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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>ReCollection: a Disposal/Formal Requirement-Based Tool to Support Sustainable Collection Making</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Francis Rousseaux</string-name>
          <email>francis.rousseaux@univ-reims.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alain Bonardi</string-name>
          <email>alain.bonardi@ircam.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kevin Lhoste</string-name>
          <email>kevin.lhoste@univ-reims.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>IRCAM</institution>
          ,
          <addr-line>Place Stravinsky, 75004, Paris</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Modern Information Science deals with tasks which include classifying, searching and browsing large numbers of digital objects. The problem today is that our computerized tools are poorly adapted to our needs as they are often too formal: we illustrate this matter in the rst section of this article with the example of multimedia collections. We then propose a software tool, ReCollection, for dealing with digital collections in a less formal and more sustainable manner. Finally, we explain how our software design is strongly backed up by both artistic and psychological knowledge concerning the ancient human activity of collecting, which we will see can be described as a metaphor for categorization in which two irreducible cognitive modes are at play: aspectual similarity and spatiotemporal proximity.</p>
      </abstract>
      <kwd-group>
        <kwd>information retrieval</kwd>
        <kwd>cognitive modeling</kwd>
        <kwd>gural collection</kwd>
        <kwd>class</kwd>
        <kwd>spatial metaphor</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>1.1
a computer and the internet daily. The contents can be downloaded from the
internet, or imported from digital devices such as cameras, which have also
become mainstream.</p>
      <p>Not surprisingly, a huge market has emerged from these multimedia
collections. We can now choose from a myriad of computerized tools which assist us
in nding, retrieving, recording, creating, editing, browsing and classifying
multimedia contents. The variety of tools at hand seems to t with the variety of
uses involved in multimedia computing, from the most creative ones - such as
graphic design, audio synthesis, etc - to the most formal ones - classication
in particular. However, there doesn’t seem to be many tools bridging the gap
between these two seemingly opposing polarities.
1.2</p>
    </sec>
    <sec id="sec-2">
      <title>Collecting: Between Formalism and Creativity</title>
      <p>Let us illustrate this situation. First, let us suggest that looking for new material
and classifying are two important processes involved in collecting. Indeed, when
someone decides to start building a collection he usually already possesses a few
items. Then, to extend this collection, new items must be added. In order to do
so, the collector goes into the world and looks for these new items. Then as the
collection builds up, the need to arrange the items into categories will become
clearer, as the collection cannot simply remain a messy stack of unordered items.</p>
      <p>If he had decided to collect digital music, and go online to nd new items
for his collection, the process would have been rather similar. Commercial music
download sites allow the user to browse through predened music categories, thus
implementing a kind of virtual record shop with the same problems mentioned
earlier. The search tool however can come in handy, and allow the user to search
for the name of an artist, a song, an album or even musical genre. All these
are still editorial information, which aren’t necessarily the most useful to the
collector. Then, when the music is downloaded, the album consists of a group
of compressed audio les, containing preset meta-tags, again storing editorial
information. When browsing these les in his audio player, the songs are dened
and classied automatically, not always according to the collector’s desires. His
nal attempt is then to create a set of folders on his disk, and arrange his items in
these folders. But how does he name these folders? What if he wants to arrange
and browse the items in multiple ways? What if a particular item doesn’t t in
any folder, or could be placed in two or three dierent categories? Pachet has
also described many problems in the area of Electronic Music Distribution [ ?].</p>
      <p>As we see from this example, the tools that the everyday user has at hand
are too formal, and are poorly adapted to the growing activity of collecting
multimedia contents. Indeed, what we have said for music can also be said for
the other kinds of media, and can also be said for information research, le
sharing, etc.</p>
      <p>Attempts have been made at putting the human user back in control of
the collecting process, rather than relying purely on predened categories and
automated research algorithms. However, it has become obvious that the other
extreme of handing complete control over to the user isn’t optimal either. Let us
take a look at online content sharing sites, such as the famous FlickR. There
is no categorization here, but there are three main strategies when looking for
photos: date, location, tags. The rst two are self-explanatory, but the tags are
more interesting here. When someone uploads a photo to the website, they can
link a certain number of keywords, called tags, to this photo. Then, we can
either browse through the most popular tags, or type a tag into a textbox for
a more precise search. The users then have complete freedom on the way they
choose to dene their photos. But the problem is that many photos aren’t tagged,
and the photos that are, often have poorly named tags, making them dicult
to retrieve. Therefore, we believe that an optimal solution to the problem of
digital collections could lie somewhere between these two polarities: predened
categories and total user creativity.
1.3</p>
    </sec>
    <sec id="sec-3">
      <title>Examples of Tools Attempting to Bridge the Gap MusicBrowser is a software which aims at indexing large and unknown music collections, and also helping the user nd "interesting" music in these collections [?].</title>
      <p>When digital sound les are imported into the system, they are analyzed,
and a database of their acoustic properties is created / updated. Then the user
can browse through the collection in a traditional manner, relying on editorial
information. He can also create his own categories intuitively. He starts by
creating a category, and giving it a name. This can be totally subjective if he wishes,
he may call it "evening music", "happy music" or "favorite", etc. He then adds a
few songs to this category, before asking the program to nish classifying, based
on acoustic similarities. Of course, the more categories there are, and the more
examples there are, the easier it is for the system to classify the entire
collection. However, if there are mistakes, the user may simply move a song from one
category to another, and ask the system to start again. This creative feedback
loop, between user input and automated algorithms, will eventually lead to a
satisfying classication for the user, who will have saved a lot of time in the
process. He will then be able to create other classications of the same collection
if he wishes, and switch instantly between any of them. He may also share these
classications or download others.</p>
      <p>IMEDIA is a research project focused on indexing large collections of photos,
and interactive searching and browsing [ ?]. When photos are added to the
system, they are analyzed and a database of visual descriptors is created / updated.
One of the main features of the program is allowing the user to search for similar
photos. At rst, a list of random images from the collection is displayed, the user
may browse them, or view another set of random images. When he sees a photo
he likes, he can select it and ask the system to nd similar ones. For example,
if he chooses a photo of a beach, then the system will display a list of photos
of beaches. Once again, if the user isn’t completely satised with the results, a
"relevance feedback" system allows him to select the errors, and the system will
take this into account in order to display a more relevant list of results.</p>
      <p>As we shall see in the next section, we have tried to create a program more
suitable to the particular process of collecting, which has an element of
subjectivity, evolves over time and doesn’t rely purely on similarities, as in the IMEDIA
system for example.
2</p>
      <p>ReCollection: An Experimental Software For The
Creation Of Multimedia Collections
ReCollection is a computer program for searching, arranging and browsing
digital content. As our collecting activities vary from one context to another, it is
too ambitious to seek a general solution to the problem. Rather, particular
application areas must be dened and isolated, in order for a specic answer to be
given, however always relying on a set of basic principles. Here, we shall discuss
the software prototype we have created for the digital opera / open form opera
Alma Sola2.
2.1</p>
    </sec>
    <sec id="sec-4">
      <title>A Useful Metaphor: the Art Collection</title>
      <p>Artists and philosophers have described some very particular characteristics of
collections. One of those, as noted by Wajcman[ ?], is that of excess in a collection.
This means that the number of collected items exceeds the collector’s capacity of
memorization, but also of physical storage and exposition in the gallery. Thus,
there is a need for at least one reserve, where the excess can be stored. For
example, the George Pompidou National Museum of Modern Art, Paris, owns
about 59000 artworks, making it one of the largest modern and contemporary art
collections in Europe. Obviously, all the items cannot be exposed in the galleries
at once, so a very large portion is stored in the reserves. Often, the items in
reserve are stored in heaps, in random locations, and they aren’t always labeled,
which makes it dicult to nd and retrieve objects.</p>
      <p>The reserve allows us to handle the excess in collections, which is a problem in
many of today’s computer applications. Our multimedia collections, for example,
are becoming very large and we are often losing control over them.</p>
      <p>On the other hand, objects which are currently exposed are found in the
gallery. Here, the objects follow a spatio-temporal arrangement dening a nite
number of visitation paths. The closeness in space of certain artworks and the
chronological order in which they are approached are set carefully by the
curator, as they strongly inuence the visitors’ experience. This aspect is also very
important, and we shall discuss it later in detail.
2.2</p>
    </sec>
    <sec id="sec-5">
      <title>The Reserve</title>
      <p>The ReCollection software has two main modes: reserve and gallery. The reserve
allows us to store our objects which aren’t exposed in the gallery. There are
2 Designed by Alain Bonardi, IRCAM, Paris and performed at Le Cube, Issy les
Moulineaux, October 2005.
many objects in the reserve, and these are not always labeled; also they are
rarely arranged in an orderly and tidy manner. So when we visit the reserve,
we have no choice but to wander around, picking up objects, inspecting and
identifying them one at a time. The reserve can also be compared to the attic,
in which our family possessions are stored similarly. As we explore our attic, we
can happen to pick up an old photo album, which we had completely forgotten
about. This item will surely bring back memories and emotions. We can then
choose to keep this album under our arm, as we continue to explore the attic,
or we can leave straight away, and put it on our replace, for example, making
it visible to visitors. It is all these pleasant and familiar experiences which we
believe can be recreated thanks to the modeling of the reserve in our computer
program.
2.3</p>
    </sec>
    <sec id="sec-6">
      <title>The Gallery</title>
      <p>A collective activity involving a number of objects at a time is their relative
arrangement in the gallery space. To the location of objects in this space, we
have added their color; these two properties make up an extra conceptual layer
which is the framework for the creation and management of our collections.</p>
      <p>In ReCollection, there is always at least one gallery, and the user can create
as many as he wishes. There is always at least one item in a gallery, some basic
content that the user can interact with, a starting point for his collection.</p>
      <p>The objects can be placed and arranged manually in the gallery space, using
click and move, just as in common user interfaces. The user can also rely on two
algorithms to automatically dispose the objects. The rst one, inspired by cataRT
software [?], calculates the objects’ positions and colors according to descriptors
chosen by the user. The second calculates the positions depending on a sample
of objects selected by the user. A Principal Components Analysis (PCA) nds
out which descriptors vary most amongst the objects of the sample, the system
can then rearrange the whole gallery according to these descriptors, as in the
rst method.</p>
      <p>The arrangements resulting from the algorithmic calculations can always
be modied manually in order to correct them (in the eventuality of rather
subjective descriptors), to build up a global gure, or to bring items together.</p>
      <p>Once all the items of interest have been imported from the reserve, through
browsing or searching, and once they have been arranged in the gallery space,
the user has a rst disposition he can play with. When he will browse the gallery
space, his experience will be inuenced by the fact that certain objects are close
in space, and in time of visitation. Although this is interesting in itself, the
system can help the user go further, by dening a set of guided visits, which are
simply an order of visitation of selected objects in the gallery.</p>
      <p>The type of interface we have chosen to implement these functionalities is a
2D zoomable user interface (ZUI), inspired by Ken Perlin’s Pad [?]. All objects
are in the same 2D space, which has no borders. The point of view can be moved
vertically and horizontally, and the user can zoom in and out. If he zooms in
on an item, until it lls the screen, the sound is played back. This kind of
interface has been experimented; it has obtained good results, and has been
proven reliable[?]. Its intuitive approach is seducing to us, particularly in our
goal of intuitively collecting digital media. Finally, the spatial metaphor takes
advantage of the users’ spatial memory and cognitive abilities [ ?,?].
Husserl used to say that consciousness is always consciousness of something, that
consciousness always pre-dates the subject and the object, and puts them together
in the process. There are no subjects or objects already existing independently
that meet in the world to ll out a journal of experiences (the subject) and
perhaps adapt to each other by induction. In the same fashion, we could say
that a collection is always a collection of something , in that the original process
of categorization is the activity of collecting, implacably mixing abstraction and
spatio-temporal arrangements, and producing as many metastable categories.</p>
      <p>The current models for information search are too formal, and they assume
that the function and variables dening the categorization are known in advance.
In practice, however, when searching for information, experimentation plays a
good part in the activity, not due to technological limits, but because the searcher
does not know all the parameters of the class he wants to create. He has hints,
but these evolve as he sees the results of his search. The procedure is dynamic,
but not totally random, and this is where the collection metaphor is interesting.</p>
      <p>The collector’s experimentation is always carried out by placing objects in
temporary and metastable space/time. Here, the intension of the future
category has an extensive gure in space/time. And this system of extension (the
gure) gives as many ideas as it does constraints. What is remarkable is that
when we collect something, we always have the choice between two systems of
constraints, irreducible one to the other. This articial indierentiation for
similarity/contiguity is the only possible kind of freedom allowing us to categorize
by experimentation.</p>
      <p>Our prototype implements these ideas by allowing the user to dispose his
objects in 2D space. This arrangement may be manual, automated or both;
it may be based on similarity, spatial proximity or both. A global gure may
emerge from this arrangement, inuencing the browsing and also the extension
of the collection. Local gures emerge, which are the temporary pseudo-classes
illustrating the pre-categorization building process of collecting. The art gallery
metaphor ts very well, as it adds further meaning to the arrangement of the
collected items in space, and models the excess in collections thanks to the
reserve.</p>
      <p>Through exploiting space in this way, the software interface takes advantage
of our cognitive abilities in dealing with spatial information, and also our ability
to collect information and acquire knowledge. Our next step is experimentation
in order to validate our work. This could simply take the form of a series of
sessions in which both novice and experimented users are asked to build up
collections using the software. Through user-feedback, we will have a rst idea
of how well the interface is understood, how useful the users nd it and how
easy it is to use. If this experiment is a success, as we believe it will be, we will
continue our research and bring it to the next level. Through integrating new
functionality focused on indierentiation for similarity/proximity, we will be able
to build specic tools for a variety of applications in which the user’s activity
may be - at least metaphorically - described as building a gural collection .</p>
    </sec>
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