Introduction
During the last few years, we are witnessing increasing deliberation and ac-
tivity in the field of European cultural heritage informatics. Several years
along the line, considerable effort has been put in probing the ground with
innovative technology-based solutions to perceived problems in the field. In
some cases, significant research and development results have been achieved,
and we can see their mark in the work of real cultural institutions – muse-
ums, libraries, archives and others – in different European countries. The pro-
gramme can be credited for nurturing a culture of cooperation and interoper-
able access to cultural resources, and for encouraging a common European
approach to IST-based intellectual preservation and access to cultural heri-
tage, notably through the Lund principles and the work on digitisation and
♠
Department of Communication, Media and Culture, Panteion University, Syngrou 136, Athens 176 71.
© 2004 Costis Dallas <cdallas@panteion.gr>. Some rights reserved. This work is licensed
under the Creative Commons Attribution -Non Commercial -No Derivatives 2.5 License.
Electronic version: <http://creativecommons.org/licenses/by-nc-nd/2.5/>
2 COSTIS DALLAS
1AA.VV. (2001) European content in global networks: Coordination mechanisms for digitisation pro-
grammes. The Lund Principles. (ftp://ftp.cordis.lu/pub/ist/docs/digicult/lund_principles-en.pdf);
MINERVA: Ministerial network for valorizing activities in digitization. Web site:
http://www.minervaeurope.org; CALIMERA: Cultural Applications, Local Institutions Medi-
ating Electronic Resources. Web site: http://www.calimera.org.
2Geser, G. & Mulrenin, A. (2002) The DigiCULT Report. Technological Landscapes for tomor-
row’s cultural economy - Unlocking the value of cultural heritage, Luxembourg: Office for
Official Publications of the European Commission, 2002.
that the growth of the telephone service was enough to produce more cohe-
sive interpersonal communication (and a less dehumanised society), or that
international travel automatically made people tolerant of foreign cultures.
Similarly, I don’t consider 3d photorealistic visualisations of monuments by
necessity a better way of encouraging people to be interested in architectural
heritage, and even less so to that other foreign country, the past.
Metaphors
The current IST workprogramme focus in the field of culture is on “improv-
ing access to and preservation of Europe’s cultural and scientific resources”.
This is closely linked to the idea of adding value – through appropriately
technology-based services – to European cultural and scientific heritage; in
other words, to unlocking the potential of European heritage through Infor-
3Hearing of Viviane Reding (information society and media), European Parliament, 29 Sept.
2004 (http://www.europarl.europa.eu/press/audicom2004/resume/040929_reding_EN.pdf) .
of “interactive living heritage”, and present, at the same time, a different set
of driving metaphors to those discussed above.
“Interactive”
First, let me explain why I consider heritage to be ‘interactive’ (or, conversely,
what constitutes the particular genre of interactive heritage). In order to do so,
I would like to distinguish between two types of interactivity. We may call the
first type ‘reactive interactivity’, illustrated by a stimulus-response cycle. This
is the kind of interactivity we note in the sensory motor mechanism that al-
lows most of us to walk, or drive a car. Also, this is the mode of interactivity
displayed by players of action computer games, or, to some extent, by re-
source management games (where, after awhile, planning the next steps be-
comes a routine). In fact, this is the interactivity witnessed by those visitors to
museum exhibitions who move mechanically from object to object, just read-
ing the legend and looking cursorily at object. It is a pattern of disorientation,
driven by information overload, that visitors lacking the requisite cultural
capital would feel in an exhibition lacking adequate visitor support guidance;
it also occurs in using hypermedia applications, and in the hypertext com-
munity it acquired, amusingly, the name of the ‘art museum’ syndrome. Most
people dealing with cultural heritage and the arts would agree, however, that
this is not the only, and certainly not a desirable, pattern of museum experi-
ence, and that many visitors of museums get much more than just disorienta-
tion and information overload; in fact, just engaging in a stimulus-response
interaction with interpretative or creative material cannot engage cultural
audiences to anything but a passive, mechanical relationship with art and
heritage.
The other type is what we may call dialogic interactivity. The term dialogic
draws is central to the cultural theory of Michail Bachtin, and, in the context
of interactive media, it was taken up by digital art theorist Lev Manovich.
4
While we can easily specify the functional affordances of an application that
supports the reactive type of interactivity – it’s enough that it produces stimuli
to users, which, if addressed by user action, activate some system function –
it is far more difficult to specify requirements for dialogic interactivity. To en-
gage users of a cultural heritage technology application so that they have a
transformative experience, or so that they engage in substance in the collabo-
rative dialogic enterprise of meaning-making – the one which, according to a
current theory, the act of reading constitutes a meaning-making operation
over and above the act of creation (the intention of the artist or the museum,
the meaning nominally embedded in the work or the exhibition itself) – is not
4Bachtin, Mkhail (1981) The Dialogic Imagination: Four Essays, ed. Michael Holquist, Austin:
University of Texas Press; Manovich, Lev (2001), The language of new media, Cambridge, Mass.:
MIT Press.
5Hooper-Greenhill, Eilean (1992), Museums and the shaping of knowledge. London ; New York:
Routledge); idem (1994), Museums and their visitors. London ; New York: Routledge.
“Living”
I now turn to the middle name of “interactive living heritage”. The term “liv-
ing” emphasises an important aspect of the concept of heritage, i.e. that it can
be seen like a living organism, as a form of life. As I noted briefly above, heri-
tage is related to our knowledge about the past; the fruits of historical, an-
thropological, archaeological or art historical research, the narratives and ex-
planations we have about past events, societies, cultures and the material re-
cord they have produced, are re-expressed in forms amenable to public
communication by cultural heritage institutions or other mediators (such as
those who create historical documentaries, produce popularisation publica-
tions, or conceptualise and develop interactive multimedia titles about the
past). Users of heritage – visitors, readers, users – contribute to the interpreta-
tive cycle, filling the gaps and participating in shaping up the cultural heri-
tage presented to them. Their commentaries, sometimes conflicting interpre-
tations and accounts of heritage – in the form of descriptions, narratives or
arguments – become part of the heritage record. While the past can be said to
be immutable, heritage, due to its dependence on user-driven interpretation
and use – symbolic, economic or other – remains always mutable and con-
tested.
Accepting this notion of cultural heritage has some implications for IST re-
search. Firstly, it opens up a perspective of viewing heritage resources not as
static data objects, but as dynamic components of an integrated meaning-
producing system, continuously enhanced by annotation, versioning and re-
combination. Important information for cultural objects, such as “Creator” or
“Date”, need to be seen, in this perspective, not as data, but as assertions,
linked with specific acts of attribution or dating. Documentation becomes
knowledge representation.
While we have some modelling work in this area in the context of the Con-
ceptual Reference Model of CIDOC/ICOM,6 an international standard on the
representation of cultural heritage information currently at the stage of ISO
committee draft, there is little effort, still, to produce domain- and function-
specific applications and tools that make it possible for normal cultural insti-
tutions without PhDs in artificial intelligence, or for their online audiences, to
benefit from specific services and applications that make use of such an ap-
proach. Innovative applications of a simpler nature, such as the a.k.a. limited-
area, thesaurus-assisted search engine trialled by the Getty Information Insti-
6 Doerr, Martin (2003), 'The CIDOC Conceptual Reference Model: An Ontological Approach
to Semantic Interoperability of Metadata', AI Magazine, 24 (3), 75-92.
tute a few years back, unfortunately do not find parallels in our brave new
world of web services, ontologies, topic maps etc. Forces are joined to estab-
lish common policies and practices for digitisation, and long-term digital
preservation of cultural heritage collections is now a priority, but still the im-
portance of adequate knowledge representations and knowledge-assisted
tools and applications to enable their use is not fully acknowledged.
Existing efforts on knowledge representation have concentrated on produc-
ing authoritative models of domain knowledge in (mostly) the material cul-
ture disciplines. Indeed, it is no accident that CLIO, the semantic cultural in-
formation system produced by the Institute of Computer Science of FORTH
in Crete, is presented as a tool for “scientific documentation”. But, as I sug-
gested above, heritage is about the evolving, living interpretations of the past
by audiences and users. I should add that it is, also, about different, dynamic
aspects of the heritage record itself, such as narratives – a genre underlying
the logic of novels, of historical exhibitions, and of films – performances – ap-
parent in theatre, dance and music – and, finally, user experiences – apparent
in the trail followed by visitors in an exhibition, in the bookmarked or other-
wise annotated nodes of a web hyperdocument traversed by users, etc. As
these aspects of heritage are also crucial for its marketing and management –
through the possibilities of up-selling and cross-selling, and through the
whole field of audience relationship management – advances in this area will
have a real impact on the field of cultural heritage institutions. A particularly
challenging area of technology research, stemming directly from the nature
of living heritage as an autopoietic, living organism, is, thus, to develop con-
ceptualisations, models, and applications making use of the emerging seman-
tics of user interaction with heritage.
“Heritage”
I come now to the final term of my enquiry: heritage itself. The intrinsic con-
tradiction that many arts and humanities people sense about the relationship
between heritage and the information society may lie, to a certain extent, on
two notions. Firstly, that heritage is about a sense of place; “the past is a for-
eign country”, as Lowenthal, a fierce critic of heritage, has put it in the title of
the most famous of his books.7 On the contrary, information society, through
ubiquity and virtuality, creates a nowhere-place, a utopia, which bears no rela-
tion to the physical, embedded traditions and histories linked with a physical
environment. Secondly, in the eyes of many humanists, the record of the past
(in the form of monuments, art works, writings etc.) are there for unmedi-
ated, immediate access by people; heritage is an ambience, with an atmos-
phere of its own, interwoven seamlessly in the landscape. The involvement of
7Lowenthal, David (1985), The past is a foreign country. Cambridge; New York: Cambridge
University Press.
Conclusion
The objective of our vision of working towards an interactive living heritage
in the information society can be stated operationally in the following terms:
“To create and provide access to an inclusive, ubiquitous, personalized, mul-
tilingual, enriched community through interoperable and ubiquitous local
cultural services”. The challenge, thus, for cultural heritage-related research is
to provide adequate mechanisms and tools to unlock the creative potential of
the European citizen, and of diverse cultural organisations, large and small
(including libraries, museums and archives), as interactive creators of the so-
cial and cultural memory of a changing Europe, as participants of a living
and sustainable cultural virtual community spanning geographic and cul-
8 Weiser, Marc (1981) The computer for the 21st century. Scientific American, September 1981
(http://www.ubiq.com/hypertext/weiser/SciAmDraft3.html).