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Audiovisual
cultural heritage
b r i d g i n g t h e g a p b e t w e e n
 d i g i t a l a r c h i v e s a n d i t s
                  u s e r s
Contents

  Introduction
     ❖ myself
     ❖ the project
  Problem description / Background
  Research objective
     ❖ Information science research
     ❖ A research paradigm
  Research Methodology
     ❖ User needs and technical possibilities
     ❖ Service(s) and viable business model
     ❖ Justify and evaluate
  Research so far
  Research gaps / Expected contribution
                              2
Introduction: myself

  Graduated in February 2008 in Business
  Informatics at Utrecht University

  Master thesis in eHealth domain

  Worked for small research and consultancy
  firm

  Started 1 December with PhD track at
  University of Twente


                      3
Introduction: the project (1)

  Funding partners:
  •   Strengthen relationship NL-BE
  •   Similar cultural heritage: dutch language plus both
      felt the need for disclosure of content

  Executors:

  Partners:



                            4
Introduction: the project (2)

  Title: Archives on the move

  Aim: disclosure of digital archives from a user
  point of view

  Supervisors:
                     prof. dr. Jan van Dijk   prof. dr. Erik Huizer   dr. L. van de Wijngaert


  Roughly 3 steps defined:
  •   Investigate demand and possibilities
  •   Create demonstrator and business model
  •   Evaluate demonstrator

                               5
Problem description / Background (1)

  2 conditions for useful disclosure:
   •   Digitization of content
   •   High capacity infrastructure for the users

  Dutch situation:
   •   60% of audiovisual heritage is digitalized
       (funded by the government)
   •   78% of the population has an broadband internet
       connection

  Time to bring the content to the users

                            6
Problem description / Background (2)

  Different users:

               Broadcasters

         Profit organizations

     Non-profit organizations

                  Education

              General public

                        7         (Oomen et. al., 2009)
Research objective: IS research

    Practical focus
                                      Broadcasters
                                      Profit organizations
                                      Non-profit organizations
                                      Education
audiovisual content           user    General public



                      match
     Services                 Needs
Research objective: research paradigm

  Scientific focus
  Two IS Research paradigms:
  •   Behavioral science: goal is truth
  •   Design science: goal is utility

  Design cycle:                 Design science
                                                 IS artifacts provide utility
                                                                                   Behavioral
                                  research                                      science research
                                                 IS theories provide truth




  Resulted in IS Research Framework:
Research objective: research paradigm




                               (Hevner et. al., 2004)
Design science: guidelines


#   Guideline                    Description


                                 Design-science research must produce a viable artifact in the form of a construct, a
1   Design as an Artifact
                                 model, a method, or an instantiation.

                                 The objective of design-science research is to develop technology-based solutions to
2   Problem Relevance
                                 important and relevant business problems.


                                 The utility, quality, and efficacy of a design artifact must be rigorously demonstrated
3   Design Evaluation
                                 via well-executed evaluation methods.

                                 Effective design-science research must provide clear and verifiable contributions in the
4   Research Contributions
                                 areas of the design artifact, design foundations, and/or design methodologies.

                                 Design-science research relies upon the application of rigorous methods in both the
5   Research Rigor
                                 construction and evaluation of the design artifact.

                                 The search for an effective artifact requires utilizing available means to reach desired
6   Design as a Search Process
                                 ends while satisfying laws in the problem environment.

                                 Design-science research must be presented effectively both to technology-oriented as
7   Communication of Research
                                 well as management-oriented audiences.
Work to be done / Methodology (1)

  What is the current situation
  (stakeholders analysis and content flow)
    •   Desk research / Literature study
    •   Interviews with stakeholders

  State-of-art techniques
    •   Desk research
    •   Field study

  Define user needs
    •   Vignette method
    •   Search log files of ‘Sound and Vision’
Work to be done / Methodology (2)

  Development of a service
  (in collaboration with other parties)

  Development of viable business model based
  upon STOF model

                    Service domain

       Technology                        Financial
         domain                           domain

                    Organization
                      domain

                                     (Bouwman et. al., 2008)
Work to be done / Methodology (3)

      Evaluation of the service/demonstrator
 Design evaluation methods

                       Case Study: Study artifact in depth in business environment
  1   Observational
                       Field Study: Monitor use of artifact in multiple projects

                       Static Analysis: Examine structure of artifact for static qualities (e.g., complexity)

                       Architecture Analysis: Study fit of artifact into technical IS architecture
  2   Analytical
                       Optimization: Demonstrate inherent optimal properties of artifact or provide optimality bounds on artifact
                       behavior

                       Dynamic Analysis: Study artifact in use for dynamic qualities (e.g., performance)

                       Controlled Experiment: Study artifact in controlled environment for qualities (e.g., usability)
  3   Experimental
                       Simulation - Execute artifact with artificial data

                       Functional (Black Box) Testing: Execute artifact interfaces to discover failures and identify defects.
  4   Testing
                       Structural (White Box) Testing: Perform coverage testing of some metric (e.g., execution paths) in the
                       artifact implementation

                       Informed Argument: Use information from the knowledge base (e.g., relevant research) to build a convincing
                       argument for the artifact’s utility
  5   Descriptive
                       Scenarios: Construct detailed scenarios around the artifact to demonstrate its utility
Research till so far (1)

  Premature thinking: long tail

             broadcast of program



      program accessible through Video on Demand (online or television)




                              cultural heritage
Research so far (2)

               Stakeholders and content-flow are identified


    Process             !quot;#$%&'()*               !+&,+)'()*               -))quot;.)+/()*              0'12quot;'3%/()*         4#(1%5'()*


                                        Broadcasting companies                                  Cable companies         Consumers

                  Production houses       Technical facilitators                                Internet Service
Stakeholders                                                                                        Provider
                  Studio facilitators
                                                                                            Content distributors

                                           ✦   ingestion                                                           ✦   general public
                                                                                            ✦    portable media
                  ✦   pre-production       ✦   encoding             ✦   scheduling                                 ✦   profit organizations
                                                                                            ✦    television
     Details      ✦   production           ✦   transcoding          ✦   monitoring
                                                                                            ✦    pc
                                                                                                                   ✦   non-profit organizations
                  ✦   post-production      ✦   dubbing              ✦   execute objective                          ✦   education
                                                                                            ✦    mobile
                                           ✦   (dub) localization                                                  ✦   broadcasters
Research gaps / Expected contribution

  Practical relevance
  •   Service for general public
  •   Business model for “Sound and Vision”

  Scientific relevance
  •   Evaluation of design research
      ✦   e.g. how does a vignette study fit in design research?
      ✦   e.g. is the model of Hevner et al. complete?
      ✦   e.g. how are the guidelines connected and fitted into the model?
  •   Contribution to several domains:
      ✦   User modeling
      ✦   Business models for cultural heritage
      ✦   Use and usability of services
Thank you for listening

  You can contact me via:

            g.ongena@utwente.nl


            linkedin.com/in/ongena

            twitter.com/gongena




                      18

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Presentation Doctoral Consortium EuroITV2009 - Audiovisual cultural heritage: bridging the gap between digital archives and its users

  • 1. Audiovisual cultural heritage b r i d g i n g t h e g a p b e t w e e n d i g i t a l a r c h i v e s a n d i t s u s e r s
  • 2. Contents Introduction ❖ myself ❖ the project Problem description / Background Research objective ❖ Information science research ❖ A research paradigm Research Methodology ❖ User needs and technical possibilities ❖ Service(s) and viable business model ❖ Justify and evaluate Research so far Research gaps / Expected contribution 2
  • 3. Introduction: myself Graduated in February 2008 in Business Informatics at Utrecht University Master thesis in eHealth domain Worked for small research and consultancy firm Started 1 December with PhD track at University of Twente 3
  • 4. Introduction: the project (1) Funding partners: • Strengthen relationship NL-BE • Similar cultural heritage: dutch language plus both felt the need for disclosure of content Executors: Partners: 4
  • 5. Introduction: the project (2) Title: Archives on the move Aim: disclosure of digital archives from a user point of view Supervisors: prof. dr. Jan van Dijk prof. dr. Erik Huizer dr. L. van de Wijngaert Roughly 3 steps defined: • Investigate demand and possibilities • Create demonstrator and business model • Evaluate demonstrator 5
  • 6. Problem description / Background (1) 2 conditions for useful disclosure: • Digitization of content • High capacity infrastructure for the users Dutch situation: • 60% of audiovisual heritage is digitalized (funded by the government) • 78% of the population has an broadband internet connection Time to bring the content to the users 6
  • 7. Problem description / Background (2) Different users: Broadcasters Profit organizations Non-profit organizations Education General public 7 (Oomen et. al., 2009)
  • 8. Research objective: IS research Practical focus Broadcasters Profit organizations Non-profit organizations Education audiovisual content user General public match Services Needs
  • 9. Research objective: research paradigm Scientific focus Two IS Research paradigms: • Behavioral science: goal is truth • Design science: goal is utility Design cycle: Design science IS artifacts provide utility Behavioral research science research IS theories provide truth Resulted in IS Research Framework:
  • 10. Research objective: research paradigm (Hevner et. al., 2004)
  • 11. Design science: guidelines # Guideline Description Design-science research must produce a viable artifact in the form of a construct, a 1 Design as an Artifact model, a method, or an instantiation. The objective of design-science research is to develop technology-based solutions to 2 Problem Relevance important and relevant business problems. The utility, quality, and efficacy of a design artifact must be rigorously demonstrated 3 Design Evaluation via well-executed evaluation methods. Effective design-science research must provide clear and verifiable contributions in the 4 Research Contributions areas of the design artifact, design foundations, and/or design methodologies. Design-science research relies upon the application of rigorous methods in both the 5 Research Rigor construction and evaluation of the design artifact. The search for an effective artifact requires utilizing available means to reach desired 6 Design as a Search Process ends while satisfying laws in the problem environment. Design-science research must be presented effectively both to technology-oriented as 7 Communication of Research well as management-oriented audiences.
  • 12. Work to be done / Methodology (1) What is the current situation (stakeholders analysis and content flow) • Desk research / Literature study • Interviews with stakeholders State-of-art techniques • Desk research • Field study Define user needs • Vignette method • Search log files of ‘Sound and Vision’
  • 13. Work to be done / Methodology (2) Development of a service (in collaboration with other parties) Development of viable business model based upon STOF model Service domain Technology Financial domain domain Organization domain (Bouwman et. al., 2008)
  • 14. Work to be done / Methodology (3) Evaluation of the service/demonstrator Design evaluation methods Case Study: Study artifact in depth in business environment 1 Observational Field Study: Monitor use of artifact in multiple projects Static Analysis: Examine structure of artifact for static qualities (e.g., complexity) Architecture Analysis: Study fit of artifact into technical IS architecture 2 Analytical Optimization: Demonstrate inherent optimal properties of artifact or provide optimality bounds on artifact behavior Dynamic Analysis: Study artifact in use for dynamic qualities (e.g., performance) Controlled Experiment: Study artifact in controlled environment for qualities (e.g., usability) 3 Experimental Simulation - Execute artifact with artificial data Functional (Black Box) Testing: Execute artifact interfaces to discover failures and identify defects. 4 Testing Structural (White Box) Testing: Perform coverage testing of some metric (e.g., execution paths) in the artifact implementation Informed Argument: Use information from the knowledge base (e.g., relevant research) to build a convincing argument for the artifact’s utility 5 Descriptive Scenarios: Construct detailed scenarios around the artifact to demonstrate its utility
  • 15. Research till so far (1) Premature thinking: long tail broadcast of program program accessible through Video on Demand (online or television) cultural heritage
  • 16. Research so far (2) Stakeholders and content-flow are identified Process !quot;#$%&'()* !+&,+)'()* -))quot;.)+/()* 0'12quot;'3%/()* 4#(1%5'()* Broadcasting companies Cable companies Consumers Production houses Technical facilitators Internet Service Stakeholders Provider Studio facilitators Content distributors ✦ ingestion ✦ general public ✦ portable media ✦ pre-production ✦ encoding ✦ scheduling ✦ profit organizations ✦ television Details ✦ production ✦ transcoding ✦ monitoring ✦ pc ✦ non-profit organizations ✦ post-production ✦ dubbing ✦ execute objective ✦ education ✦ mobile ✦ (dub) localization ✦ broadcasters
  • 17. Research gaps / Expected contribution Practical relevance • Service for general public • Business model for “Sound and Vision” Scientific relevance • Evaluation of design research ✦ e.g. how does a vignette study fit in design research? ✦ e.g. is the model of Hevner et al. complete? ✦ e.g. how are the guidelines connected and fitted into the model? • Contribution to several domains: ✦ User modeling ✦ Business models for cultural heritage ✦ Use and usability of services
  • 18. Thank you for listening You can contact me via: g.ongena@utwente.nl linkedin.com/in/ongena twitter.com/gongena 18

Editor's Notes