Multimedia Process Model MPEG-7 is regarded as one of the most complete multimedia metadata standards (s. [MPEG03], [Kosc03]) in order to enhance multimedia information interoperability and retrieval. The MPEG-7 Multimedia Description Schemes (MDS) are defined especially for systematical description for multimedia. They define variety of aspects divided in 5 element groups: Basic Elements, Content Management and Description, Navigation and Access, Content Organization, and User Interaction. MPEG-21 is defined to provide a multimedia framework for multimedia access, delivery and consumption, in order to enable interoperability, content protection and content adaptation in a distributed multimedia system (s. [Kosc03]). The development of MPEG-21 can be traced back to the following factors. Firstly, many multimedia metadata standards exist simultaneously currently. Each standard provides a well-defined multimedia description possibility to consume multimedia in a certain discipline. Thus, a multimedia framework is required to enable the interdisciplinary multimedia consumption. Secondly, with the explosion of the number of multimedia information, it is becoming increasingly difficult to delivery the multimedia content to legitimated users, to guarantee their different intellectual rights and to protect the multimedia content from illegal distribution and access. Thirdly, the development of hardware is quite rapid. The users often possess desktop, laptop, PDA and cell phone, and it is yet difficult to consume the identical multimedia content in various hardware devices. As mentioned in [BoHi02], MPEG-21 aims at enabling the transparent and augmented use of multimedia resources across a wide range of networks and devices. • Cultural heritage standards It is hard to obtain an overview of metadata standards in the field of cultural heritage management even to get the total number of those standards. Among them, several eminent metadata standards in this field are MIDAS (s. [MIDA03]), CIDOC (s. [CIDOC04]) and ObjectID and Core Data Standard by Getty Institute (s. [Gett00]). They can be implemented in XML. However, many standards in domain cultural heritage have not been launched standalone. For example, Object ID, Core Data Index and Core Data standard are used to describe movable archaeological heritage, architectural heritage, and archaeological sites respectively. Each of them is specific in one field and unified with the other two. In case that a set of objects varying from architectural to archaeological heritage are to be described, a collaboration of all the three standards are suggestive. • Web community [KRRT02] considers a web community as a collection of web pages that deal with a common topic, presumably created by people with overlapping interests. Virtual communities can refer to a wider range than web communities. A widely-applied definition of Communities of practice was given by Wenger in [Weng98]:

Multimedia Process Model MPEG-7 is regarded as one of the most complete multimedia metadata standards (s. [MPEG03], [Kosc03]) in order to enhance multimedia information interoperability and retrieval. The MPEG-7 Multimedia Description Schemes (MDS) are defined especially for systematical description for multimedia. They define variety of aspects divided in 5 element groups: Basic Elements, Content Management and Description, Navigation and Access, Content Organization, and User Interaction. MPEG-21 is defined to provide a multimedia framework for multimedia access, delivery and consumption, in order to enable interoperability, content protection and content adaptation in a distributed multimedia system (s. [Kosc03]). The development of MPEG-21 can be traced back to the following factors. Firstly, many multimedia metadata standards exist simultaneously currently. Each standard provides a well-defined multimedia description possibility to consume multimedia in a certain discipline. Thus, a multimedia framework is required to enable the interdisciplinary multimedia consumption. Secondly, with the explosion of the number of multimedia information, it is becoming increasingly difficult to delivery the multimedia content to legitimated users, to guarantee their different intellectual rights and to protect the multimedia content from illegal distribution and access. Thirdly, the development of hardware is quite rapid. The users often possess desktop, laptop, PDA and cell phone, and it is yet difficult to consume the identical multimedia content in various hardware devices. As mentioned in [BoHi02], MPEG-21 aims at enabling the transparent and augmented use of multimedia resources across a wide range of networks and devices. • Cultural heritage standards It is hard to obtain an overview of metadata standards in the field of cultural heritage management even to get the total number of those standards. Among them, several eminent metadata standards in this field are MIDAS (s. [MIDA03]), CIDOC (s. [CIDOC04]) and ObjectID and Core Data Standard by Getty Institute (s. [Gett00]). They can be implemented in XML. However, many standards in domain cultural heritage have not been launched standalone. For example, Object ID, Core Data Index and Core Data standard are used to describe movable archaeological heritage, architectural heritage, and archaeological sites respectively. Each of them is specific in one field and unified with the other two. In case that a set of objects varying from architectural to archaeological heritage are to be described, a collaboration of all the three standards are suggestive. • Web community [KRRT02] considers a web community as a collection of web pages that deal with a common topic, presumably created by people with overlapping interests. Virtual communities can refer to a wider range than web communities. A widely-applied definition of Communities of practice was given by Wenger in [Weng98]:

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Conference Paper
Cultural heritage management is an excellent application domain for geographical hypermedia information systems. Many people with different tasks and levels of profession like fieldworkers, researchers, project and campaign officers, cultural bureaucrats etc. collaboratively producing and consuming different media like photographs, video, drawings,...

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Context 1
... spontaneous questions are brought together in the development of multimedia technologies. They also imply a common model to cope with multimedia information, which is illustrated in Fig. 2. 1. In which form will multimedia be coded, so that the multimedia can be readable by various multimedia processors? 2. How can the multimedia content be interacted by users? 3. How can the multimedia content be searched and retrieved efficiently? 4. How can the multimedia content be delivered, accessed and ...

Citations

... Significant challenges facing those seeking to document and protect Afghanistan's cultural heritage include the multimedia format and intergenerational nature of the available data (Klamma et al. 2005:60). the Acis project (Klamma et al. 2005; represents an excellent attempt to facilitate the coordination and dissemination of the data, although it currently relies heavily on Ball's gazetteer. 22 Google earth provides another way in which scholars and members of the public can disseminate text, images and video footage of archaeological sites, although both need to be mindful of the risks of facilitating the looting of sites (ur 2006:37-8). ...
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... Copyright ⓒ 2014 SERSC of them make use of video and GPS sensors. In [5][6] Stefanakis and Klamma proposed a unified framework for hypermedia and GIS. Pissinou [7] explored topology and direction under the proposed Geo-Referenced video. ...
... Most of them make use of video and GPS sensors. In [6,7], Stefanakis and Peterson and Klamma et al. proposed a unified framework for hypermedia and GIS. Pissinou et al. [8] explored topology and direction under the proposed georeferenced video. ...
Article
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Video sensor networks are formed by the joining of heterogeneous sensor nodes, which is frequently reported as video of communication functionally bound to geographical locations. Decomposition of georeferenced video stream presents the expression of video from spatial feature set. Although it has been studied extensively, spatial relations underlying the scenario are not well understood, which are important to understand the semantics of georeferenced video and behavior of elements. Here we propose a method of mapping georeferenced video sequences for geographical scenes and use contextual random graphs to investigate semantic knowledge of georeferenced video, leading to correlation analysis of the target motion elements in the georeferenced video stream. We have used the connections of motion elements, both the correlation and continuity, to present a dynamic structure in time series that reveals clues to the event development of the video stream. Furthermore, we have provided a method for the effective integration of semantic and campaign information. Ultimately, the experimental results show that the provided method offers a better description of georeferenced video elements that cannot be achieved with existing schemes. In addition, it offers a new way of thinking for the semantic description of the georeferenced video scenarios.
... Although some information collected before has been preserved and kept in archives by the pre-war generation of researchers, most of it is badly organized and scattered all around the world. It is very important to protect the information on cultural heritage from unsafe access, while a global access is guaranteed [21]. The generational research gap makes it urgent for researchers or local preservation workers to approach the experts of the prior generation rather than face-to-face knowledge imparting (seeFigure 3 left). ...
Article
Professional communities in research domains including much fieldwork and mobile multimedia acquisition such as the domain of cultural heritage management lack support to create, access, organize and share multimedia within their communities. Digital storytelling is an excellent means to share knowledge represented by ubiquitous multimedia in communities. However, it is not easy for those professional communities to tell and share good digital stories, since they are amateurs in storytelling in many cases. This paper proposes the application of professional story templates to enhance (non-linear) digital storytelling with a template engine allowing users' collaborative design, adaptation and mashing up of story templates. A prototype of the template engine YouTell TE was integrated in a community storytelling platform. A set of case studies demonstrates the usefulness of this approach.
... ACIS. [13] The Afghan Community Information System for Cultural Heritage Management (ACIS) is a multimedia-based geographic community information system that integrates geographic information, multimedia information, cultural heritage information and collaborative aspects in a single information model. The four main aspects of the system include " community " , " geographic information system " , " multimedia standards " , " cultural heritage management " . ...
... Photos can be geo-tagged, based on the location information, and offered to the public in the two Google platforms previously mentioned. In addition, the Open Geospatial Consortium (OGC) implemented Open GIS, which is currently used by ACIS to store in it database information about monuments and sites and its geographical information [22]. ...
Article
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Technology enhanced learning (TEL) is considered a key element for lifelong and cost-effective learning processes. Nowadays, with the rapid development and evolution of the Web 2.0 (e.g. wikis, blogs, etc.) new learning paradigms have emerged. Instead of a simpler model where students consume instructor-written documentation, it appears to be a natural process that users (or learners in this case) may become a prosumer (a combination of producer and consumer). In the context of TEL this implies the creation of a new species: The teaner (a combination of teacher and learner). Additionally, TEL is now exploring alternative forms of content such as story-telling and educational gaming. These two approaches, when combined, can be mutually beneficial, with games bringing the educational stories to life and with the stories providing a solid narrative backbone for the games. In this work, we propose an approach to merge educational gaming, interactive story-telling and collaborative creation of content, glued together by interoperable multimedia metadata. Finally, we discuss aspects of mobile learning and the challenges posed by adding a fourth dimension for the problem: letting teaners go mobile.
... With regards to these CHM needs, a number of research issues like CHM digital documentation (CHMDD) [1,2,3,12,29] and Community Cultural Information Systems (CCIS) [44,45] are addressed. In this paper the issue of CHMDD is discussed in relation with the following concepts: ...
... In terms of the personalized e-learning concept, a number of personalized online e-courses could be launched to enhance the interoperability among users from a number of different disciplines [30,44,45]. Also, offline e-courses should be synchronized into a database server [4,35,44]. ...
... In CHM, the systematic use of 3D modeling for digital documentation and conservation has started relatively recently [45][46][47][48][49]. But, so far, there is not an acceptable metadata standard, mainly, because of the difficulties to integrate and connect semidemolished 3D-world sites with available 2D and multimedia data. ...
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Nowadays, cultural heritage is under threat and danger (pollution, natural disasters, wars, etc.). In this domain, cultural heritage management (CHM) as the art, vocation and practice of managing cultural heritage resources and as a multi-discipline research area has a vital role. In recent years, the innovations, improvements and rapid advances in traditional and geographic (GIS) databases, design computing, digital architecture and archaeology, imaging sensors and scanners, computer modeling software, haptic equipments and e-learning technology, as well as the affordability and availability of many powerful graphics workstations make metadata and 3D modeling techniques for CHM with e-learning and haptic rendering (virtual reality) functionality feasible. This paper addresses the application research issue of incorporating metadata and modeling in a CHM case study and discusses the related e-learning functionality. So, in this article, a practical project is used to demonstrate the functionality and the performance of the proposed 3D modeling metadata based CHM methodology. In particular, the processing steps from image acquisition to the 3D geometric and semantic description of the Galerius Palace “Octagonon” (Thessaloniki, Greece) in a 3D digital environment are presented. Also, emphasis is put on documenting the new term 3D modeling metadata for CHM and on discussing as an open issue the concept personalized e-learning CHM scenarios. The proposed methodology has 10−2 modeling accuracy (i.e. 1% relative inaccuracy) and it is of interest for archaeology, architecture, virtual reality, e-learning, e-culture and virtual tourism.
... Since the creation of educational games from scratch is expensive and requires highly specialized technical and pedagogical skills, we use a semi-automatic approach in creating educational games from multimedia narratives. Starting point are non-linear stories created in our MPEG-7 [8] based multimedia integrated storytelling environment called MIST [22], which taps the multimedia repository of an online community with the intention of gathering the widespread information about the Afghan cultural heritage [14]. ...
Conference Paper
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Preserving the knowledge of previous generations and passing it to new generations is challenging. This process is usually based on an educational system or in any other kind of face-to-face tradition. However, developing countries usually face a lack of well educated people so that this process is hindered. This is even more problematic for countries having recently struggled through times of war. Hence, we apply a community-centered approach to capturing expert knowledge in non-linear digital stories and repurposing it in the shape of educational games. In particular, we support the vocational training of local employees within a cultural heritage community that aims at preserving Bamiyan Valley in Afghanistan.
... Since the protection and rehabilitation of Afghan cultural heritage started in early 2002, the International Council on Monuments and Sites (ICOMOS) Germany has cooperated with RWTH Aachen University to participate in the cultural heritage management project under the scopes and guidance of UNESCO (United Nations Educational Scientific and Cultural organization). A desktop-based Afghan Community Information System (ACIS) for cultural heritage management has been elaborated, which is a comprehensive, user-friendly information system based on spatial and multimedia databases [6]. Besides the communication and cooperation channels among the international communities, ACIS also facilitates intercultural, intergenerational and international learning [5]. ...
Conference Paper
With the latest development of wireless networks and high performance handheld devices, web applications are no longer bounded within the desktop platforms. Many services targeting individual users are already running on diverse mobile devices. Mobile interfaces for hypermedia GIS services are some of the prominent applications for social networks and their development poses great challenges. In this paper we present the mobile interfaces which systematically link database technologies, Geographical Information Systems, and hypermedia information services on mobile devices. The user-oriented design concept is used to design and implement the mobile interfaces as to ensure their usability and user-friendliness. These mobile interfaces support cultural heritage communities to collect, create, share and search location-based hypermedia on wireless networks. At the same time, mobile usability issues are explored in-depth.
... The target groups are professional cultural communities who work on management of cultural sites and monuments. The experiences of developing a desktop-based community information system for cultural heritage management in Afghanistan are also useful [16]. ...
Conference Paper
In the past several years, the World Wide Web has experienced a new era, in which user communities are greatly involved and digital content explodes via the Internet Community information systems have been highlighted with the emerging term “Social Software” In this paper, we explore the impact of social software on the community of cultural heritage management Furthermore, mobile and ubiquitous technologies have provided capabilities for more sophisticated approach to cultural heritage management We analyze these features of mobile information systems for cultural communities We also present a mobile community framework with mobile Web Services to enable professionals to collect, manage and retrieve cultural heritage information in wide user communities.