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PATHS - Exploring Digital Cultural Heritage
                     Spaces

Mark Hall2 , Eneko Agirre1 , Nikolaos Aletras2 , Runar Bergheim3 , Konstantinos
Chandrinos4 , Paul Clough2 , Samuel Fernando2 , Kate Fernie5 , Paula Goodale2 ,
Jillian Griffiths5 , Oier Lopez de Lacalle6 , Andrea de Polo7 , Aitor Soroa1 , Mark
                                   Stevenson2
                             1
                             e.agirre|a.soroa@ehu.es
                University of the Basque Country, Donostia, Spain
2
  naletras1|p.d.clough|s.fernando|p.goodale|m.mhall|m.stevenson@sheffield.ac.uk
                 Sheffield University, Sheffield, United Kingdom
                               3
                                 runarbe@gmail.com
                         Asplan Viak Internet AS, Norway
                             4
                                chandrinos@gmail.com
                            iSieve Technologies, Greece
         5
           kfernie27@gmail.com,jillian.griffiths@mdrprojects.com
                          MDR Partners, United Kingdom
                        6
                           oier.lopezdelacalle@gmail.es
Basque Foundation for Science / University of Edinburgh, Bilbao, Spain / Edinburgh,
                                  United Kingdom
                               7
                                 andrea@alinari.it
                               Alinari, Florence, Italy



        Abstract. Large amounts of digital cultural heritage (CH) information
        have become available over the past years, requiring more powerful ex-
        ploration systems than just a search box. The PATHS system aims to
        provide an environment in which users can successfully explore a large,
        unknown collection through two modalities: following existing paths to
        learn about what is available and then freely exploring.


1     Introduction
Large amounts of digital cultural heritage (CH) information have become avail-
able over the past years, especially with the rise of aggregators such as Euro-
peana8 , the European aggregator for museums, archives, libraries, and galleries.
These large collections present a challenge to the new user, primarily in discover-
ing what items are present in the collection. In current systems support for item
discovery is mainly through the standard search paradigm [10], which is well
suited for CH professionals who are highly familiar with the collections, subject
areas, and have specific search goals. However, for new users who do not have a
good understanding of what is in the collections, what search keywords to use,
and have vague search goals, this method of access is unsatisfactory.
8
    http://www.europeana.eu
Alternative item discovery methodologies are required to introduce new users
to digital CH collections [5, 9]. Walden’s Paths [8] pioneered the idea of providing
users with manually curated paths through the collection. Similarly [7] describe
an automatic route-suggestion system for web-pages with the same aim of guid-
ing novice users. To avoid relying on user input to create the initial paths a
variety of visualisation techniques [3] have been devised to provide the user with
an overview over the collection [6]. Such visualisations provide improved access
[11] as long as they ensure that similar items are grouped together [4]. Another
benefit is that they promote serendipitous discovery of items [1].

2    The PATHS System
The PATHS system presented in this demonstration aims to provide a collection
discovery environment that combines the best aspects of these approaches into
an integrated, seamless system. The system has two main modes: first, it allows
the user to follow existing paths through the collection, a more focused variant
of Walden’s Paths [8]; second, it allows the user to easily branch off a path
and explore the collection on their own. The idea is to assist the novice user
in transitioning from consuming existing paths, to exploring on their own, and
finally creating paths for others to consume.




Fig. 1. The path-following interface consists of the item itself with its narrative (1),
path navigation (2), social features (3), and exploration starting points (4).


    Figure 1 shows the user following an existing path. Such a path consists of
a linear sequence of items taken from the collection, where each item consists of
its original meta-data plus a title and description (1) which the path author uses
to create a narrative that the user can navigate along (2). In order to entice the
user away from the path and transition them into the exploration phase, similar
items and links to the item’s topics and keywords are provided (4).
    To support the exploration phase the system provides a number of differ-
ent exploration modalities (Fig. 2), enabling the user to choose the exploration
methodology that best suits their personal style and their current task or goal.
Currently the system supports exploration via standard vocabularies (1), vi-
sual representations of hierarchical topic structures (2), and keyword clouds (3).
Additionally, as in the path following interface, the provision of similar items
provides a horizontal exploration network.
    As the user explores the collection they can save the items, vocabulary entries,
topics, or keywords to their workspace. The user can then form these into a
path to share with their friends, colleagues, or everybody. Sharing and social
interaction have become core ideas in the interaction with cultural heritage [2]
and the PATHS system follows this trend by allowing the users to share, tag,
and comment on anything they find while exploring the collection (Fig. 1 (3)).




Fig. 2. Exploration interface with the three primary exploration methodologies: stan-
dard vocabularies (1), visual topics (2), keyword clouds (3).


    The PATHS system is built using a three-tier architecture consisting of a set
of four component web-services that access a shared data storage and are tied to-
gether by the front-end user-interfaces (Fig. 3). The components provide acces to
user-profiles, individual items, exploration visualisation, and path following and
creating functionality that can be shared across a number of user-interfaces. The
demo will focus on the web-based user-interface, but mobile apps and javascript
components to enable integration into other sites are also under development.




           Fig. 3. The three-tier architecture used by the PATHS system
3    Demo Description
The PATHS demo will provide a guided tour to the PATHS system and demon-
strate how a user can explore the collection, collect items and then form these
into a path for others to follow. Participants can then explore the prototype sys-
tem on their own, which will be provided at http://www.paths-project.eu. The
demo will provide access to a sub-set of the data available in Europeana, covering
approximately 1.7 million items from the English and Spanish collections.

Acknowledgements
The research leading to these results has received funding from the European
Community’s Seventh Framework Programme (FP7/2007-2013) under grant agree-
ment n◦ 270082. We acknowledge the contribution of all project partners involved
in PATHS (see: http://www.paths-project.eu).

References
 1. Beale, R. Supporting serendipity: Using ambient intelligence to augment user
    exploration for data mining and web browsing. International Journal of Human-
    Computer Studies 65, 5 (2007), 421 – 433. Ambient intelligence: From interaction
    to insight.
 2. Bernstein, S. Where do we go from here? continuing with web 2.0 at the brooklyn
    museum. In Museums and the Web 2008: the international conference for culture
    and heritage on-line (2008).
 3. Butavicius, M. A., and Lee, M. D. An empirical evaluation of four data visual-
    ization techniques for displaying short news text similarities. International Journal
    of Human-Computer Studies 65, 11 (2007), 931 – 944.
 4. Chen, C., Cribbin, T., Kuljis, J., and Macredie, R. Footprints of informa-
    tion foragers: behaviour semantics of visual exploration. International Journal of
    Human-Computer Studies 57, 2 (2002), 139 – 163.
 5. Geser, G. Resource discovery - position paper: Putting the users first. Resource
    Discovery Technologies for the Heritage Sector 6 (2004), 7–12.
 6. Hornbæk, K., and Hertzum, M. The notion of overview in information visual-
    ization. International Journal of Human-Computer Studies 69, 7-8 (2011), 509 –
    525.
 7. Joachims, T., Freitag, D., Mitchell, T., et al. Webwatcher: A tour guide for
    the world wide web. In International Joint Conference on Artificial Intelligence
    (1997), vol. 15, Lawrence Erlbaum Associates Ltd, pp. 770–777.
 8. Shipman III, F., Furuta, R., Brenner, D., Chung, C., and Hsieh, H. Using
    paths in the classroom: experiences and adaptations. In Proceedings of the ninth
    ACM conference on Hypertext and hypermedia (1998), ACM, pp. 267–270.
 9. Steemson, M. Digicult experts seek out discovery technologies for cultural her-
    itage. Resource Discovery Technologies for the Heritage Sector 6 (2004), 14–20.
10. Sutcliffe, A., and Ennis, M. Towards a cognitive theory of information retrieval.
    Interacting with Computers 10 (1998), 321–351.
11. Westerman, S. J., and Cribbin, T. Mapping semantic information in virtual
    space: dimensions, variance and individual differences. International Journal of
    Human-Computer Studies 53, 5 (2000), 765 – 787.

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PATHS Demo: Exploring Digital Cultural Heritage Spaces

  • 1. PATHS - Exploring Digital Cultural Heritage Spaces Mark Hall2 , Eneko Agirre1 , Nikolaos Aletras2 , Runar Bergheim3 , Konstantinos Chandrinos4 , Paul Clough2 , Samuel Fernando2 , Kate Fernie5 , Paula Goodale2 , Jillian Griffiths5 , Oier Lopez de Lacalle6 , Andrea de Polo7 , Aitor Soroa1 , Mark Stevenson2 1 e.agirre|a.soroa@ehu.es University of the Basque Country, Donostia, Spain 2 naletras1|p.d.clough|s.fernando|p.goodale|m.mhall|m.stevenson@sheffield.ac.uk Sheffield University, Sheffield, United Kingdom 3 runarbe@gmail.com Asplan Viak Internet AS, Norway 4 chandrinos@gmail.com iSieve Technologies, Greece 5 kfernie27@gmail.com,jillian.griffiths@mdrprojects.com MDR Partners, United Kingdom 6 oier.lopezdelacalle@gmail.es Basque Foundation for Science / University of Edinburgh, Bilbao, Spain / Edinburgh, United Kingdom 7 andrea@alinari.it Alinari, Florence, Italy Abstract. Large amounts of digital cultural heritage (CH) information have become available over the past years, requiring more powerful ex- ploration systems than just a search box. The PATHS system aims to provide an environment in which users can successfully explore a large, unknown collection through two modalities: following existing paths to learn about what is available and then freely exploring. 1 Introduction Large amounts of digital cultural heritage (CH) information have become avail- able over the past years, especially with the rise of aggregators such as Euro- peana8 , the European aggregator for museums, archives, libraries, and galleries. These large collections present a challenge to the new user, primarily in discover- ing what items are present in the collection. In current systems support for item discovery is mainly through the standard search paradigm [10], which is well suited for CH professionals who are highly familiar with the collections, subject areas, and have specific search goals. However, for new users who do not have a good understanding of what is in the collections, what search keywords to use, and have vague search goals, this method of access is unsatisfactory. 8 http://www.europeana.eu
  • 2. Alternative item discovery methodologies are required to introduce new users to digital CH collections [5, 9]. Walden’s Paths [8] pioneered the idea of providing users with manually curated paths through the collection. Similarly [7] describe an automatic route-suggestion system for web-pages with the same aim of guid- ing novice users. To avoid relying on user input to create the initial paths a variety of visualisation techniques [3] have been devised to provide the user with an overview over the collection [6]. Such visualisations provide improved access [11] as long as they ensure that similar items are grouped together [4]. Another benefit is that they promote serendipitous discovery of items [1]. 2 The PATHS System The PATHS system presented in this demonstration aims to provide a collection discovery environment that combines the best aspects of these approaches into an integrated, seamless system. The system has two main modes: first, it allows the user to follow existing paths through the collection, a more focused variant of Walden’s Paths [8]; second, it allows the user to easily branch off a path and explore the collection on their own. The idea is to assist the novice user in transitioning from consuming existing paths, to exploring on their own, and finally creating paths for others to consume. Fig. 1. The path-following interface consists of the item itself with its narrative (1), path navigation (2), social features (3), and exploration starting points (4). Figure 1 shows the user following an existing path. Such a path consists of a linear sequence of items taken from the collection, where each item consists of its original meta-data plus a title and description (1) which the path author uses to create a narrative that the user can navigate along (2). In order to entice the user away from the path and transition them into the exploration phase, similar items and links to the item’s topics and keywords are provided (4). To support the exploration phase the system provides a number of differ- ent exploration modalities (Fig. 2), enabling the user to choose the exploration
  • 3. methodology that best suits their personal style and their current task or goal. Currently the system supports exploration via standard vocabularies (1), vi- sual representations of hierarchical topic structures (2), and keyword clouds (3). Additionally, as in the path following interface, the provision of similar items provides a horizontal exploration network. As the user explores the collection they can save the items, vocabulary entries, topics, or keywords to their workspace. The user can then form these into a path to share with their friends, colleagues, or everybody. Sharing and social interaction have become core ideas in the interaction with cultural heritage [2] and the PATHS system follows this trend by allowing the users to share, tag, and comment on anything they find while exploring the collection (Fig. 1 (3)). Fig. 2. Exploration interface with the three primary exploration methodologies: stan- dard vocabularies (1), visual topics (2), keyword clouds (3). The PATHS system is built using a three-tier architecture consisting of a set of four component web-services that access a shared data storage and are tied to- gether by the front-end user-interfaces (Fig. 3). The components provide acces to user-profiles, individual items, exploration visualisation, and path following and creating functionality that can be shared across a number of user-interfaces. The demo will focus on the web-based user-interface, but mobile apps and javascript components to enable integration into other sites are also under development. Fig. 3. The three-tier architecture used by the PATHS system
  • 4. 3 Demo Description The PATHS demo will provide a guided tour to the PATHS system and demon- strate how a user can explore the collection, collect items and then form these into a path for others to follow. Participants can then explore the prototype sys- tem on their own, which will be provided at http://www.paths-project.eu. The demo will provide access to a sub-set of the data available in Europeana, covering approximately 1.7 million items from the English and Spanish collections. Acknowledgements The research leading to these results has received funding from the European Community’s Seventh Framework Programme (FP7/2007-2013) under grant agree- ment n◦ 270082. We acknowledge the contribution of all project partners involved in PATHS (see: http://www.paths-project.eu). References 1. Beale, R. Supporting serendipity: Using ambient intelligence to augment user exploration for data mining and web browsing. International Journal of Human- Computer Studies 65, 5 (2007), 421 – 433. Ambient intelligence: From interaction to insight. 2. Bernstein, S. Where do we go from here? continuing with web 2.0 at the brooklyn museum. In Museums and the Web 2008: the international conference for culture and heritage on-line (2008). 3. Butavicius, M. A., and Lee, M. D. An empirical evaluation of four data visual- ization techniques for displaying short news text similarities. International Journal of Human-Computer Studies 65, 11 (2007), 931 – 944. 4. Chen, C., Cribbin, T., Kuljis, J., and Macredie, R. Footprints of informa- tion foragers: behaviour semantics of visual exploration. International Journal of Human-Computer Studies 57, 2 (2002), 139 – 163. 5. Geser, G. Resource discovery - position paper: Putting the users first. Resource Discovery Technologies for the Heritage Sector 6 (2004), 7–12. 6. Hornbæk, K., and Hertzum, M. The notion of overview in information visual- ization. International Journal of Human-Computer Studies 69, 7-8 (2011), 509 – 525. 7. Joachims, T., Freitag, D., Mitchell, T., et al. Webwatcher: A tour guide for the world wide web. In International Joint Conference on Artificial Intelligence (1997), vol. 15, Lawrence Erlbaum Associates Ltd, pp. 770–777. 8. Shipman III, F., Furuta, R., Brenner, D., Chung, C., and Hsieh, H. Using paths in the classroom: experiences and adaptations. In Proceedings of the ninth ACM conference on Hypertext and hypermedia (1998), ACM, pp. 267–270. 9. Steemson, M. Digicult experts seek out discovery technologies for cultural her- itage. Resource Discovery Technologies for the Heritage Sector 6 (2004), 14–20. 10. Sutcliffe, A., and Ennis, M. Towards a cognitive theory of information retrieval. Interacting with Computers 10 (1998), 321–351. 11. Westerman, S. J., and Cribbin, T. Mapping semantic information in virtual space: dimensions, variance and individual differences. International Journal of Human-Computer Studies 53, 5 (2000), 765 – 787.