories across the globe.

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