Intangible cultural heritage (ICH) as a field of research and site for digital efforts has grown significantly since the UNESCO 2003 Convention for the Safeguarding of Intangible Heritage. In contrast to tangible heritage, where cultural identities are manifested through physical objects, intangible cultural expressions are defined through tacit reliances and embodied practices. Such practices are usually bodily communicated, enacted, socially transmitted, and constantly evolving. Burgeoning trends in computational heritage and ICT applications have played a crucial role in safeguarding ICH as they produce versatile resources while making them accessible to the public. Nevertheless, most of the inventions are object-centric and cater to conserving material-based knowledge bases. Few endeavors thus far have fully supported the recording, representing, and reviving of the living nature of ICH. One of the challenges now faced is to find appropriate forms, together with efficient methods, to document the ephemeral aspects of intangible heritage. Another barrier is to find effective ways to communicate the knowledge inextricably linked to people. In response, recent efforts have embarked on capturing the “live” and “active” facets of the embodied cultures, which entails addressing technological and curatorial complexity to communicate the material and immaterial aspects within a meaningful context. Meanwhile, advancements in experimental museology have opened up new modes of experiential narratives, particularly through visualization, augmentation, participation, and immersive embodiment. Novel practices of cultural data computation and data sculpting have also emerged toward the ideal of knowledge reconstruction. This article outlines state-of-the-art models, projects, and technical practices that have advanced the digitization lifecycle for ICH resources. The review focuses on several critical but less studied tasks within digital archiving, computational encoding, conceptual representation, and interactive engagement with the intangible cultural elements. We aim to identify the advancements and gaps in the existing conventions, and to envision opportunities for transmitting embodied knowledge in intangible heritage.
In the past, research in ontology learning from text has mainly focused on entity recognition, taxonomy induction and relation extraction. In this work we approach a challenging research issue: detecting semantic frames from texts and using them to encode web ontologies. We exploit a new generation Natural Language Processing technology for frame detection, and we enrich the frames acquired so far with argument restrictions provided by a super-sense tagger and domain specializations. The results are encoded according to a Linguistic MetaModel, which allows a complete translation of lexical resources and data acquired from text, enabling custom transformations of the enriched frames into modular ontology components.
In the last decades, Natural Language Processing (NLP) has obtained a high level of success. Interactions between NLP and Serious Games have started and some of them already include NLP techniques. The objectives of this paper are twofold: on the one hand, providing a simple framework to enable analysis of potential uses of NLP in Serious Games and, on the other hand, applying the NLP framework to existing Serious Games and giving an overview of the use of NLP in pedagogical Serious Games. In this paper we present 11 serious games exploiting NLP techniques. We present them systematically, according to the following structure: first, we highlight possible uses of NLP techniques in Serious Games, second, we describe the type of NLP implemented in the each specific Serious Game and, third, we provide a link to possible purposes of use for the different actors interacting in the Serious Game.
This paper explores a very basic linguistic phenomenon in multilingualism: the lexicalizations of entities are very often identical within different languages while concepts are usually lexicalized differently. Since entities are commonly referred to by proper names in natural language, we measured their distribution in the lexical overlap of the terminologies extracted from comparable corpora. Results show that the lexical overlap is mostly composed by unambiguous words, which can be regarded as anchors to bridge languages: most of terms having the same spelling refer exactly to the same entities. Thanks to this important feature of Named Entities, we developed a multilingual super sense tagging system capable to distinguish between concepts and individuals. Individuals adopted for training have been extracted both by YAGO and by a heuristic procedure. The general F1 of the English tagger is over 76%, which is in line with the state of the art on super sense tagging while augmenting the number of classes. Performances for Italian are slightly lower, while ensuring a reasonable accuracy level which is capable to show effective results for knowledge acquisition.
The Auchinleck Manuscript was produced in the 1330s in London and is best known to scholars of Middle English literature on account of the romances that it transmits. Several of these texts treat the establishment and defense of England and it has been argued that their interest in English history is matched by the language in which almost all of the manuscript’s texts are written: English. This article reconsiders the Englishness of the Auchinleck Manuscript via a quantitative analysis of its lexis. We show that a comparatively large proportion of the Auchinleck lexicon has connections to French and that, of these words with French connections, many do not appear to have been much used in English writing before the 1300s. Our statistics are derived via program scripts that match Auchinleck lexicon items to headword entries in the Middle English Dictionary and collect data pertaining to word etymology and earliest dates of citation from those entries. Where previous studies have emphasized the porous boundaries between English and French in 14th-century English contexts, we posit that some poets might aim to make creative capital out of the deliberate juxtaposition of the languages. The argument is supported by a series of visualizations; interactive versions of these visualizations and the data on which they are based are archived at our project website (https://solliryc.github.io/AuchinleckDataViz/).
Investigating the intangible nature of a cultural domain can take multiple forms, addressing for example the aesthetic, epistemic and social dimensions of its phenomenology. The context of Southern Chinese martial arts is of particular significance as it carries immaterial components of all these aspects: the technical and stylistic framework of a martial art system; the imagery associated to movements; and the transmission of knowledge orally, practically or through influence, are but examples of intangible characteristics that can and should be captured, not unlike cultural artifacts. The latter case– the one of formalizing cultural influence through its various forms of evidence– is emblematic as well as largely untrodden ground. A previous attempt at detecting cultural influence computationally was made in the context of Roman archaeology, though the binding of that early effort with the domain model was tight; also, there has hardly been any prior dedicated effort to model the martial arts domain through ontologies. In this paper, we present the realization of the full cycle of a computational approach to investigating cultural contact in Southern Chinese martial arts. The entire approach is predicated upon the usage of standards and techniques of the Semantic Web and formal knowledge. Starting from a modular domain ontology, which models martial arts independently of the goal of capturing cultural influence, we perform knowledge extraction from archival material from the Hong Kong Martial Arts Living Archive and generate a dataset of the results modeled after said ontology. Then, we combine the resulting knowledge base with a rule model that represents ways to infer knowledge of potential contact between cultures based on the evidence present in the knowledge base. The results offer an insight into how an inference-based computational model can be applied to detect interesting facts even in the as-yet underexplored domain of intangible cultural heritage. The implemented workflow shows that the full-cycle employment of semantic technologies can offer the ground truth required for largely different approaches, such as statistical and machine learning ones, to operate.
One of the most fascinating aspects of human beings is their personality. Two models that are currently being researched and widely used in computational approaches are the Myers–Briggs Type Indicator and the Big Five (or OCEAN). In this study, we will briefly examine the history of these two models and the current state of their applications in the Digital Humanities field. Although categorizing research in Digital Humanities is a challenging task, we have chosen to include works that, while primarily psychological in nature, use methodologies and methods from Digital Humanities, specifically in literary texts. Consequently, we can divide this research into two categories. On the one hand, there are works that aim to study and identify the personalities of fictional characters in literature or movies. On the other hand, there are works that aim to recreate personalities in virtual characters based on a predetermined model. We will therefore examine the works proposed by the scientific community for both approaches.
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