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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Prototype System for Automatic Design of Virtual Exhibitions Integrating Cultural Assets From Public Repositories</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vasileios Komianos</string-name>
          <email>vkomianos@ionio.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Audio and Visual Arts, Ionian University</institution>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Dept. of Informatics, Ionian University</institution>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>and Konstantinos Oikonomou</institution>
        </aff>
      </contrib-group>
      <fpage>107</fpage>
      <lpage>118</lpage>
      <abstract>
        <p>In this work a prototype system for automatic design of cultural virtual exhibitions is presented. The system is designed to make use of digitized cultural heritage assets which are suitable for integration in virtual reality systems and applications. The demonstration system retrieves digital objects and related data from Europeana according to user preferences, creates adaptive virtual exhibitions hosting the retrieved objects and enables users to access the available content. Additionally, the presented system sets the ground for further research on the use of intelligent methods for information retrieval and content personalization towards the enhancement of cultural understanding while drawing guidelines for mixed reality, virtual reality and cloud based solutions for digital heritage.</p>
      </abstract>
      <kwd-group>
        <kwd>Virtual exhibitions</kwd>
        <kwd>Digital cultural objects</kwd>
        <kwd>Adaptive exhibitions</kwd>
        <kwd>Virtual/mixed reality</kwd>
        <kwd>Cloud media</kwd>
        <kwd>Internet of things</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Virtual museums and virtual exhibitions is an active field of research as shown
by the number of publications and projects [
        <xref ref-type="bibr" rid="ref10 ref11 ref15 ref19">10, 11, 15, 19</xref>
        ]. They are employed in
cultural promotion, aim to enhance cultural understanding, raise public
awareness, assist conservation purposes and even raise funding [
        <xref ref-type="bibr" rid="ref21 ref3">3, 21</xref>
        ]. In the present
work the focus is on 3D virtual museums and 3D virtual exhibitions, both terms
will be used interchangeably, represented in virtual environments in which
virtual visitors have realistic navigation abilities and observation experiences of the
presented exhibits.
      </p>
      <p>The research e↵orts focus on numerous aspects of virtual museums and
virtual exhibitions including design approaches, technological challenges, museology
approaches, learning issues, navigational issues, interactivity, curatorial aspects,
personalization, visitors engagement, etc. Despite the great number of research
works and projects in this broad field, little attention is being paid in automating
the design of virtual museums and virtual exhibitions.</p>
      <p>In this work, automatic design of virtual exhibitions is considered an e↵ective
approach for providing a wide audience of diverse preferences and cultural
background with access to a constantly growing number of cultural heritage assets.
Moreover, virtual visitors should be able to experience these virtual exhibitions
in virtual reality systems or they should be able to move virtual exhibitions in
a mixed reality environment and experience virtual exhibits into their homes.</p>
      <p>In this paper, a prototype system is designed in order to examine the
potential of automatically created virtual exhibitions as a solution in enabling future
audience to explore public cultural repositories, increase their engagement and
enhance societies’ cultural understanding. The presented system is designed to
retrieve cultural data from Europeana and Europeana’s partner organizations
according to users’ interests. The retrieved digital cultural objects are used for
cultural objects’ representations and the virtual exhibition instance is
automatically designed to host the content while satisfying user’s preferences.</p>
      <p>
        The contribution of this paper is threefold. First, models of adaptive
exhibition topologies [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] are employed for automatic design of personalized virtual
museums and virtual exhibitions. Second, a testbed for examining personalized
cultural spaces is provided and third, the prototype system will provide the
basis for further research in immersive virtual reality systems and mixed reality
systems for cultural knowledge purposes.
      </p>
      <p>In Section 2, the research background is briefly discussed. In Section 3, the
system architecture, its functionality and the digital ecosystem in which is hosted
are discussed and Section 4 outlines the further research directions which will
take advantage of the prototype system.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Research background</title>
      <p>The research background of this work spreads across numerous fields
including virtual environment technologies, virtual museums and virtual exhibitions,
personalization techniques, virtual/mixed reality, digital libraries and metadata,
etc. In this section, a brief discussion on the most relevant research works is given
and the focus is mostly on the field of systems that design virtual museums and
exhibitions which host cultural objects derived from open cultural repositories.
2.1</p>
      <sec id="sec-2-1">
        <title>Virtual Exhibitions’ Technologies</title>
        <p>
          The term virtual museum is used to describe the presence of museums in the
digital world [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. Virtual Reality Modelling Language (VRML) has been employed
for the construction of virtual museums and virtual exhibitions [
          <xref ref-type="bibr" rid="ref18 ref5">5, 18</xref>
          ]. VRML
is considered to provide poor interactivity [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] and researchers have been
investigated improved solutions. The use of already implemented multi-user virtual
environments, e.g. Second Life, to provide virtual museum activities is proposed
in other works [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] but as the authors state there are important limitations.
        </p>
        <p>
          In order to overcome the aforementioned limitations, the use of game
engines is proposed for the creation of virtual museums [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. Game engines o↵er
the functionality needed for a virtual environment avoiding its time-cost
development from scratch. The developed virtual museums then allow users to navigate
in their spaces as they would do in reality and also to observe and interact with
the exhibited artefacts. The ability of a virtual environment to realistically and
eciently represent virtual cultural heritage is studied in other works. In [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]
an approach for dealing with large scale computation issues while maintaining
realistic representation of 3D cultural objects of complex geometry is presented.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Virtual Exhibitions’ Design</title>
        <p>
          In [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] a system that allows museums to build and manage virtual and augmented
reality exhibitions based on 3D models of artifacts is presented where dynamic
content creation based on pre-designed visualization templates allows content
designers to create virtual exhibitions eciently. Virtual reality exhibitions can
be presented both inside museums, e.g. on touch-screen displays installed inside
galleries and, at the same time, are accessible on the world wide web.
        </p>
        <p>
          [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] presents a web-based virtual museum framework that relies on users’
creativity and on the exploitation of the content in distributed web resources.
The presented framework is able to connect to popular repositories, such as
Europeana and Google, and retrieve content that can be used in creating virtual
exhibitions. It provides a complete authoring interface, in which users can create
customized virtual exhibitions, while guaranteeing an engaging experience by
relying on modern game engine technologies.
        </p>
        <p>
          In [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ] two, almost opposite, layouts are studied: (i) the single sequence
layout; and (ii) the grid layout. In the single sequence layout, visitors have to
traverse a specific sequence of space components while in the grid layout visitors
are able to choose between the available neighboring space components resulting
maximized randomness in the pattern of movement and exploration.
        </p>
        <p>
          In [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] a set of adaptive exhibition topologies for virtual museums and
exhibitions is proposed aiming at facilitating user navigation and providing
personalized experiences. The concept of adaptive exhibition topologies is also discussed
in [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] in which the virtual exhibition’s spatial structure derives from the
hierarchical structure of the semantic graph based on cultural objects relations.
        </p>
        <p>
          In [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] the focus is on the interaction functionality of exhibits in virtual
exhibitions proposing a set of solutions for enhanced interactivity that serves for
e↵ective information communication.
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Digital Libraries and Cultural Repositories</title>
        <p>
          The number of records related to cultural heritage objects that are hosted in
accessible repositories drive research teams to take advantage of these sources in
order to fill virtual exhibitions. In [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] a dynamic web-based museum framework
based on open data is proposed. This framework retrieves content from Google
Images, Europeana and an internal repository using JSON data interchange
and the exhibition management is controlled by a system administration who
is responsible for activating exhibitions after a typical content verification and
appropriate content screening.
        </p>
        <p>
          Other works focus on the aspects of digital libraries and the metadata
standards for virtual museums. In [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ] a thorough discussion on the available
metadata standards is presented but it states that there are considerable gaps in the
field of virtual museums metadata. In [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] a study on Europeana’s metadata
quality is presented concluding that the model provides a limited set of metadata
that do not permit classifying digital resources coming from content providers
and aggregators according to a specific knowledge domain. Moreover, an
interesting point of this study is that the availability of 3D objects is not mentioned,
obviously due to the small number of available 3D resources.
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>The Prototype System</title>
      <p>
        The presented system is based on the idea that virtual exhibitions should be
designed automatically, with their content beeing selected and placed into
exhibitions automatically (System Functionality Requirement 1) and with the ability
to adapt dynamically to users preferences (System Functionality Requirement
2). Public accessible cultural repositories are used as content sources and this
work focuses on Europeana. Europeana provides access for Europe’s digital
cultural heritage aggregated from libraries, archives, museums and cultural
institutions [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] and it maintains an API which can be deployed for data retrieval
purposes. In the presented prototype system the Europeana’a API is used to
retrieve Cultural Heritage Objects based on users preferences thus satisfying
Requirement 1. The prototype system integrates a mechanism enabling
adaptation of the content during navigating in the virtual exhibition thus satisfying
Requirement 2.
3.1
      </p>
      <sec id="sec-3-1">
        <title>Data Providers, Europeana and the Presented System</title>
        <p>Data providers, also referred as cultural heritage object providers are
organizations and institutions that are responsible for digitization, documentation and
(digital) preservation of their cultural heritage objects. Data providers usually
are libraries, archives, museums and other cultural institutions.</p>
        <p>
          Europeana collects, maintains and communicates data related to cultural
heritage objects which are provided by the partner data providers. Europeana is
of crucial importance for the presented system and its functionality as it provides
access to the cultural heritage objects that are integrated into a virtual exhibition
instance. In this context Europeana is considered a digital ecosystem in which
multiple organizations and most important their cultural assets, are connected
through contextual relations and descriptive content is developed. Contextual
relations are developed by the Europeana Data Model which is described below.
Another important feature of Europeana is its interconnectivity capabilities that
derive from the provided APIs and which are described in the next paragraphs.
The presented system communicates with Europeana by using its API, extracts
metadata about the cultural heritage objects published by data providers and
retrieves the digital objects representing the cultural heritage objects.
Europeana Data Model To organize and structure its data, Europeana has
defined a data model named Europeana Data Model (EDM) [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. A detailed
description of EDM is beyond the scope of this work. However, the properties
and classes used by the presented demo application are presented. In EDM
cultural assets are organized in records. A record refers to the package of data
about a cultural heritage object, comprising the information which connects the
metadata and the digital representations together. All records when delivered
to Europeana are assigned a unique identifier (IRI) with the following
structure: http://data.europeana.eu/item/DATASET_ID/LOCAL_ID For simplicity,
many of the Europeana APIs use a field named Record ID as a shortened version
made out of just the variable parts of the IRI: /DATASET_ID/LOCAL_ID. Each
record has a title (dc:title) which is a literal property used to provide the name
of the cultural heritage object. Also, each record has also a property instance
(edm:isShownBy) defining a media file related to the specific object.
Europeana API Europeana provides API access that enables integration of
Europeana’s assets into other contexts [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. Europeana uses REST
(REepresentational State Transfer) technology taking advantage of HTTP (Hyper-Text
Transfer Protocol) methods which are widely deployed and supported.
        </p>
        <p>
          Europeana provides a wide range of specialized APIs for searching entities,
metadata analysis and contribution to Eureopeana’s assets. In this work the
Search API [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] and Record API [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] are mostly used. Search API provides the
ability to define search terms and also to apply content specific parameters.
Search terms are defined by users’ interaction and the following content specific
parameters are used: (i) parameter ’media’, requires a media file to be available;
(ii) parameter ’edm:Type’ is used to define the required media type, e.g.,
’image’, ’3D’, etc.; (iii) parameter ’reusability’, the demo application requires that
the provider allows the reusability of media for the the specific asset. A request
to Europeana’s Search API results a collection of items meeting the search
criteria. The resulted collection comes in JSONP (JavaScript Object Notation with
Padding) format. Each item of this collection has an ID, a Title and a Link
property instance (read more about in 3.1). The link value is then used in order to
retrieve the cultural object’s data using Record API. The Record API provides
direct access to the Europeana data, which is modeled using EDM. A request
to the Record API results a JSONP object containing the link to the media file
(edm:IsShownBy) representing the cultural asset.
3.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Prototype System Design and Architecture</title>
        <p>
          The main purpose of the prototype system is to act as a platform for automatic
design of 3D virtual exhibitions which will enable exploration of content
provided by interconnected cultural repositories. The prototype system supports
content retrieval from Europeana’s partner organizations. The prototype system
is implemented in Unity3D [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] game engine, makes use of Europeana’s APIs
and integrates mechanisms for content management, content personalization and
adaptive space structure which are further described below.
        </p>
        <p>
          User Functionality Requirements: an initial user requirement analysis is
performed resulting that user functionality consists of three important tasks: (i)
users are able to choose categories and cultural heritage objects (User
Requirement 1, Figure 2b); (ii) users can easily navigate in virtual exhibitions (User
Requirement 2, Figure 2a); and (iii) users can observe and interact with objects
(User Requirement 3). The system’s interaction methods and the corresponding
interfaces are separated in three categories: (i) dialogue based 2D user interfaces
used for initial system configuration and content selection; (ii) virtual
environment interactions used for navigation and observation of the virtual exhibits;
and (iii) exhibits interactions which consist of methods for interacting with the
objects using virtual environment based interactions [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
Implementation platform: Unity3D game engine is used for the
implementation of the prototype system. Unity3D is an ecient game engine used in
video games and cultural heritage applications [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Unity3D provides the
ability to create 3D scenes according to predefined plans or even dynamically create
scenes based on multiple criteria [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. The designed 3D scenes can be rendered
in real time in high quality photo-realistic graphics. Due to its game engine
origin it provides tools for designing interaction mechanisms while allowing
designer to extend functionality by programming. The available interaction
mechanisms include character controller used for navigating in the 3D scenes as well
as user interface components for information communication and user data
input. Unity3D is executed on the MONO framework [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] providing access to its
functionality while maintaining cross-platform compatibility. One of the
advantages of Unity3D is that provides libraries for submission of HTTP requests
and handling of the corresponding responses that are used for communicating
through Europeana’s APIs. Unity3D has an easy to use editor and
interoperates with advanced integrated development environments (IDEs), e.g. Microsoft
Visual Studio, providing developers the ability to write code e↵ectively and to
perform debugging sessions. Moreover, Unity3D can build projects for numerous
platforms, e.g. PC, MAC, mobile devices, webGL, game consoles, and numerous
operating systems, e.g., Microsoft Windows, macOS, iOS, Android, etc.
(a) Virtual exhibition space design.
        </p>
        <p>(b) User interface design.</p>
        <p>System Components The presented system consists of several software
components in which a set of purpose specific operations are performed. The
components are: (i) system state controller; (ii) content retrieval; (iii) content
management; (iv) user interface; (v) interaction design; (vi) exhibition design; and
(vii) exhibit controller.</p>
        <p>System State Controller performs system initialization, manages its states and
mediates between components. Five states, and their transitions (Figure 3), are
defined below:
1. Initial state: system has not received user information, no data request to</p>
        <p>Europeana has been submitted and the virtual exhibition is not designed.
2. Parameterization: user selects the categories of interest and configures
certain aspects of system’s functionality and interactivity, e.g., camera position,
volume level, etc.
3. Navigation state: user has submitted information, requests to Europeana
and data providers have been performed, exhibition is designed and user
navigates in it.
4. Exhibit interaction state: user interacts with exhibits, while in this state
navigation is paused and interaction is focused on actions which a↵ect exhibit’s
state, e.g. rotate, scale, etc.
5. Terminate: user terminates the system.</p>
        <p>Content Retrieval Component gets input from the User Interface mechanism
(through the system state controller) and performs the required operations in
order to provide the information. Once a user has defined the thematic category
she/he is interested in through the user interface, the content retrieval component
submits a request to Search API (Figure 1). The content retrieval component
receives Europeana’s response in JSONP format, it decodes the received data
and extracts the required information (record id, title and link). For each one of
the resulted cultural heritage objects a Record API call is submitted in order to
retrieve the URL reference of the media file representing the cultural heritage
object that is hosted on a cultural repository.</p>
        <p>Content Management Component is used by the system in order to convert
the retrieved data in a format usable by the system according to the employed
technologies and its purposes. API requests results when received are formatted
in JSONP and their properties are not directly usable by system’s functionality
thus are parsed and the data are used to instantiate appropriate object classes
with their instances beeing directly accessed by system operations. When content
retrieval component retrieves media files, the content management component
associates the received media files with the previously retrieved metadata. In
addition, content retrieval component responds to requests received by other
components by providing the required information.</p>
        <p>User Interface Component is the visible mechanism of the presented system,
or better described, the system’s elements that are visible and usable are part
of the user interface mechanism. Users makes use of the user interface services
in order to configure the system, interact with the virtual exhibits and receive
information (Figure 2b). Every user activity on the system is a request from a
user interface element to a user interface method which is then proceeded to the
system controller and then to the appropriate component.</p>
        <p>Interaction Component, user interface describes what users see and it is
responsible to receive users input and forward it to the appropriate component, e.g.
content retrieval. On the other hand, interaction component describes the
actions that users are able to perform, e.g., navigation, observe objects, interact
with objects, change system state, etc. and it is responsible for
communicating these actions to the appropriate components. Among the numerous actions
that are enabled by interaction the most important are those of navigation and
interaction with the exhibits.</p>
        <p>
          Exhibition Design Component provides exhibition designs which are adapted
on users preferences. The exhibition design is based on the concept of adaptive
exhibition topologies [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] aiming at providing exhibitions designs which are easy
to navigate and navigation’s overall distance will be kept under a certain limit.
A major functionality of the exhibition design controller is the expansion of the
exhibitions as users move forward thus meaning that they are willing to view
additional exhibits.
        </p>
        <p>Exhibit Controller, exhibits are virtual elements representing through the
available media files cultural heritage objects. Exhibits should be accompanied by
information, this information should be available in the virtual environment and
users are able to interact with the exhibits.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>System Tests</title>
        <p>The system is tested in order to confirm that basic system functionality
requirements (Section 3) and basic user functionality requirements (Section 3.2)
are satisfied. System tests are based on the initial use case scenario (Section
3.2: user functionality) requiring users: (i) to select a thematic category, (ii) to
navigate in the virtual exhibition and; (iii) to adapt the exhibition’s content.</p>
        <p>
          Early tests show that users are able to choose thematic category by using
the user interface but the set of choises is considered to be limited. A major
functionality aspect that is revealed by the system tests is the time needed
each time the application load a new dataset, either due to change of thematic
category or due to exhibition expansion as user moves forward. The time needed
in these cases is considered to be long (approximately 20-30 seconds) and varies
(a) User interface and system state con-(b) Content retrieval, exhibition design and
troller test. user interaction test..
depending on the network capacity and the computational power. Exhibitions’
space adaptation is considered to be sucient but the resulted exhibition spaces
are considered to be monotonous as they are based on the sequential layout [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]
thus not providing alternative routes. Regarding the exhibits’ information that
the system provides it is considered to be limited but this due to the fact that
the metadata provided by the content providers are limited as it is also stated
in [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Overall it is concluded that the tests are successfully completed and the
system is proposed as the case for further research which is described in Section
4.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusions and Further Research</title>
      <p>
        In this paper a prototype system for automatic design of virtual exhibitions is
proposed. The purpose of the prototype system is to demonstrate the ability
to create personalized and adaptive exhibitions for content derived from public
cultural repositories. In particular, the content is derived from Europeana, user
is given a set of thematic categories to choose and the exhibition size and space
expands as users explore the exhibition. Sequential topology is employed for
automatic design of the requested exhibitions showing that the approach provides
sucient exhibition spaces. In future work, additional exhibition topologies [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
will be deployed which will be evaluated for their e↵ectiveness. The content
of the exhibitions is retrieved from public cultural repositories and it is
possible to consist of large amounts of data thus the network connection and the
computational power and memory capacity of users’ computer machines is an
important factor. Regarding network issues future work will focus on the
employment of future network technologies (5G) [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] in media rich applications.
Regarding the computational limitations, cloud computing [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ] and its
descendant cloud gaming [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] provide interesting approaches. The Internet of Things
concept is also promising on providing enhanced user experience as new
application models can be designed to take advantage of smart sensor networks for
data communications or processing services. Such networks can provide access
to cloud infrastructure [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] in mobility scenarios or even deploy the edge
infrastructure [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. Moreover, sensor networks can be deployed by virtual or mixed
reality applications for user input, context awareness and other purposes related
with the concept of ubiquitous multimedia applications.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>This work was supported in part by project “A Pilot Wireless Sensor Networks
System for Synchronized Monitoring of Climate and Soil Parameters in Olive
Groves,” (MIS 5007309) which is partially funded by European and National
Greek Funds (ESPA) under the Regional Operational Programme “Ionian
Islands 2014-2020.”</p>
    </sec>
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</article>