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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards Advanced Interfaces for Citizen Curation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Luis Emilio Bruni</string-name>
          <email>leb@create.aau.dk</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lily Diaz</string-name>
          <email>lily.diaz@aaltol.fi</email>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Aldo Gangemi</string-name>
          <email>aldo.gangemi@cnr.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Enrico Daga</string-name>
          <email>enrico.daga@open.ac.uk</email>
          <xref ref-type="aff" rid="aff8">8</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tsvi Kuflik</string-name>
          <email>tsvikak@is.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff6">6</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paul Mulholland</string-name>
          <email>paul.mulholland@open.ac.uk</email>
          <xref ref-type="aff" rid="aff8">8</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rossana Damiano</string-name>
          <email>rossana.damiano@unito.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Lieto</string-name>
          <email>antonio.lieto@unito.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Silivio Peroni</string-name>
          <email>silvio.peroni@unibo.it</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sofia Pescarin</string-name>
          <email>sofia.pescarin@cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Citizen curation, User engagement, Museum information system,</string-name>
          <xref ref-type="aff" rid="aff7">7</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ACM Reference Format:</string-name>
          <xref ref-type="aff" rid="aff9">9</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alan Wecker</string-name>
          <email>ajwecker@gmail.com</email>
          <xref ref-type="aff" rid="aff6">6</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CNR ISPC</institution>
          ,
          <addr-line>Rome</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Computer Science and CIRMA, University of Turin</institution>
          ,
          <addr-line>Turin</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>DHARC - Department of Classical, Philology and Italian Studies, University of Bologna and ISTC-CNR</institution>
          ,
          <addr-line>Rome</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>DHARC - Department of Classical, Philology and Italian Studies, University of Bologna</institution>
          ,
          <addr-line>Rome</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Department of Architecture, Design, and Media Technology, Alborg University</institution>
          ,
          <country country="DK">Denmark</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>Department of Media, Media lab, Aalto University</institution>
          ,
          <addr-line>Aalto</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff6">
          <label>6</label>
          <institution>Information Systems, The University, of Haifa</institution>
          ,
          <addr-line>Haifa</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
        <aff id="aff7">
          <label>7</label>
          <institution>Interpretation</institution>
          ,
          <addr-line>Reflection.</addr-line>
        </aff>
        <aff id="aff8">
          <label>8</label>
          <institution>Knowledge Media Institute</institution>
          ,
          <addr-line>The Open</addr-line>
          ,
          <institution>University</institution>
          ,
          <addr-line>Milton Keynes</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff9">
          <label>9</label>
          <institution>Luis Emilio Bruni</institution>
          ,
          <addr-line>Enrico Daga, Rossana Damiano, Lily Diaz, Tsvi Kuflik, Antonio Lieto, Aldo Gangemi, Paul Mulholland, Silivio Peroni, Sofia Pescarin</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <abstract>
        <p>The SPICE project builds on the growing trend for museums, rather than providing an authoritative view, to present multiple voices related to their collection and exhibitions. In SPICE, an approach we term citizen curation is proposed as a way of supporting visitors to share their own interpretations of museum objects and reflect on the variety of interpretations contributed by others. In order to capture a wide range of voices, interfaces will be designed specifically to engage minority groups that tend to be under-represented in cultural activities. To achieve this goal, the interface will need to be intuitive, aesthetic and accessible for diferent audiences. The paper presents the challenges we face and initial proposals for engaging visitors in citizen curation.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Information systems → Asynchronous editors.
1</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        Museums, rather than providing an authoritative view, increasingly
attempt to present multiple voices related to their collection and
exhibitions, including from the museum visitors themselves [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
This creates a number of methodological and technical challenges
in particular: how to support people in interpreting cultural objects
for themselves; how to support both museums and visitors in
exploring and reflecting on the range of accumulated contributions;
and how to engage under-represented groups in the process, such
as older people, whose voices are least likely to be heard. To address
these challenges, we are developing tools and methods to support
a process we term Citizen Curation. Methods will be co-designed
that can be used by citizen groups to produce personal
interpretations of cultural objects and analyze and compare them against
the interpretations of others. Tools will be developed for modelling
users and groups and recommending content in a way that assists
citizen groups in building a representation of themselves and
appreciating variety within groups and similarity across groups, to
enhance social cohesion. A Linked Data (LD) infrastructure will
support citizen curation using social media platforms in a way
that gives heritage institutions control over rights protected digital
assets and access to citizens’ responses to their collections. User
experiences will be designed that enable inclusive participation in
citizen curation activities across cultures and abilities. A series of
citizen curation case studies with a diverse set of museums and
citizen groups will demonstrate how the approach can promote
inclusive participation and social cohesion in a variety of contexts.
Engaging visitors is one of the major challenges of the project. This
requires an integrative approach, encompassing the content to be
delivered, user interface and interaction design. These challenges
and ideas for addressing them are discussed in this position paper.
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>THE SPICE PROJECT</title>
      <p>
        Tools and methods to support citizen curation are being developed
as part of the H2020 funded SPICE project (https://w3id.org/spice).
We define citizen curation as citizens applying curatorial methods
to archival materials available in memory institutions in order to
develop their own interpretations, share their own perspective and
appreciate the perspectives of others. Our definition is informed
by previous initiatives that have engaged citizens in the curatorial
process. Mauer [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and Hill et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] describe citizen curation as a
process in which citizens with little or no background in museum
curation are taught and guided to create their own physical and
virtual exhibitions. Moqtaderi [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] uses the term citizen curator
to describe members of the public voting for an artwork to be
included in an exhibition curated by the museum. The citizen curator
initiative developed by Ride [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] involved citizens sharing
contributions via Twitter which were later used in a video installation
developed by the museum. Within SPICE, we aim to engage
citizens in curatorially-inspired activities that personally engage the
visitor and promote reflection, and are also accessible and open to
all without additional training.
      </p>
      <p>Our approach will provide scripted support for a range of citizen
curation activities (see Figure 1 – the numbers in the description
refer to items in the figure). We envision a distributed architecture
leveraging LD, where each system has access to a number of objects,
whether provided by one or more museum content management
systems, other repositories, or contributed by citizens (1). Each
system has its own autonomy in modelling and managing data,
including specific ontologies (2). In addition, systems implement a set of
scripts (3). Each script is made up of a combination of interpretation
activities (e.g. collecting, artefact analysis) and reflection activities
(e.g. search, visualizing similarities and diferences). These scripts
difer across the systems to fit the specificity of use cases and may
organize activities into diferent orders. For example, the citizen
may see an overview of what contributions others have made (i.e.
reflection) before and/or after making their own contribution (i.e.
interpretation). Interpretation activities will be developed that draw
on various curatorial methods related to the study, interpretation
and communication of museum objects, such as collecting, artefact
analysis, storytelling, and exhibition design (4). Activities will vary
depending on the level of involvement required in order to appeal
to both casual and engaged visitors. Activities inspired by collecting
will enable visitors to produce their own collection (5). Casual
activities could involve tracking the visitor in the (virtual or physical)
museum space and constructing a collection automatically based
on their dwell time in front of particular objects. More engaged
activities could involve the visitor (such as a child or family group)
ifnding objects in response to challenges in a form of treasure hunt.</p>
      <p>Activities inspired by artefact analysis will enable visitors to ofer
their own interpretation in response to particular objects (6). Casual
activities could involve associating a caption or title with an
artwork. More engaged activities could involve telling a story related
to, for example, the characters, setting or theme of the artwork.
Visitors could also be assisted in developing their own exhibitions
(7). Casual activities could involve exhibitions being generated
automatically from the path a visitor takes through the museum space.
More engaged methods could lead the visitor through a curatorial
design process in which they thematically organize and present a
series of objects. Methods of reflection enable those interpretations
to be used to foster mutual understanding and support research (8).
Forms of analysis include the searching and browsing of content
and the identification of similarities and diferences across
contributions. Searching and browsing activities can be used to suggest
to the user alternative interpretations of the same object in order
to encourage them to recognize and take multiple perspectives (9).
Visual analytical tools will support the user in understanding more
broadly the variety of responses produced by a particular activity
(item 10). Visualizations will emphasize the variety rather than the
popularity or similarity of opinions. Visual analytical tools will
also support the investigation of similarities across diferent groups
enabling citizens to identify issues of common concern rather than
just emphasize average diferences in response (11). Analytical tools
will also enable the responses stored in the LD servers to be used
as a research resource (12). The architecture would enable citizen
tagging and interpretation activities with particular communities
in order to build vocabularies that can be used to associate that
group with cultural objects. The responses made to interpretative
activities can be researched in a number of ways, analyzing the
nature and depth of the cultural participation diferent activities
facilitate and the diferent sociocultural perspectives that can be
brought to bear on the same cultural objects.
3</p>
    </sec>
    <sec id="sec-4">
      <title>THE CHALLENGES OF ENGAGING</title>
    </sec>
    <sec id="sec-5">
      <title>VISITORS</title>
      <p>One of the main challenges we face is visitor engagement: how to
attract the visitors’ attention, get them to interact with the objects
in the exhibition, the content about them, interpret the content,
explore it and reflect on it. Achieving this goal requires an
integrated approach, which includes engaging interfaces, engaging and
attractive content, and engaging interaction.
3.1</p>
    </sec>
    <sec id="sec-6">
      <title>Interface</title>
      <p>The user interface is the point of contact between the user and
the system, hence it has a key role in the process of engaging
citizens with the curatorial activities proposed by the
interpretationreflection loop embedded in the system-user interaction process.
It has the role of attracting users’ attention, whether visually or
auditorily (or in combination of the two), getting their attention
and encouraging them to start interacting with the system. Hence
an engaging and attractive interface is a key element in initiating
interaction. At the same time, as the project includes target groups of
diferent ages, abilities and requirements, the use of specific media
types (sound, text, etc.) should be traded-of with the preferences
and limitations of potential users (think for example of hearing or
visually impaired museum visitors).
3.2</p>
    </sec>
    <sec id="sec-7">
      <title>Content</title>
      <p>Having an engaging and attractive interface may be a good starting
point. However, there is a need for relevant, interesting and
engaging content to be presented to the visitors. The content should
be presented in an attractive way - evoking emotions, triggering
curiosity - i.e. it should make the visitor curious to explore what is
there for them. The content delivered should be then composed (at
least in part) on the fly, considering the profile, competences, and
interests of an individual or a group. The semantically specified LD
in SPICE will enable the required flexibility.
3.3</p>
    </sec>
    <sec id="sec-8">
      <title>Interaction</title>
      <p>An engaging interface is a must, as much as intriguing and
interesting content. Still the way the content is delivered to the visitors
(e.g. the interaction) needs to be carefully designed so to keep the
user engaged. Within the museum, interaction needs to considered
not only in terms of the design of the interface but also the context
of use: visiting individually or in a group, the time available to the
visitor, the primacy of the cultural objects that have motivated the
visit, and the physical layout of the museum including its galleries,
family room and grounds.
4</p>
    </sec>
    <sec id="sec-9">
      <title>INITIAL IDEAS FOR ENGAGING VISITORS</title>
      <p>
        We aim at a co-design process for developing the solution. As
Sanders and Stappers [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] note, a key benefit of co-design activities
is not only that they can enable collaboratively organized creativity
but also how latent needs can be jointly explored in a supportive
environment. The participatory space includes museum
professionals, developers, designers, humanities scholars as well as end-user
communities. Five Case Studies each dealing with distinct user
communities in five diferent languages will participate in application
development, testing and demonstration of the citizen curation
methods. Each of the Case Studies will cover a facet of the
accessibility and inclusiveness dilemma: generational and geographical
distance; disruption due to conflict and illness; lack of access to
educational resources resulting in a lack of interest in learning; as
well as political and religious conflict are among the topics that will
be handled in these pilot applications.
4.1
      </p>
    </sec>
    <sec id="sec-10">
      <title>The Interpretation-Reflection Loop</title>
      <p>
        The SPICE platform will embed methods to stimulate and prompt
citizens to produce their own interpretations of cultural objects and
artefacts in museums and heritage institutions. Once meaningful
discourses and narratives have been generated and contributed by
the interpretation process (e.g. narratives of personal or collective
identity, generated by engaging with cultural artefacts), we can
trace patterns that can aggregate such interpretations to support
mutual understanding and reflection among participants. For this
purpose, we will explore a repertoire of activities in order to test
which ones are more efective in stimulating a variety of audiences
to produce interpretations and perspectives that in turn will
enable them to participate in a rich and diverse cultural space for
reflection. We envision that the interpretation methods will have
the potential to assist citizens in articulating their own points of
view (perspective-making), as well as understanding the views of
others (perspective-taking), turning the museum into a safe space
for unsafe ideas, in which the museum, rather than providing an
authoritative view, accommodates multiple voices [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
4.2
      </p>
    </sec>
    <sec id="sec-11">
      <title>Emotional Engagement</title>
      <p>
        Often considered an essential element of people’s response to
artworks, emotions can be the key to engage visitors in the
interpretation of cultural objects. Previous work on the emotional response
to art has provided insight on the emotions elicited by art, with
some non-obvious implications for the SPICE project. Saif and
Kiritchenko [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] have investigated the expression of emotions evoked
by visual art by applying Sentiment Analysis Techniques to the
tags added to artworks by crowdsourced annotators. Their results
confirm the relevance of emotions in the collected tags. However,
they focus on the homogeneity of the emotional response and on
its relations with the visual content of artworks, while SPICE aims
at diversity rather than accordance. In addition, recent work by
Rao et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] has investigated the role of emotional priming in the
production of narrative content.
      </p>
      <p>
        Emotive (https://emotiveproject.eu) European project [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] has
further analyzed the role of emotions in users’ engagement as with
Cultural Heritage (CH), testing it in collaborative interactive and
immersive virtual reality environments, where a required cooperation
led two players to discuss abstract concepts (such as rituals, artistic
expression, sharing), developing comparisons with their own
experience. Within this specific context, it was possible to identify the
role of social interaction in triggering emotions and understanding
concepts. A further study, conducted within the GIFT EU project
(https://gifting.digital), has set up an experiment where diferent
stimuli (audio evocative narrative and visual stimuli of a selection
of artworks) were used during the museum visit, while the
emotional feedback was double checked through a portable EEG and the
indications of the visitors themselves. The result led to developing
a prototype of an ‘emotion mapper’
(https://gifting.digital/emotionmapper).
      </p>
      <p>
        Recent studies in neurosciences are also demonstrating that some
stimuli could create a resonation between two people, even if the
stimulus is provided to only one [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ], opening up a number of new
potential uses of this discovery. Experiments in this direction could
help SPICE to better identify those mechanisms in association with
specific multimedia. The experiments conducted by the authors
have demonstrated that, if users are exposed to emotional stimuli,
they tend to create emotionally richer narrative content. Moreover,
the role of interaction, of the exchange among participants, of
the selection of specific stimuli, has also been found to have an
impact on emotion and engagement. Although the work by Rao
et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] has revealed that producing emotional expressions (rather
than being exposed to them) was the most efective priming type,
the design of user engagement devices in SPICE should take into
account the role of emotional priming, using afective elements of
diferent media types to promote emotional engagement.
4.3
      </p>
    </sec>
    <sec id="sec-12">
      <title>Attracting attention</title>
      <p>
        Encouraging visitors to interact with a system, providing their
interpretation and reflecting on what others have said is not an
easy task, as users do not tend to engage themselves in lengthy
interaction while visiting CH sites. However, there is a variety of
persuasion or marketing techniques that may be subtly applied in
order to attract their attention and tempt them to interact. One
option may be to follow the COMBI Model suggested by Klein
et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] that was developed for behavior change and includes
a gradual persuasion in five stages, involving precontemplation,
contemplation, preparation, action, and maintenance. These stages
are devised to lead the user to be aware, then to be motivated
and finally to act. Another example may be Digital Nudging [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ],
which is the use of user-interface design elements to guide people’s
behavior in digital choice environments.
4.4
      </p>
    </sec>
    <sec id="sec-13">
      <title>Linked Data Social Media Layer</title>
      <p>A distributed LD infrastructure will be developed to connect cultural
objects, collections, and citizen contributions (e.g. interpretations).
Similarly to typical social media, such as Facebook or Pinterest, it
will permit users and organizations to: search and retrieve digital
artworks from multiple sources, share digital objects, share curated
presentations containing the artworks, and link to external content
published on the Web. Drawing on the concepts of LD, Distributed
Online Social Network, and Digital Asset Management, we will
develop an innovative technology stack for supporting citizen
curation. The resulting distributed system will be a semantically-aware
network of systems, organizations, datasets, and services that will
constitute a policy and privacy-aware environment for the
construction of a new generation of tools for cultural engagement. Data will
be integrated from multiple points, leaving partners and institutions
free to use their own systems, vocabularies, schemas. SPICE will
provide methods to automatically extract knowledge from text, to
reconcile data expressed in diferent schemas, to share ontologies
that facilitate data interoperability, interpretation sharing, flexible
scripting, similarity/diference identification, and recommendation
capabilities.
4.5</p>
    </sec>
    <sec id="sec-14">
      <title>Gamification</title>
      <p>
        In CH the exploitation of narrative based exploration as a method
for the suggestion of museum artworks, represents one of the most
dificult yet promising attempts for users’ engagement. Such a
method has been already adopted in projects like Labyrinth [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ],
where the use of semantic descriptions of the narrative content of
artefacts was a driver for visual experiences in both web and 3D
visual interfaces. In SPICE, the overall approach targeting narrative
explorations relies on the use of a network of ontologies to model
narrative concepts. Narrative ontologies (including and connecting
notions concerning stories, roles, characters and events described
by a given item) have been proposed with the aim of enabling
the discovery of unknown and serendipitous connections between
artworks, so as to expand and support the available connections
through automated reasoning. Given these narrative descriptions,
in fact, several relations can be detected: beside classical standard
relations based on author or resource type, indeed, narrative
content relations enable the discovery of artworks that display the
same characters, depict the same action type (e.g. “killing” or
“kissing”), refer to the same story and its related stories. In this line of
investigation, then, the discovery of the read threads connecting
artworks can represent the starting point for gamification
experiences involving diferent groups of visitors and bring to the front
shared archetypal stories connecting individuals and groups.
      </p>
    </sec>
    <sec id="sec-15">
      <title>Storytelling</title>
      <p>
        Storytelling is a well-known technique for engaging the public
in interaction. In SPICE, we will review the current state of
datacentric, ontology-based storytelling (see Winer [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] for a survey),
reusing experiences such as MakeBelieve, DRAMMAR, and Griot,
which have used formal semantics to generate conceptual
structures customized to storytelling purposes. Thanks to a multi-layered
design of ontologies and data, previously applied to represent
legal norm entrenchment, sentiment semantics, metaphors [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], etc.,
the results of the SPICE interpretation-reflection loop, jointly with
scripting and CH knowledge graphs, will feed ontology-based
narrative schemas, adapting storytelling to the entrenched nature of
multiple individual /group perspectives
5
      </p>
    </sec>
    <sec id="sec-16">
      <title>SUMMARY</title>
      <p>SPICE aims for a number of very challenging goals: a) to support
visitors in interpreting cultural objects for themselves; b) to
support both museums and visitors in exploring and reflecting on the
range of accumulated contributions; and c) to develop the tools
and methods that can support a wide range of voices being heard,
including from minority groups. These challenging goals require
a sophisticated infrastructure, as presented. However, eventually
everything boils down to the point of interaction - the user
interface. We claim that the project success heavily depends upon
interaction design, the design of the user interface and the content
itself. Hence we present our initial ideas about ways to address the
above-mentioned challenges.</p>
    </sec>
    <sec id="sec-17">
      <title>ACKNOWLEDGMENTS</title>
      <p>This project has received funding from the European Union’s
Horizon 2020 research and innovation program under grant agreement
No 870811.</p>
    </sec>
  </body>
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