Open Images: An Open Media Platform Enabling the (Re)use of Audiovisual Heritage (OKcon 2010)
Emerging Practices in the Cultural Heritage Domain Social Tagging of Audiovisual Heritage
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Transcript of 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