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

Cultural heritage institutions and their users are beginning to inhabit the same, shared information space. New, innovative services are launched, such as social tagging. Engaging in social tagging is beneficial for both parties, as it improves access to data and stimulates active engagement with the content. To explore the impact and success criteria of social tagging in the cultural heritage domain, a large-scale video labeling pilot was executed: Waisda?. It built on earlier work, and introduced three innovations: [i] Using gaming as method to annotate television heritage [ii] Actively seek collaboration with communities connected to the content [iii] use curated vocabularies as a means to integrate tags with professional annotations. Within a period of 7 months, 350,000 tags were added in Waisda?. An extensive evaluation was conducted, that provided input on the usability of the tags, the game design and so on. Based on this input, a roadmap for future developments towards a fully operational service was drafted.

[1]  Lynda Hardman,et al.  Supporting subject matter annotation using heterogeneous thesauri: A user study in Web data reuse , 2009, Int. J. Hum. Comput. Stud..

[2]  James Surowiecki The wisdom of crowds: Why the many are smarter than the few and how collective wisdom shapes business, economies, societies, and nations Doubleday Books. , 2004 .

[3]  Laura Hollink,et al.  Search behavior of media professionals at an audiovisual archive: A transaction log analysis , 2010 .

[4]  Christian Wartena,et al.  Using Tag Co-occurrence for Recommendation , 2009, 2009 Ninth International Conference on Intelligent Systems Design and Applications.

[5]  Jennifer Trant,et al.  Tagging, Folksonomy and Art Museums: Results of steve.museum's research , 2009 .

[6]  A. Smeulders,et al.  A Multidisciplinary Approach to Unlocking Television Broadcast Archives , 2009 .

[7]  Thomas W. Malone,et al.  Heuristics for designing enjoyable user interfaces: Lessons from computer games , 1982, CHI '82.

[8]  Ynze van Houten Searching for videos : the structure of video interaction in the framework of information foraging theory , 2009 .

[9]  Aphra Kerr The business and culture of digital games Gamework / Gameplay , 1974 .

[10]  Johanna D. Moore,et al.  Proceedings of the Conference on Human Factors in Computing Systems , 1989 .

[11]  Luis von Ahn Games with a Purpose , 2006, Computer.

[12]  Bernardo A. Huberman,et al.  The Structure of Collaborative Tagging Systems , 2005, ArXiv.

[13]  Lora Aroyo,et al.  Towards Integration of End-User Tags with Professional Annotations , 2010 .

[14]  Jane Yung-jen Hsu,et al.  Tag-Based User Profiling for Social Media Recommendation , 2008 .

[15]  Anders Frank Balancing Three Different Foci in the Design of Serious Games: Engagement, Training Objective and Context , 2007, DiGRA Conference.

[16]  熊谷 ユリヤ,et al.  James Surowiecki, 『The Wisdom of Crowds: Why the Many Are Smarter Than the Few and How Collective Wisdom Shapes Business, Economies, Societies and Nations』, Random House, 5,2004, $24.95 , 2005 .

[17]  Corinne Jörgensen,et al.  Image Access, the Semantic Gap, and Social Tagging as a Paradigm Shift , 2007 .

[18]  M. Hauben,et al.  Netizens: On the History and Impact of Usenet and the Internet , 1998, First Monday.

[19]  Jonathan. Dovey,et al.  Game Cultures: Computer Games As New Media , 2006 .

[20]  Paul Trott,et al.  Innovation in Arts and Cultural Organisations, Hasan Bakhshi and David Throsby, NESTA INTERIM RESEARCH REPORT 1, December 2009 , 2009 .

[21]  D. Weinberger Everything Is Miscellaneous: The Power of the New Digital Disorder , 2007 .