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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>April</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>m-Dvara 2.0: Mobile &amp; Web 2.0 Services Integration for Cultural Heritage</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Paolo Coppola</string-name>
          <email>coppola@uniud.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Raffaella Lomuscio</string-name>
          <email>raffaellalomuscio@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefano Mizzaro</string-name>
          <email>mizzaro@dimi.uniud.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Elena Nazzi</string-name>
          <email>elenanazzi@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Mathematics and Computer Science University of Udine Via delle Scienze 206 33100 Udine</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2008</year>
      </pub-date>
      <volume>22</volume>
      <issue>2008</issue>
      <abstract>
        <p>Web 2.0 marks a new philosophy where user is the main actor and content producer: users write blogs and comments, they tag, link, and upload photos, pictures, videos, and podcasts. As a step further, Mobile 2.0 adapts Web 2.0 technology to mobile users. We intend to study how Web 2.0 and Mobile 2.0 together can be applied to the cultural heritage sector. A number of cultural institutions and museums are introducing in their projects some Web 2.0 applications, but the main knowledge source remains a small group of a few experts. Our approach is di erent: we plan to let all the users, the crowd, to be the main contents provider. We aim to the crowdsourcing, the long tail power, as we call fuel of cultural heritage system. In this paper, we describe the m-Dvara 2.0 project, whose aim is a system that lets users to create, share, and use cultural contents including mobile context-aware features.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Categories and Subject Descriptors</title>
    </sec>
    <sec id="sec-2">
      <title>1. INTRODUCTION</title>
      <p>With Web 2.0 and social software we represent all
webbased services with \an architecture of participation", that
is, one in which users interact and generate, share, and take
care of the content (http://museumtwo.blogspot.com).
Mobile 2.0 is the evolution of mobile technology to let us
\capturing the content at the point of inspiration" (http://
blog.comtaste.com/2007/06/what_is_social_in_mobile_
web_2.html), that is, in the exact moment in which the
inspiration and the opportunity exist to do it. Nowadays,</p>
      <p>By reusing and remixing these tools, static content
authorities could evolve to dynamic platforms for content
generation and sharing.</p>
      <p>In this paper, we propose a set of combined Web-based
services available on a unique platform, m-Dvara 2.0, that
allows users to create, share, and use cultural contents. As
Web 2.0 applications gain success and become more
interesting and rich with more and more users, m-Dvara 2.0
provides content on the basis of users participation and
collaboration, in the very same spirit of wikipedia. The
ambition of this project is to have a content repository populated
by user-generated textual and multimedia content, in a new
approach to improve user cultural experience through
collaborating environments.</p>
      <p>In the following sections, we rst analyze several cultural
heritage organizations that use Web 2.0 and Mobile 2.0
services; then, we introduce purposes and main functionalities
of the ongoing m-Dvara 2.0 project, which is in the analysis
stage of its development.</p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORKS</title>
      <p>
        Most museums, cultural sites, libraries, and other
educational and cultural websites are not involved in Web 2.0
evolution. They are the sole provider of contents, whereas users
are only consumers; for instance, Louvre Museum (http:
//www.louvre.fr), one of the rst museums with a website,
o ers no real Web 2.0 services [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>However, some cultural heritage organizations and some
educational istitutions have introduced Web 2.0 services in
their sites. In this section we provide a short summary of
these projects.</p>
      <p>A group of US art museums are taking a folksonomic
approach to their online collections: Steve (http://
www.steve.museum/) is a collaborative research project
exploring the potential for user-generated descriptions
of the subjects of works of art to improve access to
museum collections and encourage engagement with
cultural content.</p>
      <p>
        Trant [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] has compared the Metropolitan Museum of
Art in New York (http://metmuseum.org) terms
assigned by trained cataloguers and untrained cataloguers
to existing museum documentation, thus exploring the
potential of social tagging: preliminary results show
the potential of social tagging and folksonomies for
opening museum collections to new, more personal
meanings. Untrained cataloguers identi ed content elements
not described in formal museum documentation. Tags
assigned by users might help to bridge the semantic
gap between the professional language of the curator
and the popular language of the museum visitor [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
Public Library of Charlotte and Mecklenburg County
(http://plcmc.org/) in Charlotte, North Carolina,
has a teen outreach program that includes a presence
in SecondLife (http://secondlife.com) with Teen
Second Life (http://plcmc.org/Teens/secondLife.asp).
Tate web site o ers the youngtate section (http://
www.tate.org.uk/youngtate/) to young people to
create new learning communities, opportunities for input,
and activity based on personal choice, and innovative
forms of interaction with art and artists [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Brooklyn Museum site (http://www.brooklynmuseum.
org/community/) has a Community section with blogs,
podcasts, forums, and a Flickr-based photos sharing
service [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>Brooklyn College Library (http://www.myspace.com/
brooklyncollegelibrary) uses MySpace to allow
participants to post personal pro les containing their
favourite books, movies, photos, and videos.</p>
      <p>
        Many projects have been developed to study how to
integrate mobile devices in museum visits; [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] discusses
some projects of museum covisiting with mobile
device.
      </p>
      <p>From these few examples is evident that Web 2.0
technologies are transforming the methods of both production of
and access to cultural and educational contents, and also
that the heritage sectors evolve towards user generated
content. However, all these \Museum 2.0" examples also share
the common approach of merely giving to the users the tools
to record what the exposition had been for them, whereas
a few expert members still are the main content providers.
This is di erent from a full 2.0 approach, in which the users
are given the real opportunity of creating contents in a way
that makes themselves essential.
3.</p>
    </sec>
    <sec id="sec-4">
      <title>M-DVARA 2.0</title>
      <p>Our approach is to let users to be not only visitors of
an exposition: we want them to be the main content
creators through a framework of collaboration and
participation based on Web 2.0 and Mobile 2.0 technologies.
3.1</p>
    </sec>
    <sec id="sec-5">
      <title>Purpose</title>
      <p>We think users can be reliable and e ective content
providers, and that the wisdom of crowds is a very important
source of knowledge. Can the crowd actively participate
to the cultural heritage life? Can the crowd become the
undisputed contents owner? We believe it is possible or
at least worthwhile to try. Web 2.0 and Mobile 2.0
appropriate tools already exist and they are widespread. We
propose a unique platform that uses all Web 2.0 and
Mobile 2.0 technologies for our purposes: m-Dvara 2.0.
mDvara 2.0 is an ongoing project; it is an evolution of
EDvara, a platform storing cultural and scienti c contents
(http://edvara.uniud.it/india). The \m" and \2.0" in
m-Dvara 2.0 highlight the mobile and social nature of our
project. More in detail, m-Dvara 2.0 encompasses:
a reuse of Web 2.0 technologies,
a reuse of Mobile 2.0 technologies,
a mix of web and mobile services,
minimum implementation, through reuse and
aggregation of Web 2.0 and Mobile 2.0 services already
available online.</p>
      <p>m-Dvara 2.0 is just an empty box with many services,
whose content must be added by users, being they experts
or novices. In m-Dvara 2.0 there is no central authority who
publishes, owns, and controls all content.</p>
      <p>We aim to mashup several Web 2.0 existing services (i.e.,
YouTube, Flickr, Blogger, etc.), in order to avoid
unnecessary user e orts to interact with our system platform, and
to work in an easy and comfortable way. In this way, we
will provide an all-in-one familiar set of services for users.
To ful ll real users requirements and expectations we will
make several surveys. We plan to evaluate through several
user testings how each single service improves user
experience and if it is useful. We also plan to analyse the user
behavior while using the whole integrated system. Finally
we are going to observe if social and Web 2.0 tools are
appropriate for di usion and perusal of cultural heritage, through
evaluation of content growth and user participation level:
we will observe the crowd behavior.</p>
      <p>According to Web 2.0 concepts of remixability and
aggregation, the development and adoption of standard software
solutions enable websites to interact with each other by using
SOAP, Javascript and any other web technology. This
approach allows to interconnect websites in a more uid
userfriendly way, not only for programmers but for users as well.
m-Dvara 2.0 will be based on these methodologies, examples
are:</p>
      <p>OpenApi and OpenSocial Api (http://en.wikipedia.
org/wiki/Open_API, http://code.google.com/apis/
opensocial/);
OpenID (http://openid.net/);
DataPortability philosophy (http://dataportability.
org/);</p>
      <p>
        For mobile context-aware feature, we will implement a
mobile service aggregator by exploiting MoBe, a framework for
developing context-aware mobile applications [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Collaboration and participation features involve evaluation
mechanisms and for this reason we propose the adoption of social
evaluation. Following [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], in our system all contents can be
judged by users (e.g., according to accuracy,
comprehensibility, etc.). In addition, every content provider has a dynamic
reliability score that depends on the scores of contents she
produced. In this way, the crowd is the reviewer of its own
contents.
3.2
      </p>
    </sec>
    <sec id="sec-6">
      <title>Use Cases</title>
      <p>System functionalities can be classi ed according to:
technology being used (a user can use a mobile device,
desktop, notebook, etc.),
user location (a user can be on-site or o -site).</p>
      <p>To introduce m-Dvara 2.0 functionalities description, we
present some examples of typical use cases.</p>
      <p>Use case 1 On-site users with a mobile device, e.g.,
tourists visiting a museum, an artwork exhibition, an
archaeological excavation, etc.</p>
      <p>Update in real-time: the tourist can upload in
realtime on m-Dvara 2.0 photo, video, audio, text about an
artwork. Twitter, Jaiku technology, and/or YouTube
Mobile (http://youtube.com/mobile) can be used to
upload video.</p>
      <p>
        Social tour : the system can helps tourists by
suggesting a tour. The tourist can request to the system an
ideal tour according to her preferences, and/or tourist
can select on her mobile device a tour criterion. There
are three main kinds of tours: custom, dynamic and
contextual tour. For custom tour we mean that
system can detect user information keeping track of her
actions (e.g., visited places or artworks, commented
posts) or it can evaluate user's pro le to set her
preferences, then system process these information in
order to create the user's ideal tour. A dynamic tour
does not relate to user's personal information, but it
depends on all users actions, thus user can decide to
visit the most viewed, most commented, or most voted
artworks. In other words, she can visit all the artworks
that the crowd (community) advises to see. Finally, in
a contextual tour, user can decide to visit only
artworks about a speci c topic or artworks belonging to
the same artist, and so on. In addition, a tourist can
change the tour criterion or she can add or remove
artworks to visit from the suggested list at any time.
To detect user location we intend to integrate Google
Mobile with MoBe location features [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>Social guides: a cultural heritage system could be a
guide. A tourist can record an artwork description as
a guide and listen an audio description from her mobile
device about the item she is examining. She can also
access a wiki in order to read or use a screen reader to
know what she needs. All di erent descriptions about
a certain object are rated according to the crowd
opinion (social evaluation). We can use, again, Twitter or
Jaiku.</p>
      <p>Live tagging: the tourist can tag, using her own mobile
device, the artwork she is looking at.</p>
      <p>
        Evaluation &amp; Rating : the tourist can rate the artwork
she is looking at. A simple rating application is
automatically downloaded and executed on the tourist's
mobile device, thanks to the MoBe framework [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
The judgment is weighted accordingly to the technique
proposed in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>M-Bookmark : to bookmark from mobile devices. For
this we can integrate Mobilicio.us.</p>
      <p>Travel diary : the system can keep track of artworks,
monuments and places the user has seen, in order to
maintain a personal travel diary.</p>
      <p>M-Teach: students can use their own mobile devices
for educational lab activities.</p>
      <p>Use case 2 O -site users with a desktop or notebook
device.</p>
      <p>Wiki per topic: the user can add contents about a topic
or an object to the open wiki, e.g. Wikipedia.</p>
      <p>Wiki per author : every user can write own wiki page,
e.g. Knol.
3D collaborative environment : we can merge the 3D
museum (e.g. Second Life) with wiki, chat, photo, and
comments of users. In this way the user can visit 3D
environment but she can also update wiki, talk with
other visitors, write comments...</p>
      <p>Blog: the user can write a post about an artwork on
her own blog, on a blog dedicated to a speci c topic,
or comment other blogs.</p>
      <p>Bookmark : the user can bookmark other users
webpages or artwork dedicated web-pages.</p>
      <p>Personal pro le and social network : user can manage
her social network, de ning white and black lists. She
can select her \friends" in order to create a personal
sub-community. She can also suggest other users she
is interested in, in order to be noti ed of their new
posts. Similarly a user can suggest posts or themes
she is interested in to be noti ed of their evolution.
Use case 3 O -site users with a mobile device.</p>
      <p>MoBlog: to upload photo, video, text, audio on the
blog section. We can exploit MoBlog.</p>
      <p>Update in real-time: tourist can upload in real-time
photo, video, audio, text about an artefact.</p>
      <p>To enhance user functionalities, we are considering what
we call the user events cloud. The system will collect all
available data about registered users, keeping track of all
events generated (i.e., real or digital visited objects, topics
of generated content, past expositions viewed, etc.), in order
to create for each user an events cloud (a sort of user cultural
history). We would like to use the power of the long tail of
those users that know (or use) only few system functionality
and help us to enjoy new features or improve already existing
services (e.g., rank of content to be shown in a social tour
or by social guides). All m-Dvara 2.0 functionalities will be
o ered to all kind of users, although we foresee a graceful
degradation depending on the user context, the location,
and the technology currently used.</p>
    </sec>
    <sec id="sec-7">
      <title>DISCUSSION</title>
      <p>In this paper we have presented how various current
museum evolution projects integrate Web 2.0 services for
improving user experience. We emphasized the common
limitations of these \Museum 2.0" examples: they share the
approach of merely providing to the users the tools to record
their personal experience, while a few expert members still
are the main content providers. This is di erent from a full
2.0 approach, in which the users participate and collaborate
as the central content creators. This is the approach
followed in the m-Dvara 2.0 project, whose aim is to produce a
service that allows the crowd of users to control and manage
the knowledge ow through collaboration and participation.
We will develop an aggregator of Web 2.0 and Mobile 2.0
services for institutions of humanistic eld.</p>
      <p>Many are the problems that we are taking into account.
The reuse and remixing of already existing external services
involve the direct dependence from:
their implementation - How to develop an architecture
able to aggregate services featuring their own standard
open interfaces and services providing personalized
interfaces?
their life - What will happen if some service does not
exist anymore?</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgements</title>
      <p>The authors acknowledge the nancial support of the
Italian Ministry of Education, University and Research (MIUR)
within the FIRB project number RBIN04M8S8.
5.</p>
    </sec>
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  </back>
</article>